Myconid Depths
From HGWiki
The Myconid Depths is a post immortal run targeted at characters in the 42-48 level range. It's a relatively easy run to form and class make-up is of little concern.
Contents |
Requirements
Acid and sonic immunities are required throughout the run. Some creatures inflict acid damage so you should Restore often.
Enemy casters will curse, deafen you and cast ice storm and earthquake. Ice storm can be avoided with level 4 or greater spell immunity. Earthquake can be avoided with either specific spell immunity or via positive damage immunities.
Some enemies will confuse you. Mind blank will protect against this.
Confusion immunity is highly recommended for the boss fight.
General Notes
Loot drops from enemies rather than spawning in containers and the whole run is therefore 'loot breaker safe'.
Be wary of back spawn and restore often. Remember mind blank and confusion immunity for the boss.
Areas
The Myconid areas can be reached by the Drow Tunnels via Fox Trail.
Fungal Flow
Most of the spawns here consist of groups of Thorn Hounds, Myconid Warriors, Flingers, Singers, Russet Molds and Mushrooms.
There is often backspawn in this area (and throughout the run) and this can catch some party members unprepared.
There are no random loot drop containers. Bags drop from enemies. The whole run is lootbreaker 'safe'.
The singers and the molds are usually the highest threat targets.
Singers are buffed with ethereal visage and have high conceal and spell immunity. Additionally many party members are likely to be deaf and have limited ability to overcome the conceal. Strip buffs from the singers if you intend to beat them down or fire brand them. They are vulnerable to instant death spell effects from spells of level 7 and above such as Destruction, FoD, Wail or Implosion.
Molds are highly resistant to physical damage, immune to death magic but they can be harmed, are extremely vulnerable to acid and can be disintegrated or imploded.
Thorn Hounds will knock down characters with low discipline. They can also disarm your weapon and it will drop to the ground so check your inventory before despawning the area.
The mini boss at the end of the zone spawns with several Myconid Callers. The Callers spam earthquake and need to be dealt with promptly. They are protected by high spell resistance and have a heal potion that can be pick pocketed. They are vulnerable to harm and it's best to cast it twice to eliminate their heal. The mini boss will continue to summon Myconid Warriors and once the callers are dealt with the party should focus on him. He will drop some set loot and a spore key that will allow progression.

