The Oracle
Imp Haven

Directions - In Wandering Woods, from Asgard teleport: 11 East then 4 North
Suggested Level Range: 150-299

Click to launch Compact Map
Pocket Bestiary
Bat Screeching Horror Cyclops Flame Daemon Kilrog King Kilrog
Daemon King Devil Dark Faery Faery Queen Ghost Fury
Imp Citizen Imp Guard Imp King Imp Necroman Imp Slave Imp Warrior
Medusa Troll King Wood Ratling Wasp Warrior Wraith  

King Kilrogs make this seemingly mid-level dungeon a high-level affair. The high level critters guard the approach to a sarcophagus that has been known to hold some of the most valuable magic items in the game. The rest of the dungeon is appropriate for the mid-level player.

Map Note: Several people have written that room 000 does not accurately show the various doors that are in the dungeon's entry room. With all due respect to those making this claim, I must disagree. The map is accurate. When you are standing in the dungeon entry room you will see 3 "doors" and one trapdoor. The 3 "doors" are actually one door and 2 staircases, one going up and out and one going down. In room 000 on the map you will see, amazingly enough, one door, two staircases, and one trapdoor.


Tactics
View old Dungeon Tactics from prior to game changes
  • Ekimsednanref: The only reason I have ever gone to this dungeon is treasure (I have found 2 wraths here). The best way to do this is to have a warrior wearing RoE, RoE, AoCombat at around lvl 150. He should be GM in 2-hander or Axes, and carry at least a F/I/V/E or F/I/V/E/S admantium weapon. He should also know some magic, preferably GM Thaum, Master Sorc, and Master Elem (better if you are lower than 150 and attempting it) and he should be at least an Expert in Critical Strike. The Thaum gives you Greater Heal, Invul, Indy, Summon Faery Queen, and Cure Poison. The Elem gives you Freeze, the Sorc Extension and Defenselessness. The first battle with 4 imps is very easy. Then the KK... if you are a lower level I suggest casting Extension before entering battle and then casting Freeze on the KK once the fight begins. Take out the Imp King, he should drop in less than 5 rounds. Then Summon Faery Queens, try to get 3 or 4 out there. Then hit the KK, watch your health, and heal when needed... don't let yourself get too low, that KK can deal some serious damage.
  • Weehawk: I did this dungeon as an all intel wizard at lvl 216 and found it easy. To pull it off you should be gm in Sorcery, Necromancy, and Thaumaturgy and maybe Meditation. Having a poisoned throwing dagger will save you some mana. Use Improved Invisibility. Cast Summon Daemon in the first round. Follow subsequents round with your favorite heavy hitting spells when you only have one enemy left, otherwise use Multiblade. When fighting the Kilrogs, on your second round cast another Summon Daemon. Cast Summon Faery Queen the next two rounds. Follow-up with Multiblade as necessary. Remember to replace dieing Daemons and Faery Queens because if they all die the Kilrogs will see and come after you. Twice on round one I was hit for about four hundred points. But other than that I was not hit at all in these battles. I suspect you can do this dungeon as a wizard at a lot lower level if you are gm in Sorcery, Thaumaturgy, Necromancy and maybe Meditation.
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