Mandor
Captain Mandor is an
older, but very powerful man. His shiny steel armor
seems to glow as it reflects the light, and the crest of the town of Solace
is displayed with pride on his chestplate. The gold crest of two coins
seems to match the wealth of this town.
Holds:
black
hilted sword "Shieldbreaker"
captain's cloak
steel gauntlets
steel sleeves
signet of Solace (2)
Amulet of Solace
suit of steel plate armor
large steel shield
steel girth
steel bracer (2)
Bring: | 3
hitters (at least), 2 healers |
Weapons: | Non-magic weapons* |
Tunnel: | Five + mob |
Status: | Non-aggressive |
Mob Align: | Devout |
IP check: | None |
Spell: | Abolition, Magic Missile |
* Mandor will sacrifice many weapons
once he disarms you! This goes for anything with the keywords "sword",
"spear", "blade", "club", "mace" or "dagger".
Safe weapons include: mauls of stone, tarry horns, bammy fangs, divinity rods,
lifebanes and voids.
Spells for tank: | basics, eldritch sphere, dragonskin |
Spells for others: | basics |
Elemental shields: | shock |
Directions:
Go to Solace (
nw, 2w, 4n, e, look painting, open n,
n, 23w, 3n ), then either head
5n, 2e, open e,
e, open e, e, open n, 5n, 3w, open w, w, open s, s, open s, s or just track Mandor.
Notes:
Mandor disarms and gouges (though hardly ever), so the
tank might need trues to be safe. On the other hand, don't disarm him. He gets quite upset. Mandor is immune to all magic attacks, except magic missile and abolition.