Exiles Fortress

Instance Map

A gloomy fortress in which the great Sheara incarcerated the cunning Dragon Mages who dared to steal the Tablet of the Ancestor Dragon from her. For many years the prisoners dreamed of vengeance, until one day they managed to break out of the dungeon, lead by the powerful Dragon Mage Harvadus [15] . These days the fortress is the evil abode of the Dragon Mages and their terrible army, which consists of hordes of ravaging monsters.

The instance is designed for players of levels 11-15.

The entrance to the Fortress of the Exiles is located in Eagles Nest and Barrow of Sadness.

The instance is accessible for 4 days every 6.5 days. There is an unlimited number of times you can enter the instance during the 4 days. If you die and your strategy does not work, you can try again.

Dragon-Slayer Orb - the main weapon against the dragon mage, which prevent them from using magic. You can purchase these items from level 11 and above in the War Mages Cave in the Square of Fire and Tower in Daylight Square. You can place up to 100 orbs in a belt slot. These can be used against any opponent, even those you are not currently facing. Using the orb does not cost a move.

Below is a more detailed consideration of the tactics of passing through the fortress, calculated on a group of levels that are equal to the level of the boss against which they are going.

For example, on a trip to the Air Dragon Mage Seivorid [13] the assumption is that there are five level 13 mages with at least “green” armor for level 13.

If the players in your group are stronger in terms of level or quality of the their armor, then you can use different tactics. You can choose to not all enter the fight at one time, someone can choose not to use dragon orbs or similar strategy changes based on the skills of the group.

If you find any improvements in the description, we will be happy to correct it. There are many different tactics and will not suit everyone’s fighting style. This is a generalized strategy designed for minimum costs.

Visir Mage Kofur

Level 11 Monsters and Effects

Varranga Guard [11]

  • Has protection from magic.

  • Heals itself 3 times during the fight.

  • Without Dragon-Slayer Orb, with a 90% chance, it uses a magical attack dealing 610 damage.

  • Without a Dragon-Slayer Orb when one of his accompanying Disciple dies, it uses a powerful attack on all enemies causing 610 damage to each.

  • If the opponent is much stronger, the Varranga uses a powerful blow that increases its damage against the enemy but it also takes damage itself.

Disciple [11]

(either Disciple of Air, Light, Earth, Water, Fire or Shadow)

  • Have protection from magic and greater protection from magic by the laws of the magic triangle.

  • They always attack with magic.

  • Always reflect 50% of physical damage.

  • Call for help from their school of magic Elementals (Air, Light, Earth, Water, Fire or Shadow)

  • If the player is in block, then instead of the usual attack, the mages will use a powerful magic attack.

  • Periodically use spells depending on the Disciples class.

  • They heal if their allied mages do not have enough life.

  • If the Varranga Guard dies while the Disciples are alive they will:

  • - restore 50% of it's mana.

  • - use Elemental Anger I or Elemental Rampage I on the opponents (depending on the Disciples class).

  • - summon a group of it's Elementals [13].

  • If the opponent is much stronger, the Disciple uses a powerful blow that increases its damage against the enemy but it also takes damage itself.

Elemental [13]

The elemental summoned is based on the school of magic of the Disciple who summoned it. The number of summoned Elementals depends on the level of the players and on how often the disciple exchange blows with them.

Visier Mage Kofur [11]

  • Starts the fight with four Disciples.

  • Has some protection from all schools of magic.

  • Attacks with magic.

  • Uses a powerful magical attack if the enemy is in block.

  • If a Disciple gets killed, Kofur summons Kofur's Ghost (up to 4 per fight for each Disciple killed before Kofur dies).

Monsters Encountered to Level 11 Boss Kofur

While you clear the locations from the Varranga Guard [11] there, don't forget to use Dragon-Slayer Orbs.

Doors:

You should join the fight one by one, the first one to enter should be a strong hitter such as Bonecrusher or Dodger.

If the first player has difficulties a second fighter can join.

After the Disciples are dead, the rest of the group can join the fight.

Belt set-up (assuming at least 8 slots)

First person to attack: Elixir of Giant, Elixir of Spirit, one slot of charm dispersal, one slot of dragon slayer orbs, 2 slots of mana scrolls/healing scrolls

Second person to join: Elixir of Giant, Elixir of Spirit, Elixir of Anger, 2 slots of charm dispersal, one slot of mana scrolls, one slot of healing scrolls, rest elixir of life.

Rest of the group: Elixir of Giant, Elixir of Spirit, (choice of) Elixir of Atshi or Anger, (choice of) Elixir of Mana or Scrolls of Mana, the rest are Elixirs of Life.

(to be safe, one of the others should put one slot of dragon orbs in their belt).

Visier Mage Kofur [11]

You should join the fight one by one, the first one to enter should be a strong hitter such as Bonecrusher or Dodger.

  • Poison Visier Mage Kofur [11].

  • Stall until he dies.

  • Be careful about the level of health of the Disciples. They should survive until Kofur dies.

The second person can join if needed.

After Kofur dies, the rest of the group can join.

Belt set-up (assuming at least 8 slots)

First person to attack: Elixir of Giant, Elixir of Spirit, Elixir of Anger, 2 slots of charm dispersal, mana scrolls, life elixirs / scrolls of healing.

Second person to join: Elixir of Giant, Elixir of Spirit, (choice of) Elixir of Atshi or Anger, 2 slots of charm dispersal, (choice of) Elixir of Mana or Scrolls of Mana, one slot healing scrolls, elixirs of life.

Rest of the group: Elixir of Giant, Elixir of Spirit, (choice of) Elixir of Atshi or Anger, slot of charm dispersal, a slot of mana, elixirs of life / healing scrolls.

Reminder: This is only recommendations on how to do it, and not direct instructions for the conduct of battle.

After winning the fight against Visier Mage Kofur [11] the group will receive Big B'yal Rune Key.

You have 3 options what you can do with it (you can only choose one):

It is also possible to get to Kofur and kill him for just one person. You are advised to go with some blessings and use elixir of atshi on the door fights. It's also helpful if you are wearing penetration and concentration rings and amulets.

However be warned you should be well equipped and a bit more experienced if you wish to do it, as shown in this video:

Fire Dragon Mage Lafrid

Inhabitants

Lava Lizard [12]

  • Has protection from magic.

  • Uses a skill to have vampirism 3 times per fight, allowing it to convert up to 350% of the damage dealt to life.

  • Without Dragon-Slayer Orb, with a 90% chance, it uses a magical attack dealing 664 damage.

  • Without a Dragon-Slayer Orb when one of his accompanying Disciple dies, it uses Debilitating Bile on all enemies, which 650 points of damage in 55 seconds.

  • If the opponent is much stronger, the Lizard uses a powerful blow that increases its damage against the enemy but it also takes damage itself.

Disciples [11] / [13]

  • Have protection from magic and greater protection from magic by the laws of the magic triangle.

  • They always attack with magic.

  • They always reflect 50% of physical damage.

  • Call for help from their school of magic Elementals (Air, Light, Earth, Water, Fire or Shadow)

  • If the player is in block, then instead of the usual attack, the mages will use a powerful magic attack.

  • Periodically use spells depending on the Disciples class.

  • The level 11 Disciples heal and the level 13 Disciples use Magical Barrier if their allied mages do not have enough life.

  • If the Lizard dies while the Disciples are alive they will:

  • - restore 50% of it's mana.

  • - the level 11 Disciples use Elemental Anger I or Elemental Rampage I, while the level 13 Disciples use Elemental Anger II or Elemental Rampage II on the opponents (depending on the Disciples class).

  • - summon a group of it's Elementals [13].

  • If the opponent is much stronger, the Disciple uses a powerful blow that increases its damage against the enemy but it also takes damage itself.

Elemental [13]

The elemental summoned is based on the school of magic of the Disciple who summoned it. The number of summoned Elementals depends on the level of the players and on how often the disciple exchange blows with them.

Dragon-fire mage Lafrid [12]

  • Starts the fight with four Disciples [13].

  • Has some protection from all schools of magic.

  • 4 times during the fight he will use Lafrid’s Call, which can be removed using a Scroll of Antimagic. If you don't remove it, he will summon Disciples [13]. If you do remove it he will summon Elementals [13].

  • If a Disciple or an Elemental gets killed, Lafrid will use an attack to deal 1328 damage to all opponents. This can be prevented if he is under the effect of a Dragon-Slayer Orb.

Locations on the way to Lafrid [12]

While you clear the locations from the Lava Lizards [12] there, don't forget to use Dragon-Slayer Orb.

Doors:

You should join the fight one by one, the first one to enter should be a strong hitter such as Bonecrusher or Dodger.

If the first player has difficulties a second fighter can join.

After the Disciples are dead, the rest of the group can join the fight.

Belt set-up (assuming at least 8 slots)

First person to attack: Elixir of Giant, Elixir of Spirit, Elixir of Anger, 2 slots of charm dispersals, one slot of dragon slayer orbs, mana scrolls, elixirs of life / healing scrolls

Second person to join: Elixir of Giant, Elixir of Spirit, (choice of) Elixir of Atshi or Anger, 2 slots of charm dispersal, mana scrolls, healing scrolls to heal the one that attacked, elixirs of life / healing scrolls.

Rest of the group: Elixir of Giant, Elixir of Spirit, (choice of) Elixir of Atshi or Anger, slot of charm dispersal, (choice of) Elixir of Mana or Scrolls of Mana, elixirs of life / healing scrolls.


Fire Dragon Mage Lafrid [12]

You should join the fight one by one, the first one to enter should be a strong hitter such as Bonecrusher or Dodger.

  • Poison Fire Dragon Mage Lafrid [12].

  • Stall.

  • Remove Lafrid's Call so he only summons Elementals instead of Disciples.

  • Be careful about the level of health of the Disciples or Elementals. Try to not kill them or have Fire Dragon Mage Lafrid under the effect of the Dragon-Slayer Orbs to avoid getting hit with his attack dealing 1328 damage.

The second person can join if needed.

After Lafrid dies, the rest of the group can join.

Belt set-up (assuming at least 8 slots)

First person to attack: Elixir of Giant, Elixir of Spirit, 2 slots of the scrolls of charm dispersal, Antimagic scrolls, mana scrolls, life elixirs / healing scrolls.

Second person to join: Elixir of Giant, Elixir of Spirit, (choice of) Elixir of Atshi or Anger, 2 slots of charm dispersal, (choice of) Elixir of Mana or Scrolls of Mana, healing scrolls to heal the one that attacked, rest elixirs of life / healing scrolls.

Rest of the group: Elixir of Giant, Elixir of Spirit, (choice of) Elixir of Atshi or Anger, slot of charm dispersal, a slot of mana elixirs or scrolls, elixirs of life / healing scrolls.

Reminder: This is only recommendations on how to do it, and not direct instructions for the conduct of battle.

After winning the fight against Fire Dragon Mage Lafrid [12] the group will receive Big Gar Rune Key.

You have 3 options what you can do with it (you can only choose one):

It is also possible to go further than Kofur alone and get to Lafrid and kill him by yourself. Here again it is advisable to use some blessings and wear concentration and penetration rings and amulets. You don't need to clear the poisons from the disciples from the schools of magic as you can resist them, you however need to remove the poisons from Lava Lizards and the unique poisons from the disciples.

In the video below muffin used Great Magic Aureole, Great Blessings of the Heavens and Elixir of Invulnerability. For the fight against Lafrid she also added Twilight Shine. A belt set-up that works can be seen in the video directly.

Air Dragon Mage Seivorid

Inhabitants

Cerulean Lizard [13]

  • Has protection from magic.

  • Removes all negative effects from himself 3 times per fight.

  • Without a Dragon-Slayer Orb, with a 90% chance, it uses a magical attack dealing 723 damage.

  • Without a Dragon-Slayer Orb when one of his accompanying Disciple dies, it uses a powerful attack on all enemies causing 723 damage to each.

  • If the opponent is much stronger, the Varranga uses a powerful blow that increases its damage against the enemy but it also takes damage itself.

Disciples [13]

  • Have protection from magic and greater protection from magic by the laws of the magic triangle.

  • They always attack with magic.

  • Always reflect 50% of physical damage.

  • Call for help from their school of magic Elementals [13].

  • If the player is in block, then instead of the usual attack, the mages will use a powerful magic attack.

  • Periodically use spells depending on the Disciples class.

  • They heal if their allied mages do not have enough life.

  • If the Lizard dies while the Disciples are alive they will:

  • - restore 50% mana.

  • - use Elemental Anger II or Elemental Rampage II on the opponents (depending on the Disciples class).

  • - summon a group of it's Elementals [13].

  • If the opponent is much stronger, the Lizard uses a powerful blow that increases its damage against the enemy but it also takes damage itself.

Elemental [13]

The elemental summoned is based on the school of magic of the Disciple who summoned it. The number of summoned Elementals depends on the level of the players and on how often the disciple exchange blows with them.

Air DragonMage Seivorid [13]

Locations on the way to Seivorid [13]

Clear the location of the Cerulean Lizard [13] that live there. They already have a strong protection against magic, so it's easier to use physical blows. And do not forget about Dragon-Slayer Orbs.

Doors:

You should join the fight one by one, the first one to enter should be a strong hitter such as Bonecrusher or Dodger.

It is possible to reduce the amount poison effects of the Disciples [13] on players with arsenal summons.

If the first player has difficulties a second fighter can join.

After the Disciples are dead, the rest of the group can join the fight.

Belt set-up (assuming at least 8 slots)

First person to attack: Elixir of Giant, Elixir of Spirit, Elixir of Anger, 2 slots of charm dispersal, one slot of dragon slayer orbs, mana scrolls, elixirs of life/healing scrolls

Second person to join: Elixir of Giant, Elixir of Spirit, Elixir of Anger, 2 slots of charm dispersal, mana scrolls, healing scrolls (to heal the first fighter), elixir of life.

Rest of the group: Elixir of Giant, 2 slots of healing scrolls, elixirs of life.

(to be safe, one of the others should put one slot of dragon orbs in their belt).

Air Dragon Mage Seivorid [13]

You should join the fight one by one, the first one to enter should be a strong hitter such as Bonecrusher or Dodger.

The first person to join should bring 5-6 summons, which he throws in the fight at the start, so he faces the Disciples [13] and the Air Dragon Mage Seivorid [13] less.

The second person can join if needed.

After the death of the dragon, the remaining group members join. Their belts slotted depending on whether or not you let him summon a Cerulean Lizard [13] or Disciples [13].

Belt set-up (assuming at least 8 slots)

First person to attack: Elixir of Giant, Elixir of Spirit, 2 slots of charm dispersal, Antimagic scrolls, dragon-slayer orbs, mana scrolls, elixirs of life/healing scrolls

Second person to join: Elixir of Giant, Elixir of Spirit, 2 slots of charm dispersal, mana scrolls, healing scrolls (to heal the first fighter), rest elixirs of life/healing scrolls.

Rest of the group, if a Cerulean Lizard [13] is in the fight: Elixir of Giant, Elixir of Spirit, Elixir of Anger, 2 slots of charm dispersal, mana elixirs/mana scrolls, elixirs of life/healing scrolls.

if there is Disciples [13]: Elixir of Giant, Elixir of Spirit, mana elixirs/mana scrolls, elixirs of life/scrolls of healing (and charm dispersals if the disciples have a lot of mana left)

Reminder: This is only recommendations on how to do it, and not direct instructions for the conduct of battle.

After winning the fight against Air Dragon Mage Seivorid [13] the group will receive Big Ing Rune Key.

You have 2 options what you can do with it (you can only choose one):

Even getting to and killing Seivorid is possible for one person alone, given you have the right equipment and blessings. The door fights leading to Seivorid however feel easier than the previous ones to Lafrid. A lot of penetration is recommended on rings and amulets, with some concentration to add to it.

In this video muffin used Great Magic Aureole, Twilight Shine and an Elixir of Invulnerability. For the fight against Seivorid, she also added a Great Blessing of the Heavens.

http://warofdragons.com/bot_info.php?artikul_id=909

Inhabitants

Cave Crawler [14]

  • Has protection from magic.

  • Heals himself and charges himself with vampirism for the next blow, allowing him to transform up to 350% of the damage done into life.

  • Without a Dragon-Slayer Orb, with a 90% chance, it uses a magical attack dealing 789 damage.

  • Without a Dragon-Slayer Orb when one of his accompanying Disciple dies, it uses a powerful attack on all enemies causing 789 damage to each and poisons all with Arrows of Hades.

  • If the opponent is much stronger, the Cave Crawler uses a powerful blow that increases its damage against the enemy but it also takes damage itself.

Disciples [13] / [15]

  • Have protection from magic and greater protection from magic by the laws of the magic triangle.

  • They always attack with magic.

  • Always reflect 50% of physical damage.

  • Call for help from their school of magic Elementals [13].

  • If the player is in block, then instead of the usual attack, the mages will use a powerful magic attack.

  • Periodically use spells depending on the Disciples class.

  • If their allied mages do not have enough life left, the level 13 Disciples will use Magical Barrier, while the level 15 ones will use Bloody Blow.

  • If the Cave Crawler dies while the Disciples are alive, they will:

  • - restore 50% of it's mana.

  • - Disciple [13] will use Elemental Anger II or Elemental Rampage II, while Disciple [15] will use Elemental Anger III or Elemental Rampage III.

  • - summon a group of Elementals [13].

  • If the opponent is much stronger, the Disciple uses a powerful blow that increases its damage against the enemy but it also takes damage itself.

Elemental [13]

The elemental summoned is based on the school of magic of the Disciple who summoned it. The number of summoned Elementals depends on the level of the players and on how often the disciple exchange blows with them.

Earth Dragon Mage Terrenus [14]

  • Starts the fight with four Cave Crawlers [14].

  • Has fairly good protection from all schools of magic.

  • Uses a powerful attack dealing 200 damage on all enemies three times during the fight.

  • With a high probability he poisons his current opponent with Demon Dust, which can be removed using a charm dispersal.

  • Four times during the fight he gets ready to summon Disciples using Terrenus's Call, weakening it's own attack by 35%. Terrenus's Call can be removed using a Scroll of Antimagic, if it is removed he will only summon Disciples [13] instead of Disciples [15].

  • If a Cave Crawler [14] gets killed, Terrenus will fully restore his life. This can be prevented if he is under the effect of a Dragon-Slayer Orb.

Locations on the way to Terrenus [14]

Clear the location of the Cave Crawler [14] that live there. They already have a strong protection against magic, so it's easier to use physical blows. And do not forget about Dragon-Slayer Orbs.

Doors:

You should join the fight one by one, the first one to enter should be a strong hitter such as Bonecrusher or Dodger.

Poison the Disciples [15] and you can use arsenal summons to reduce the amount of poison effects of the Disciples.

If the first player has difficulties, a second fighter can join.

After the Disciples are dead, the rest of the group can join the fight.

Belt set-up (assuming at least 8 slots)

First person to attack: Elixir of Giant, Elixir of Spirit, Elixir of Anger, 2 slots of charm dispersal, dragon slayer orbs, mana scrolls, elixirs of life / healing scrolls

Second person to join: Elixir of Giant, Elixir of Spirit, Elixir of Anger, 2 slots of charm dispersal, mana scrolls, healing scrolls (to heal the first fighter), elixirs of life / healing scrolls.

Rest of the group: Elixir of Giant, 2 slots of healing scrolls, elixirs of life.

(to be safe, one of the others should put one slot of dragon orbs in their belt).

Earth Dragon Mage Terrenus [14]

You should join the fight one by one, the first one to enter should be a strong hitter such as Bonecrusher or Dodger.

The first person to join should bring 5-6 summons, which he throws in the fight at the start, to get rid of the unnecessary attention of the opponents.

The second person can join if needed.

After the death of the dragon, the remaining group members join and fight using physical attacks.

Belt set-up (assuming at least 8 slots)

First person to attack: Elixir of Giant, Elixir of Spirit, charm dispersal, Antimagic scrolls, dragon-slayer orbs, mana scrolls, elixirs of life/healing scrolls.

Second person to join: Elixir of Giant, Elixir of Spirit, charm dispersal, mana scrolls / mana potions, healing scrolls (to heal the first fighter), rest elixirs of life/healing scrolls.

Rest of the group: Elixir of Giant, elixirs of life/healing scrolls, optional: elixirs of power, vampire elixirs.

Reminder: This is only recommendations on how to do it, and not direct instructions for the conduct of battle.

After winning the fight against Earth Dragon Mage Terrenus [14] the group will receive Big Chud Rune Key.

You have 2 options what you can do with it (you can only choose one):

Dragon Mage Harvadus [15]

http://warofdragons.com/bot_info.php?artikul_id=910

Inhabitants

Twilight Snake [15]

  • Has high protection from magic.

  • Heals himself and charges himself with vampirism for the next blow, allowing him to transform up to 350% of the damage done into life.

  • Without a Dragon-Slayer Orb, with a 90% chance, it uses a magical attack dealing 861 damage.

  • Without a Dragon-Slayer Orb when one of his accompanying Disciple dies, it uses a powerful attack on all enemies causing 861 damage to each and poisons all with Dance of Agony.

  • If the opponent is much stronger, the Cave Crawler uses a powerful blow that increases its damage against the enemy but it also takes damage itself.

Disciples [15]

  • Have protection from magic and greater protection from magic by the laws of the magic triangle.

  • They always attack with magic.

  • Always reflect 50% of physical damage.

  • Call for help from their school of magic Elementals [13].

  • If the player is in block, then instead of the usual attack, the mages will use a powerful magic attack.

  • Periodically use spells depending on the Disciples class.

  • If their allied mages do not have enough life left, they will use Bloody Blow.

  • If the Twilight Snake dies while the Disciples are alive, they will:

  • - restore 50% of it's mana.

  • - cast Elemental Anger III or Elemental Rampage III.

  • - summon a group of Elementals [13].

  • If the opponent is much stronger, the Disciple uses a powerful blow that increases its damage against the enemy but it also takes damage itself.

Elemental [13]

The elemental summoned is based on the school of magic of the Disciple who summoned it. The number of summoned Elementals depends on the level of the players and on how often the disciple exchange blows with them.

Dragon Mage Harvadus [15]

  • Starts the fight with four Twilight Snakes [15].

  • Has fairly good protection from all schools of magic.

  • Uses a powerful attack dealing 280 damage on all enemies.

  • Without a Dragon-Slayer Orb, with a 90% chance, it uses Stygian Shadow, weakening all opponents next attack by 80%.

  • 4 times during the fight he will use Harvadus's Call, which can be removed using a Scroll of Antimagic. If you don't remove it, he will summon Kofur's Ghost [11]. If you do remove it, he will summon Disciples [15].

  • With average probability it charges to increase its damage, the charging power depends on the number of active Dragon-Slayer Orbs.

  • - Weak Dark Initiation I: +50% damage,

  • - Average Dark Initiation II: +100% damage,

  • - Powerful Dark Initiation III: +150% damage.

  • With high probability it charges with vampirism. the power depends on the number of disciples in the fight:

  • - Blood Lust I: 100% of damaged turned to life,

  • - Blood Lust II: 200% of damaged turned to life,

  • - Blood Lust III: 400% of damaged turned to life.

Locations towards Harvadus [15]

Clear the location of the Twilight Snakes [15] that live there. They already have a strong protection against magic, so it's easier to use physical blows. And do not forget about Dragon-Slayer Orbs.

Doors:

You should join the fight one by one, the first one to enter should be a strong hitter such as Bonecrusher or Dodger.

It is possible to reduce the amount poison effects of the Disciples [13] on players with arsenal summons.

If the first player has difficulties a second fighter can join.

After the Disciples are dead, the rest of the group can join the fight.

Belt set-up (assuming at least 8 slots)

First person to attack: Elixir of Giant, Elixir of Spirit, Elixir of Anger, 2 slots of charm dispersal, dragon-slayer orbs, mana scrolls, elixirs of life / healing scrolls

Second person to join: Elixir of Giant, Elixir of Spirit, Elixir of Anger, 2 slots of charm dispersal, mana scrolls, healing scrolls (to heal the first fighter), elixir of life / healing scrolls.

Rest of the group: Elixir of Giant, 2 slots of healing scrolls, elixirs of life, optional: elixirs of power, vampire elixirs.

(to be safe, one of the others should put one slot of dragon orbs in their belt).

Dragon Mage Harvadus [15]

You should join the fight one by one, the first one to enter should be a strong hitter such as Bonecrusher or Dodger.

The first person to join should bring 5-6 summons, which he throws in the fight at the start, to get rid of the unnecessary attention of the opponents.

  • Poison Dragon Mage Harvadus [15].

  • Stall.

  • Keep Twilight Snake [15] under Dragon-Slayer Orb.

  • Do not remove Harvadus's Call.

The second person can join if needed.

After the death of the dragon, the remaining group members join and fight using physical attacks.

Belt set-up (assuming at least 8 slots)

First person to attack: Elixir of Giant, Elixir of Spirit, Elixir of Anger, dragon-slayer orbs, mana scrolls, elixirs of life / healing scrolls.

Second person to join: Elixir of Giant, Elixir of Spirit, charm dispersal, mana scrolls, healing scrolls (to heal the first fighter), rest elixirs of life/healing scrolls.

Rest of the group: Elixir of Giant, elixirs of life/healing scrolls, optional: elixirs of power, vampire elixirs.

Reminder: This is only recommendations on how to do it, and not direct instructions for the conduct of battle.

After winning the fight against Dragon Mage Harvadus [15] the group will receive Big Teyas Rune Key.

You have 2 options what you can do with it (you can only choose one):

Anything from chests falls into the group backpack, and becomes non-transferable after the distribution.


Translated for you from Ru Mentor Site by Spar

Video recording by muffin