Limbo
From HGWiki
This article is about the Limbo run. The term 'limbo' also refers to one method of respawning; see Fugue for more information.
Contents |
Introduction
Limbo, home of the loathsome Slaadi and the xenophobic Githyanki/Githzerai, is a two-part run spanning 11 areas and 75 different foes. Limbo is recommended for a party of 6 to 10 level 65+ characters (also see note on dynamic spawns below), and features both an 'easy' and 'hard' mode with differing degrees of challenge and reward. It is the first area of the mod in which the new and most powerful class of loot, eXtremely Rare (xR) can be obtained and the very first designed to challenge paragon-level characters!
- xR (Category:XRs) items (including races) are acquired through a purchase with Soul Canopics. These can be acquired through loot points, secrets and creature drops (set drops on bosses and some specific creatures others are random) throughout the run. This potentially makes Limbo loot splits slightly different to other legendary areas, the usual protocol at the end of the run is to count up the total number of Soul Canopics obtained and then divide this number by the amount of actual players in the party and then each take your quota leaving any remaining in the split to be picked as normal.
- Limbo areas have a penalty akin to very deep Hell layers, for more information check Hell_Penalties although increasing up to 13 layers vs the maximum 9 you can experience in Nessus, unless you have significant penalty reductions from Paragon Feats, Abyss Prince wins, etc) you are likely to find you have very low immunities (these could actually end up at a negative value depending on your starting %).
- Which also means that having characters with demi cycles/prince wins/paragon levels will result in stronger mobs (Superior and Elites).
- Ring of the Planar Traveler resting on limbo maps require 1-3 charges (randomly) however it is possible to rest in Limbo without using a Planar Ring although there is a spawn chance and you should advise your party if you intend to do this so that they can prepare a suitable ambush if spawns appear, as usual for rest spawns no XP or loot are given if they occur. It is advisable to keep Biorejuvenators on your character as if unlucky you could use all your ring charges in four rests, it is worth noting that as long as you have one charge left you can still rest as the random element does not kick in until the rest has been initiated and at that point it will just zero the amount left if it is less than the requirement.
Requirements
- You must be at least level 65 to enter these areas.
- Save checks vary from 60 to the mid 80's, you'll need high saves to tank effectively. Note that save checks get so high and frequent that covering everything with saves only is not feasible so absolute immunity to spells and effects is the preferred route if possible.
- Many enemies have extreme SR making them difficult to land spells on sometimes in combination with very high regeneration, so it's necessary to have good dps tanks.
- It's a good idea to have additional sources of rest such as Biorejuvenator and The Fine Print
Spawn Structure
Spawns are dynamic in that the numbers and types of creatures scale with player group size, a party size of 7 has been proven to be optimal with 8-10 potentially significantly increasing the time taken whilst the loot return in Soul Canopics effectively goes down if not in actual numbers per player (although this is also likely to be the case) but definitely in the time taken to obtain them. However a 7 character Hard Pt1 can equate to a 10 character Easy in terms of both returns and time taken.
Transit
Transit with mobs alive No.
Pt 1
Notable scary effects - the ones in bold highly recommended to cover with immunity from gear:
- Power word, kill (Githzerai Chaosweaver) Absolute immunity to this spell is advisable unless your hit points exceed the maximum to avoid this no save spell
- Polar Ray (Chaosweaver)
- Greater Ruin (Chaosweaver)
- Implosion (Confessors - have Polymathy resurrect -type epic, need to kill twice)
- Rebuke (Confessors)
- Bombardment (Chaond Primalists)
- Cast in Stone (Chaond Primalists)
- Disintegrate (Keketars, Kaorti Alienists) Note Level 6 immunity does not protect you need specific Disintegrate immunity and requires True Resurrection, Potion of Life Unbound or Miracle to recover from this
- Weird (Kaorti Alienists)
- Huge AOE Elec damage (Feral Elf Stormwardens! But also Anarchic Storm Giants and Zeugalaks)
- Silence aura + Instakill aura (Eolians)
Other threats that should be addressed:
- Called Shot (Feral Elf Archers) Put them in a Storm Tower and beat to death when you get a chance, alternatively your friendly Zen Ranger can pick them off.
- SR Aura buffs ally SR to 100+, SR can't be dropped as long as mobs under aura - (Nishruu)
- Spell Failure -Aura (similar to Planetars from Elysium) (Amorphion)
- Dazing aura (Phasm)
- Confusion (Quarks)
- Fume-type mobs (Voidworms) massive AoE Kb when hit and forced unshifting with time lock to re-shift
- Forced unshifting (Kaorti Mockers)
- Petrify (Imentesh)
- Single target death drop vs. Dex (Feral Elf Skinwalkers)
- Knockdown: [DEX: Chaos Roc, Feral Elf Skinwalker] (STR: Unfinished Titan, Red Slaad) {TUMBLE: Anarchic Fox & Phasm}
- Preventing potion use (Gremlins)
- Degeneration (Keketar) Break Enchantment cures
- Slaadi summon more Slaadi - unprepared parties will get chaotic
- Slaadi implantation resulting in character death and more Slaadi being produced (Remove Disease cast an an appropriate level removes)
- Lots of mobs apply various inflictions most notably acid and electric - as well as AC drain, various Stat drains, Level drain; thus frequent restoration from Restoration font, self-restore and cleric GR are highly recommended.
Pt 2
Notable scary effects - the ones in bold highly recommended to cover with immunity from gear:
- Disintegrate (Keketars, Kaorti Alienists) Note Level 6 immunity does not protect you need specific Disintegrate immunity (first three maps only)
- Weird You need specific Weird immunity spell school Illusion immunity does not work (Kaorti Alienists) (first three maps only)
- Huge AOE Elec damage (Anarchic Storm Giants and Zeugalaks) (first three maps only)
- Huge AOE Negative damage (Black Slaads) (last three maps only)
- Silence aura + Instakill aura (Eolians)
- Pinning nearby characters to the spot and dropping AC (Thalassi)
Other threats that should be addressed:
- SR Aura buffs ally SR to 100+, SR can't be dropped as long as mobs under aura - (Nishruu)
- Spell Failure -Aura (similar to Planetars from Elysium) (Amorphion)
- Dazing aura (Phasm)
- Fume-type mobs (Voidworms)
- Petrify (Imentesh)
- Knockdown: [DEX: Chaos Drake] (STR: Unfinished Titan, Red Slaad) {Tumble check, Phasm}
- Slaadi summon more Slaadi - unprepared parties will get chaotic
- Slaadi implantation resulting in death and more Slaadi being produced
- Lots of mobs apply various inflictions most notably acid and elec - as well as AC drain, various Stat drains, Level drain; thus frequent restoration from Restoration font, self-restore and cleric GR are highly recommended.'
- (To be continued.)
Recommended Tactics
- A Lot of scary effects like stoning (frequent in pt1 less so in pt2), instant death, berserk, confusion, stun (pt2 less so in pt1): keep your party functional by covering as many of these immunities as possible and restoring teammates from these ailments when needed. Having Stygia rods ready to use should be considered mandatory, and clarity potions from Alchemy shop for Daze (if you do not have specific immunity to this effect) to keep yourself functional.
- Spawn triggers aren't always triggered by just one player - even five could be needed - thus party should move together and when spawn comes deal with it as a group. One rushing forward will cause wipes - on-point Black Blade of Disaster rod use (from Stygia) will help an unprepared or learning party, and backing away and splitting a tough spawn should be considered.
- Spawning in Greater Sanctuary is highly recommended (not so effective in P2) as unlike Hells and the Abyss this does not increase the chance of randoms and allows you to see what has spawned and where enabling a tactical advantage for your party.
- The scariest mobs in Limbo are casters that spawn with buffs and spell shields similarly to Raks in hells or Dustman Necromancers in Abyss except scarier. Dispelling them at start of every spawn is highly recommended to make killing or controlling them possible. Confessors, Primalists, Chaosweavers and Feral Stormwardens should be focused with haste, preferably by high damage tanks after being dispelled. Alienists are also a type of scary caster, but since they are also extremely tanky it is recommended to dispel + sr drop + Bigby's Crushing Hand them before they wreak too much havoc and deal with them later.
- Most creatures have very high Spell Resistance (it's not uncommon to pass 100), to hit them with spells a Druids Nature's Balance or Frailty is mandatory and Persuade + Assay Resistance is highly recommended on top.
- Shifters are useful for ignoring SR and being able to inflict damage through conceal and SR.
- High damage Tanks (2h divine tanks, weaponmasters, 2h monks) are extremely useful - note that many of the scary mobs are NOT immune to critical hits, so OC/DC and Weaponmaster splash are better than they used to be in some pre-PL areas.
- Zen Rangers are awesome for pt1 especially when equipped with an Essence of the Last Word enabling them to pop in and out of Greater Sanctuary in between CS'ing Feral Elves, Chaonds (make sure you have Elves and Half-Orcs as FE), etc. not so useful for pt2 due to the increasing amount of crit immune mobs present there, you will be reduced to popping off the odd Phasm and focussing on the Slaads of the Mud/Red/Blue types.
- Arcane Archers Can be very effective especially at higher paragon levels due to the damage upgrades their bows receive and their ability to deliver very specific focussed damage with no loss in attacks when changing from one to another. Just remember to swap to an appropriate exotic damage bow when attacking creatures that heal on either Negative or Magic as these are present (2d12 of each) on all the elemental bows.
- Soak tanks shouldn't be soak only - utility is needed on top. Battle Clerics/Lash of Hatreds confirmed Awesome - perhaps Lizardfolk Shifter, a tank-built CS ranger Invisibility Purge is a huge benefit as it reduces concealment for all enemies in the aura, a shield wearing Stormlord or soaking BFM/DSM tanks could work nicely as well. Soak tanks should focus on support duties such as Black Blade of Disaster/Clarity use and picking party up so as to give damage tanks and casters room to kill the scary squishies.
- Pickpocketing by Bards, Rogues and others can be highly beneficial as all Giths, all Feral Elves, all Kaortis (including Alienists!) and Lillends can and should be pickpocketed to prevent potion use. In P2 both Black and White Slaadi should also be pickpocketed as a priority as it is painful enough having to beat them down once let alone having to do it again if they heal.
- Cleric's eradicate can be useful to kill extreme paragon creatures such as Superior/Elite Chaos Rocs/Kaorti Alienists/Black and White Slaadi.
- Epic and paragon spells are highly effective if not mandatory for dealing with troublesome spawns and the Boss fights. Timing epics together makes hard spawns and boss fights a lot easier (or for some party compositions mandatory for success). Example1: Use Frailty + Karsus + Serendipity + Immute together, to remove saves / remove sr / massive dmg / keep dmg-dealers alive during this nuking period. Example2: Use MSD on boss to lower conceal, miracle to send mobs away from the boss (boss doesn't get disoriented, only regular mobs near players do) - spawn bard army, use immute/seren/dom/spam- Mass Heal/Mass Haste to keep them alive and effective. Example3: Upon spawning a scary-looking spawn (or a boss) use Lure Phane giving party time to react - whether it be fighting or disengaging. There are many ways, these are some found very useful. Other particularly noteworthy epic/paragon spells are Drawmij's Preclusion, Aegis and Calling of the Heart.
- Note that Limbo spawns are dynamic increasing in size and creature types as the party size gets bigger: It is possible to adventure in Limbo with less than the full 10 party, based on current information a party size of about 7 seems optimal with three damaging tanks and a full set of casters, ABCD+2h tank presence is likely to be needed for success regardless of party size.
For damage dealers: GO FOR THE SCARY CASTERS FIRST! and the less scary, big bulky intimidating mobs last.
Almost everything heals on something, so frequent weapon swapping can be needed. Potential noteworthy tank targets and/or healers include:
- Confessors / Primalists (pt1 only) - If given time lay down AoE clouds that do massive damage to all present in them
- All Slaadi heal on Acid - in general they take Electrical>Cold/Fire | Slashing>Piercing>Bludgeoning | Non-Divine exotic damage, Magical tends to be the chosen exotic type especially as it can be buffed by Accursed Pariahs but both Negative and Positive are generally good against Slaads especially when wielded by characters that can self-buff them.
- Arucha heal on Acid
- Eolian heal on Electrical
- Feral elves (pt1 only) heal on Positive at Superior and beyond except for the Stormwardens which heal off Electrical at Superior and beyond (anything that looks very Electric heals off Electrical - so Zeugalaks and Anarchic storm giants)
- Kaorti heal on Acid at Superior and beyond
- Keketars don't heal and take tank dmg well - they regen fast so you need focus to take down -- they do all sorts of scary stuff including Disintegrate (specific spell immunity required level 6 does NOT cover this), curse song, ac and dr dropping... Take them out.
- Hagunemnon don't heal and take tank dmg well - they regen fast so you need focus to take down. -- fairly scary damage if left alone for longer periods of time especially paragons but they have low ac so even blade barrier works fine
- Lillend (pt1 only) heal on Sonic SUP+, need a de-buff to make them easier to hit then they go down pretty fast
- Trilloch heal on Negative -- Use high packet damage like WM crits due to their very high psionic kb / psionic infliction -- They berserk, specific immunity to Charm effect protects from this.
- Unfinished Titans heal on Positive at Superior and beyond -- Big and bulky, less scary than intimidating but can cause issues for characters without enough Str to make their checks
- Chaos Rocs (pt1 only) heal on Sonic at Superior and beyond - Fire | Bludge>Slash>Pierce work well -- small size toons can not hit them as they are huge similarly to Goristro
- Nishruu // Not an ideal tank target // heal on Mag take shifter-source Fire and Greater Dispelling well -- Extreme Conceal / Extreme SR
- Pyrophor (pt2 only) heal on Fire and inflict Fire as a disease
- Thalassi (pt2 only) heal on Cold (with a huge multiplier!) and cause massive Cold damage as well as pinning nearby characters to the spot and dropping AC (very high priority targets due to their disabling ability). Their pinning effect aura can be suppressed for a short while with a direct Mordenkeinen's Disjunction.
List of Called Shot/Mortal Strike/Heartbane targets for Ranger/Assassin/Cleric with bolded ones as priority targets, if listed as high parry may need curse to CS and paragons may be out of reach. Same idea as damage dealers - kill scary casters first!:
- All Anarchic animals (basilisk (high parry), fox, serpent), all Feral Elves, especially the Archers (as they have a high DC CS) and Skinwalkers (as they have a high Dex check vs death dropping) (stormwardens too!), Githzerai Monast and Githzerai Stalkers, Chaond Primalist and Chaond Vandal
- Slaads of the Mud/Red/Blue types
- Howlers
- Gremlins
- Quasits
- Armanites
- Discordant Souls
- Quarks
- Weavers // high parry, need curse and may not be possible on paragon variants
- Mimics
- Phasm - Very high priority targets due to their Tumble based knockdown check
- Naunet
- Anarchic Storm Giant
- Gremlin
- Lillend // high parry, may not be possible on paragons of higher quality
- Zeugalak // high parry, may not be possible on paragons of higher quality
- Unfinished Minotaur
- Eolian Will require Elemental as a FE for Rangers (which tends not to be a priority one FE as most of these creatures are critical hit immune)
P1 'Required' Spell Immunities
- Spell Breach Githyanki Stalkers do this on hit.
- Power word, kill, this is the single target version so characters in Greater Sanctuary can safely ignore this one
- Implosion
- Dispel Magic is fairly common, but not mandatory to cover in pt1.
- Chaond Primalists regularly use Cast in Stone so immunity to Petrification is advisable especially for tanks
- Polar Ray Immunity is useful to prevent the freezing effect (not protected by immunity to Petrification), not mandatory but if you don't have it the final boss fight can be significantly more painful
- Weird Immunity for all characters without very high saves (75+) is advisable to avoid being instakilled by Kaorti Alienists unless you can manage them in other ways (dispel their buffs and use Bigby's Crushing Hand, Death of Magic, whilst you can counterspell them unless they are the only mobs remaining this will leave you vulnerable to other mobs), not required for the Monastery of Zerth'Ad'lun: Interior as there are no Kaorti there
P2 'Required' Spell Immunities
- Mordenkainen's Disjunction Green Slaadi cast this spell and are present on all maps
- Weird Immunity for all characters without very high saves (75+) is advisable to avoid being instakilled by Kaorti Alienists unless you can manage them in other ways, not required for 'The Spawning Stone' and beyond as there are no Kaorti from this point onwards
- Polar Ray Immunity is useful to prevent the freezing effect (not protected by immunity to Petrification) but not mandatory also not required for 'The Spawning Stone' and beyond as there are no Kaorti from this point onwards
- Word of Faith & Great Thunderclap immunity are required to combat innate abilities of some of the Slaadi.
- Dispel Magic Immunity can be useful for buff-reliant tanks as White Slaadi dispel on hit and Mageripper Swarms have a dispelling aura and whilst Amnesia is not present in Limbo in any form Magerippers can drain spells
- Disintegrate immunity is useful for the first three maps due to the sheer quantity of Kaorti Alienists that appear here
Gearing for Limbo - There are a lot of set items that can be used to help out when tackling Limbo, but here are some noteworthy ones.
- Mortal Failings from Aboleths - Can be extremely hard to obtain as will likely go first in any loot split if it drops due to the Mordenkainen's Disjunction, Weird and Power word, kill immunities it provides.
- Essence of the Last Word from Thanatos 3 boss chest - very useful for the Power word, kill Immunity and handy source of Ghostly Visage it provides but can also be hard to obtain.
- Lifebane Crown - another Thanatos 3 loot - handy Power word, kill immunity source for Helmet slot, easier to attain than Mortal Failings or the Essence of the Last Word.
- Sandals of Perdurance - an Abyss vestige reward - can be useful for the petrification immunity & breach from boots slot freeing a ring slot. Situational, but when it fits it is excellent.
- Empyrean Lenses - from Elysium can be used to cover Weird and it is fairly easy to attain.
- Asmoshield for non-2h characters, Asmobelt or Vestige Helm are good sources of Implosion immunity - though even the BUR ring Conservancy could be used in times of need - especially on characters who can wear Breach boots.
- Crown of the Five - Immunity to both Great Thunderclap and Polar Ray are very useful and high level wide ranging elemental resistances can significantly reduce incoming damage (can be very difficult to obtain unless you can run P2 Hard regularly and get lucky with your !partyroll).
- Lies Hidden Beneath - Provides multiple specific level 9 spell immunities including Implosion, Weird & Power word, kill one of the most difficult items to obtain on the server due to its value.
Areas
Part 1
Limbo - Ruined City of Shra'kt'lro
- The portal to Limbo has been opened in Zerial's Workshop using a Slave Waystone from Thids. You have entered and find Ssendam awaits you. When you talk to him you will be presented with two conversation options one initiates 'Easy' mode (the yes you will help him option) the second initiates 'Hard' mode both will port you to the Ruined City of Shra'kt'lro: Housing District. The only differences between Easy and Hard modes for Part 1 is the number of enemies you may encounter (with potential increase in loot (including Soul Canopics) dropped by them), Nirvanite Emery dropping from the boss chests and that you get a Hard Mode part 2 key. There is no extra tag for doing Part 1 Hard and the tag you get for the end boss (The Keeper of the Unbroken Circle) will allow entry to Part 2 in either Easy or Hard mode.
Limbo - Ruined City of Shra'kt'lro: Housing District
After completing your conversation with Ssenaam you will find your party unceremoniously dumped at the start of this map.
The multilayered walls hide a sea of cramped, simple quarters (very much in the ascetic githzerai fashion). The city is designed in such a way that it could serve as the military base for the githzerai and also as a place for them to have to endure a "last stand" scenario. There is no strategic need for the city to be built as such but rather it exists to further reinforce the general mindset of the githzerai culture.
Creatures
- Slaads of the Mud/Red/Blue & Green types
- Mimic
- Phasm
- Naunet
- Anarchic Storm Giant
- Gremlin
- Lillend
- Feral Elf Archer
- Feral Elf Skinwalker
- Feral Elf Skirmisher
- Feral Elf Stormwarden
- Kaorti Alienist
- Kaorti Nullifier
- Kaorti Mocker
- Keketar
- Hagunemnon
- Nishruu
- Amorphion
- Chaond Primalist
- Chaond Vandal
- Discordant Soul
- Doppelganger
- Githzerai Chaosweaver
- Githyanki Avenger
- Gremlin
- Imentesh
- Unfinished Minotaur
- Unfinished Titan
- Windrazor
- Windscythe Confessor
- Windscythe Tyrant
- Quasit
- Armanite
Limbo - Ruined City of Shra'kt'lro: Merchant's District
More open than the Housing District there is a portal to the Monastery of Zerth'Ad'lun: Exterior near the end of this map.
Creatures
- Slaads of the Mud/Red/Blue & Green types
- Mimic
- Phasm
- Naunet
- Anarchic Storm Giant
- Gremlin
- Lillend
- Feral Elf Archer
- Feral Elf Skinwalker
- Feral Elf Skirmisher
- Feral Elf Stormwarden
- Kaorti Alienist
- Kaorti Nullifier
- Kaorti Mocker
- Keketar
- Hagunemnon
- Nishruu
- Amorphion
- Chaond Primalist
- Chaond Vandal
- Discordant Soul
- Doppelganger
- Githzerai Chaosweaver
- Githyanki Avenger
- Gremlin
- Imentesh
- Unfinished Minotaur
- Unfinished Titan
- Windrazor
- Windscythe Confessor
- Windscythe Tyrant
- Quasit
- Armanite
Limbo - Monastery of Zerth'Ad'lun: Exterior
Desert like in appearance with many islands connected by transits.
- Home to Chaos Rocs, Voidworm Schools, Eolians and many other scary monsters on tiny islands. It can be the hardest map in Limbo pt1, but it can be easy if stars align. Be prepared for hard fights in a small space. Mass Greater Sanctuary is highly recommended before spawning here to prevent unfortunate situations occurring, also it is not advisable to split your party up onto different islands as they will not be able to transit once a spawn appears. Ranged characters or a Shadow Dancer is a must unless you want to be left with mobs in unreachable areas blocking transit.
- There is a mini boss that may spawn here, the Gibbering Orb, that induces rage (specific immunity to Charm effect protects from this) your character will automatically attempt to attack it - be careful to not use the Ring of the Planar Traveler before the rage is cured or you will find your rest attempts repeatedly broken effectively wasting whatever charges you used. CL 41+ Clarity will cure it on the positive side killing it gains you 5 Soul Canopics.
- Be careful when moving from island to island as if you activate a spawn other party members will not be able to transit until it is killed.
- Ranged attackers quite often spawn on islands adjacent to where the main spawn is (even on some islands to which it is not possible to transit through normal means) therefore you will need some way of reaching (Shadowstep) or killing them at a distance, it can be useful to put them in a Storm Tower whilst dealing with the non-ranged group especially if they are creatures with the Called Shot ability.
Creatures
- Slaads of the Mud/Red/Blue & Green types
- Bloodthorn
- Phasm
- Naunet
- Anarchic Storm Giant
- Gremlin
- Lillend
- Eolian
- Feral Elf Archer
- Feral Elf Skinwalker
- Feral Elf Skirmisher
- Feral Elf Stormwarden
- Kaorti Alienist
- Kaorti Nullifier
- Kaorti Mocker
- Keketar
- Hagunemnon
- Nishruu
- Amorphion
- Chaond Primalist
- Chaond Vandal
- Discordant Soul
- Githzerai Chaosweaver
- Gremlin
- Imentesh
- Unfinished Minotaur
- Unfinished Titan
- Windrazor
- Windscythe Confessor
- Windscythe Tyrant
- Quasit
- Armanite
- Chaos Roc
- Voidworm School
- Eolian
- Trilloch
- Anarchic Basilisk
- Anarchic Fox
- Anarchic Sepent
- Howler
- Arucha
- Warp Drifter
- Gibbering Orb (random miniboss)
- Gibbering Mouther (only appear if miniboss spawns)
Limbo - Monastery of Zerth'Ad'lun: Interior
After entering the monastery the way ahead is blocked by two barriers which you will need to obtain keys for to progress to the boss, the Keeper of the Unbroken Circle.
- There are no Kaorti, Windscythes, Slaadi and many other mobs here; this allows to drop Weird and Implosion immunities. PWK and Daze immunity highly recommended.
- You can swap your primary damage type from Electric to Acid as there are no Acid healers at all in this area but there are definitely some Electric healers.
- Assassins and Rangers will have lots of fun here as there are few creatures that they can not CS/MS as, if your party can also take out Phasms and Githzerai Chaosweavers fast you will have a much easier time.
Creatures
- Phasm
- Anarchic Storm Giant
- Lillend
- Feral Elf Archer
- Feral Elf Skinwalker
- Feral Elf Skirmisher
- Feral Elf Stormwarden
- Quark
- Amorphion
- Chaond Primalist
- Chaond Vandal
- Discordant Soul
- Githzerai Chaosweaver
- Gith-attala
- Githzerai Monast
- Githzerai Stalker
- Githzerai Zerth
- Gremlin
- Khayal
- Shardsoul Slayer
Boss Strategy Spoiler Warning! |
---|
*The Boss will spawn with a normal last-map spawn (random - can have amorphions, lillends, undead etc depending on luck) and always with multiple Githzerai Chaosweavers. He will summon additional minions over the fight, but only Githzerai. He will change his form according to what he says; sometimes immune to physical, sometimes immune to elemental damage and sometimes dealing a LOT of damage to party whenever they injure the boss. Immute + combined high physical + high elemental damage will kill him fast - there are many ways to go about this.
|
Limbo Part 2
You will need to use the Portal Tuner obtained from the final boss in Part 1 on the portal in The Workshop this will immediately transport all in your party (will not work if any members are not present in the Workshop or do not meet the requirements to go) to the first map of Limbo - The Path of Chaos Hemera.
Note: If you have both 'Easy' and 'Hard' mode portal tuners in your possession it will initiate an 'Easy' mode run, also as there is no portal opened it is possible that somebody else may have already entered this area on a server, to minimise the risk of this occurring it is best to start P2 runs on a fresh server.
The Path of Chaos: Hemera
Creatures
- Slaads of the types Mud, Red, Blue, Green, Gray
- Kaorti Nullifier
- Kaorti Mocker
- Kaorti Alienist
- Phasm
- Eolian
- Erdeen
- Pyrophor
- Thalassi
- Nishruu
- Amorphion
- Quasit
- Chaos Phage Swarm
- Mageripper Swarm
- Voidworm School
- Bodak
- Shadow Jelly
- Taunting Haunt
- Nightseed
- Bloodthorn
Limbo - The Path of Chaos: Ourea
Creatures
- Slaads of the types Mud, Red, Blue, Green, Gray
- Kaorti Nullifier
- Kaorti Mocker
- Kaorti Alienist
- Phasm
- Eolian
- Erdeen
- Pyrophor
- Thalassi
- Nishruu
- Amorphion
- Quasit
- Chaos Phage Swarm
- Mageripper Swarm
- Voidworm School
- Bodak
- Shadow Jelly
- Taunting Haunt
- Nightseed
- Bloodthorn
Limbo - The Path of Chaos: Erebos
Creatures
- Slaads of the Mud, Red, Blue, Green, Gray, Death and (rarely) White types
- Kaorti Nullifier
- Kaorti Mocker
- Kaorti Alienist this map is notorious for spawning large groups of these which can be very painful
- Phasm
- Eolian
- Erdeen
- Pyrophor
- Thalassi
- Nishruu
- Amorphion
- Quasit
- Chaos Phage Swarm
- Mageripper Swarm
- Voidworm School
- Bodak
- Shadow Jelly
- Taunting Haunt
- Nightseed
- Bloodthorn
There can be a miniboss the Umbral Blot (looks like a blob concealed in a darkness aura) on this map which does multiple Implosions (green appearance but the same effect/immunity required), Divine damage is most effective against this mini and when killed it drops 20 Soul Canopics.
This map is also notorious for having many Kaorti Alienists in the spawns, Weird and Disintegrate immunities can help to prevent instakills.
Limbo - The Spawning Stone
Creatures
- Slaads of the Mud, Red, Blue, Green, Gray, Death, White & Black types
- Phasm
- Eolian
- Erdeen
- Pyrophor
- Thalassi
- Nishruu
- Amorphion
- Chaos Phage Swarm
- Mageripper Swarm
- Voidworm School
- Bodak
- Shadow Jelly
- Taunting Haunt
- Nightseed
Guardian of the Stone miniboss resides here, specific tactics are required to effectively deal with it, no more Kaortis from this map onwards so you can drop Weird immunity. Slaads of all types, including Death and Black (previously unencountered) exist here.
NOTE: Occasionally the boss area trap kicks in before it is supposed due to Guardian of the Stone spawning prematurely, you will then see messages about being damaged, if this happens prior to the final area being entered there are a couple of options available the first being to LOG OUT, the second (more risky) is to run as many characters to the boss spawn area as possible in Greater Sanctuary ignoring all the mobs spawned on the way then use Miracles and Apport Arcane/Stone of Succors to port any characters that may have died to the lead.
Boss Strategy Spoiler Warning! |
---|
Best damage type for this Slaad is Acid (yes really out of all the Slaads this one does not heal on Acid). He will heal repeatedly unless you can position characters in each of the areas that the two green blobs create, best to use ranged characters if possible as they can avoid being flatfooted and continue attacking the Guardian. NOTE -Characters standing in the green areas MUST be active, if you are in Greater Sanctuary he will still heal. |
Limbo - Fortress of Entropy: Outer Ward
Creatures
- Slaads of the Mud, Red, Blue, Green, Gray, Death, White & Black types
- Phasm
- Eolian
- Erdeen
- Pyrophor
- Thalassi
- Nishruu
- Amorphion
- Chaos Phage Swarm
- Mageripper Swarm
- Voidworm School
- Bodak
- Shadow Jelly
- Taunting Haunt
- Nightseed
Limbo - Fortress of Entropy: Inner Ward
Creatures
- Slaads of the Mud, Red, Blue, Green, Gray, Death, White & Black types
- Phasm
- Eolian
- Erdeen
- Pyrophor
- Thalassi
- Nishruu
- Amorphion
- Chaos Phage Swarm
- Mageripper Swarm
- Voidworm School
- Bodak
- Shadow Jelly
- Taunting Haunt
- Nightseed
Both Ygorl (Easy & Hard mode) and Ssendaam (Hard mode) reside here.
Boss Strategy Spoiler Warning! |
---|
Standard tactics are to mass Greater Sanctuary the whole party before moving down either of the narrow paths that lead to the final area of the map so that you do not get attacked prematurely. Once you have positioned yourselves near Ygorl (who spawns first) you can activate hostile aura spels such as Invisibility Purge and Battletide but avoid getting any mobs in the auras until you start the fight. Make sure Fonts are in place then drop a Healing Spirit and all focus on Ygorl, if you have access to Erradicate Black Slaads (especially superior or elite types) are a primary target for this Paragon spell. If you are in Easy mode killing Ygorl dispels the boss area trap meaning you can retire to the entrance and funnel remaining creatures down either of the narrow paths rather than fighting in the open,, however if you are in Hard mode Ssendaam will spawn (along with his minions) shortly after Ygorl is killed and you will have to kill him before the Boss trap dissipates. Once the trap has gone you can safely retreat up the narrow paths to limit the remaining Slaads ability to surround you and fight them from here. Both bosses drop Soul Canopics and Ygorl's loot also contains the Tymora's Lucky Charm artifact so be careful when picking items up if you are wearing an equipment artifact. |
Rewards
- Four tags are available for completion of these runs as follows; Keeper of the Unbroken Circle is the boss at the end of both Part 1 Easy and Hard, Guardian of the Stone & Ygorl for completing part two in both Easy and Hard mode and additionally Ssendaam for completing part two Hard mode, there is loot specifically tagged to all of these accomplishments.
- Loot is tagged for use based on achieving these kills.
- Beating Ssenadam (Part 2 boss) in Hard Mode gives an additional -1 layer penalty benefit.
- The saves artifact Tymora's Lucky Charm now drops from Ygorl (available in P2 easy or hard) so be careful when looting his remains.