Aberoth lich
Aberoth lich how to#
The Grand Shaman is the boss at the very end of the basement, and it is recommended a well knowing of his attacks, a good life level, a good defense, and knowledge of how to kite an enemy. Past the doors at the center of the orc cave lays the basement. The master alchemists, Shamans, and Ourik are the bosses found on the upper level of the orc cave. The entrance to this cave is in the western side of the stony field, and great dangers can be found inside, but the rewards may be worth the risk. The friendly orc Gurun has opened his shop here just under the Orb room. During new moons, vampire bats will spawn in this cave. It houses many black bats which are more difficult to kill than regular bats. This cave is located just north from the entrance to the stony field. Players must pass through the stony field in order to enter the orc cave or the Black Bat Cave, often encountering several camps of orcs that lie in wait, and the occasional vampire bat after a new moon. This region can be found to the southwest of the grassy field. Players must be wearing nothing large (only gloves, charms, amulet, rings, and belts) to enter. The wolf caves are accessible by many areas in Aberoth, inlcuding the forest, the maze, the bat cave in the starting area, and the tavern. These foes should be avoided at all costs by inexperienced champions. They are hidden away inside secret parts of the forest, playing pan pipes, and desiring solitude. In the very heart of the forest live the satyrs. Luckily, the penalty for death is low since wolves will not pick up any gear on death. New players must be well prepared before they can venture into the forest. Dangerous wolves roam between the densely packed trees. The forest can be found to the east of the grassy field. Thiefs in the maze have much higher chances to drop the potion of poison, and can drop the keyring. Lots of thieves call this area home, it has 3 hidden passages, but you need a thief's key to enter. This is the first place where careless new players may run into serious trouble, but it provides a steady amount of enemy fodder to get signifigant gold for newer players.įound behind a locked door just inside the Rogue Den. Rogues and thieves find their home here, defending their leader, Ratingar. The entrance to the rogue den is to the west of town. Lysis also keeps some chickens near her hut to the south. It also contains the two unique mobs: the Pink Rabbit, and Blue Bee. It is still relatively safe, but rogues and thieves to the west can be dangerous for new players. The bat cave also hides a secret, only accesible if you aren't wearing anything.įound just outside of town, the Grassy Field is the first real training area for new players. It is a good place for new players to learn to fight, as bats are aggressive but very weak. It is inhabited by bats, and they will spawn there even during the day. The entrance to the bat cave can be found in the southwestern corner of the starting field. This area is completely safe from mobs (Such as Rogues and Thieves.), but other players can still attack you. Gomald, the banker, Sholop, the shopkeeper, and Tavelor, the Inn Keeper, who also seems to be a higher being in this game. NPCs include: Inala, the first guide in the game. It is also where the majority of the NPCs can be found.
This area serves as a central hub for players to trade, chat, manage their loot, and be generally unproductive. The meadow leads to two places, the bat cave and the town.
The meadow is the location seen in the starting area after jumping out of the cliff-side prison. There appears to be 3 exact copies of this zone next to each other with different entance. Once the player leaves this area it is impossible to return there. The only exit from this area leads to the meadow. It contains the cell in which new players find themselves imprisoned in, a single orc and a bat. The orcish prison is the area where every new player starts.