The Temple of Bloodpebble
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Treasure hidden within!
In this document I will try to reveal everything there is to know about Bloodpebble. This zone has eluded many and the demand for the treasure inside is ever growing. First of all there will be a couple pointers to get you going. General issues you need to consider before going in. After that a detailed road through this dangerous lair will try to give away the many mysteries within.
Who may enter?
One of the biggest challenges is the fact that Bloodpebble is an !multi equipment run. This means that only lvl 1-33 characters can enter its domain. This does not mean that this is a zone for new players. The difficulty is relatively high and thus it is recommended to only take along maxed out single classers with a specific setup in eq.
Before you start
Almost every item inside Bloodpebble can be located, except for the robe of displacement. You always check the load to see if it is worth running and if you need to do the entire run. Basic locates for checking the load are:
Backside: Squire (armor), Wyrmsbane, Frostcleaver, Charred (possibly 2), Highlord (shield, armor). Vecna II: Tyche, Hand, Maat, Sacrificial.
Groupsize
Recommended groupsize consists of the following: 3 warriors, 2 clerics, 1 mage. You can take a thief along for ease and stabbing but this is not a must. The warriors are there for the damage and to bash. It is recommended that they focus on dr and hps. A setup with 750hps and 100dr is recommended. The clerics and mage should have a more then reasonable mana mode. 800-1k mana on the clerics and 1k+ mana on the mage are a must. In a group of 6, charmies are not a must but it never hurts to get some extra firepower and meatshields to take the critical hits.
Rely on the leader
It is best for this run to either play a cleric or mage if you are the groupleader. Some people prefer a thief so that they can scan, but the power to heal, recall, return and dispel is very important on this run.
Rely on eachother
Since everybody is single class you need to concentrate on what you can do and rely on others to do their task. If the warriors fail to bash, the mobs will do way too much damage for the clerics to heal. And if the mage does not dispel sanc/rebound or cast winds of abandonment at the right moment the run can be fucked up relatively easy. It is recommended, that if there are rather new players on the run, that they play the warriors or a backup caster. Make sure you always have atleast 1 experienced mage and cleric on the run that knows when to do his thing without constant orders from the leader.
Required spells
Mage
- Ward
- Wiz eye
- Dispel magic
- Shield Room
- Mindshock
- Detonate
Cleric
- Heal
- Cleansing
- Winds of Abandonment
- Dispel Magic
- Wrath
- Hammer
Basics to never forget
The zone has a weird random repop time. Sometimes it pops twice during a run and sometimes you go from start to finish without a single repop. Biggest problem of a repop is the recall room. Bloodpebble has its own recall room. In this room there are 3 evil bushes. These bushes like to throw detonates at you which hurt pretty bad. Securing this room is always the first priority when you go in. After that the leader, or designated cleric, is responsible for checking where bush (near a pool) to see if it is safe to return the group when in need of regeneration. Avoid death at the bushes because this is the open cpk part of the zone and enemies are almost always watching every step a bloodpebble group makes. Recalling from this room brings you back to yaaltin recall.
XP Information
The Temple of Bloodpebble is not recommended as an XP zone.
Related Links
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