Friday, August 29, 2008
Mark of Contruction - Wandering Sidhe
Timings for the Wandering Sidhe
midnight - Baron Bloodbane's Castle
4 am - Rahdiyr
8 am - Kulah
noon - Lowangen
4 pm - Rune
8 pm - Sigil
Monday, August 25, 2008
Tellanet
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!
Mark of Trespassing - Kobold Taskmaster
Note: if he doesn't offer you the correct password for 15,000 gold then you need to kill him and wait for repop, because you will need the correct password to enter another area and once someone gives a scroll to the taskmaster, he is cured for the repop until someone kills him.
Once you have the correct password, go to the room where the fire and lightning golems are (be sure not to kill them) and say it there. You will be transported to the room down. This room has a chest with a small amount of gold coins in it. Search for a northwest exit and follow the path until the end, then walk through the southeast exit, to CPK. Follow until the end and you should see a chest with some vials and maybe a righteous flail. If you don't have Tresspassing mark, getting a vial out of the chest will grant it to you.
Reztreal
To release Reztreal, you must first release, and kill the Archbishops of the various religions in Xaventry. This is done by activating 7 stone markers in the no magic dizzy rooms. Dispel area the first room (all the others are no magic) and spam a direction until you reach a marker, open it, and put its corresponding reagent in (it tells you what the right one is, if you try and put the wrong one in). The marker will close, and hum.
The directions to the markers are as follows (note: all directions begin from the recall fountain in Xaventry town square).
Air: east, 7 south, 13 east, 6 north, east north
Water: east 7, south, 2 east, north
Fire: north, 3 east, 9 north, east
Earth: north, 3 east, 10 north, 6 west, 3 north, 2 west, south
Gem: 1 east, 16 south, 2 west, south
Ethereal: north, 12 west, 5 south, east
Astral: north, 12 west, north, west
Once you've activated each marker you will get the string 'An enormous CRREEEAaAKKK echoes through town, the sound of a magical prison weakening.' and the archbishops appear at recall, complain for a while, then make a portal and leave. You can either follow them through this portal, or walk to 'Ascending into the Light' room in the Vandyne temple.
Archbishops: a form of 5-7.
It's suggested, but not required, that you have a psionic disarm them (though this can take a long time), as they seem to do more damage with their weapons. The main requirement for killing them is having 2 or more druids to take some of the focus off the tank. The Gath archbishop firebolts, and the Ithrillis ice bolts, so having them on 2 different tanks helps a lot. Dispel curse and faerie fire Maradas, Ithrillis, Gath and Dira (Vandyne is protected until you kill the other four), and have the tank attack Dira, and the druids immediately ooze evoke off Gath and Ithrillis. Once one of them dies, which shouldn't take long, as they don't have a lot of hp, it becomes dramatically easier, and when you have killed all 4, Vandyne will attack you. Dispel him, then spell him up, and hes pretty easy compared to four of them. Once he is dead you'll hear Reztreal 'A weak, throaty voice yells 'I'm free, and when I regain my strength, you shall be destroyed!', pick up Archbishop's zucchetto, and spine of the condemned, and off you go to shadow castle.
Reztreal: A form of 7-9 archons is suggested.
Reztreal spawns in an area below the mob with the ring of fortitude (from recall all north, all west, north search for a hidden door then all east search for a hidden down) and you need the Brick from the master assassin to unlock the hidden east door. Reztreal will occasionally cast antimagic sphere, which needs to be dispelled, as he is a no flee mob, and can also cast through it. His room, and the room northwest of him is Low-regen, so if you need to rest, do so at the top of those stairs.
(Note: make sure to trunk the bricks, as Reztreal will frag them)
Reztreal, the elemental spectre is resistant to: magic weapon pierce slash fire cold energy
Reztreal, the elemental spectre is immune to: summon charm bash poison disease necromantic petrification
Reztreal, the elemental spectre is vulnerable to: fire cold holy earth
* 'Sanctuary', cast at level 350.
* 'Haste', cast at level 350.
While fighting Reztreal, there will be two tanks, the person tanking his physical attacks, and the person who he targets for bolts. The designated bolt tanker needs to sit while everyone goes in, so that they enter the room LAST and are targeted by the bolts. Reztreal does energy physical damage, so it also helps if the person tanking his attacks has a bascinet.
Reztreal is dispellable by dispelling weapons (wraths, div axes), and if you, can dispel his sanctuary without dispelling his haste, as his regen is extremely high. If you do dispel his haste, make sure someone keeps him hasted throughout the whole fight in order to lower his regen. Reztreal has a lot of hp, so you'll probably need to fight him for about 20-30 minutes, making sure to keep him cursed, faerie fired and hasted the whole time.
When his hp gets low (vomiting-paling) he will randomly teleport to somewhere in Shadow Castle, you need to find him quickly, or he will regen. Once you find him, fight him the same as last time (bolt tank entering last), and when he gets to clinging, he will teleport randomly again (often to the maze). This is his last disappearing trick, and when you find him, he's almost dead. When he is slain, he vanishes. He very often has the shield 'a fuliginous scutum' and occasionally has an elemental sphere which gives the Mark of Tenacity.
Lasler
When you first log in, you will be greeted by a black cat. It will look something like: 'Welcome to Materia Magica Isyndil.' the black cat says to you. 'If you are new to the game I can give you an introduction tour to the game and some of the basic commands. Would you like a tour? (sayto cat yes, if you want to take his tour)'
Then:
Hint: Type sayto cat yes if you wish to take his tour.
This cat will give you a guide to the basic functions of Materia Magica and teach you how to play. Before doing this, I recommend you type "set novice off" then "set autoloot on" and finally "set autosac on"; these are a couple of the basic settings in the game that will make it much easier to play. You can now sayto cat yes, while going through is tour of the game, you can leave by typing "sayto cat quit". Once you've completed his introduction to Materia Magica, you should be back where you started in the first classroom. You can walk through the classrooms and learn a little more about the game, or simply type "recall" to get to the center of towne. The "recall" command can be used at any time to transport yourself to the recall room of the towne you're currently in (Lasler at the moment) until you're level 61, then you need a house to use it (type help homes for more informaiton).
From the recall room, where brother Rufus is, you can open west, go west, north, north, open north and go north. This is the training area. Type "practice" to see what you can practice and "train" to see what stats you can train. It takes 80 practices to train a normal stat and 60 to train your main, this kind of information is a little complex for this guide. See help train in the game for more information. The room on the east will allow you to train skills, the room to the west will allow you to train spells. Once you're complete, you can go south (from the skills room), west, west, west, west and north and you'll be in the weapons shop. Check your equipment by typing "eq" if novice is off or "equipment" if it's on, and the weapon you're using is your primary weapon, so try buy a better version of it. You can wear any equipment that is 5 levels above your current level, or below.
Now you hopefully have a better weapon that you've practiced, go south, east, east, east, east, east, east and north. You'll now be in the armor shop, you may not enough enough gold to purchase any armor after buying your weapon, so you'll need to kill enemies to get more gold. You can also "sacrifice" items to get gold from items you get from monsters and don't need. The best thing to do now is just walk around killing stuff and getting experience to level. Remember you can type "flee " being the direction you want to flee to escape from combat.
If you are a fighter, you should try and raise your vitality (for more hit-points and stamina), wisdom (for more practices) and your primary stat (for more betters). If you are a spell-caster you should try and raise your knowledge (for more spell-power), wisdom (for more practices and your primary stat (for more betters).
Advanced Lasler Section
These are the two trials in lasler, both of which reward a mark and one will reward a manual and the other practices. These trials are not for newbies as they generally require knowledge and skill to complete them.
Mark of Youth
First make sure you're at least level 6 (I recommend at least level 8) you have a good trained weapon and if possible, buy some cure light potions from the shop all west on the main street.
Starting from recall, go w, n, w, w, w, w, w, w, n, n, n, n, n, n, ne, n, n, n, n, e, e, e, n, n and kill the prospector. If he's not in this room, he'll either be close by or dead. So wait for repop if he's not around. You need to get a spade from him. Once you have the spade, head w, w, n, n, n, n, n, n, n, n, n, e, e, e, n, n, e, e, n, n, w, w, n, n, d, e, e, e, e, s, s, s, s, s, e, e, e, e, n, n, e, e, e, e, e, n, n, n and light your latern. If you don't have a latern because you've already used it up, you can buy torches from the shop south. Once you have a light, go d, s, s, w, w, s, s, s, s, e, e, n, e, e, n and kill the dryad. If the dryad is dead, wait for repop. You'll obtain a red leaf from her if you kill her.
Recall and wait to regen some stamina, then go w, n, w, w, w, w, w, w, n, n, w and dig. You should reveal a down, go down and kill the zombie who has already killed the dryad. If he's dead wait for repop and kill him. Once you have the second leaf, recall again.
Regen your stamina and go w, n, e, e, e, e, e, e, e, s, s, s, s, sw, se and wait for the dryad to open the tree then, s, w, se, s and again wait for the dryad to open the tree then e, s, w, w, n, n, w, sw, n, nw, e, ne, n, sw, w, n, w and this is where it gets tricky. To the west a dragon moves around, if the dragon attacks you it can kill you in one round and burn your equipment. So use look west to make sure the dragon isn't there, if he isn't go west but keep alert incase he walks in. West from this room is where the last leaf, which is gold, repops. It is dropped by the dragon, so you need to check every couple of minutes to see if it's in there. Dropping a torch or light on the ground is a good way to keep it lit up. Usually there's a fight for this leaf, so you'll need to be quick. Also remember, drop a lit torch in the room so you can look into the room to check when the dragon drops the leaf. The dragon must be in the room and awake for the leaf to be dropped, so if he sleeps wake him up. Once you have the leaf, go e, e, e and recall again.
Regen your stamina and go w, n, e, e, e, e, e, e, e, s, s, s, s, sw, se and wait for the dryad to open the tree then, s, w, se, s and again wait for the dryad to open the tree then e, n, ne, and wait for the dryad to open the tree again, then ne, s, e. You need to dismount here, and the final dryad will ask you "What can you keep but give away?" There are two answers, wisdom or knowledge. Say one of them and a passage will open to the south, go through the passage and wear the gold leaf. Use it a couple of times until you're hasted, then follow the path until you're transferred into the trial. The northwest mob is the hardest, has two attacks and rather strong it's the fighter trial, the figher trial can reward either a vitality, strength, courage or stamina manual. The north path leads to the thief trial, it's much easier and I recommend it to most people, the thief trial will reward either a hit-points, luck, personality or agility manual. The northeast is the mage trial, this mob is immuned to all weapons so it should only be attempted by mages or people with lots of magic dart scrolls. It's fairly weak and doesn't hit hard. The mage trial can reward either spell-power, knowledge, wisdom or sanity manual.
Once you beat the mob, go north and get the mark + manual for your trial, wear the manual and use it to raise whatever you get (is totally random). Once done, recall.
Mark of Wisom
This trial is much much shorter, you can start by talking to the druid in the forest and leading your way through all the mobs and finding out about the story. Or just sayto Rufus at recall "ghost" and go west and wait. After a couple of minutes you will be transferred to an area away from the main towne. To the north there will be 5 obelisk. This is the tricky part, you need to make it so each of the obelisk shine the correct order. You change their colours by walking in and out of the rooms. The center obelisk will glow a certain amount of runes depending on how many you've got correct. Once all 4 light up, a north will open, go north and you'll get the mark of wisdom and 50 practices.
NOTE: The pattern seems to change each time all 4 runes glow.
Mark of Orienteering
Complete a miniquest in the Valley of Lasler. Find the preacher of Gath along the road between the village and the school. You may need to walk in and out of the room to get him to talk to you. When asked, tell him your name (sayto preacher
He will give you a fan to take to the preacher of Maradas, who will in turn give you a watering can to take to the preacher of Ithrilis, who will give you a kite to deliver to the preacher of Dira, who will give you a tinder box to take to the (empty) Tower of Gath. The instructions given by each of these people are pretty straight-forward.
Labyrinth of Acron
*Gwyllem, the Enlightened One is here, poking you in the ribs.
Try going south of him, he'll ask you this riddle:
'I am sometimes raging as a bull and sometimes calm as a baby sleeping.' Gwyllem, the enlightened one says. 'I have two banks but never any money. Who am I?'
Sayto him or say River.
You will be sent South from Gwyllem. Be careful not to return this way unless you need to, or you will have to do the riddle again. Then go all South, 1 East, North, East, South, and pick up the Black Mushroom on the ground. Then.. north, East, 2 South, West, South, East. You will see Leoric.
Leoric the sidhe druid is here.
Try going east and he'll ask for a mushroom. Give him the mushroom and you will be sent east of him.
From there, you go 4 e, n, e, n, 2w, n, w. You will see:
**Salem the necromancer is here, shrouded in an aura of darkness.
Search in his room and try to go north. He'll say:
Salem says, 'Ye must find me a diamond before ye can speak with Acron; follow the sphere and you will find a diamond.'
Salem utters the word 'gnyah!'
The air shimmers and a green sphere appears.
It is VERY IMPORTANT that you watch what direction the orb moves and follow one step behind it very carefully. The orb will float on through a number of rooms and end up floating through a South wall. Search, enter, and pick up the diamond in there. Bring this back to Salem.
Give the diamond to Salem and he will transport you to the room north. West of here is Acron! He is in a safe room, and there is a down room that sometimes holds goods such as a meteorite slab. Acron usually rewards low level visitors with small amounts of practices.
Kell Commander
It should be noted that there is a secondary way to get into the area required for this miniquest, although it's incredibly costly. Go to the southwest corner of the town, 3 east, and down to a hidden shop. Buy an apple, it shouldn't matter which. Now, go to the west side of town, and wait and/or move until a worker mentions he's hungry. Give him the apple, and he'll drop his spade. If you wait, this worker will say that he needs a new spade. At last attempt, the only spade which works is the quest spade, which one would almost never want to use. If you give him the spade, he'll dig a way down on the west side of town to the kell area. At this time, we know of no way to get the spade back. After releasing the kells, go to Lowangen. Go to the hidden shop mentioned above shop and buy the device. Now go outside, drop the device and push it. Each push, it takes 20k gold from your inventory so be prepared for an expensive venture. Keep using the device until you find the tangled tree. Kill the tree to get a tanglevine seed.
Now go to Diocletian, give the seed to Admiral Yotln (the retired military man) while being visible. He will give you a medal. You will receive a mail within minutes saying the shop owner wants to obtain the artifact you have just come across. Now head back to Lowangen, go back to the walk-through shop and give him the medal. He will give you a Kell's carapace. Walk outside and remove levitation if you have it on, find the V's (crevasse) and you will fall in. Walk to a room with a vine in it and start digging for a down. Go down and the guard will attack you and remove your carapace from you. Kill him and go down again to the CPK.
This CPK is high regen. The room to the southwest is LPK and no regen. Finally, down from there is non-pk and normal regen, which is where the Kell Commander is. Keep him spelled up, diseased cloud and poison gas the room if you can. And watch out for his high-damage emotes, such as using his scythe to slice you open, hitting extra hard, critically, etc. He will also regenerate chunks of HP if he "regains his strength". Do not wait until you are too low on hp (above 1.5k suggested) or one round from a scythe emote can kill you. Once you kill him, you can get a kell transmitter, quartz sliver, crystalline belt or a crystal neckguard.