Cania
From HGWiki
Cania is the eighth layer of the Hells and requires The Workshop tag to enter.
Contents |
Description
A realm of cold so bitterly penetrating that it is like a moving thing. The frigid cold penetrates even the warmest clothing, as the moving glaciers often reveal thousand-year-old corpses. Upon the glacier Nargus sits the Citadel of Mephistar, a blue-white jewel fashioned of ice, where the Lord of the Citadel, Mephistopheles, rules over Cania.
Disclaimer
Spoiler Warning! |
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Cania is known for having s**t loot. - Korgan 2016 |
~ from Volo's Guide to Baator, Abridged, 3rd Edition.
Party Needs
Cania is frigid and cold. A full, balanced party is highly recommended.
- Both Pit Fiends and Malebranches spawn in abundance from map 2 onwards, so a bard is extremely helpful with U.U.U.
- You'll ideally need a mage both to grapple and Weird/Disintegrate Ice Fiends although there are other ways of dealing with them without an arcane.
- Arachills make their reappearance on this layer, so bring Stone-to-Flesh scrolls or stone eater rings, and some form of Gust of Wind.
- Map two features the Coldforge Constructs from Stygia, which are easiest to kill with a Cleric's Implosion, and shouldn't be hit at all.
General Guide
Layer | AB | AC | E:Imm | P:Imm | Sk | Sv | DC |
---|---|---|---|---|---|---|---|
1 | 2 | 1 | 3% | 5% | 2 | 1 | 1 |
2 | 2 | 3 | 6% | 10% | 4 | 2 | 1 |
3 | 3 | 4 | 9% | 15% | 6 | 2 | 1 |
4 | 4 | 6 | 12% | 20% | 8 | 2 | 2 |
5 | 4 | 7 | 15% | 25% | 10 | 3 | 2 |
6 | 5 | 9 | 18% | 30% | 12 | 3 | 2 |
7 | 6 | 10 | 21% | 35% | 14 | 4 | 3 |
8 | 6 | 12 | 24% | 40% | 16 | 4 | 3 |
9 | 7 | 13 | 27% | 45% | 18 | 5 | 3 |
10 | 8 | 15 | 30% | 50% | 20 | 5 | 4 |
11 | 8 | 16 | 33% | 55% | 22 | 6 | 4 |
12 | 9 | 18 | 36% | 60% | 24 | 6 | 4 |
13 | 10 | 19 | 39% | 65% | 26 | 7 | 5 |
Cold, Divine (Coldforge Constructs, Ice Fiends, Pit Fiend KB), Positive (Ice Fiends) and Magical (Gelugons) are the most common damage types you will take on Cania, as well as Acid, Electrical, and Magical from Pit Fiends and Malebranches. Breach is very common across all maps.
Cania is the first, and only run, where Living Colds appear. These are fume-like creatures that can be imploded or gusted, and should avoid being hit at all costs due to the AoE kickback they cause.
Barbazu, Ice Reavers, Lemures, Cornugons and Osyluth are all very weak enemies and can be left until last to focus on. Amnizu are common and are a high priority to destroy first in spawns because of their DC 55 Will Check vs Amnesia ability. Since they appear on all maps of Cania it is important that they are killed by tanks (or Greater Ruin or a cleric's Heartbane) as quickly as possible, otherwise players (casters especially) may find themselves short on rests by the end of the run. Advespa force a DC 36 Dexterity Check vs. KD and are another good target to focus on.
The water on Map two (Mephistar) (and some of the deeper puddles on map three) will cause Amnesia on a failed Will save. There is an area of free rest in the small area "Paean to Mephistopheles" at the end of map two and before map three, therefore if you want to save on ring rest charges try to avoid resting near the end of map two if you can.
Map Guide
Map 1 Glacier Nargus
- Living Colds need to be killed with implosion, gust of wind or desert sirocco.
- Arachills make their appearance again, wail or weird to kill, don't leave them alive too long as they keep spawning webs irrespective of whether they are being hit.
- Amnizu near the end of the map.
- No set PF or MB here.
Map 2 Mephistar
- Stay out of the water on map two unless you are immune to amnesia.
- Don't attack Coldforge Constructs, implode, Disintegrate or Crumble to kill these without creating lots of kickback, if you have an Anbaric Lance you can beat on them without kickback although melee is not an optimal way to kill them.
- Living Colds and Pyrexic Fumes need to be killed with Implosion, Gust of Wind or Desert Sirocco.
- Lots of set PF & MB here.
Interlude Paean to Mephistopheles
- Free rest area with a portal that either lets you carry on to the third map or exit to the Town of Ascension, make sure you select the correct option as you won't be able to re-join your party if you make a mistake.
Map 3 The Pit
- Note: It is NOT possible to portal to this map through the use of Stones of Succor or the Amulet of Ordered Malevolence, the last point at which new party members can join the run is before entry to the Interlude Paean to Mephistopheles area.
- Living Colds need to be killed with Implosion, Gust of Wind or Desert Sirocco
- Arachills make their appearance again, wail or weird to kill, don't leave them alive too long as they keep spawning webs irrespective of whether they are being hit.
- Lots of set PF & MB here.
- Note: Whilst there is no Boss Area Trap here if you attempt to spawn the boss whilst party members are far away from him (a historic cheesy tactic to get him away from his minions) he will potentially spawn additional enemies on the distant group including creatures not normally associated with this area.
Boss Strategy
Spoiler Warning! |
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Mephistopheles May as well be a giant Pit Fiend.
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