Oinos
From HGWiki
The first layer of Hades. Oinos's landscape consists mostly of plains with the occasional hill. It was the primary battleground of the Blood War, so it was where the fighting was the fiercest and most constant. Oinos's stunted trees and other plantlife were routinely destroyed by the fiendish armies trampling over it and the sounds of battle could be heard anywhere on Oinos.
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Entering Oinos Hades
To enter the Oinos, you must first get to The Workshop. If you have Zerial's Token, you can use it anywhere in Town to be instantly transported to The Workshop. Use portal to go to another plane (option 1 then option 3). There are no portalling limitations in Oinos and if you want to get back to the exit without randomly running around use a Gem of Teleportation (or a Rune of Return if you have one) and this will deposit you next to the exit portal.
- The entire run is a Fugue/Limbo area for both Immortal & Demi-God characters.
- As loot spawns directly from creatures here you can spam loot breaking spells with impunity as there is nothing you can break.
- Resting is possible although with a small spawn chance, the only rest spawns you will get are Canoloth of variable numbers, you can avoid this spawn chance by using your Ring of the Planar Traveler or portalling back to The Workshop when you need to rest.
- There are no secret locations or loot in Oinos
Penalties
- Players (and creatures) suffer level 1 Layer penalty when venturing to Oinos.
- Bard song and Curse song doesn't work due the emotion nullifying nature of this plane.
- All the water in Oinos is from the river Styx and will cause a DC 60 will check vs amnesia (unless you have immunity to this effect) when entered, unless you have no abilities that are affected by this effect it is not advisable to stand in the water.
Spawn Structure
In Oinos, creatures from Abyss, Pit of Moliation, Elysium and Hells can spawn. The different groups can be hostile to each other, creatures killed by other creatures will not yield exp or loot. Elysium creatures are neutral to players (until attacked by them), all others are hostile from the start but may initially prefer to attack other creatures leaving player characters for desert. Spawns are dynamic in that the numbers and types of creatures scale with player group size. Paragon types of creatures my spawn depending on demigod status, character levels and other factors, any of the creatures encountered can be of a paragon type including Elysium and Pit of Moliation creatures. Spawns are fixed per server reset in that some spawn points may or may not be active and if you get Elysium creatures they will show up every time a specific trigger is activated although the creature mix will vary.
Transit
Transit with mobs alive Yes.
Below are the most common creatures of Oinos. These are the creatures with which a soloer (and in fact a party of two characters) will be confronted. Spawn in Oinos are dynamic in that other and stronger creatures spawn for larger player groups (four being the minimum for the larger Hell and Abyss creatures to show up), including (but not restricted to) Pit Fiends, Malebranches, Balor, Marilth, Arcanaloth, Orthon, Jovoc, etc. Therefore if you visit Oinos with a large party be prepared to deal with some extremely unpleasant creatures in large and random groups which can make it tricky to pick specific targets and make AoE damage cause significant kickback to you and your party.
From Abyss:
- 1-2 Characters
- Anzu Vuln to MS/CS.
- Armanite (DC 40 Strength check to avoid Knockdown) Can be disarmed, Vuln to MS/CS.
- Bulezau (DC 57 Reflex Check versus Sonic to avoid Deafness and Discipline skill reduction) Can be disarmed, Vuln to MS/CS.
- Chasme (Inflicts festering wounds, DC 56 Fortitude check versus Sleep)
- Dretch Vuln to MS/CS.
- Gadacro (DC 58 Reflex save to avoid permanent blindness), Vuln to MS/CS.
- Glabrezu - Mord on hit, 62 DC grapple check (FoM prevents), vuln to PWK and MS/CS.
- Hezrou - Vuln to disint, MS/CS.
- Incubus Can be disarmed, Vuln to MS/CS.
- Jarilith (DC 38 Dexterity Check to avoid Knockdown), Vuln to MS/CS.
- Mane Vuln to MS/CS.
- Maurezhi (DC 55 Fortitude Save vs. Poison to avoid instant death)
- Nabassu - Can be killed with blistering radiance. Vuln to fire.
- Nalfeshnee - DC 57 Daze. Vuln to fire.
- Quasit - Ranged damage dealers, kill fast with death magic, MS/CS.
- Rutterkin - Trash, vuln to disint, MS/CS. Can be disarmed
- Succubus - Vuln to PWK. Takes fire best. Can be disarmed, Vuln to MS/CS.
- Uridezu (Tumble DC: 90 vs. Knockdown)
- Vrock - Vuln to MS/CS.
- Zovvut - Vuln to drown, MS/CS.
- 3 Characters
- Adaru - AoE heal to other enemy creatures, vuln to pwk and Harm (although may take 3 or 4 Harms), cold damage best
- Babau - They have a disarm discipline check. Vuln to rebuke, heartbane, MS/CS. Takes phys/cold best.
- Kelvezu - Vuln to MS/CS. Can be disarmed
- 4+ Characters
- Balor - DC 120 parry vorpal check, DC 60 dex entangle check. Vuln to pierce/acid. Can be disarmed although you'll need to do it twice to remove the whip (domination effect) and the sword (vorpal effect)
- Jovoc Jovocs can be either Imploded or Petrified then crumbled. They should not be hit under any circumstances due to their horrific Internal kick-back damage.
- Marilith Knockdown: DC (depends upon armour type -- 40 for Heavy, 43 for Light
- Molydeus - Has Dev Crit, DC 58 Fortitude Poison. Vuln to cold. Can be KD'd and disarmed.
From Pit of Moliation:
- 1-2 Characters
- Canoloth Vuln to MS/CS.
- Dergholoth
- Hadean_Leech Vuln to MS/CS.
- Hydroloth Vuln to MS/CS.
- Marraenoloth (summons other creatures, has one heal) Can be disarmed
- Mezzoloth Can be disarmed, Vuln to MS/CS.
- Nycaloth (has one heal, Dexterity-based Knockdown check DC 34)
- Piscoloth (has one heal, heals self and other creatures with small AoE), Vuln to MS/CS.
- Yagnoloth (has one heal, DC 38 Strength vs Knockdown) Can be disarmed, Vuln to MS/CS.
- 3 Characters
- Baernaloth (inflicts vulnerabilities, has one heal, effectively unturnable)
- 4+ Characters
- Arcanaloth (casts multiple disabling and instakilling spells, summons allies, has one heal) Can be disarmed
From Elysium:
They are not usually hostile when spawned but can take offence to certain actions, killing these creatures will make you more evil even if they initiated the combat, Paladin and splash characters beware (Note: This hostility can be negated if you cast GS even if this is immediately broken by an existing effect such as Battletide) :
- Number of characters present does not affect types of Elysium creatures
- Astral_Deva Has one heal, can be disarmed
- Hound_Archon (Dev Crit, Fort save vs DC 53 or die) Has one heal, can be disarmed, Vuln to MS/CS.
- Lantern_Archon (one mords on-hit, the other breaches on-hit. )
- Monadic_Deva (Strength check DC 36 vs. Knockdown) Has one heal, can be disarmed
- Movanic_Deva (Dexterity check DC 36 vs. Knockdown) Has one heal, can be disarmed
- Planetar (Spell Failure Aura. Summons Devas) Has one heal, can be disarmed
From Hell:
- 1-2 Characters
- Abishai Can be disarmed, Vuln to MS/CS.
- Advespa (Dexterity Check: DC 32 vs KD)
- BarbazuCan be disarmed, Vuln to MS/CS.
- Cornugon (Strength Check: DC 40 vs Stun. Breach on hit, fear on hit Will? save to resist) Can be disarmed, Vuln to MS/CS although you will need some way of reducing its parry skill first.
- Erinyes (Dexterity Check: DC 32 vs Domination) Can be disarmed, Vuln to MS/CS.
- Gelugon (Strength Check: DC 28 vs Domination), Vuln to MS/CS although you will need some way of reducing its parry skill first.
- Hell Hound Vuln to MS/CS.
- Imp (Poison Save DC 60 vs Paralyze (poison immunity does NOT cover this neither does Paralysation immunity!), Vuln to MS/CS.
- Kocrachon (heals self and other creatures with small AoE)
- Lemure, Vuln to MS/CS.
- 3 Characters
- Amnizu/Ephesiarch Amnizu Can be disarmed, Vuln to MS/CS.
- Narzugon/Narzugon Eye Dexterity Check: DC 34 vs KD, Will Check: DC 55 vs Death
- Rakshasa/Raja (casts multiple disabling and instakilling spells) Has one heal, can be disarmed and KD, Vuln to MS/CS.
- Spinagon/Spinarch, Vuln to MS/CS.
- 4+ Characters
- Bueroza/MagebaneSpell (Spell Failure in massive radius, Discipline Check: 120 vs KD) Can be disarmed
- Maelbranche Dexterity Check: DC 40 + BAC/2 vs KD, Dexterity Check: DC 42 vs Death Can be disarmed
- Orthon/Orthon Fist (instakill attack with spear, disables planar resting and turning ability) Can be disarmed
- Pit Fiend Strength Check: DC 44 - BAC/2 vs KD, Does Blindness On Hit. Casts Meteor Swarm. Can be disarmed
Recommended Character Stats and Tactics
The Oinos is a level 55-60 area. There are both STR and DEX check creatures (reaching about 40) for a solo player.
Disarming some of the creatures here can significantly reduce their damage output and in some cases prevent use of special attacks making your stay here significantly less unpleasant.
Pick pocketing is also highly recommended for all the creatures that have heals to halve the time it takes to kill them.