Palace of King Magish Guide

To start off, lets go through some definitions:

Scroll of Charm Dispersal: Removes pretty much any negative effects from you or members of your party. Can be bought in the Hunters of the Undead Shop in Royal Tomb or Tomb of Kings. With higher level and higher reputation you can put more of these in your belt.

Scroll of Antimagic: Removes almost any positive effects from your enemies. Can be bought in the Hunters of the Undead Shop in Royal Tomb or Tomb of Kings. With higher level and higher reputation you can put more of thes in your belt.

Caustic Necrasphodel

Blessed Scroll of Charm Dispersal - 3 pcs per person for clicking on the stash 5 rooms before magish.

Blessed Scroll of Antimagic - received for killing the Library Keeper in the room in front of Zuliman. Useful in fight against Zuliman.

Basic info:

- Instance lives 2 days. A new one is created 5 days after previous closes.

- To enter you need a party of at least 3 and a completed quest to have the amulet of free passage

- Almost every other location has a well-shaped stash in it. You can click on it to find one of these: Elaborate Coffer, Precious Coffer, or Privy Coffer. To open them you will need to buy keys (sold in the Shop for Hunters of the Undead). Inside you will find Undead Elixirs:

Giant, Life, Power, Vampire, Blood, Devourer Orb. To use all of the above you need to have at least 9 Secret Knowledge points and learn the Guidebook of the Undead (can be bought in the Old Library in the Fortress of Captivity)

- Transfer time is around 20 seconds

Trip to Agudar.

Open the instance map, plan your route. Like in the Derelict House you will be attacked every time you transfer out of the room. The monsters up to Agudar are a great practice for the upcoming ones to sharpen team tactics. Waiting for you will be:

Agudar the Knight Wraith 537 hp x4

Pyromancer Wraith 376 hp x1

Brother-in-Arms Wraith - 895 hp x3 in location, can join your fight, or attack you. Pretty weak, resemble maverick gungls to me.

Knight Wraiths Cast:

Fury of the Damned - makes every hit critical. Can be removed with Scrolls of Antimagic.

Pyromancer Casts:

Necromancer's Palm - (Heals 640 hp in 20 seconds) on the Knights.

Inferno - on you. (Removable with Charm Dispersals)

Tactics: Start fight; stand in block, Poison the Pyromancer and wait for him to die. Do not attempt to fight or summon anything while mage is alive - it is worthless due to the rapid healing of the Knights. Remove Inferno that he casts on you in time. He will fall within a minute or so. After you have killed the Pyro use antimagic to remove the Fury of he Damned (they cast a new one at random at an average of 40-60 seconds even after the Pyromancer is dead) and kill the Knights. If you want/need to - summon steeds or wraths after the mage has fallen. I found poisonous berona tigers very effective on this stage.

It is a good idea to divide the mobs before the fight starts - so that you wont have 2 people using antimagic on one mob: for example, player A removes the fury from first monster, B - from second, C - third, D - fourth, E helps whoever runs out of scrolls. Your belt should look like this: 1 slot antimagic, 1 slot poison, 1 slot charm dispersal, rest is all up to you - life, giant, blood, power, vampires, whatever you want.

Agudar

Rearrange your belt. You need to have 2 slots of charm dispersals, the rest is whatever you want (as alife source use elixirs, he removes healing scrolls). This guy has 4000 hp, average hit is around 30-35 in block. If you do not block he uses Lethal Thrust and crits, he Casts:

Agudar's Fire on you, removable with charm dispersals.

After fight is over the party gets B'yal Rune Key with which you can open either the silent chamber and get cuisses or cuirass from the Retribution, Dark Mountain, or Unicorn sets (30% durability, transferable only within party), or the singing chamber, giving you a random number of Chess Pieces. After completing a full set you can exchange them to create cuisses or cuirass from the Resistance, Chrome, or Barbarian sets. People who have the Great Deed for the Underground Knights quest taken and in the correct stage also get the Agudar's Ring.


Trip to Levreta

Waiting for you will be:

Water Mage Wrath 613 hp x1

Soldier Wraith 681 hp x4. Pretty strong resemble GunglDOs, maybe a little weaker.

Commander Wraith - 1135 hp x3 in location, can join your fight, or attack you. About as strong as a young wolf.

Water Mage Casts:

Necromancer's Palm - (Heals 640 hp in 20 seconds) on the Soldiers

Deadly Splash - on you. (Removable with Charm Dispersals)

Soldier Wraiths Cast:

Ice Barrier - Makes them dodge and block much more than before. Removable with Antimagic.

Tactics and slot configuration is the same as on the trip to Agudar: Poison on mage, when he dies - remove deadly splash from yourself, start removing barriers from the Soldiers, and summon if you need to. A good idea might be using Snake Superblow - it is not affected by the Splash.


Levreta

3701 hp; hits are just about as weak as those of Agudar. Slot configuration should be the same way they were when you were fighting Agudar. She is weak, but she Casts:

Deadly Splash and Sepulchral Cold on you, both removable with Charm Dispersal. With every 10% hp that she loses she calls a bat for help (501 hp, no magic, very weak).

After fight is over the party gets Ing Rune Key with which you can open either the silent chamber and get weapons from the Retribution, Dark Mountain, or Unicorn sets (30% durability, transferable only within party), or the singing chamber, giving you a random number of chess pieces. After completing a full set you can exchange them to create weapons from the Resistance, Chrome, or Barbarian sets.


Trip to Zuliman

To kill Zuliman you will need the scrolls from the library - the room on the top left. To get there you will need to fight level 8 guards on doors:

Shadow Mage Wraith 948 hp

Darkness Elemental Guard 790 hp; reminds me of gunglVO if not XO.

In huntscreen:

Darkness Elemental Patrol 1284 hp a little stronger than level 7 wolf.

Tactics and belt filling is the same as before.

Darkness Elemental Guards Cast:

Shroud of Primeval Darknes - Making them dodge more, remove with Antimagic,

Shadow Mage Casts:

Cloud of Dead - Pretty strong poison - remove with antimagic. One difference from level 6 and 7 guards is that mage is a vampire and will place upon you Mastery of the Vampire. That cannot be taken away.

After you make your way to the library, get scrolls, go back down and up to zuliman. Same guards all the way, 18 total.


Zuliman

Well, this is an interesting opponent. 2200 hp, but quite a few kinks. First and foremost, if you dont kill him within 500 seconds he will use:

Preparation of the Source - Killing everyone including summons. Killing him as quickly as possible is your number 1 priority.

He also Casts:

Necromancer's Palm - on himself, the only difference being that it can only be taken off using scrolls from the library. He casts them very often and scrolls have 20 sec timeout period, so make an agreement of the sequence of cast removal prior to the fight. At 50% HP he calls the spirit of Lingraonts (1/2 hp of real Lingr, same strength), at 30% - 10 more guards like ones on the door.

"The book way" of killing him is as follows: a Bone Crusher loaded with power potions starts the fight, drinks giant, uses power on every blow and tries to get as much damage as possible timely removing his casts. Upon Lingraonts' arrival a second person (also bone crusher with same slots) enters the fight and does the same. Speed is everything here. In case of an absence of bc it can be changed for a dodger with bloods. At 30% he will call for 10 guards - all other member of the party are to join then, poison Zuliman, kill it and then summon steeds/summons if necessary to kill the guys he called to the fight. If done properly, this way works 10 times out of 10.

Another way me and my friends have worked out that may be more suitable for lower level groups is all joining in at the same time, summoning ling amulets of call (7*2*5=70 lings at once, about half of them take out around 80 hp, that is 2800, more than needed to kill Zuli), and throw poison on him, while still using blood/power to kill it. This way has not failed me yet but I have not seen it in any Palaces guide. Probably because it is a little more expencive than the first one. If you go this way, but for some reason have heavyweights in your party tell them to load up with 2-3 slots of blood potions.

After fight is over the party gets Gar Rune Key with which you can open either the silent chamber and get boots or shirt from the Retribution, Dark Mountain, or Unicorn sets (30% durability, transferable only within party), or the singing chamber, giving you a random number of chess pieces. After completing a full set you can exchange them to create boots or shirt from the Resistance, Chrome, or Barbarian sets.


Trip to Golem

Here quite a few things change. It is only 3 fights regardless of the side you are coming from, but they are quite different.

You will make new friends:

Necromancer Wraith with 1170 hp

Skeleton Sentinel with 780 hp.

In hunt screen you will find Skeleton Guardsman with 1300 HP.

This doesnt sound bad, but all of the above have incredible strength and hit around -140-160 without block. If you do block they use:

Penetrative Thrust - only way to remove loss of life if you hit in block is panther or tiger superblow. Mage like on the level 8 guards also heals them so it is pointless to fight while he is alive, and uses vampire abilities.

Tactics: Load your belt: 1 slot of poison, 1 slot of charm dispersals if you can fit 3, 2 if only 2, giant, rest is whatever you want. Antimagic is not necessary. As before, poison mage, hit without block when against guardsmen or sentinels, but do block against the necromancer so he wont heal off you too much.

Remove the already familiar Cloud of Dead with Charm Dispersals.

Bone Golem

A few things you must know before starting the fight: he has 12000 hp (yeah, that's 3 zeros); he will not be alone - 4 2400 hp guards with him.

Golem casts on himself:

Strength of the Damned

Guards Use:

Penetrative Thrust - if you block.

If you do not block Golem will stun you. If you or a summon or another party member dies - they resurrect as a 1200 hp guard on the Golems side.

Tactics: It is crucial to have a 5-member party for this to work. since there are 5 members on both sides, you get "locked" against your opponents. The guy against Golem blocks and stalls, all the others try to kill the guards as soon as possible without blocking. After fight turns into a 5 on 1 all block and use snake to kill it. Remove the Strength of the Damned 2 at a time, if you use 1 scroll per one you will run out very soon and will end up against an enemy that hits you -300 in block with 5-6 buffs you cant take off. Belt: 1 giant 2 antimagic, rest is life, no blood or power at all. Healing buffs are a great advantage in this fight. PANTHER BLOW WILL REMOVE PENETRATIVE THRUST!!!

When killing Golem, there is no limit to how many times he can cast the strength of the damned, most that happened to a party in dwar was 15, he was hitting around -800 (could be more, thats the hp the person had after they ran out of scrolls) - so i dont think there is a limit.

After fight is over the party gets Chud Rune Key with which you can open either the silent chamber and get bracers or pauldrons from the Retribution, Dark Mountain, or Unicorn sets (30% durability, transferable only within party), or the singing chamber, giving you a random number of chess pieces. After completing a full set you can exchange them to create bracers or pauldrons from the Resistance, Chrome, or Barbarian sets.


Trip to Magish

Did you think Golem fight was hard? Think again.

You will be accompanied by:

Royal Hound Skeleton with 954 hp,

Earth Mage with 1718 hp - Mage can crit up to 450-500 without block. He is a vampire and will place upon you Mastery of the Vampire

In huntscreen: Leader Hound Skeleton with 1591

Royal Hound Skeletons use:

Penetrative Thrust if you block, and average hits around -140; .

Earth Mage Casts:

Rage of the Earth's Bowel

Volcanic Vortex

Tactics - block against mage, unblock against hounds, hope that your poison will kill the mage and stop hound healing before you die. Belt: giant, 1-2 poison, 1-2 charm dispersals, rest is up to you.

After you make it to Magish take a break. The worst still awaits.


Fallen King Magish

4301 HP; hits are not too strong, but you will have fun with 27 Spirit of Alloyvilla spiders (901 hp calls 3 every 10% hp) Their main function is to Heal Magish, and they do it just fine.

Casts to expect:

Thread of Magish - lets the spiders bite you -120 hp per 80 seconds, remove with the Charm Dispersal you got from Levreta.

Spiders will Cast:

Alloyvilla's Thread - this allows Magish become a vampire and heal off of you next time he sees you. Either kill Magish quickly, or use Antimagic to remove.

How to kill this crowd?

Lazy way: Summon 120-150 golems/gords/scorpions.

Smart way: Let the person with most damage enter fight. Remove the thread, use a lot of poisons on magish, get as much damage as possible. After he is out of poisons - second enters, does the same thing. After this is done - the rest can enter fight to kill the spiders. Belt: Number 1 and 2 get 1 giant, 3 poisons, 1 slot of levreta scrolls, rest lives. Others do not need neither poison nor levreta's scrolls IF magish is dead. All you have left is to fight off a crowd of spiders.

After fight is over the party gets Teyas Rune Key with which you can open either the silent chamber and get one of the 3 pieces of Magish Spear at random (when you get all 3 pieces you can get a High Green Helmet through quest)

or the singing chamber, giving you a random number of chess pieces. After completing full 2 sets you can exchange them to create a helmet from the Resistance, Chrome, or Barbarian sets.

Things to remember:

- on 6-8 dont fight too much before mage is dead.

- on 9-10 do not block unless you are against mage

- make sure every person in the group uderstands exactly what they are supposed to do.

Mages can clear the entire instance in about 2-3 hours without many spendings, a party of 9-10 will easily get to golem, but afterwards it will be very costly to advance, as well as kill Magish, though, still quite plausible. Good Luck!

For a Boss Cuttoff Chart click here

Contributed By: Moonwalker