Hope is like a piece of string when youre drowning. It just isnt enough to get you out by itself.
Perrin Aybara, The Eye of the World
+_______________________________________________________________+
Gate 5 - "Necromancy of the Labyrinth"
Objectives:
-Kill all 12 Necromancers
-Kill Ranik (for key to Stairway to Asalman)
-Kill Asalman for soulstone
%-------# Killing Asalman's Defenses #--------#
The only !vio room in this gate is all west of the egress portal.
The key is on the floor exactly WEST of the egress portal.
In that !vio room there is a tall imposing man - he's not agg
and this is a safe room. This room is !mag as well, if you are
annoyingly being hunted by the undead sartan guards, come
to this room and TIM will close the door on them.
Ranik calls 2 Undead Sartan Guards and Des'.
1 east up from your safe room is the level with all the
necromancers. It's setup like a giant clock with mobs,
and necromancers at each of points:
Hamip - 1 o'clock
Gremen - 2 o'clock
Tinern - 3 o'clock
Dertik - 4 o'clock
Vurkor - 5 o'clock
Cesom - 6 o'clock(Sarten guard)
Yekeron - 7 o'clock
Salinoh - 8 o'clock
Patol - 9 o'clock (His projection can Silence you when
not in the room with him)
Minart - 10 o'clock (His projection can Silence you when
not in the room with him)
Wanorz - 11 o'clock (His projection can Silence you when
not in the room with him)
Oaerti - 12 o'clock
****Killing these things is a matter of which ones you want to
deal with first and/or saving the harder ones for later. They
only hit hard when they manage a Des, and if casting is your
thing they also Silence alot too. They do not scan Hunt so
keep yer head on a swivel for there room entry silence prog.
It does NOT matter what order you kill them in. Each
necromancer loads 5k gold and a miniature statue of
them self.
Take down Ranik for his key to Asalman's chambers, just
remember to close the door behind you too.
******RANIK IS THE HARDEST HITTING LAB MOB WHEN HE LANDS DES*****
-------Seriously this guy rivals Sauv and then some--------
****Approaching him sans the previous endeavor makes him night
impossible to kill with all of the healing and damage progs that
land and land often. With his defenses stripped, he becomes
possible to now kill. Asalman has the 3rd highest health bar at
over 8k hps with a room entry healing prog - "Asalman, Keeper
of the Fifth Gate and Master of Sartan Necromancy grins evilly
at you. Hmmm. Better keep your distance." Energy Drain around
14%, Gains undead version of Earthsurge at 18%, He can start vamp
shroud/touch around 65% of his hps.
*IMPORTANT* Aslaman also heals EVERYTIME you successfully flee. So for some classes that flee kill, you might have to rethink your strategy. Around 70% he also gains vengence shroud.