Na'Gor
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Information
- Area: Nevermore
Items
Inventory
Unknown coins
Notes
Na'Gor
even called (and keyed to) golem Equipment: Object 'the crystaline eye of Na'gor' is infused with your magic... It is a level 50 armor, weight 5. Locations it can be worn: eyes Special properties: magic Races allowed: Human Half-Elf Gith Drow Genres allowed: sorcerer divinity This armor has a gold value of 200000. Armor class is 15 of 15. Affects damage roll by 2. Affects hp by 10. Affects mana by 50. Affects intelligence by 2. Affects affected_by by detect_invis Affects affected_by by detect_hidden Object 'the skull of illumination' is infused with your magic... It is a level 50 light, weight 10. Special properties: glow magic bless Genres allowed: sorcerer shaman This light has a gold value of 200000. Affects damage roll by 2. Affects hp by 10. Affects mana by 50. Affects intelligence by 2. Affects save vs spell by -2. Object 'stone gauntlets of the golem' is infused with your magic... It is a level 50 armor, weight 35. Locations it can be worn: hands Special properties: hum Genres allowed: fighter This armor has a gold value of 150000. Armor class is 20 of 20. Affects damage roll by 5. Affects strength by 3. Affects intelligence by -1. Affects wisdom by -1. Affects hp by 30. Area: Nevermore Directions: 1) fireplace, mass invis, charnis fire, open grate, down, all se,all ne, up,pick/broach/doorbash+open trapdoor,up (to get key to trapdoor -> "turn bracket"),w,op west (door keyed to tapestry, needed if opening from the other side), west, 2 up, ip1 kill (immob) baewan up or up,north,back re-log,up,n,ne (there is an alternative way to baewan that goes past Jelincth and requires pass door) 2) spellup simeon killers (hitters sanc + shockshield, tank adds protection and some basic stuff) - thief circle, "say Rhombus Medicamentum" - this detraps a trap that has to be detrapped, pick south, open south, go south and kill Simeon (aggressive style) ip1, get his key (henceforth simeon-key) 3) from simeon prep,se,s,"say Rhombus Medicamentum" this detraps a trap, spell-up Imril killers thieves all e-shields acdiward, unlock and open west with simeon key. 4) kill Imril (ip1 or 1500 to room more than every second round), unlock+open south with simeon key, loot key from imril, go south, "detrap trap" (this trap kills the room), unlock+open trapdoor, put simeon key east of imril, put imril key here 5) golem prep room is 1 south of imril and now safe to log in etc, golem is one up from here, search here for "clay ring of enchantment" each char that goes into golems room has to wear that ring (during the whole fight), otherwise large prog + lag + aggro = very possible death (with 3 ppl) baewan is very easy, simeon is easy, imril is hard (both simeon and imril is immune magic)
People needed:
2 warriors + 1 neph + 1 balance mage (last two can be same person)
preferable 3 warriors (with backups) and one on spelldowns+immob
Golem has both ordinary bash and bash-like progs that lags you, something for spelldowner to consider
Spells:
all 3 e-shields
acidward
no true sight needed
Attacks:
bashes and acid blasts
IP check:
There is an ip prog that does damage (I think its 1500hp), its not that common - makes soloing extremly hard though.
Notes:
Thieves style tanks, warriors ("best" hitters if immob) rescue tanks. Golem is a very very hard solo tank, not recommended.
"detrap trap" is a prog, and not an actual use of the skill detrap
No known tunneling (Imril's room is tunneled to 5 though)
Golems room is recall.
Prep room is safe to ld and log in.
Can't quit in golems room.
LDing in Golems room transes you to prep room
Golem loses aggro on quit/relog.
People will screw up; not wear ring or set of the trap or log off with one of the keys.
Only 31 kills of this writing, so pop rates arent really known
Non-magic weapons works (probably all weapon types)
Imril isnt aggro against evil-aligned chars.