Rona
From HGWiki
Rona is a legendary area intended for pre-Hells parties of levels 52 to 58. It is the only pre-Hell area where BUR's can be found. There is also a chance of getting the Sigil of Mystra at the end.
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Description
To gain entrance to the Rona run you will need to get to Fox Ridge and find a certain tree located near the entrance to Zhents. If you are a ranger (possibly druid also but not sure) then you can open the way to Rona automatically by approaching the tree, otherwise you will need to be able to make a DC 105 search check. Once this has been done, it is possible for other members to port over.
Rona is a separate dimension once you pass through the Chapa'ai. You can port to your party within Rona, but not outside.
On the Canopy maps the view is awkward due to the large number of trees in the area. This problem can be solved by using AOE Fire spells such as Firestorm, Fireball and Flamestrike to 'burn' the trees and clear your view. Just be careful of loot if using loot breakers.
Sonic, Cold and Negative work best on Pharlans. Electrical damage is a big no as it heals Pharlans, however it is effective against Tigals.
This run is a fugue run for non Demi characters. Resting is free but does come with a chance of rest spawning. Usually resting one at a time will reduce this risk. Rangers and Druids can use One With The Land spell throught Rona for free rests.
Prerequisites
No tags are required to gain entry to Rona except immortality, although the area is recommended for characters above level 52.
The run is split into two parts, the first part requiring you to have Levitation, either via an item or subrace ability. If you can't levitate you will fall directly to the first map of the second part of the run. While this may seem a quick an easy way to gain entrance to the second part of the map it isn't. You will not only die instantly on landing but without the key from the previous map you will be unable to continue.
Killing Pharlans is an act of evil and this is represented in a change towards evil in your alignment for every one of them you kill. Beware those of you with Paladin splashes for saves or who otherwise would need to remain good. Obviously if you are already evil this will matter little to you.
Immunities
The main elemental immunes to cover for Rona are Electrical, Acid and Positive. Negative (with a neg pot) and Divine are also common. Immunity to the earthquake spell is highly advantageous as this will free up your positive immune and allow you to equip divine immune for Bombardments. Pharlan inflict electrical vulnerability, so having over 100% electric is recommended. Later in the run there are also Halaves that inflict acid vulnerability, so restore often.
Mord is needed if you rely on buffs once you start facing male Pharlan Sephae.
Freedom of Movement(FOM) is highly recomended as there are serpents that will entangle you. Freedom from a spell will prevent this, freedom as a property on an item will not.
Monsters
Electric damage type heals Pharlans. Do not use weapons with Electric type on them.
Many of the Pharlan melee types inflict electric vulnerability on hit. Restore when necessary or you will find yourself taking more and more damage each time.
The Halaves inflict acid vulnerability on hit. Sayas do a freeze attack. Raptornis do a vulnerability infliction and also blind. Gry'Kiva can confuse. Tigals have a Vamp Touch and sometimes do a damage vulnerability infliction. Some mobs do a fear attack and some mobs can confuse.
Also there is the possibility of becoming deseased, this is represented by your character glowing yellow and all of your elemental immunities being reduced. Remove diesease and a restore cures this.
Boss Strategy (Spoilers)
Use a ranged attack to pull one Sephae at a time. If you charge into the temple and have a large spawn, you will probably wipe. Even if you don't, it will be a very long and tedious battle.
AA's with sonic bows and/or a shifter in Manticore form will vastly reduce the time taken for the last map. A Zen Ranger will reduce this even further since Sephae can be CS'd.
Saves
Grapple DC 88 vs. Saya'Cymediah
Will DC 53 vs. Fear from Durn'mrenatha
Reflex DC 56 vs. Pharlan Klashda (elec, fire, positive damage)
Fort DC 53 vs. Pharlan Klashda
Fort DC 56 vs. Earthquake from Sephae
Player Tips
The last map magic doesn't work. The only Epic spell that will work is the epic spell 'Death of Magic' which will grant you the ability to use your spells for the duration of its effect. A strategy sometimes used for buffing is to use the rest ring, cast buffs, then rejoin the party.
Heal Potions, Rez Scrolls and one or two other scrolls will work as do Saintsblood Pearls and abilities such as Shadow Evade and Song and Curse.

