Difference between revisions of "The Demon Prince"

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'''Required Preparation:''' Fire Resist/Immunity, Petrification Resist
 
'''Required Preparation:''' Fire Resist/Immunity, Petrification Resist
  
'''Recommended Preparation:''' A way to handle all elemental damages and status inflictions. Blindness and Shock are the most important among those that are not required. Mages should be able to handle the Time Stop effect (prevents casting).
+
'''Recommended Preparation:''' A way to handle all elemental damages and status inflictions. Blindness and shock will be particularly helpful. Mages should be able to handle the Time Stop effect (prevents spellcasting).
  
 
'''Threats:''' Fire Shoggoths, Plasma Wyverns, Hounds of Hades, Fire Salamanders, Smoke Serpents, an Arch Dracolich, and Orcus himself
 
'''Threats:''' Fire Shoggoths, Plasma Wyverns, Hounds of Hades, Fire Salamanders, Smoke Serpents, an Arch Dracolich, and Orcus himself
  
  
To defeat Orcus, the demon Prince, head to the small town of Beitdag, located among the western islands on the overworld. If you’re having trouble navigating to it on the overworld, you can teleport there easily from the Minath Elion department of transportation. Once in Beitdag, head to the southwest corner of the map to the bubbling whirlpool in the center of a rock formation in the open waters. Apply the whirlpool to head underwater, and apply the portal to enter the lava caverns of Orcus.
+
To defeat Orcus, the demon Prince, head to the small town of Beitdag, located among the western islands on the overworld. If you’re having trouble navigating to it on the overworld, you can teleport there easily from the Minath Elion department of transportation. Once in Beitdag, head to the southwest corner of the map to the bubbling whirlpool in the center of a rock formation in the open waters. Apply the whirlpool to head underwater. Then, applying the portal will take you to the lava caverns of Orcus.
Before you even enter the lava caverns, have your fire immunity or fire resistance ready. It is absolutely essential to have either immunity through equipment such as the Red Dragon Scale Mail or the maximum possible resistance (90%) through drinking a potion (provides 80% resistance) and a piece of armor that resists fire (for the remaining 10%). If you can’t get immunity, wearing Fire Walking boots is recommended to avoid the constant recoil from the lava floor. Most enemies within will also have access to firespray, dragonbreath, or have fire recoil. Everything here does fire damage. Almost literally.
+
Before you even enter the lava caverns, have your fire immunity or fire resistance ready. It is absolutely essential to have either immunity through equipment such as the Red Dragon Scale Mail or the maximum possible resistance (90%) through drinking a potion (provides 80% resistance) and a piece of armor that resists fire (for the remaining 10%). If you can’t get immunity, wearing Fire Walking boots is recommended to avoid the constant recoil from the lava floor. In addition to the lava ground, most enemies within will have access to firespray, dragonbreath, or have fire recoil. Everything here does fire damage. Almost literally.
  
  
Travel through each room defeating enemies as you go until you find a crevice that leads to the next room. You must defeat all enemies in each room to advance, so no skipping everything all the way to Orcus is allowed here. Note that if you’re a mage, most of the tiles that are around the entrance to the map do not allow you to cast spells (This is to make it difficult to spam ball spells and run to another map, killing the enemies without any threat to the player), and there are a number of anti-magic traps that well sap your mana also placed around the entrances to some of the later maps. So you will actually need to stay in the map and fight some.
+
Travel through each room defeating enemies as you go until you find a crevice that leads to the next room. You must defeat all enemies in each room to advance, so skipping everything all the way to Orcus won't work here. Note that if you’re a mage, most of the tiles that are around map entrances do not allow you to cast spells (This is to make it difficult to spam ball spells and run to another map, killing enemies without any threat to the player). There are also a number of anti-magic traps that well sap your mana placed around the entrances to some of the later maps, so you will actually need to stay in the map and fight some.
  
  
After about 6 or so maps, you will enter a map in that places you in the northeast corner, with anti-magic traps around the entrance. This is the final map, which contains Orcus, a talking head, some Will-o-the-Wisps, and an Arch Dracolich. It is possible for time to be stopped on this map, so mages should have an alternative to spellcasting available to them (high level summons are a great workaround here). Orcus is pretty standard as far as custom boss monsters go – elevated health pool, recoil, and your standard boss monster spells. As far as custom bosses go, he is fairly weak, and positioned in very conveniently offscreen for the player. This allows you to engage the Arch Dracolich solo and take out the ‘clutter’ monsters to make the Orcus fight a true 1-on-1. Don’t be afraid to back out of the fight for a minute and retreat to another map to heal if you need. Once you kill Orcus, the mission is complete. You might even get a fancy loot drop!
+
After about 6 or so maps, you will enter a map that starts you in the northeast corner, with anti-magic traps around the entrance. This is the final map, which contains Orcus, a Talking Head, some Will-o-the-Wisps, and an Arch Dracolich. It is possible for time to be stopped on this map, so mages should have an alternative to spellcasting available to them (high level summons are a great workaround here). Orcus is pretty standard as far as custom boss monsters go – elevated health pool, recoil, and your standard boss monster spells. For a custom boss monster, he is fairly weak and positioned in very conveniently offscreen for the player. This allows you to engage the Arch Dracolich solo and take out the ‘clutter’ monsters to make the Orcus fight a true 1-on-1. Don’t be afraid to back out of the fight for a minute and retreat to another map to heal if you need. Once you kill Orcus, the mission is complete. You might even get a fancy loot drop!

Latest revision as of 04:33, 21 February 2023

Suggested Level: 20+

Required Preparation: Fire Resist/Immunity, Petrification Resist

Recommended Preparation: A way to handle all elemental damages and status inflictions. Blindness and shock will be particularly helpful. Mages should be able to handle the Time Stop effect (prevents spellcasting).

Threats: Fire Shoggoths, Plasma Wyverns, Hounds of Hades, Fire Salamanders, Smoke Serpents, an Arch Dracolich, and Orcus himself


To defeat Orcus, the demon Prince, head to the small town of Beitdag, located among the western islands on the overworld. If you’re having trouble navigating to it on the overworld, you can teleport there easily from the Minath Elion department of transportation. Once in Beitdag, head to the southwest corner of the map to the bubbling whirlpool in the center of a rock formation in the open waters. Apply the whirlpool to head underwater. Then, applying the portal will take you to the lava caverns of Orcus. Before you even enter the lava caverns, have your fire immunity or fire resistance ready. It is absolutely essential to have either immunity through equipment such as the Red Dragon Scale Mail or the maximum possible resistance (90%) through drinking a potion (provides 80% resistance) and a piece of armor that resists fire (for the remaining 10%). If you can’t get immunity, wearing Fire Walking boots is recommended to avoid the constant recoil from the lava floor. In addition to the lava ground, most enemies within will have access to firespray, dragonbreath, or have fire recoil. Everything here does fire damage. Almost literally.


Travel through each room defeating enemies as you go until you find a crevice that leads to the next room. You must defeat all enemies in each room to advance, so skipping everything all the way to Orcus won't work here. Note that if you’re a mage, most of the tiles that are around map entrances do not allow you to cast spells (This is to make it difficult to spam ball spells and run to another map, killing enemies without any threat to the player). There are also a number of anti-magic traps that well sap your mana placed around the entrances to some of the later maps, so you will actually need to stay in the map and fight some.


After about 6 or so maps, you will enter a map that starts you in the northeast corner, with anti-magic traps around the entrance. This is the final map, which contains Orcus, a Talking Head, some Will-o-the-Wisps, and an Arch Dracolich. It is possible for time to be stopped on this map, so mages should have an alternative to spellcasting available to them (high level summons are a great workaround here). Orcus is pretty standard as far as custom boss monsters go – elevated health pool, recoil, and your standard boss monster spells. For a custom boss monster, he is fairly weak and positioned in very conveniently offscreen for the player. This allows you to engage the Arch Dracolich solo and take out the ‘clutter’ monsters to make the Orcus fight a true 1-on-1. Don’t be afraid to back out of the fight for a minute and retreat to another map to heal if you need. Once you kill Orcus, the mission is complete. You might even get a fancy loot drop!