Elysium

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Contents

Introduction

Elysium run is accessed through the Boat Ramp by talking to the man on the ship.
This run will make your characters evil due to the effects of killing some of the creatures here therefore do not count on saves benefits from being a paladin after a few kills, on a positive note it will give Oinos dwellers a chance to get their revenge on the kill stealing 'Good Guys' they have encountered there!

Thalasia at Elysium
Thalasia at Elysium


Requirements

  • Someone with Evil allignment must talk to the man at Boat Ramp to start the run.
  • Damage resistance of at least 20 for Divine Magical & Positive
  • Blindness immunity is recomended, either from items or Undeaths Eternal Foe spell.
  • A Bard with Hear me Roar and UUU is very valuable due frequent silence and stat checks.
  • The entire run is a Fugue area for both Immortal & Demi-God characters.

General Notes

On this run 2 mini-bosses from a set of 4 may spawn they are:
Phoenix on Eronia


Lizard on Belierin
Solar on Thalasia


Dragon on Fortress of the Sun

Most monsters have high immunities. Acid, Cold and Magical (sometimes Negative) work against most of them.

Areas

In order of completion -

Amoria

- Monadic Deva (Knockdown versus Strength check, DC 36)
- Hound Archon (Dev Crit, Fort save vs DC 53 or die)
- Lantern Archon (There are two different Lantern Archons: one mords on-hit the other breaches on-hit)
- Avoral (Knockdown versus Discipline check DC 90. Reflex Save vs. DC 57 Toss)
- Cervidal
- Equinal
- Leonal
- Lupinal
- Blink Dog
- Elysian Thrush
- Ursinal (spells, Bear Hug (domination effect)
- Elysian Waterspout (Constitution check versus DC 38 or die, do not hit AoE kickback)

Miniboss: Mikalya Shadowmane, a Shadowdancer Leonal. Very high defense + immunities + insane regeneration.

Eronia

- Monadic Deva (Knockdown versus Strength check, DC 36)
- Hound Archon (Dev Crit, Fort save vs DC 53 or die)
- Lantern Archon (There are two different Lantern Archons: one mords on-hit the other breaches on-hit)
- Avoral (Knockdown versus Discipline check DC 90. Reflex Save vs. DC 57 Toss)
- Cervidal
- Equinal
- Leonal
- Lupinal
- Blink Dog
- Elysian Thrush
- Ursinal (spells, Bear Hug (domination effect)
- Djinni (Confusion effect)

Belierin

- Monadic Deva (Knockdown versus Strength check, DC 36)
- Hound Archon (Dev Crit, Fort save vs DC 53 or die)
- Lantern Archon (There are two different Lantern Archons: one mords on-hit the other breaches on-hit)
- Elysian Waterspout (Constitution check versus DC 38 or die, do not hit AoE kickback)
- Deathless Slinger
- Deathless Priestess (Implodes)
- Young Silver Dragon
- Djinni (Confusion effect)

Thalasia

  • Note: It is not possible to portal to this map through the use of Stones of Succor or the Asmodeus amulet, the last point at which new party members can join the run is at the end of the Belierin area.

- Monadic Deva (Knockdown versus Strength check, DC 36)
- Hound Archon (Dev Crit, Fort save vs DC 53 or die)
- Lantern Archon (There are two different Lantern Archons: one mords on-hit the other breaches on-hit)
- Deathless Slinger
- Deathless Priestess (Implodes)
- Deathless Paladin
- Miniboss Deathless Champion

Fortress of the Sun

- Monadic Deva (Knockdown versus Strength check, DC 36)
- Hound Archon (Dev Crit, Fort save vs DC 53 or die)
- Lantern Archon (There are two different Lantern Archons: one mords on-hit the other breaches on-hit)
- Silver Dragonkin Sorcerer
- Silver Dragonkin Monk
- Elysian Carillon (do not hit AoE kickback)
- Prismatic Golem (do not hit AoE kickback)

  • Pelor The Shining One

Strategy and Tactics

  • Death Magic and Weirds are the staples of this run so arcane casters (especially PMs) can do very well here with Wail and Weird being very effective. Deathless heal on positive but can be instakilled with 'Undeath to Death'.
  • Lots of creatures have high sr so a druid is also very useful casting natures balance frequently.
  • Druids and Rangers also have the benefit of being able to use 'One with the Land' in all areas except the Fortress normally leaving them with 10 Planar ring rests left by the time they get to the last map making it possible for them to spam spells with impunity.
  • Disarmers can reduce the pain for everybody as there are multiple creatures that can have their weapons removed and damage potential massively reduced.
  • Characters able to provide darkness either through items such as the Mask of Vhaerun or spells are useful as this can make it significantly easier to kill some of the creatures encountered as they heal less quickly when obscured from the sunlight.

See Also

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