Cloud Mages' Chambers
Perhaps it is the humidity, or the constant flow of clouds, but the floor here remains forever damp. |
This wall is made from low-grade crystal with an opalescent gleam. |
The Cloud Mage's Chambers are a Wizard Laboratory made of white crystal and dedicated to control over air and clouds. It has a fairly straightforward layout, with two small treasure chambers in the lower half of the map and a boss chamber at the top. Along the way, clouds of "white fluffiness" will hamper your LOS as air-themed foes attack and disperse every step of the way.
The treasure in the bottom two chambers will be mostly potions (potions of magic are common) and gold, while the boss' chamber may contain Air Magic spell books and rings as well. This lab also has a good chance of producing a quick blade, either as a weapon for the Cloud Mage or as loot in his chamber.
Contents
Monsters
E Air elemental- Moderate melee attackers that have high speed, EV, and the (useless) ability to submerge in mid-air. Not a major threat, but the vault uses swarms of them.
k Wind drake- Weak in melee, but able to cast Airstrike and push you backwards.
v Insubstantial wisp- Weakling melee attackers with heavy elemental resists and constant blinking. No threat at all relative to the depth they're encountered in.
v Twister- These can be found outside the walls of the Wizard Laboratory, and usually serve as decoration for the vault. Do not enter the exterior of the vault by smashing open the crystal walls, as the near-invulnerability of twisters can lead to a miserable swirling death.
Boss: Cloud Mage
In the center of the top chamber is a randomly named cloud mage. Isolating him from the vault-wide air elementals and wind drakes is recomended. If you can get him into melee, he'll resort to his pathetic melee skills instead of hammering you with poison and cold. Alternatively, any decent offensive caster should be able to obliterate him so long as they don't get confused first.
This strange wizard has attained mastery over clouds, and his mystic gestures are as deft as they are foreboding. |
@
HP: 150
HD: 20
Spells: Airstrike, Blink Range, Freezing Cloud, Mephitic Cloud, Poisonous Cloud
Equipment: Branded quick blade or dagger (usually freezing or electrocution, though speed is also possible for daggers), robe (always the robe of Clouds if it hasn't already generated elsewhere)
Recommendations: Cold resistance for his Freezing Clouds, poison resistance for both Poisonous and Mephitic Clouds. Standing in the clouds of white fluffiness or a damaging cloud you have resistance to can help you avoid being hit by clouds of another element. Also, avoid flying during this fight to avoid Airstrike's damage multiplier.
Source
There are multiple map designs, one of those looking like this below. Level border of (console) re-coloured water somewhat trimmed out (#), as short of deliberately shattering some walls it has no relevance besides decoration. Entrance is at A, exits at <, white fluffiness generators at !, o is permaglass, b is crystal, the Cloud mage is on 5, loot on % and $. Three floor squares (.) are guaranteed vapours, and all other squares have a 1.54% chance of a vapour, 4.62% chance of an air elemental, and a 0.77% chance of an insubstantial wisp each. [0.14.1 source link.]
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History
- Prior to 0.15, this Wizlab had vapours instead of wind drakes making it more dangerous for those without electricity resistance.