Necromancer's Cave and Lair

Necromancers Cave and Lair Creator: Unknown Directions: port to Narian Graveyard go north to Raider forest, west to Dryad forest then go north

Level 40+

NOTE: This is an older area report and the information may no longer be 100% accurate.

AREA: Dryad - Necromancer's Cave

DIRECTIONS: Naria Server, to Graveyard, go NW to Raider Forest, then West to Dryad Forest, then North to Dryad - Necromancer's Cave

TESTED WITH: PM Tank

LOCKS: Max of 25

SIDENOTE: I was wandering around with my lvl 40 WM with a static AC of 70. Figured I'd check out the Necromancer's Cave since I haven't been there in a while... remembered that this area wasn't much problem for a lvl 20ish character so I threw caution to the wind. Needless to say, I spawned 2 encounters in the first room and got owned. VERY happy this area was updated, and hense the reason I returned with a higher AC build... You'll see why.

NOTES:

Dryad - Necromancer's Cave


 * Hired Guard (CR 80): Do slash/fire damange, increased immunity to cold, 66 AB, around 45 AC, decent resistances and dmg reduction, will/fort saves increased, NOT immune to death magic, capable of 70-100 damage on NONCRITS.


 * Mephits (CR 3): A few of these are thrown in on a walkway for looks I presume.

TACTICS: Since I was playing a melle/tank build... I kind of just hacked at them. Not sure yet what their fort save is vs. Death but since their Fort save is increased... I'd doubt Death Magic would be useful unless you have an above average DC.

LOOT: Some miscellaneous trinkets in a side room.

Dryad- Necromancer's Lair


 * Elite Guard (CR 132): Casts Wail, Death Gaze (DC 35), has a pulse attack, increased immunity to Sonic/fire/electical, a whopping 71 AB, 36 Will save, do pierce/slash/sonic damage with halberds that can do 200+ dmg on crits. They are immune to death magic, and have around 45 AC as well.

Head NW/N to the Boss Room


 * Necromancer's Assistant (CR ?): Ghosts that KD, throw/shoot something (?), sneak attacks, 59 AB, has very low Will Saves, so Fear/Mind spells would be good, and they despawn very quick.


 * Necromancer (CR 856): I counted 2 Hellballs and 2 Ruin spells, a Timestop, a few Horrids, a few Meteior Swarms, and Chain Lightning. He seems to be a PM so is Immune to Crits. Has high AC @ 74+, healed 3x on me, and when he runs out of spells; tries to melle with his staff at 27 AB.

TACTICS: Throw a BBD into this room to start so your not busted up by the epic spells.. After that, you should be good.

LOOT: On the Necromancer, he only dropped a RING of REGEN +4, and a TALISMAN of PURE EVIL, however the treasure room behind him has a few chests and racks that seem to have random loot drops in the +7 calibur or gear... IE. INFERNAL BLADE (Longsword): +7 Enh, 2d10 Fire, Keen, 2d6 Crits, and HUNTER'S HEADRESS: +7 AC, Druid spells 5,7, +4 CHA, Animal Empathy +7.

I would bet more drops here as well, that we all will have to explore to find out what.

Trist