Iona - Keep of Darkness and Flares of Iona

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

AREA: I'ona- Keep of Darkness & Flares of I'ona

DIRECTIONS: Town Portals to Dusk, SW on the dusk map is a transition that isn't marked and leads to Dusk Lower Planes West, Head West to Dusk Lower Desert, then North into Iona.

TESTED WITH: Sterling / and Friend (thx Tib)

LOCKS: You will need a maximum of DC 65

SPELLS THAT WORK BEST: Horrids then Ice, then IGMMs. Grapple works as well.


 * This is the continuation of the earlier I'ona Posts. From the Heart of the Desert Map and with the Keep of Darkness Key in hand, make your way East to The Keep of Darkness.


 * Soldier of Darkness (101): Around 56 AB, does slashing dmg, imm to crits and sneaks.
 * Druid of Darkness (98): Casts Earthquake, Wall of Fire, Ice Storm and Meteor Swarms.

Follow the path to the Light @ the End of Darkness map.


 * Warrior of Darkness (97)
 * Cleric of Darkness (104): Casts Blades, Harm, WOF, Implosion.
 * The Light (327): Is a True Undead Monster and doesn't Heal, has around 57AB, Imm to crits and sneaks.

LOOT: TOWER SHIELD OF DARKNESS: +5AC, 20/20 Pierce/Slash resistances. HELM OF DARKNESS: +3 CON/STR and +4 Regen

Follow the way out to the Crypt of Unknown.


 * Unknown Bard(100): Acid/Slashing damage, casts Gust of Wind.
 * Unknown Plate Breacher(83): Around 67 AB
 * Unknown Elder Wizard (690): Around 65 AB, and casts Ice Storms.

LOOT: CLOAK OF UNKNOWN: +5 Soak 10, Haste, +3 Regen, +5 Locks/Traps. FIRST UNKNOWN RING: 20/20 Bludge/Pierce Resistances, Haste, Univ Saves +2.

Flares of I'ona


 * Flare Thrower(81): Around 64 AB
 * Flare Slayer(85): Around 75 AB
 * Sorcerer of Flare(101): Casts Firebrands, Grt Spell Breach, and IGMMs.

You will come to a portal gate (DC 65) then a portal which will port you to an Island of sorts where you will meet the boss and her guard.


 * Guardian of I'ona (276):
 * I'ona Incarnate (958): Casts some IGMMS and heals 3 or 4 times. High AC/AB as well.

TACTICS: Most of the encounters in this entire area/s are Imm to crits/sneaks, have true seeing, and are partially imm to cold/elec/fire. Since lvl 9 Grapple works, we pretty much just grabbed the casters in each encounter as well as the bosses then took out the melle monsters first. I'd stick to Horrids as your main spell, it seemed to work the best.

LOOT: Probably random but we found: BOOTS OF FLARE: +3 AC, 20/20 Bludge/Pierce Resistances, +3 CON and a DBL AXE OF IONA: +5 Enh, 1d8 Fire, 2d6 Slashing, EMD B/S, Keen, 2D6 Crits.

SIDENOTE: The magority of the doors/gates are locked and trapped, as well as relock after a certain period of time. Make sure your stocked up on lockpicks if you use them and if you need to port out, the Keep of Darkness map is Portable (not sure about the others).

Trist Aventian Knight