The Mana Temple is found on its own level, MT, the last level of the UL, the Unreal Cave system. The UL is a side branch off the main CoC at D: 46 or D: 47. The left side of the level is random. Note that the temple itself is disconnected. Entry must be made by digging. Teleportation does not work on this level. The walls of the Mana Temple itself are undiggable. It must be entered through the single tile room at the southwest of the Temple. Traps are completely surrounding the Temple. Ceiling traps replace teleportation traps in the Mana Temple. The chaotic elemental altar where the orb guardian is found (at least until he is disturbed and moves) is found in the center. The standard warning about standing on altars applies – many of the monsters are capable of speech and will sacrifice the PC. The elemental altars can only be converted by champions of Balance or Order, which means PCs going for an Ultra ending cannot convert them early in the game, before retrieving the Medal of Chaos.




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Magebane eye: Level: 1, DV: 10, PV: 3, Hits: 28, Attacks: 1, Damage: 3d3, Speed: 90. Magedoom eye: Level: 1, DV: 30, PV: 3, Hits: 80, Attacks: 1, Damage: 3d3+5, Speed: 90. Annihilator: Level: 1, DV: 24, PV: 15, Hits: 82, Attacks: 1, Damage: 1d50, Speed: 100. Chaos wizard: Level: 1, DV: 50, PV: 3, Hits: 82, Attacks: 1, Damage: 2d10+3, Speed: 100. Chaos servant: Level: 1, DV: 13, PV: 4, Hits: 52, Attacks: 2, Damage: 2d6+5, Speed: 100. |
To attack the temple, the PC must dig into the sigle tile room in the south of the temple, then she must travel through the trap-filled tunnel around the temple. During this, the magebane eyes and magedoom eyes will be draining the power points of the PC. Classes which are dependent on power points are well advised to bring along blessed scrolls of power. If possible, a wand of trap detection should be saved for the Mana Temple. This is a much faster way of detecting the traps than using the Detect Traps skill, especially when combined with the Farsight spell or a necklace of the eye. The faster this tunnel is traversed, the less time the eyes have to drain the PP. The Mana Temple ranks with the nastiest places in the game. Many players do not enter the temple itself, instead staying in the corridor. Using this technique, the monsters can be fought one at a time. Even so, the chaos wizards are summoners, so the PC can still be surrounded by summoned monsters in the corridor. The objective using this method is to wait for Nuurag-Vaarn to exit the temple, kill him, collect the Orb and flee.
| Level: 1, DV: 60, PV: 30, Hits: 906, Attacks: 2, Damage: 2d10+6, Speed: 120. |
To summarize the prerequisites needed to fight Nuurag-Vaarn:
Nuurag-Vaarn holds the Chaos Orb of Elemental Mana. Whilst worn in the tool slot, it raises
Mana by 10. When Used the orb replenishes PP, increases Mana by 3, and increases maximum PP by 10
(independent of Mana); though doing so adds 5000 corruption points (2500 with Elemental Gauntlets equipped).
Note that while it can also be used as a melee or missile weapon, wielding it as such won't confer the Mana bonus.
---------------------- Chaos Orb of Elemental Mana {Ma+10} --------------------
Weight: 100s
When used in melee combat it grants a +3 bonus to hit and causes 1d16+3 points of damage.
When used as a missile it grants a +3 bonus to hit and causes 1d10+3 points of damage.
It modifies your mana attribute by +10.
(full PP, +10 max PP, +3 Mana, heavy corruption when Used)
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