Book of War
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Newbieatar Mobs:
Name Equipment Area
Artemis Moccasins Plains of the North
Kraken Crystaline Tear Drop Ocean Keep
Dracolithos Scorched Band of Glass
Horus Bracer of Light Blasted Lands
Cernnonus Golden Torque Dunhill
Shade shade equipment Ocean Keep
Grand Mistress Sash of the Magi
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Multi-Av Mobs:
Name Equipment Area
Bahamut Justice,Fang,other... Blasted Lands
"Dragonpass" DCoL and others... Dragonpass
Tarresque Tarry Horns,hides... Blasted Lands
Zeus Storm Olympus
Frogehmoth Froggy Girdle Hoan Dor
Ben Dragonslicer Solace
Captain Lodd Jade Camieo,Kings Crest Ocean Keep
Dracula Bloodlust,Guard of Legend Transylvania
Gealcath Gealcath Orb,Shaft of Light Dunhill
Hades Souldrinker,Hades Plate Olympus
Hectate Viel of Hecate
Mandor Shieldbreaker,steel equip. Solace
Nelson Doomgiver,obsidian equip. Solace
Set Set's Ring of Power Blasted Lands
Shimmergloom Shimmy equipment Mithrill Hall
Fitzgerald Mark of King,Royal Banner
Keshute Barrik's equipment Barrik's Keep
Odin Draupnir,Gungir Olympus
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Bahamut
(Bammy)
Equipment: Dragonscale eq, Dragon Orb,
Pops: Justice (IP limit of 2 for best pop)
Area: Blasted Lands
Directions:
6s,e,2s,se,all east until you enter the desert. Scan for Blasted Lands entrance
then track Bahamut. OR you can have a mage astral to stirge and summon everyone
in one by one.
People
Needed: 8-10, 5 hitters, 3-5 healers (best combo is a Tank, 4-5 Thiefs, and
3-5 Clerics)
Spells: Sanc, inner, valiance, eldritch, demonskin, dragonskin, and
elemental shields. Tank should have truesite and blazeward.
Potions/Scrolls: 100 heals and a spring or 2
Attacks: numerous spells, she also stuns/bashes
Instructions:
Have tank set to agressive, hitters to standard, and healers to evasive.
Have tank attack and Thiefs circle repeatedly. All healers should spam heal the
tank due to his/her/its inablity to spam quaff from stun. Others need not worry
much because he doesn't hurt everyone else as much as the tank.
Notes: She is devout. Be sure the tank of this run knows how to tank or Bammy will slaughter him/her/it. Be sure only to use nonmagic short/long blades against her. It is rumored that having a thief get the killing blow increases pop rate so have everyone else remove weapons at Dying.
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Ben
Equipment: Dragonslicer
Area: Solace
Directions:
People
Needed: 4 hitters, 2 healers
Spells: sanc, demonskin, dragonskin, etc.
Attacks: Disarm, gouge, brings sword down on your skull.
Notes: Make sure you keep him disarmed, and DON'T use magic weapons because he will sacrifice them otherwise.
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Captain
Lodd
Equipment: Sword with the Kings Crest.
Pops: Jade Cameo
Area:
Ocean Keep
Directions: 6w, 6n, nw, 2w, 2d, 4w, 2n, w, n, w, u, e, 2s, open s, s, w
People
Needed: 3
Spells: Sanc, fly
Attacks: Jade Cameo attack (100 - 300 hp)
Notes: Lodd only attacks the tank. He can be soloed if you poison him first, and let the poison settle until he's ranting. Repair between battles to avoid scrapping equipment, and remember to keep him disarmed to save lots of damage. He does disarm so watch/make a disarm trigger. He is also immune to every weapon except pugilisms and bludgeons.
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Cernnonus (Cern)
Equipment: golden torque, dark buckskin tunic, heavy buckskin chansses, pair of kneehigh buckskin boots, forest green cloak, iron longsword
Area: Dunhill
Directions: 11n w 2n w n w 2nw ne nw 2ne 2nw ne d 3w 4nw 4n ne 3n e ne nw ne nw w n
Players needed: 1-2
Spells: sanc for whoever is tanking
Instuctions: Cernnonus can't be poisoned. He will disarm you, pick up your weapons and throw them out of the door... (south) he won't throw dragon fangs or Tarry horns. You can have someone wait south to bring back your weapons or you can blind him (it takes a while). He will go into a punch, kick, and gouge frenzy when he is close to death (watch that... it can and WILL kill).
Major attacks: kick punch, once almost dead gouge.
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Dracolithos
Equipment: a Scorched Band of Glass
Area:
Wasteland Painting (Darkhaven Art Gallery)
Directions: Enter the wasteland painting and go in any direction, when in
the room "Lost in Wasteland" go: e, n, w, s, e, s, n, e
People
Needed: 1 - 4
Spells: Sanc, fly, shield, armor, stone skin
Attacks: Gas breath (600-800 damage)
Notes: Draco's easy if you poison him and let it set in for about 20 minutes. At this point he can be soloed, with about 35 heals. If he is poisoned for this long, his once 800 gas breath only does about 300 - 400 damage. A good method for soloing him is attack, flee, relog, attack method. If using a group, you should still poison him, but only wait until "Dracolithos doesn't look so good". He pops the band of glass which is a great warrior/pally ring.
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Dracula
Equipment: Cloak/Visage of Bloodlust, Guard of Legends
Area:
Transylvania
Directions: 8e, 4s, 2e, s, 2e, d, 3n, e, 4s, w, s, 2e, n, 5e, n, e, e,
all n, all w (This is recall/portal point), 3n (3 henchmen), n, unlock n, open
n, all n, 2u, 2e, 2n, north of here is dracula
People
Needed: 6 (2 tanks, 4 hitters)
Spells: sanc, protect, resilence, elderich, antimagic, shadowform, alert,
armor, shield, bless, slink
Attacks: circle, grasp, harm, sleep program
Notes: Dracula can be a fast run if you do it correctly. Try to sanc and spell up right before you kill the henchmen. Wait until you are about to enter Dracs chamber before using eldritch. Have tank enter first (make sure tank is not sneaking), then the leader takes the rest of the group in. The best combo I have found was 2 rangers (warriors), 2 vamps, 2 mages. Dracula switches tanks so the tanks should have the rescue skill. Mages use Qspike and vamps use harm spell. Dracula is immune to grasp, and he will slay you if you circle him. Use the mage to cast faerie fire when the battle starts, while the vamps cast weaken, and vomica. Dracula hits pretty tough, buy not too tough. He does not have sanc but he has a ton of hp and takes a while to kill which is why 2 tanks is a good idea.
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Dragon's
Pass (D-pass)
Equipment: Dragon Claw of Legend (have one each of the seven claws in
your inventory. Take them to Dundin and give him the white claw), Hides make
different items of equipment for a price.
Pops: Blue dragon will only pop on an IP limit of one.
Directions:
16e, ne, 2e, 3u, n, ne (click on each of the dragon names for directions to that
specific dragon)
People
Needed: 3-4, keep a mage and a cleric near by if possible for spellups.
Attacks: Each dragon does physical attacks, plus a breath attack.
Spells: All Dragons: sanc, demonskin, dragonskin, eldritch
- Crystal: blazeward & res acid if
possible
- Topaz: res acid
- Red: blazeward
- Blue: grounding
- White: inner warmth
- Gold: blazeward
- Silver: ice girth if you've got, and anything for gas breath.
Notes: Keep an eye on your weapons... Red and gold disarm and if their young are left, they will pick them up. Some of the dragons do death damage. Dragons can be done solo by experienced runners and lots of heals.
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Fitzgerald (Fitz)
Equipment: guard's chain mail hauberk,
Pops: banner of royal colors, Mark of the King
Area:
Directions: 8e 4s sw 3w 3n 2w n 2e 4n 2w 2n up s 3e up
Players needed: 1-4
Spells: sanc
Tank: none are really needed but mage protection spells help a lot.
Attacks: blast of flame, Shockshield spam
Note: This is a poison and wait fight. however he WILL close the hatch, either have someone try to keep the hatch open, or before you flee open the hatch (open down;flee) wait till he's ranting to fight.
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Froghemoth
(Froggy)
Equipment:
girth of mangled hide (half troll/ogre only)
Directions: wanders in Haon Dor
People Needed: 5-6
Spells: Sanc, demonskin, dragonskin, eldritch on everyone
Attacks: clawing you, trying to eat you whole, switches tanks
Notes: you can also get around the switching with styles... tank is in
aggressive and everyone else in standard... but then froggy beats on you for a
round or two before going back to the aggro guy... Whatever
you do, *don't* say ribbit!
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Gealcath
Equipment: shaft of light, pops gealcath orb
Area: Dunhill
Directions:
Go to dunhill and track gealcath... You need to get the key from the piper (you
can steal it from him). Also you need the key from the Middle of the maze. To do
this you track maze (passdoor is helpful here.)
People
Needed: 4-5 and a cleric
Tunneled: to 4, 5 after first kill
Spells: bless, kindred, slink, minor invoc, demon & dragonskin,
grounding, shockshield, etc.
Attacks: strong electrical attacks, likes to damage equipment
Notes: Don't use warriors, also, don't try the relog trick with him as you'll be kicked out of the room and lose the keys. Any kind of weapons work on Gealcath But high HR and Dr is best. If you have a good tank then your hitters can use Brakky banners and symbols. When your run is over or you need repairs, remove ALL your eq and say 'I yeild to you' and he'll trans you back to Harakiem
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Hades
Equipment: Souldrinker, Black Plate of Hades
Area: Olympus
Directions:
all n, 2u, 5n, 2e, d, give 1 coin charon, s, 4s, se, sw (IHS for all of it)
People
Needed: 1-3
Spells: protection, sanc, demonskin, valiance, shields
Notes: After you give Charon gold, make sure you dont go any direction but south, all else is DTs. He doesn't hit too hard, but if you disarm him he breaks the souldrinker. Its kind of a long fight, but not too bad if you remember valiance ... He likes to stun alot, so watch out. When you want to leave, grovel to Hades.
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Hectate
Equipment: veil of hectate
Area:
Directions:
all n, 2u, 5n, 2e, d, give 1 coin charon, kill cerberus, 4s, open skull, d.
People
Needed: 2-3
Spells: Sanc, protection, anti-magic, eldritch, shields.
Notes: Gimme a break, it's hecate... no ip check, any weapons, etc. Getting out's kinda annoying if you don't know how, from hecate go u,s,se,sw to hades and grovel to him. When you go u,s of Hecate you can go se or sw, either way is an annoying mob with a lot of hp... I'd just IHS past them.
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Horus
Equipment: Blade of Justice, Bracer of Light
Area: Blasted Lands
Directions: *invis/sneak/hide*(some aggro mobs) 7s. e. 2s. se. 9e.*scan/scry for entrance to Blasted Lands* track Horus
Players needed: 1-3
Attacks: gouge, fire, disarm
Notes: fill up his inventory with 15 items, if not he disarms and picks up your weapon. easier to kill when poisoned but not necessary. If you get low on hitpoints flee, and heal at Isis (if good align) n,2d,s from Horus. You can spam heal at Isis by entering and leaving the room until your hitpoints are full.
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Keshute
Equipment: Barrik's helmet, Barrik's Cloak of darkness, Barrik's Sword
Area: Barrick's Keep
Directions: 12n, ne, e, ne, 4n, nw, w, nw, 5n, open rug, track Keshute
Players needed: 5-6 warrior and 3 other hitters, 2 healers, mage (optional)
Attacks: gouge, Shield spam
Spells: ice and shockshield, mass sanc
Tank: mage protection spells are handy, especially true sight
Note: Be ware of the ratlings (aggro) along the way. There will be a door that only a warrior can door bash. To get back track sebastian untill you get to the doorbash door again... once outside in the forest you can recall. Only bludgeons and puligisms work, have the mage quantum spike if one comes with.
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Mandor
Equipment: shieldbreaker, steel eq.
Area: Solace
Directions:
15w, 2n, 2nw, d, w, 6n, 2e, open e, e, open e, e, open n, n,2w,2n,w,2n, open w,
w, open s, s
People
Needed: 5-6 (Clerics are helpful, as well)
Spells: Sanc, shockshield, eldritch, dragonskin
Attacks: fury of blows, gouge, disarm (Don't disarm him because he
counters and damages you)
Notes: Use nonmagic weapons because he is immune to magic and he will disarm and sac weapons.
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Nelson
Equipment: Obsidian equipment, Doomgiver
Directions:
Go to solace, track nelson
People
Needed: 6-8 to make it a quick fight, and a couple clerics on the side.
Tunneled: to 7 or 8, can be avoided by relogging chars already in the
room to let more in
Spells: demonskin, eldritch, sanc, shockshield, fireshield, iceshield
Attacks: Disarm, gouge, Highly randomly throws someone against wall.
Notes: Use NON magic weapons... He sac's everything else, so BE careful.
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Odin
Equipment: Draupnir, Gungnir
Players needed: 1-4 Dirs: 12n 2u 6n 3w
Attacks: lightning bolt extra attacks: all other magical spells, gouge
Insructions: poison, wait till he is ranting about the ONE. He will scrap packs.
Note: Beware of the citizens in Olympus, they will steal you blind quick, if possible leave your money on another char or give it someone you trust to hold on to it
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Set
Equipment:
Set's ring of Power
Area: Blasted Lands
Directions:
Astral to ammit, flee, e, summon characters, d, n.
People
Needed: 4-5 (Clerics are helpful)
Spells: sanc, protection, demon & dragonskin, eldritch/shadowform,
antimagic, blazeward, grounding, shields.
Attacks: fire, lightening, gas... Gas does 2-300hp
Notes: IP checked to 4 characters, any more and gas gets deadly. Immune to magic weapons.
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Shade
Equipment:
Shade Equipment
Area: Ocean Keep
Directions: From the Gatekeeper in Ocean Keep go 3n, w, 2n, e, 2n, w, n, 4w. Kill the worm for the key. Unlock n, open n, n.
Players
needed: 2-4
Spells: Sanctuary,
Regular combat spells
Potions and scrolls: 10-20 heals per kill
Attacks:
Notes:
Shade is a major
thief so do not have any gold with. In the event you forget to ditch your gold
just drop all of it in the room with Shade. He has never picked up any of our
gold when we use this method. If you don't ditch your gold you will likely not
get it all back once he is dead. It is best if he is poisoned for 20 minutes
first if there are fewer runners, he is even solo-able when poisoned for most
Avatars. There is no multi limit.
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Shimmergloom (Shimmy)
Equipment: shadowy arms, legs, helm & gloves
Area:
Mithril Hall
Directions: 8e, 4s, 2e, 2s, 3w, n, open n, n, e, 2n, w, d, 2e, open
mountain, 4n, e, 3n, 2e, n, 2w, d, e, all s, 2d, e, all south. All east from
here is Shimmergloom.
Players
Needed: 5
Spells: Sanctuary, Fly, Attack Shields, Dragonskin, Shield, Armor, Stone
Skin
Potions and scrolls: 100 heals
Attacks: Gas Breath
Notes: Shimmy is another mob that is best fought poisoned. It makes it 5 times easier and you take less damage so you use less heals, and save money on repairs. Have everyone enter his chamber ungrouped and keep trying to poison him until someone gets it. Then flee and let it set in for about 10 minutes. Re enter the room fully spelled up, and defeat him. Have extra containers because the gas WILL break yours.
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Tarrasque
(Tarry)
Equipment: Tarry Horns, small piece of hide (Shield of the Ravager-100m)
Pops: large strip (Breastplate of the Ravager-200m) *Take hides to Buster
Bracer in Mithril Hall.*
Directions:
go to Moria, track tarrasque, have fly on, and before you go down to his lair
rem all or he will damage/scrap equipment.
People
Needed: 5-6 hitters, 3-4 healers
Spells: sanc, eldritch, dragonskin, demonskin, shadowform
Attacks: nothing special
Notes: Before you go down to his lair rem all or he will damage/scrap equipment, which could suck. When he dies, his corpse hits the ground and causes an earthquake so have fly. Also, make sure to use magic weapons.
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Zeus
Equipment:
Aegis plate armor, Thunderbolt
Pops: Storm
Area: Olympus
Directions: From DH [ ] go all n, 2u, 7n.
Players Needed: 6+, at least 2 of them healers and 1 capable 1400+ hp tank.
Spells: grounding, eldritch sphere, antimagic shell, shadowform and shockshield for tank. Sanctuary for everyone.
Potions and Scrolls: 10+ heals per kill
Attacks: Zeus directs his attention on the tank with magical and electrical attacks and does a few random harm like spells on the other group members.
Notes:
The healers only purpose during battle is to continually cast heal on the tank.
Any type of weapon may be used. The tank will need to repair between every kill.
Do not take gold to Olympus, the citizens are awful thieves.
There is a multi limit of 6 for Storm pops.