Elysium

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Contents

Introduction

Elysium can be entered by talking to the hooded man on the ship in the Boat Ramp area, reachable by following the Road to Town then The Wilderness. Beware of thieving pixies in The Wilderness, use Invisibility, Greater Sanctuary or a preemptive strike to avoid being pick pocketed.

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!


Requirements

  • Someone with Evil allignment must talk to the hooded man at Boat Ramp to start the run.
  • Damage resistance of at least 20 for Divine Magical & Positive
  • Blindness immunity is recommended, either from items or Undeath's Eternal Foe spell.
  • At least one character with access to Darkness either through spell or ability.
  • A Bard with Hear me Roar and Unbowed, Unbent, Unbroken is very valuable due frequent silence and stat checks.
  • The entire run is a Fugue area for both Immortal & Demi-God characters.

Spawn Structure

Spawns are not dynamic in that the numbers and types of creatures do not scale with player group size, paragon type creatures do not spawn in this area, however the mix of creatures present in spawns will vary on a per server reset basis.

Transit

Transit with mobs alive No, although the boats and rafts island transits DO function with mobs up.

General Notes

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


Beast of Belierin
Has an Amnesia and Confusion effect but otherwise no special attacks although not advisable to leave it alive longer than necessary


Unnamed Solar on Thalasia


Silver Dragon on Fortress of the Sun

All of the mini bosses (apart from the Solar which only drops potions) can drop some useful loot.
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) Can be disarmed
- Movanic Deva (Knockdown versus Desterity check, DC 36) Can be disarmed
- Hound Archon (Dev Crit, Fort save vs DC 53 or die) Can be disarmed, Vuln to MS/CS
- 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) Can be disarmed
- Movanic Deva (Knockdown versus Desterity check, DC 36) Can be disarmed
- Hound Archon (Dev Crit, Fort save vs DC 53 or die) Can be disarmed, Vuln to MS/CS
- 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
- Deathless Slinger Can be disarmed
- Ursinal (spells, Bear Hug (domination effect)
- Djinni (Confusion effect) Can be disarmed, Vuln to MS/CS

Belierin

- Monadic Deva (Knockdown versus Strength check, DC 36) Can be disarmed
- Movanic Deva (Knockdown versus Desterity check, DC 36) Can be disarmed
- Astral Deva (Silence Aura) Can be disarmed
- Hound Archon (Dev Crit, Fort save vs DC 53 or die) Can be disarmed, Vuln to MS/CS
- Lantern Archon (There are two different Lantern Archons: one mords on-hit the other breaches on-hit)
- Planetar (has one heal, summons allies) Can be disarmed
- Elysian Waterspout (Constitution check versus DC 38 or die, do not hit AoE kickback)
- Deathless Slinger Can be disarmed
- Deathless Priestess (Implodes)
- Young Silver Dragon (can reflect gaze attacks back on the caster/party)
- Djinni (Confusion effect) Can be disarmed, Vuln to MS/CS

Thalasia

- Monadic Deva (Knockdown versus Strength check, DC 36) Can be disarmed
- Movanic Deva (Knockdown versus Desterity check, DC 36) Can be disarmed
- Astral Deva (Silence Aura) Can be disarmed
- Hound Archon (Dev Crit, Fort save vs DC 53 or die) Can be disarmed, Vuln to MS/CS
- Lantern Archon (There are two different Lantern Archons: one mords on-hit the other breaches on-hit)
- Planetar (has one heal, summons allies) Can be disarmed
- Deathless Slinger Can be disarmed
- Deathless Priestess (Implodes)
- Deathless Paladin Can be disarmed
- Miniboss Deathless Champion

Fortress of the Sun

- Monadic Deva (Knockdown versus Strength check, DC 36) Can be disarmed
- Movanic Deva (Knockdown versus Desterity check, DC 36) Can be disarmed
- Astral Deva (Silence Aura) Can be disarmed
- Hound Archon (Dev Crit, Fort save vs DC 53 or die) Can be disarmed, Vuln to MS/CS
- Lantern Archon (There are two different Lantern Archons: one mords on-hit the other breaches on-hit)
- Planetar (has one heal, summons allies) Can be disarmed
- Silver Dragonkin Sorcerer (can reflect gaze attacks back on the caster/party) Can be disarmed, Vuln to MS/CS
- Silver Dragonkin Monk (can reflect gaze attacks back on the caster/party)
- Elysian Carillon (do not hit AoE kickback)
- Prismatic Golem (do not hit AoE kickback)
- Solar two on the map (have heals that can only be blocked with Death of Magic) Summons a Vorpal Sword

  • Pelor The Shining One
  • NOTE: When entering the final boss area do NOT move forwards until all your party members have made the transit as once he is spawned (even though he is initially neutral) anybody outside will need to use other means (Stone of Succor, Apport Arcane, etc.) to port in.

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 of the banshee and Weird being very effective. Deathless heal on positive making Sunburst ineffective but can be instakilled with Undeath to Death.
  • Lots of creatures have high sr so a druid is also very useful casting Nature's 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.
  • Banish'ers/ Dismiss'ers are very useful as they can remove the summons that the Planetars spawn making fights significantly faster especially as all the summoned creatures have Heals.

See Also