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Thread: About to start hunting Nelemar - I need all the tips or heads up

  1. #1
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    Default About to start hunting Nelemar - I need all the tips or heads up

    I am creeping on the edge of being able to hunt Nelemar. I peeked inside one time but mostly ran around with my head cut off and killed I think 2 sirens but I have no clue of the lay of the land. Was on level 3 and 2 but somehow couldn't find 1?

    Any tips or insight/heads up for a Cleric to brave Nelemar would be greatly appreciate. I have looked at the WIKI for the mobs and such too. From a couple quick casts it looks like water elementals have super high cleric TD.

    Thanks in advance!
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    Quote Originally Posted by Orthin View Post
    I am creeping on the edge of being able to hunt Nelemar. I peeked inside one time but mostly ran around with my head cut off and killed I think 2 sirens but I have no clue of the lay of the land. Was on level 3 and 2 but somehow couldn't find 1?

    Any tips or insight/heads up for a Cleric to brave Nelemar would be greatly appreciate. I have looked at the WIKI for the mobs and such too. From a couple quick casts it looks like water elementals have super high cleric TD.

    Thanks in advance!
    Avoid floor 2 at all costs.

    Stay on floor 3.

    That is all. Also, sometimes the muck has chests.

  3. #3

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    I only recently noticed that there were levels in Nelemar and my wizard has hunt there a fair amount, that being said, just stay out of the center section and you should be ok. But be aware the 3 oldest things in there, the magus, the sentries, and greater water elementals will occasionally wander out and onto floor 3. If you are a cleric then you have it easy and can cast or symbol out but if for some reason you cannot, swimming out heavy means death, this is also true if you have a kid bounty and have to swim out to complete it. Oh, and do not use anything that has lightning flares, cuz, um...I hear it's a bad idea in there, at least that is what someone told me, yeah I was told that.

  4. #4

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    Get that disarm script off of the repository too in case you get disarmed and somehow don't notice.

    Sentries and dissemblers implode. They're usually on 2nd floor but will wander to the 3rd floor sometimes.

    If you're not in Voln, you'll need swimming to get in and out too. At least 50 ranks, but you'll still get a lot of failures, especially with boxes on you if you have to swim back out.
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    Quote Originally Posted by Methais View Post
    If you're not in Voln, you'll need swimming to get in and out too. At least 50 ranks, but you'll still get a lot of failures, especially with boxes on you if you have to swim back out.
    Since he is a cleric he can cast Spirit Guide (130) out of there.
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  6. #6

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    Does water waling also help with the trip out of Nelemar (I mean, at/near cap, if you have 112, I suppose you wold also have 130)

  7. #7

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    My cleric is full spell aimed but even if you arent I would suggest using 320.. As mentioned stay between the arches. You said creeping up? Defenders do fear but with brave/heroism shouldnt be an issue there. 319 should save you from disarm about half the time, but I'd buy a 450 silver stick from the alchemist and have a wizard eblade it for you till you get the hang of it.

    If you know any warriors that do puncture protection that is amazing to protect against charge. Your deity if you are aligned to one of the unbalance ones... you could use 309 to protect against the charge, or if you get caught in a swarm toss out a 316

    Executioners usually die from 317 in one cast... cause they are titty babies
    Last edited by Realk; 01-25-2021 at 02:08 AM. Reason: added 317

  8. #8
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    Thanks all!

    Been happily playing around for a week or so in there and love it. Their low TDs are the tits
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