Braindead's Mordor Site

Personal tools

Mordor Walkthrough (Big Spoilers!)

From Braindead's Mordor Site

Jump to: navigation, search

There are two versions of this walkthrough: one that tells you about all the important stuff, but leaves you to explore and discover some things on your own; and a Very Spoily version that tells you quite explicitly where everything is and what to do (the file you're currently reading).

I recommend you read the "regular" walkthrough first (a little at a time) and only read the Very Spoily walkthrough after you've explored the dungeon a bit on your own.

One note: monsters and items which first make an appearance on a given level will also show up on deeper levels, so if something is found on Level 2, it can show up on Level 3 as well, or anywhere deeper in the dungeon.


Contents

Level 1: Tomes and Potions

The good ol' first level. Your characters will need to spend 10-20 guild levels or so on Level 1 before they'll be strong enough to venture onto Level 2.

There are no really dangerous monsters on 1, although you'll want to run away from Hiksae, Zombies, Margoyles, and Enchanters until you've got about 40 HP.

Pseudo-Dragons drop some nice loot, as does the Aboleth, laired at 27,8,1. But don't visit him until you're strong enough for Level 2. Slave Mashers are strong, and with their Slaves in tow are worth a lot of XP, drop a lot of gold, and some very nice items. Tengus are quite rare and powerful, and also drop good items.

The most valuable items you'll find on Level 1 are stat-increasing tomes and potions. You can either use them on yourself right away or save them up and give them to characters you create at a later time (aka "legacy" characters). Until you start vanquishing dragons on 3 and 4, they will also be your best source of money.

Specific monster types are programmed to drop specific tomes pretty often: Footpads and Cutthroats drop Tomes of Agility; Rowdies and Warriors, Tomes of Strength; Enchanters, Tomes of Learning; Charmers, Tomes of Insight; Pseudo-Dragons and Margoyles (?!), Tomes of Leadership; and most Undead from Levels 1-5, Tomes of Endurance.

Don't use tomes or potions without fully IDing them first. If their alignment is not the same as yours, they will go to waste. If their alignment is the opposite of yours, they will reduce your stats. And if it's a Tome of Lies, it will reduce your stats no matter what.

Aside from tomes, one of the best items you can find on 1 is the Warhammer, occasionally dropped by the Twisted Dwarves found at 4,4,1. It's the best weapon you'll find (for fighter-type guilds) until you reach Level 4 or so.

There are a few other items sometimes found on Level 1 which have substantial value. Potions of Youth will reduce your character's age by one year (and take off one point of Con; you'll have to boost it again with a tome). Aging is mostly only a problem late in the game when you start encountering monsters with Aging attacks, but by then you'll be thankful for every year you can get back. (Aging is also a problem if you don't heal up fully before returning to town... you do heal up before taking the stairs, don't you?)

A Scroll of Spells will add 50 SP to any character of the correct alignment. At first this isn't that useful, as it is usually easy to get back to the stairs and get back all your SP for free. But later on, when you're deep in the dungeon, scrolls can give you some badly-needed SP when you find you're in a tight spot. They are especially useful for Healers, who can keep your party alive indefinitely as long as they have spell points. They are commonly dropped by Mage types on Levels 1-3.

The SP granted by a Scroll of Spells is temporary. You can use a Scroll of Spells to boost your SP above its normal maximum, but when you return to town, your SP will return to its normal maximum.

I also happen to like Dust of Healing, found on Level 1. I always have my characters carry around a bit of it, just in case.


Level 2: Slaves

Proceed to Level 2 as soon as you're tough enough to survive it. There are several factors that contribute to survivability, but a Defense of 60 should be considered a minimum for Level 2.

The most distinct feature of Level 2 is a group of slave lairs in the northwest corner. Each lair is a little tougher than the last. These groups drop some great items and are worth a lot of XP.

The two most interesting items the slavers will drop are Unicorn Horns and Slaver's Whips. The Unicorn Horn is a good early artifact which grants Poison and Disease resistance. Neither of those resistances are critical at any point in the game, but having them effectively halves your likelihood of getting Poisoned or Diseased from monster attacks or traps, so they're useful.

The Slaver's Whip casts Charm Humanoid and is particularly useful against Slavers (although not the Slave Driver) and the Goblin lairs on Level 3.

There's a Slime lair on the way to the slave lairs; be careful of Green Slimes, as they can paralyze you and destroy your items.

Large groups of Ants are also great for XP. If you level a magic-user early on and use spells which work against large monster groups like these (Cold Blast, Flamesheet, Light Spray, Poison, Leprosy, Dazzle -- whatever works), you'll gain XP very quickly.

One rare item you can sometimes find on Level 2 are Bells of Kwalish, which cast Resurrect. I like to have my non-Healers carry them in case my Healer gets killed. They are most often dropped by Dimeons and Soldiers.

Horda Giants, first found on Level 2, sometimes drop White Sashes, which is the best spellcasting item you'll find on the first several levels of the dungeon. Other monsters that drop it are Nastrums, Centaurs, and Daemons, all from Level 3.

Sashes are cursed items which cost only 1-2 gold to realign or uncurse. They're meant to be throwaway items which cast very high-level spells. Don't bother saving sashes when you come across them -- the Store won't pay you anything for them, so wear 'em and use 'em when you're facing tough monsters.


Level 3: Goblins and the Aard of Being

Now it gets interesting.

The best feature of Level 3 is a set of Goblin lairs located at 12,30,3. These groups are tough when you first encounter them, but a bit of magic will soften them up considerably if you can get some. A Slaver's Whip works great against the Goblin Guards and Shamen, although not against the Goblin Lord. A White Sash, if you happen to find one, is even better. And if you have a magic-user in your party, that's best of all.

These Goblin groups drop great items; in particular, the Goblin Shaman sometimes drops an "Aard of Being", which will boost all your stats by 1. It is, needless to say, a very valuable item.

They also sometimes drop a Scroll of She'tal. It casts a powerful spell that does about 60-110 points of damage to up to 4 monsters in 4 groups. It is most useful against the most dangerous laired monster groups from Level 3 through about 6. Scrolls of She'tal are rare, so save them for the monster groups that are really giving your party a beating.

The Goblin Lord in the last room drops Twisted Bracers, which are great for charming dragons. With his Pelagon companions, he often drops as much as 3 million in gold.

There are a number of hazards present on level 3, so you should be careful while exploring it. There is a chute very near the goblin lairs, at 13,26,3, which will drop you onto Level 5 if you blunder into it. Giving someone a few Seeker levels early on to cast Feather Essence on your party can save your butt.

Also be careful of the "swamp" on the southern side of the level. Unless your party is levitating, you will lose items in the quicksand squares.

Also found in certain rooms on Level 3 are two particularly nasty beasties: the Munsae and the Nastrum. Munsae can drain your stats, and Nastrums can Stone you. If you can, get yourself a Sorcerer and cast Drain and Stone resistance on all your party members when exploring Level 3 and below.

Firagons first appear on Level 3. They carry quite a bit of gold, but are a mixed blessing: sometimes their chests contain Ball-and-Chains, which cost 2,400,000 gold to uncurse. If there's more than one Firagon in the group, their chest will probably contain enough gold to offset the risk of an occasional Ball-and-Chain.

Finally, two good early weapons, Steel Daggers and Silver Crosses, can sometimes be found on Level 3.


Level 4: Dragons, Dwarves, Draining, and Death

There's a big leap of difficulty from Level 3 to Level 4, so spend a little extra time leveling your characters on Level 3 before you continue downwards.

If your party doesn't have Drain resistance by now, you're in trouble. Wraiths are commonplace on Level 4 and they drain stats aggressively. They can also paralyze you. Get a Sorcerer as soon as you can and cast Drain and Paralysis resistance on everyone, or wear White Cloaks or Amulets of Life if you can find them.

There are two different stairways leading to Level 4: one at 21,20,4, and one at 6,3,4. The two stairways bring you to two different regions which are completely separated by a thick rock wall. Ordinarily the only way through it would be to cast Displacement and hope that you don't type your coordinates wrong and rock yourself.

However, it turns out Mordor levels "wrap around": if you cast Ethereal Portal at one edge of the map, your party will be transported to the opposite edge (again, make sure you're not going into a Rock square). So having a Seeker (or Mage or Wizard) in your party can make your life a whole lot easier.

Flanking the stairway at 21,20,4 are two teleporters. It's easy to stumble into them and find yourself on Level 5. Fortunately, there are two more teleporters on 5 which will bring you back to 4. These teleporters form part of a quick route between Level 3 and 6.

Level 4 is rich with all sorts of treasure. Pelagons are common in the hallways around the stairs at 21,20,4, and drop lots of gold (and unlike Firagons, no Ball-and-Chains). Once you hit Level 4, money will be much less of a constraint.

But beware! Teleport traps make their first appearance on Level 4. You'll be looking pretty stupid when your Thief suddenly disappears while opening a chest. If you've got a Seeker by now, cast Soul Search then Displacement and you'll reunite your party without too much trouble. Have fun getting back to the stairs.

Also first appearing on 4 are Withering and Fear traps. Withering traps are not dangerous, but if you fail to disarm them, they will Age the character opening the chest by 4 weeks. As long as you've got a decent Thief who can disarm them most of the time, they're worth opening.

Fear traps, if you fail to disarm them, will scare away all the companions of the character opening the chest. They will not scare away the companions of anyone else in the party, so as long as your Thief doesn't have companions, they're totally harmless.

Welcome to the Morgue! What the heck was that? Giant Leeches. Giant Leeches are the first "instadeath" creatures in the game. If you happen to run across them, leave the room immediately, and you might survive. Eventually you'll be able to beat them, but the first time you meet them, they'll tear you ten new ones.

There are three special monster lairs on Level 4, all in the southern region of the map: the Dwarven Lord at 5,18,4, the Flame Dragon at 20,12,4, and the Element Mage at 9,4,4.

The Dwarven Lord often drops two very powerful weapons: Delvar's War Axe and the Dwarven Hammer. Delvar's War Axe is a good weapon to use when you venture down to Level 6; if your characters are still using early weapons like a Warhammers or Silver Crosses, they will stop working against many "weapon resistant" monsters. The Dwarven Hammer is extremely powerful, but you will have to gain many more guild levels before you can use it, by which time you may find even better weapons.

The Flame Dragon is a very tough opponent, and is a good source for amulets (of Life/of Flames) and artifacts (Unicorn's Horn).

The Element Mage isn't that tough and doesn't drop anything special, but you'll almost never see one outside of its lair. They do make pretty good companions.

You can often find steel weapons on Level 4. They're not particularly powerful, but they're better than iron. There is, however, one extremely powerful, extremely rare weapon on Level 4: the Dominator, a sword with a 2.0 damage modifier. You won't find a better weapon until Level 7. But chances are you won't find a Dominator either.

And finally... What is up with this Lynch Demon? Why can't I kill it? The Lynch Demon is one of only three creatures in the game that has Complete Weapon Resistance. Annoyingly, it also has Complete Magic Resistance. It is, however, susceptible to the attacks of other monsters -- so you can kill it by using companions.


Level 5: Twisted Elf, Cockatrice, and Poltergeist

Level 5 has a very fragmented and difficult-to-navigate layout. It's easy to reach Level 5 via the teleporters around 21,20,4, but they place you in an isolated area of the level, far from anything of interest.

You have a few options. One is to walk. To the west, at 10,22,5, is the Cockatrice lair. Cockatrices often drop Aards of Being -- but if you don't have Stoning Resistance, you're in big trouble. They also drop several other good items, including the Cross of Life, which is the only rechargeable item in the game which casts Raise Dead. (Sell it to the store and buy it back to recharge it.)

From the Cockatrice lair, you have to travel South, then East, to get to the Twisted Elf's lair, at 28,1,5.

A simpler way to reach the Twisted Elf is to enter the level via its southern stairway, at 13,13,5. You have to follow a somewhat convoluted route on Levels 2, 3, and 4 to use their southern stairways, although this route will bring you to the best lairs on 4, 5, and 6.

A simpler route still -- my favorite -- is to use an easy-to-reach teleporter at 29,28,4 which will bring you to 13,2,5 (but be careful, this is a Stud square).

And finally, you can always just use Ethereal Portal. You can use it to go straight south from the northern stairs, or by using the wrap-around trick at the northern edge of the map to jump to the southern edge.

I like to use Ethereal Portal after visiting the Twisted Elf so as to visit the Poltergeist lair at 18,8,5. The Poltergeist, like the Cockatrice and Twisted Elf, drops several items ordinarily found starting on Level 6. After visiting the Poltergeist, it's easy to get back to Level 4 by walking into the teleporter at 23,20,5.

The Twisted Elf drops some of the best items in the game. Most notable are his rings, Elven Bracers, and Gems of Healing. Gems of Healing are like Dust of Healing, only far better. Elven Bracers give +1 Strength and +1 Dexterity and are especially good for Thieves.

The Twisted Elf's best treasure is his rings. He drops a variety of powerful spell-casting rings which can be vital if you don't have good spellcasters in your party. Most of the rings he drops are rare, but if you keep visiting him, sooner or later you'll get each of them.

The Elven Ring is the best rechargeable healing item in the game (when it runs out of charges, sell it to the store and buy it back). Rings of Levitation and Invisibility cast -- surprise! -- Levitation and Invisibility. (It's a pity they don't automatically grant it to the wearer, but they're still good for conserving spell points.) Rings of Opening cast Charm of Opening -- nice, but nothing beats a good Thief. Rings of Frost, Flames and Disruption cast powerful offensive spells, and Rings of Death cast Word of Death, the most effective offensive spell in the game.

Finally, Rings of Entrapment cast Soul Entrapment, the most powerful Charm spell in the game. If you have a Ring of Entrapment, you basically don't need a Mage -- although Mages do make good characters anyway. Soul Entrapment is a good offensive spell in its own right (provided your foes don't have Magic Resistance): a charmed monster is one fewer monster to fight, and Soul Entrapment can charm up to 4 monsters.

Most of the rings the Twisted Elf drops grant Protection when worn. Protection adds to your character's Defense scores in a way that is not visible on the Stats tab. Its effectiveness is dependent on your character's current guild level -- from 35 Defense for a Level 60 character up to 100+ Defense for the highest-level characters. See the Spell Damage Formula thread for more details.

The Twisted Elf also often drops cloaks. One of them, the Cloak of Invisibility, is the first item you'll come across in the game that grants Invisibility. Monsters without See Invisible do less damage in melee to Invisible characters. It is useful to have a Sorcerer (or Seeker, Mage, or Wizard) cast Sight Veil on your party members if you aren't already wearing an item which grants Invisibility.

Adamantite weapons start making their appearance on Level 5, and are a bit better than steel weapons. The Adamantite Helmet (and later helmets) grant See Invisible, allowing you to discard that Amulet of Ultravision for an Amulet of Flames or something better. Without See Invisible, you will do approximately half as much damage to invisible monsters in melee. Since items that grant See Invisible are common, this is generally not an issue.

One unique and rare item makes its first appearance on Level 5: the Orb of Life Domination. It casts Life Domination, which will bind any companion to you permanently -- they will not even be affected by Fear traps. If a really rare and powerful companion offers to 'j'oin you, come back to its lair with an Orb and bind it immediately after you have it join you.

Level 6: Medusa, Minotaur, and ZBrats

Weapon Resistance is a common problem when first visiting Level 6. If you're still using iron weapons, or a Thief Sword, Warhammer, Lethe Dagger, Silver Cross, or Katana, they'll suddenly stop working against several monsters on Level 6. Switch to steel weapons, a Crystal Sword, Iron-shod Staff, Delvar's War Axe, or adamantite weapons if you can find them. (The reason why the Iron-Shod Staff still works is because it's from Level 3: a weapon is effective against monsters up to its Level * 2 + 1 -- thus, Level 5 monsters for Level 2 weapons; Level 7 for Level 3 weapons, and so on. This does not include Stud squares, where the monsters are usually from one level deeper.)

There are several interesting lairs on Level 6 containing very tough monsters. The ZBrats who are usually found at 28,26,6 are the second set of instadeath monsters you'll encounter in the game. Enter their lair and they'll tear you to pieces. Occasionally you'll find them outside their lair, but thankfully that's rare. Although they're dangerous, a full lair of ZBrats is worth quite a bit of XP. Use powerful spells to wipe them out. A Rod of Ultimate Power, if you can find one, works especially well.

There is a set of lairs beginning at 11,8,6, right near the stairs from 5. The first lair contains a Black Pelagon. The next two chambers contain random monsters. The two after that usually hold Snake Servants, a good source of XP.

The last lair contains Medusa, usually accompanied by more Snake Servants. Even if you have full Stoning Resistance, she can still sometimes Stone you. She also casts Acidic Spray, which is very damaging. It might be worthwhile to cast Resist Acidity on your party before you visit her. To minimize the amount of time you spend in combat with her, you might wish to use spells. Leprosy, or more powerful spells, work pretty well against her and her Snake Servants.

Medusa often drops Medusa's Head, which casts -- you guessed it -- Flesh to Stone. It only affects one creature, though, and I never really figured out a good monster to use it against -- maybe the Demonist or Butcher on 7, or the Vampire on 9. It doesn't work at all against the Giant King on 10. Be warned: the store doesn't keep Medusa's Heads in its inventory, so if you sell one to the store, it'll be gone.

Medusa also occasionally drops Gems of Healing and Mordin Glyphs, which cast Draining Touch, which is more effective than Medusa's Head against most monsters.

Medusa is one of the only "unique" monsters (that is, found only in her lair) that can be charmed, although it's pretty hard to do. You'll need to damage her quite a bit in combat first before you'll succeed. Soul Entrapment is your best bet. I've never tried keeping her as a companion -- she's very powerful, but there's a chance she can accidentally Stone you.

The Minotaur can be found at 4,7,6, at the center of a set of rooms laid out in a spiral. The Minotaur is tough. He's totally immune to all magic, hits really hard, and takes lots of hits to kill. He does drop excellent items, especially weapons -- but it's less dangerous to hunt for them on Level 7 than to face the Minotaur.

There is a small "lake" just north of the stairs at 21,20,6 which is a good source of XP. The Water-Dwellers found there can be easily defeated by a number of medium-power spells, such as Leprosy or Acidic Spray, or by using a White Sash.

Blue Pelagons make their first appearance on Level 6. They are usually accompanied by several regular Pelagons, and sometimes drop as much as 10 million gold. They are found throughout the level, but are especially common in the Stud room at 2,2,6.

Mithril Daggers first appear on Level 6, although all the other Mithril weapons are Level 7 items.

Any items first found on Level 6 or deeper can never be IDed beyond their basic type (Potion, Sword, Gloves, Leather Armor, etc.). If you find an item you can't even identify that well ("Weapon", "Head Protection", etc.), you know you've found something really good. Items from Level 5 or earlier can be identified up to their specific type (Potion of Fitness, Steel Dagger, etc.), although to find their alignment, you'll have to ID them at the store.

Level 7: Water-Dwellers, Hooded Thief, Demonist, and Butcher

Level 7 is one of my favorite levels. There are several laired monsters which drop great items and a large "lake" full of Water-Dwellers worth tons of XP. You can gain dozens of guild levels quickly on Level 7 without facing much danger.

The level is effectively divided into four different regions. The biggest region contains the lake and two of the laired monsters: the Butcher at 16,1,7 and the Hooded Thief at 6,17,7. It is also the easiest-to-reach region, accessible via the stairs at 11,29,7.

The Butcher drops several excellent items, the best of which is the Avenger, which is the best sword -- maybe even the best weapon -- you'll find until you reach Level 15. He also often drops Shields of Defense or Mithril Plate Armor. The Butcher also makes an excellent companion.

The Hooded Thief drops several interesting items, many of which are useful to thieves. The most useful item he drops is the Shadow's Blade, which gives a +1 to Dexterity and is a great Thief's weapon. The Hooded Thief is the only non-Slime monster in the entire game that can Destroy Item (not just Steal), so when you visit him, kill him quickly with a spell.

The lake is a large L-shaped area full of Water-Dwellers. They're easy to defeat and give great XP. The entire region is worth tens of thousands of XP. Put a spellcaster up front and cast Leprosy, and watch the guild levels roll in. (Other spells work too, but Leprosy is the cheapest, costing as little as 4 SP to cast.) If you plan to spend any time on the water, you'll definitely want your party to be Levitating.

There is a Dragon lair at 19,4,7 where you'll find Gold or Blue Pelagons, good for a little extra gold.

There is a chute at 10,30,7 which will take you to Level 10. At 20,30,10, there is another chute that will take you to Level 13. They form a very fast route from Level 7 to 13, although because the chutes are one way, you'll have to take a different route back up. Your party will have to be levitating in order to use chutes without taking damage.

The second region on Level 7 is on the east side of the map and is accessible via the stairs at 23,3,6. There are no special monsters to be found here, just ordinary Level 7 encounters, although it's still worth checking out. There is a stairway at 25,19,7 which provides an alternative route down to Level 8.

The third region, more or less in the center of the map, holds little of particular interest except a few rooms that sometimes hold dragons. It is accessible via the stairs at 12,19,6 as well as a via a pit-strewn route around 24,23,7 that connects it to the "lake" region. There is also a teleporter at 20,23,7 which will take you to the lake itself, quite near the entrance of the Butcher's lair.

The fourth region is inaccessible except via movement spells (like Ethereal Portal) or random teleporters. It contains the Demonist's lair at 18,5,7.

The Demonist and his Astral Demon companions are fairly tough opponents. He drops several interesting items, including the Mystic Shield, Tome of Spells, and Cross of Commanding. The Mystic Shield is the only shield spellcasters can ever use; it confers Magic Resistance. Tomes of Spells work like Scrolls of spells, but will boost your SP by 200 instead of 50. The Cross of Commanding is a good weapon for spellcasters; its Abolish Dead also works well against the Vampire on 9.

Mithril items are common on Level 7. One particularly nice weapon is the Mithril-Shod Staff, which can be wielded at a lower guild level than many other weapons of similar power.

Slime traps first show up on Level 7. These nightmares are the primary reason you want a good Thief in your party -- it really, really sucks to lose a good item to a Slime trap. If you're smart, you'll never even attempt to open a Slime trap -- unless you just know there's something good in it. Oops, there wasn't.

Also first showing up on Level 7 are Blackout traps. They are more annoying than harmful: if you fail to disarm them, you will lose any Resistance spells cast on your character, and will have to recast them. You will also lose Sight Veil, See Invisible, Feather Essence, and Protection, if they were cast on you.

Blackout only affects spells, not items: if your Resistances/Visual Spells/Feather Essence come from wearing an item, they will remain in effect. Furthermore, only the character failing to disarm a Slime or Blackout trap will be affected by it; other characters' items will be safe and they will not lose their resistance spells.


Level 8: Wisps, Illusionists, Death Hawks and Ninjas

Level 8 has little of interest. There are no special laired monsters, and it is home to quite a few monsters you'll want to avoid.

Although Wisps first appear on Level 7, they are common on Level 8, and they frequently cast Summon Shade. If your party doesn't have Mental Resistance, a Wisp encounter can leave you hurting. You may just wish to dispatch them with an offensive spell -- Leprosy works well.

Illusionists, first appearing on Level 8, are another annoying monster. They are common encounters in the corridor leading to Level 9. They cast Summon Shade as well as Damage spells like Cause Fatal Wounds and Draining Touch. Because of this, both Mental and Magic resistance are worth considering once you reach Level 8. Wiping them out quickly with offensive spells is a good idea.

Both Death Hawks and Ninjas are uncommon, but they are pretty dangerous when you first encounter them on Level 8. Ninjas are not that hard to kill, but can sometimes hit for 250 or more points of damage, so keep on your toes when you encounter them.

There are no stairs down to be found on Level 8. Instead, there are a pair of teleporters at 5,8,8 and 6,8,8 (and a pair on Level 9 which will bring you back).

The Elixr of Fate first shows up on Level 8, as do Fate traps. Items which cast Fate simply randomize your HP and SP, anywhere from 1 point to your maximum. If you are out of SP, Fate can change your, well, fate. This is especially useful for Healers -- if you get any SP back, you can heal up your HP.

There is a Stud room at 30,17,8 which often contains Mundragons. See the next paragraph for notes on them.


Level 9: Vampire, Mundragons, and Boots of Levitation

Mundragons are tough creatures that appear in large groups and drop lots of gold. They make excellent companions, and are easy to charm with a Purple Sash or other items that cast Charm Dragon. Their breath attacks are pretty damaging, so it might be a good idea to give your party Fire Resistance if you haven't by now.

(Resistances are only 50% effective against "natural" attacks -- fire or cold breath, electrocution, acid spit, and poison and disease. This means if you have 90% resistance, you'll have a 45% reduction in damage; if you have 50% resistance, you'll get a 25% reduction, and so on. They are still important when you are facing a lot of natural attacks -- half damage is better than full damage, and they are fully effective against all spells: if you have 95% Fire Resistance, you will only take 5% of the damage from Fire spells. They are also fully effective against natural Drain, Stone, and Paralysis attacks.)

There is a laired Vampire at 26,4,9. Vampires are common on lower levels and drop a variety of nice items, the best of which is the Vampire Fang, the second-best dagger in the game. Mid-to-high level spells (such as Abolish Undead or Flesh to Stone) may be useful against this fairly powerful foe.

Boots of Levitation can first be found on Level 9. They are the first item you will come across that grant Levitation without having to cast a spell.

Also first found on 9 are Static Sashes. They cast Static Mesh at a high level and are effective against quite a few monsters.


Level 10: Giant King, Asteryex, and Dalyn's Tear

Located at 21,3,10 is the Giant King, one tough monster. You can defeat him using melee, but you'll probably need to heal up a few times before you can finish him off. If you happen to have a Mage or Wizard, he is particularly vulnerable to Mind spells.

The Giant King drops a variety of great items, the best of which is the Giant King's Hammer. It is perhaps the hardest-hitting weapon in the entire game, with a 2.5 Damage Modifier as well as a +2 to Strength. Its only drawback is that it is a 1-swing weapon -- so you'll be limited to 2 or 3 swings total when using it, depending on your guild. If you have a Giant in your party, it might be good to give him a GKH to slow down his XP gains and give your other characters a chance to catch up.

Once in a rare while the Giant King will offer to 'j'oin you. He is an excellent companion, with good resistances, great hitpoints, and great attacks (just hope he doesn't hit you accidentally). If you do come across a friendly Giant King like this, use an Orb of Life Domination on him -- he won't stick around for long.

Making its first appearance on Level 10 is the Asteryex, a big but not especially dangerous monster. Asteryexes can drop excellent items, from as deep as Level 14. They have massive hitpoints and great resistances, which makes them one of the best companions in the game. Unfortunately, they are charm-resistant, so your only hope is if one offers to 'j'oin you. Which it won't. But if it does, use an Orb of Life Domination immediately.

Blue Gremlins are first found on Level 10. They occasionally drop Dalyn's Tear, which will never be dropped by any other kind of monster. Dalyn's Tear is perhaps the best artifact in the game: it grants its wearer two very important resistances: Stoning and Paralysis.

There are a few Dragon lairs in the northwest corner of Level 10. If you are looking for some extra gold, Mundragons are quite common there.

Monsters with Electrical attacks show up in increasing numbers from Level 8 onward, and by Level 10, with the addition of Kenymahs and Junnarts, they begin to be a problem. Giving your party Electrical Resistance at this point is a good idea. Shields of Defense, first found on Level 7, grant Electrical Resistance, and you can always just cast a resistance spell.


Level 11: Water-Dwellers, Silent Eagles, Master Ninjas, Dragon's Blood, Magical Dust, and the Griffin

Much like Level 7, there is a large lake on Level 11, rich in XP. You will encounter many Piranha groups there. They aren't very dangerous, but they're worth almost no XP because they have only 1 HP each. You should avoid them instead of fighting them -- although they are a good source of gold. If they have an unlocked chest, sometimes I stop to open it without bothering to kill them all.

The real creatures of interest in the lake are Kyu t'Salli, Lamurian Outcasts, and Hammerhead Sharks. Unlike Level 7, you can't kill them with spells very effectively unless you have a pretty high-level spellcaster (level 150 or better) and use mid-to-high-level spells.

Silent Eagles are an instadeath encounter new to Level 11. If you come across them, cast your most powerful spell, or run away. Also dangerous are Master Ninjas -- they can cut you in two even faster than regular Ninjas can. You should get into the habit of using a "panic button": buffer your most powerful spell or item and hit it as soon as you bump into the most dangerous monster groups.

A very rare creature you might spot on Level 11 or deeper is the Griffin. The Griffin is accompanied by a horde of Mundragons and can drop nearly 100 million gold. They're a pretty powerful monster group for this level, so if you come across them, don't hesitate to use your best spell -- preferably one with 'Death' in its name.

Two exotic items first make their appearance on Level 11: Magical Dust and Dragon's Blood. Magical Dust functions just like an Elixr of Fate -- it casts Fate -- but comes with an average of 4 charges. There are no other types of dust from this deep in the dungeon, so if you ever find something which you cannot identify better than Dust, it is certain to be Magical Dust. You can use it right away without bothering to ID it further at the store.

Dragon's Blood is thought by many to be the most desirable item in the game. Drinking one will reduce your character's age by 10 years.

There is pretty much only one thing that can wreck your characters for good: complications from a raise. Any character that has been Rocked will automatically have complications. There is also a chance of getting complications from any raise, although the chance seems to go up as you get older, especially when you reach your race's maximum age.

Towards the end of the game, there are a few nasty monsters that have Aging attacks, who will do everything they can to force your premature retirement. Dragon's Blood is the fountain of youth: without it, sooner or later, you will die. For good.

Be sure not to drink an unidentified potion without bringing it back to the Store. If they offer you 50 million gold for it, it's Dragon's Blood. You won't have to ID it further: go ahead and drink it if your character(s) are 26 or older. If the Store offers you a few hundred grand for it, it's an Elixir of Fate. If the Store offers you just a few hundred, it's Elven Wine. If you drink it, it will reduce your Dexterity by 2, and it serves you right for not checking it in the first place.

There are two monster lairs of note on Level 11. Golden Centaurs are normally Level 12 creatures, but there is a Golden Centaur lair at 3,27,11. They are pretty tough, and worth a fair amount of XP. They often drop a Medallion of Dragons, which grants Fire Resistance and casts Charm Dragon at a high level. They are particularly susceptible to Fire, Cold, and Mind spells. A Magenta Sash is somewhat effective against them.

There is a White Dragon lair at 10,29,11. White Dragons are one of about a dozen creatures that will occasionally drop Dragon's Blood, so they're worth a visit.

There are several creatures from Level 11 onward which breathe cold (including White Dragons), so it might be worth it to start casting Resist Cold on your party.

Finally, Magenta Sashes first appear on Level 11. They cast Sphere of Flames at a high level, and work well against a variety of large monster groups. They work quite well, for instance, against the Water-Dwellers you'll find on the lake.


Level 12: Mother of Serpents

The monsters are hitting pretty hard by now, but you're tough. You can take it.

There's only one thing of particular interest on Level 12, but it's a doozy. The Mother of Serpents, at 12,24,12, is possibly the single best item-dropping monster in the entire game. The Mother of Serpents can drop nearly any item from as deep as Level 14, and is your best source for quite a few rare and powerful items.

She's tough, but not too tough. Electric Field is particularly effective against her. You might want to give your party Acid Resistance before facing her: her acid attacks can be pretty damaging.

The Genie is the first monster you'll encounter in the dungeon which can cast Word of Death, and there's one laired at 22,27,12. Although they can't cast Word of Death at a very high level, it is still a very damaging spell, so Magic Resistance is pretty useful from Level 12 onward.

The good news is that Pure Mithril, a Stone which grants Magic Resistance, can be found starting on Level 12. The bad news is that it's quite rare. (In theory an Asteryex could drop it as early as Level 10, although Asteryexes are quite rare too.) The Mother of Serpents drops them occasionally.

She also occasionally drops Scarabs of Life, normally found on Level 14. The Scarab of Life is the only item other than the Cloak of Invisibility which grants Invisibility. However, it is a Stone, and since you can only wear one Stone at a time, I prefer to have my characters wear Pure Mithril and have my Sorcerer cast Sight Veil.

Purple Gremlins occasionally show up on 12, and they occasionally drop Dalyn's Groan. This item is the only rechargeable source of Fate in the game. However, Magical Dust is quite common, so any Dalyn's Groans I have found ended up collecting, um, dust.


Level 13: Pariahs and the Graveyard

The western portion of this level is informally known as "The Graveyard". It is full of rooms containing nothing but Demons and Undead. Many of these monsters can Drain, so be sure you have Drain resistance -- ideally via a spell, not just an item. Items only give you 90% resistance, whereas a spell will give you 95% resistance -- which means you will get drained half as often.

Despite the high chance of getting drained, several monsters found in the Graveyard sometimes drop Dragon's Blood, so I like to visit it frequently.

Even better than Dragon's Blood, in my opinion, is the Blessing of Morash. This awesome item has an A/D of +6/+9, and will increase all of your stats by +1, for an effective A/D of +12/+15. It is a Miscellaneous Item, so can wear an unlimited number of them -- as many as you can find. It is probably of greatest use to Thieves, whose ability to disarm traps is dependent on a high Dexterity -- the higher, the better.

Pariahs, first appearing on Level 13, are one of only two creatures that drop Blessings of Morash. (The others are Black Gremlins from Level 15, which are extremely rare.) Pariahs are Mythicals, so do yourself a favor and learn which rooms can spawn Mythicals -- and visit them often. (See Mythical Spawn Locations!(levels 12-15) for a map of their possible locations.)

Most of the time, when a Pariah drops any item, it will be a cursed item. Once in a while, it will even drop a Curse of Morash -- which decreases all your stats by 2. It is quite expensive to uncurse -- but it's only money.

You have to be careful on Level 13: there are two Stud rooms (at 26,24,13 and 24,5,13) which sometimes contain Golden Eagles, a group of instadeath monsters normally found on Level 14.

There is a Silent Eagle lair located at 2,28,13. They're fairly damaging, but are worth killing (with a spell, if necessary), as they occasionally drop Dragon's Blood. There is also a Mengu-Ogre lair at 23,7,13 who also sometimes drop Dragon's Blood. You can only reach this section of the map using Ethereal Portal or the teleporters at 14,29,13 and 14,30,13. There are several Mythical lairs in this region, so I visit it often.

Tarantulas first appear on Level 13. They are a large but harmless monster group which are worth quite a bit of XP. I like to use either a Static or Magenta Sash to kill them quickly.

One curious item first appearing on 13 is the Vorpal Blade. Its damage modifier is low (1.5), but it gets an amazing 7 swings. Most players agree that because of its low damage modifier, it's a poor weapon: you don't get each extra swing if you don't kill a monster with each prior swing, and since the Vorpal Blade's damage modifier is low, you probably won't get all 7 swings. It may still be of use to a Thief, who will benefit from the +1 to Dexterity it confers.

You'll occasionally find a Caduceus on Level 12, or more frequently on Level 13. It casts Mass Heal at a very high level, and is a great healing item -- if you're a Healer. It's still useful to have your Healer carry one around in case he or she runs out of SP -- or to conserve a Healer's SP so that they can cast their offensive spells more often.

The Lamurian Shock Lance is a bit of an oddity, which does 200-500 points of damage (or more, depending on your level) to a single creature (minus any Electrical resistance they might have). Unfortunately, it's not that useful: most of the time when you'll need magic on Level 13 and below, you'll need something stronger.

One rare and powerful item first showing up on 13 is the Cap of Death. It casts Word of Death at a high level and is your best weapon against the most dangerous monsters in the dungeon if you don't have high-level spellcasters.

Level 14: Lamurians, Dragons, Mages, and (eek!) Gargantuans

You can think of Level 14 as a proving grounds for Level 15. If you can survive the toughest encounters on Level 14, you can survive most of what's on 15.

The two toughest encounters on 14 are Gargantuans and Golden Eagles. And boy, they are tough. You can't kill them using melee combat alone -- they'll cut you to pieces. Your only hope is to blast them with a powerful spell, or run away -- if you can.

There is a large ring-shaped lake on Level 14, containing many tough Lamurians and other Water-Dwellers. Lamurian Guards are quite tough. You can defeat them in melee, but you'll lose quite a bit of HP in the process. They have a very damaging Electrical attack as well, so if you don't have Electrical Resistance by now, you'll need it. The good news is that Lamurian Amulets, which grant Electrical Resistance, first appear on Level 14.

Depending on how much SP you have to expend to heal your party after defeating a group of Lamurian Guards, you might be better off just using Word of Death or Electric Field on them. (Acidic Spray won't kill them outright, but might still be better than nothing.)

Mages first appear on Level 14. They are the most powerful commonplace spellcasters you'll see in the dungeon, and are also the most powerful spellcasters you can charm. Because of this, they make excellent companions, although because of their low hit points, they are hard to keep alive. They cast Mind and Damage spells often, at a high level, so if you don't have Mental and Magic Resistance when you face them, you'll get badly hurt.

The Stud room at 29,11,14 often contains Slithers. Slithers are an enormous but not dangerous group which are worth more XP than any other monster group in the dungeon. If your characters pin while fighting them, come back and finish them off after you've leveled up so you don't waste the XP. Be careful, as this room also sometimes contains a Daemon Lord, who has a fairly powerful Aging attack. Be sure to kill him quickly, before he can do much damage.

The corner rooms of Level 14 can only be reached via Ethereal Portal or teleportation. They contain several Dragon lairs arrayed in a fairly-easy-to-spot pattern. There are also several Mythical lairs scattered throughout the level. I usually try to visit them all, in the hopes of finding a Pariah. There is a Shadow of Death lair at 23,24,14. Shadows of Death occasionally drop three very desirable items: the Helmet of Brilliance, White Flame Gauntlets, and the Gold Sash. Finally, there is a Sun Dragon lair located at 2,16,14.

Occasionally you will run into Indigo Gremlins on 14, and occasionally they will drop Dalyn's Last Laugh. This curious Artifact gives a +1 to all stats, although it has an A/D of -9/-9. With the A/D bonuses from its stat boosts factored in, it has a net A/D of -3/-3. Because it gives a +1 to Dexterity, it may be useful to thieves, although I consider Dalyn's Tear to be more useful. At the very least, don't wear it if you plan to change guilds often, as you will need to uncurse it each time you switch, and if memory serves, it costs about 50 million to uncurse.

Several good pieces of armor can be found on Level 14. Any of these can sometimes be dropped by the Mother of Serpents back on Level 12.

The Spectral Shield is the best shield in the game. Lamurians often drop it, as do a few other creatures. Spectral Plate Armor first shows up on Level 13, and is bettered by a few types of armor that only show up on 15.

The Helm of Brilliance is the best helmet in the game. It casts Electric Field at a very high level. It can be found on 14, but is far more common on Level 15.

White Flame Gauntlets are the best gauntlets. They cast Sphere of Flames at a very high level, and are occasionally dropped by Spectral Dragons, Shadows of Death, or by a number of monsters on 15.

The Gold Sash is the best healing item in the game. It casts Restoration at a very high level, comes with dozens of charges, and can be used by any guild. Shadows of Death, Dark Shapes, or Lamurian Guards or Warriors are your best source for it.

The Girdle of Giant Strength is an awesome item which boosts your Strength by +3 and your Dexterity by +2. It is often dropped by Lamurians and a few other creatures.

Boots of the Elven Lords are the best boots in the game. They increase your Dexterity by +3 and can cast Displacement. They are quite rare, occasionally dropped by Spectral Dragons, or by a few monsters on Level 15.

Like Level 8, there is no down stairwell on Level 14. To get to Level 15, you must take the teleporter located at 13,4,14.


Level 15: Here be spoilers.

Last stop. Everybody off.

Most Level 15 creatures are not more dangerous than the Gargantuans from Level 14. They're tougher in general, although Gargantuans are still the most dangerous monster you'll see on a regular basis. However, in the Stud rooms on Level 15, there are about a dozen "Level 16" monsters. Two of them are exceedingly dangerous: the Demon Prince, and Asmodeus.

Asmodeus is the ultimate "boss" of the game -- defeat him, and you "win" the game. (You can keep playing, though, and can encounter and defeat him many times more.) He is accompanied by Flame Devils, which often show up without him, and are quite dangerous in their own right. They are susceptible to a variety of spells: Arctic Storm, Electric Field, and any spell with the word "Death" in its title can all work, depending on your level.

Asmodeus himself is only truly susceptible to Word of Death. Draining Touch and Electric Field are less effective, but better than nothing. When you encounter him, you should either hit your "panic button" (your best spell, buffered), or leave the room immediately. Even if you do hit him with a good spell, you should still leave immediately after casting it: you will probably need to heal up several times before you can finish him off.

Once you have left the room (hopefully alive), you can plan your attack better. Heal up fully and set your characters' default action to the best buffered spell or item they have. Equip your non-spellcasters with items that cast Word of Death, Electric Field, or Draining Touch. Good luck.

The Demon Prince is accompanied by a horde of Daemon Lords and is probably a little more lethal than even Asmodeus himself. He hits harder and more often, and is susceptible only to Precognitive Death. If you have a Sorcerer instead of a Mage or Wizard, Arctic Storm is better than nothing. Shadow Axes or Gloves of Light can cast Precognitive Death -- if you can find them. Like Asmodeus, be prepared to leave and heal up before you can finish the Demon Prince off.

Hit Points are a big factor in surviving the toughest encounters on Level 15. A few of the monsters can do 500 points of damage or more in a single attack. Ideally, your Defense score should be 400 or better if you want to spend any time on Level 15.

Although death is a frequent risk on Level 15, Aging is an even greater hazard. Asmodeus, the Demon Prince, and the Reaper of Souls can all Age you up to 5 years with a single touch. Don't let them touch you. Kill them as quickly as you can (with spells), or run away.

The Reaper of Souls should be hit with Word of Death, Precognitive Death, or Electric Field. Abolish Undead or Draining Touch also work, but not as quickly.

Daemon Lords have less powerful Aging attacks, but are far more common, and should be killed right away as well. They are vulnerable to most spells, although they have some resistance to Electricity and Cold and complete resistance to Paralysis. Banish Demon is actually pretty effective against them.

There are a few high-level spellcasters on 15 that can cast every spell in the book, so you'll need almost every resistance. You can get away without having Poison and Disease Resistance, although it's still useful, and you won't need Acid Resistance. You can probably survive without Cold Resistance too, although if a monster casts Arctic Storm, you'll be hurting.

The northern half of Level 15 contains a large lake with tough Water-Dwellers. The most dangerous are Great Whites, which you should either avoid or kill with a powerful spell. Lamurian Warriors are common in the lake, and can be killed in melee, although you might be better off using Word of Death or Electric Field on them, especially when you reach a high level.

There are three monster lairs near the center of the lake. One, at 13,26,15, is usually home to a Lamurian Mage (with Lamurian Warrior companions). The other two are behind secret doors inside what appears to be a solid rock wall. 12,28,15 contains a Lamurian Lord, accompanied by a Lamurian Mage or two and several Lamurian Warriors. 13,28,15 contains a Lamurian High Priestess, who is accompanied by a Destroyer of the Deep.

The Destroyer of the Deep is the most lethal creature on 15 short of Asmodeus and the Demon Prince. It can inflict hundreds of points of damage in a single hit. All the powerful spells work well against it, and you should use one of them. The High Priestess, on the other hand, is highly resistant to nearly every spell except Flesh to Stone -- and only after you've softened her up a bit in melee.

Because of her high resistances, high hit points, and outstanding spellcasting, the Lamurian High Priestess is in theory the best companion you can ever gain in the game. She'll need to offer to 'j'oin your party first -- she is Charm Resistant -- and I've never seen her do that. But if she does, come back with an Orb of Life Domination and snag yourself an incredibly powerful companion.

Several outstanding armor types can be found (rarely) on Level 15, including Warrior's Armor, Thief's Armor, and Magician's Armor. Magician's Armor is the best armor in the game overall, with an A/D of 0/45. You have to be very high level to wear some of these items, but once you get most of them, Level 15 will start to become somewhat survivable. Somewhat.

The Lamurian Crown is the best cap in the game, which casts Paralyzing Death at a very high level. It's the best cap a Thief can ever wear, although sadly, Osiris can never wear it due to its high Wisdom requirement. The Lamurian High Priestess drops them fairly frequently.

Gloves of Light cast Precognitive Death and are excellent to use against the Demon Prince. However, they are the second rarest item in the game, after the Hammer of O'landra. (I've never found either item.)

The Pendragon is the best amulet in the game (although I have some of my characters wear Lamurian Amulets for the Electrical Resistance). It casts Charm Dragon at a very high level and grants Fire Resistance.

The Cloak of Enchantment and Bracers of Destruction have no special powers, but are the best items of their kind, and are both quite rare.

Some of the best weapons from earlier levels stop working once you reach Level 15. In particular, the Avenger, from Level 7, will not work against the Level 16 creatures in the Stud rooms on 15. Switch to a Giant King's Hammer, Vampire Fang, Staff of Helarno, Mace of Disruption, Sword of Slaying, or Axe of Power. If your Thief has been using a Shadow's Blade, you should switch to Vampire Fang or Vorpal Blade.

On Level 15 itself, you will soon find a variety of new and powerful weapons. Dagger of Swiftness, Lightning Blade, Sword of Flames, Eliminator, Staff of Destruction, Warlord's Mace, and the Hammer of O'landra are each useful to different guilds at different levels.

The Dagger of Swiftness is the best dagger in the game; your Thief should wield one, unless you prefer the +1 Dexterity a Vorpal Blade gives. The Warlord's Mace and Lightning Blade are both good one-handed weapons; the Lightning Blade casts Electric Field at a very high level, which is very effective against powerful foes.

The Eliminator has the highest Damage Modifier of any weapon in the game (2.6), although it can only be wielded by very-high-level Warriors. I prefer the Sword of Flames because of its higher Defense score and Fire Resistance (I save time and SP not having to cast it on my party).

The Staff of Destruction is my favorite weapon for spellcasters. It has a Damage Modifier of 2.0, a better A/D than the supposedly-more-powerful Cross of Requnix, and is a one-handed weapon, which allows the use of a Mystical Shield.

The Hammer of O'landra can be wielded at a lower guild level than most weapons of similar power, but is almost impossible to find. You'll probably reach a level that can wield an even better weapon long before you find a Hammer of O'landra.

Several powerful monsters make their debut on Level 15. Assassins hit pretty hard, but are not too hard to kill; Death Stalkers hit a bit harder; Red Cloak Assassins harder still. They make good companions, except when they accidentally hit you. Red Cloak Assassins in particular are worth millions of gold at the Companion Store.

Rust Monsters are the most dangerous slime monster in the dungeon. If you like your equipment, learn where Slimes spawn -- especially on 15 -- and never visit those rooms.

The Dragon King and Queen are usually accompanied by a slew of Spectral or Sun Dragons. They are rare, but they drop excellent items (and lots of gold). The Dragon King is the only monster in the dungeon that is specifically programmed to drop Dragon's Blood -- although he still doesn't do it often.

Shadow Stings are the most powerful Insects in the dungeon. They are pretty dangerous and come in large groups worth a lot of XP. They are vulnerable to every powerful spell except Precognitive Death.

Guardsmen are a large group of Warrior types who are not very dangerous but are also worth a lot of XP. They are somewhat resistant to Electrical, Damage and Kill spells, but don't have a lot of hit points. Paralyzing Death and Precognitive Death both work well on them.

The Warlord is usually accompanied by a horde of Guardsmen. He drops several nice items -- weapons and armor in particular -- and is susceptible to just about any powerful spell.

The Vampire Lord is accompanied by a horde of Vampires. He is not extremely dangerous, although he loves to Paralyze and Drain you. He is resistant to most spells except Electric Field.

Charon is a tough Giant who is accompanied by several other Giants, although he is barely tougher than the Giant King. He is one of the rarest monsters that can be charmed, and is one of only two monsters that drop the Hammer of O'landra.

Gorgons have the most powerful Stoning attack in the entire dungeon. They're not that hard to kill, and as long as you have high Constitution and 90%+ Stoning Resistance, they probably won't manage to Stone you. They are the only other monster that drop the Hammer of O'landra, and because of their powerful Stoning attack, they make excellent companions.

Ancient Guardians are easy to defeat, even in melee. They drop quite a few good high level items, and are your best source for Thief's, Ninja's, and Mage's Armor, as well as Gloves of Light, one of the rarest items in the game.

The Master of Shadows is a very able thief, accompanied by several Master Thieves. Be sure you have your best Thief in your party selected when you meet this monster, or you are sure to lose some items. Even then, they might get stolen. This bunch is easy to kill in melee and easier still to kill using any of several spells, even ones that aren't the most powerful. The Master of Shadows can be charmed. They make decent companions and are worth a lot of money at the Companion Store.

Like the Lynch Demon from Level 4, Mind Twisters are completely immune to both weapons and magic. You have to use companions in order to kill them. They're not particularly dangerous provided you have the right resistances, but they do drop a few nice items. I always open their chests if they aren't Magically Locked (or slime-trapped), and often charm some Gargantuans or Assassins in order to kill them and get into their chests if they're locked.

The Magi Lord is the most powerful Mage in the game. You better have all your resistances, or he will blast you. Occasionally he'll drop a Staff of Destruction, Cross of Requnix, or Dagger of Swiftness. He is most vulnerable to Electric Field.

T'Butus and T'Laneas are the highest-level Indigini in the dungeon, and are often seen together. T'Butus are fairly ordinary, although rare (they can be charmed, however). T'Laneas are immune to all weapons and all but one spell: Poison. Like Lynch Demons and Mind Twisters, they can be killed by companions.

Phoenixes are extremely rare. Extremely. In hundreds of trips to Level 15, I've seen one. They are pretty dangerous, and are fairly resistant to several different types of spells. Word of Death or Precognitive Death will probably work best.

Black Gremlins are also quite rare, although I've seen four or five. They are better thieves than even the Master of Shadows and will probably steal something and flee before you can even identify them properly. They are immune to melee attacks, so you'll have to hit them with a spell. They have high resistances, but any powerful spell except Mind spells will work.

Black Gremlins are the only monsters besides Pariahs that can drop Blessings of Morash, and they drop them very often. They also frequently drop Curses of Morash -- but that's no deterrent. I'll take as many Blessings as I can find.

An even rarer monster still is the Shadow Ninja. I've never seen one, and it's possible I never will. Aardless has pointed out that they share a monster ID number with Morguls, which might mean they're buggy and will never show up.

There are two other creatures in the dungeon which might never show up: Dragon Turtles, from Level 14, and T'Manas from Level 11. I've never heard of anyone sighting either of them, even though they're not supposed to be that rare. If you ever happen to get quested for a T'Mana, forfeit -- you simply will not see one. T'Manas can in theory be charmed. If they can be found. Which they can't.

With all the large and powerful monster groups on 15, the entire level contains about half a million in XP. (This drops as your guild level goes up; Level 500 characters earn about half as much XP as Level 100 characters do from killing exactly the same monster.) As long as you're careful, you can visit Level 15 safely time after time, building up an incredibly powerful party.

Very high-level spellcasting characters are the kings of the dungeon. Once their best spells reach their minimum cost, they can eliminate nearly any monster group in a single casting, earning XP quickly and safely.

Fighter types are very powerful too, particularly because of their high maximum A/D (usually attained at Level 400+). It is possible for characters to have A/Ds above 500/500. In combination with powerful offensive spells and healing, it is possible to make Level 15 relatively safe to visit.

You can solo Level 15, but it's obviously harder than with a party. All the damage monsters dish out will be focused on a single character, and you might not even survive their first attack. There are several players who solo Level 15 routinely, though. Get your Defense score as high as you can and be ready to use your best spells at a moment's notice, and Level 15 is survivable even by a solo character.

Discuss this topic in the forum



Back to Mordor Spoilers

This page was last modified 13:50, 25 September 2018.  This page has been accessed 22,364 times.  Disclaimers 
Copyrights And Credits