Aerlinthe Guide
for
Archers
by Otheon
Otheon 1/17 1:12am RE: Aerlinthe Guide?
Ok, here goes. I'll miss some things, so feel free to fill in the holes everyone.
1)Drop is on a raised platform not too far from the beach. The beach is right down a hill from the platform. Usually the drop is a safe place to wait out your debuffs from the C note portal(will cover this later), but not every player is considerate of those around them. You can always run straight out into the water to wait out your debuffs or to buff futher.
2)Monster weaknesses. Corals, I have heard is bludgeon? Vapors is frost? I have not tried either of them yet as I hear they are mage fodder. I hope someone can help with the golems. Maulers and manglers get raped with greater AP's. Use greater FC's on altered and augmented drudges. Some elementals work as well but the AP's and FC's are easier to make and do as much damage. Vorous shreths - don't bother. They're just a nuisance. Kill them if they're in the way of a lootable corpse only.
3)Most mistakes players who are new to the island make is that they run out into the jungle to hunt. Do NOT, repeat, NOT do this. It's almost funny how quickly someone dies when they do this. The beach is where you want to be. From the drop point, run down to the water and head left from there to hunt. Heading right leads you to coral golems which are usually heavily camped by mages, and not really the thing you want to try out first as an archer. You are usually safe if you are in the water unless someone lures monsters out. This is where you'll do your rebuffing also. Be aware that you'll run into "walls" in the water that let you go no further in a particular direction. These walls can come in quite close to shore sometimes so be very wary of this. Nothing like running from a monster with only 10 health left and running into one of these walls. NOT the time to find out it's there. Once your in the water and cruising the beach, look for spawns of bandy maulers/manglers and altered drudges. You may see an occasional augmented drudge but not too often. There will be white wasps, vorous shreths, wasteland rats and these little flame elemental pains in the butt also. I'll go into detail on each now.
A)Maulers/manglers. They are found together, use greater AP's. They cast imperil IV, cold vuln IV, flame bane IV and level IV cold and fire spells. Get used to fighting with level IV debuffs on constantly. It's not that big of a deal. They use cold and fire elemental weapons, including throwing weapons a lot. I find them easy to hit with a 275 bow skill, a little harder at a distance. Maulers will almost always charge right away when you hit them so kill them first. Manglers a lot of times won't come right out at you. They stick to the beach like a damn pylon and are frustrating as hell when they do this. Most of the time, especially when they have throwing weapons, they'll come out far enough to chuck an axe or cast a spell, then go back. Wait them out long enough and they'll usually come out. Also, if they come only partway and throw axes at you, just dodge the axes until they run out. Then they'll come. IF you shoot a bandy and a horde of them come running, do NOT attempt to tank them all. Occasionally I will because usually all but the one you're attacking will get bored and return to the beach. But the much safer route is to run. Run until they start dropping off you then quickly turn and engage the closest one. The others are heading back to the beach by now. This works well to single them out. They drop umbris level loot. Definately an archer's favorite target. Maulers/manglers have about 600 health. For reference only, with BDVI on a comp bow with greater AP's, I hit for 40-44 with crits of 89.
B)Altered Drudges. Also found in groups, use greater FC. They are debuffing machines, all level V's. They'll cast lightning vuln, creature debuffs(feeblemind, weakness, slowness, etc.), magic inepts(all kinds) and hurl level V ligtning war spells. They use lightning elemental weapons and also use throwing weapons. Hit one in the group and you'll usually get all of them, much more so than with maulers/manglers. Sometimes there will be altereds up higher on the beach in the trees that you don't see, so don't be surprised if not one but two or three groups of them come charging. Just do the run til one's left trick. Also, after you have one singled out and kill him, their little death screams cause the other altereds back on the beach to charge again. Get in your heals quick as they will be coming immediatley. Why mess with them if they debuff so much? They only have ~200 health so they drop fast. Loot is also umbris level and they drop jewelery more often than maulers/manglers. If I am at a spot with both maulers/manglers and altereds, I take out the altereds first so their debuffs are worn off by the time I have to buff again.
C)Vorous shreths. Pains in the arse. Not worth the arrows. If by chance you get too close and they come running, just don't attack them. They give up easily and return to the beach quickly. Kill em only if you have to.
D)White wasps. Easy pickings. Found singly. They cast frost spells and volleys. Easy to sidestep. About as easy to kill as gold wasps. They drop white wasp wings.
E)Little fire elemantal doods(embers). Not really a huge risk. Found singly usually. Use whatever to kill them, though greater frost work best(duh). They cast fire war spells at you but miss you a lot. They are slow moving and pretty easy to kill. I usually just leave them alone. They don't drop much for loot, though I have gotten keys off them before.
F)Wasteland rats. Found singly, I use greater AP's. These guys are also little pains in the arse. They breath acid on you, the only thing in this list that uses an acid attack, though they rarely ever hit with acid. They're fast and I find that I can barely ever hit them with a bow skill of 275. They die in two hits, but I leave them alone. No good loot. Not worth the effort. I'll run instead of wasting arrows.
On the tail end of this where to hunt topic, you can keep running the beach until you find a good, unclaimed monster spawn spot. Eventually you will pass a castle/fortress that's on an island connected to the main island by a bridge. Don't go exploring there just yet. Diamond, vapor and plasmas in there. Just be warned that there is one vapor golem in the water on each side of the bridge, close to the smaller island shore. If you rouse their interest, run til they stop chasing you.
5)Best archer bait for both xp and fun, IMO, are the maulers/manglers/altereds. Maulers/manglers get you 17k xp a piece. Drudges, not much. They drop umbris loot. Pretty easy to kill and worth the effort. XP is not bad, though you'll still get more xp in BSD, if that's what you're after.
6)Anything else. Not much I can think of right now, though I need to make a C note portal guide. I'll follow up on that one as it's late.
As your stats are now AL-K, you'll do fine. Level VI's are always nice if it does not cost an arm and a leg to raise your magic. Matty coat will do well. You will probably find it's easier than you thought it would be. Run when you have to, you'll die a lot less. Don't risk getting too close to the jungle to loot a monster corpse. If you do, be ready to RUN. If I think of anything else, I'll add it later.
Good luck and have fun there. I'll escort you there if you want.
Source of original post on AC Vault Boards.
Email me