Monday, August 25, 2008

Tellanet

First off you need to find a random scatter item, a grinning skull (A small black skull is here, grinning at you.) they are vanish-death and decay in a few hours, so using them soon is always advised. This guide is more for soloing Tellanet since finding multiple skulls is hard to find, should you have more than one skull, the same tactics will work, she will just die a lot quicker.

Tellanet's stats, items and room flags
  • Tellanet does bite paralysing attacks.
  • She can cast bolt type spells doing up to 2000hp damage depending on hit locations.
  • She only seems to have around 1500sp.
  • She carries a shortsword named 'ardor', hex scroll, titanskull shield.
  • The ardor shortsword does mental-lash type damage, ogres beware.
  • She loads with a black flag that has random immunities and resistances each repop.
  • The room itself is no regen.
  • Her mount also paralyses.

Preparation

First off you need to sort out your equipment, minimal armour is advised (since finding a second skull to loot should things go wrong is hard), so long as you achieve all 75's across you will be ok. Familiars from the orb of power (balance mark) and Agrippa rings are an advantage if you have them.

A dispelling weapon ready for the fight will help a lot, octarine quivers are the best since they dispel much faster, but for non rangers a heaven's wrath (expiring anyways so it's ok to lose) or a pike of retribution (cpk proof, but means no shield) will be ok. Be warned though she can be immune to any of these weapons.

A enervating weapon ready on hand for draining her spell points, spikebit, demented blade or wand of dark are good choices. As with the dispelling weapons she can be immune to these weapons too.

Obviously this depends on your classes but finding a monk or ranger to mix for you is advised. Have someone mix you around 20 fatigue mixes and around 60 HE mixes (she's yet to be fire immune when I have killed her, but you never know when that could change).

Check your memorized spells, redo them if they are close to fading, stock up on reagents if you are low, set your combat defense to dodge, take out your bronze bell if you have one or a staff of summoning (obtainable from necromancers in Templeton catacombs) and grab a mount if you have riding, an Ithrix ward is recommended.

Once ready and fully spelled up, regenerate to max stats then hold and use the skull.

Tellanet Encounter

You will find your self in a non pk room, its no regen so don't be wasting sp here. Use your summoning item if you have one and make four air type elementals, if you summon any other type order it to go north and unform it, as they will frag the hex scroll with breath attacks should Tellanet have one. Set formation structure to shield and haste the elementals. Once ready Tellanet is located down, going up will take you out of the Tellanet area and into the normal ethereal void area and unable to get back to her. Once you are in Tellanet's room fleeing up will have the same effect of you not been able to get back to her, fleeing south, east and west from her room all seem to have a increased chance of teleporting you into the normal void, fleeing north from her is the best option and least likely to teleport you out in my experience.

Once down, proceed to try dispelling her haste, if you get paralysed change your defense to auto or shield block in case she bolts. String for her bolting is Tellanet begins muttering an incantation... if your are not paralysed and you see that spell string flee north, wait at least 3 seconds for the spell to finish casting before going back in the room.

When she is dispelled immediately change to your enervating weapon, throw a fatigue mix and cast curse, faerie fire, weaken, plague and poison on her (she can be immune to plague and poison or very resistant to them, you need to land at least one of them, so spam till you land). Once spelled up proceed to use all your HE up, and try to stay above 1200hp. Try not to bash since the room is no regen and using all your sp and st up will leave you dead. When your sp is depleted flee north a second or two before the next tic and recover (any healing items or cabochon are a help as the longer you spend out of her room the more chance there is of been teleported away from her area).

From here on its just a matter of casting cure light every so often and throwing a new fatigue mix roughly every 4.5 to 5 minutes. Eventually she will drop to screams in agony and try to flee. Letting her flee is a good idea, as the rooms around her are not no regen and will make the final phase a lot easier in my experience. Having said that if she flees up you will be in the normal void, this is a real pain some times as she can be immune to web and chasing a paralysing mob around in the ethereal void is not fun! Should she flee any other direction but up, room shield if you can, then follow her, try your best to web her, but as previously stated she can some times be immune.

Once you get her down to barely clinging to life, its time to be very careful again. Order the elementals to flee so you can monitor damage more effectively, as she gets to her last few hp you need to over cast heal onto yourself if you are approaching a tic. Should you kill her a few seconds before a tic you risk been attacked by the mount, this is very bad as the mount is extremely buff and paralysing. It will disappear after a few tics, but that's more than enough time for it to kill you. So time your tic correctly and try to kill her immediately after one, any items she carries will drop to the ground so grab everything and get out of the room quickly. One final warning the ardor shortsword is trapped, if you have very low hp when she dies it will kill you when you pick it up.

Now find your way back to the no regen room with the up, go up and scan for Mordred, go to him grab a vial if there is one, drink it and you are home free!

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