Trade mob factions can be broken into two categories. The original mob factions and Medievia V mobfactions. The original mob factions can be hard, really really hard anywhere on the map against any size form. A hoard of trolls can wipe out a form of the best equipped heroes if they do not approach the situation carefully. The Medievia mob factions vary greatly in their difficulty depending on RISK. The higher the risk the more difficult they will be to defeat. The Medievia V mob factions will also reward a small amount of gold for vanquishing them, if you are a Hero you will also receive some Hero Points.
Risk
Risk is the distance in rooms from the city of Medievia. As you move further away from Med city the risk will increase and mob factions will become progressively more difficult. They will be higher level and will pop in greater numbers.
MFs near Med city will be defeated almost instantly while MF on NaeraMae island will defeat you even faster.
You can add risk to your prompt by adding &R
Original Mobfactions
Original mob factions came into the game before risk did therefore they are not affected by it. Not noticing the warning signs can run you into quite a bit of trouble. Some of these mob factions will also attempt to steal your freight and others will destroy it.
Demon lord
The demon lord is manageable provided you only have to deal with it and not its minions. This MF will periodically spawn a number of demon hounds. The hounds run down the road towards your freight, if they reach it they will destroy it.
When a Demon lord spawns it will begin shouting and spawning hounds. Hounds will only be blocked by a shield room for a very short time.
The Demon lord will shout:
- Demons of the darklord! I call thee!
- Anal nothrok, duth vas beth ude, dukniel nyenday!!!
- Mandogs from hell, do my bidding! RUN!
- You mortals will know fear! Come closer!
- Dukniel nyenday! You will be killed like the dogs that you are!
You will also see these warning:
- You notice that everything is too quiet.
- Your heart starts pounding as you are overcome by fear. A demon must be close by!
- The loud crack of a dimensional vortex collapsing nearby sets your hairs on end. Indescribable fear grips you! You struggle just to breathe!
- Mandogs from hell, do my bidding! RUN!
- You hear a pack of dogs running towards you. They are about %d yards away!
Your best tactic will be to leave your freight and walk down the road until you get relatively close to the demon lord and lay traps on the road. When the hounds are trapped, kill the demon as fast as you can.
Bandits
Bandits hide alongside the road waiting to ambush you. If you do not notice the signs and walk past them with your freight they will attack.
To deal with bandits, leave your freight and kill the bandit one by one off the side of the road.
You will see these warnings as you approach:
- You sense some movement to the side of the road.
- You get an uneasy feeling and glance over your shoulder ... at nothing.
- You glimpse a bandit dash by, just off the road!
Kobolds
Much like bandits, kobolds will wait in ambush along the side of the road but Kobolds have a leader. The Kobold leader will attack the moment you walk in the room, when this happens all of his fellow kobolds will rush to join the battle.
Besides running in and just killing everything you have two clear tactics to defeat them: The first is kill off the non leader kobolds before you confront the bos. Alternatively you can try to shield the room the leader is in and prevent his reinforcements.
Kobold warning messages are:
- An arrow flies in from the %d, striking you in the %s!
- An arrow flies in from the %d, striking $n in the %s!
- Your scalp prickles at the sibilant sound of leaves rustling
- You feel as if you're being watched by many eyes.
- You spy a multitude of tiny footprints in the dust near the road.
- You hear the creak of a bowstring as an unseen hand draws it back.
When you attack the leader you will see
- ** You hear the whole army of kobolds bearing down on your position!
- The kobolds close in, attacking from everywhere!
Rogue
Rouges start off as a single mob standing on the road. If you walk in the room with your freight many more will appear from the bushes to murder you and steal your freight. Once again leave your freight and track down the mob.
Rouge warnings are:
- You realize that this road seems too quiet.
- A loud *SNAP* of a footfall on a stick just off the road gives you pause.
- Your instincts warn you of an ambush up ahead.
- A flock of birds springs into the air just ahead.
If you walk in the room with your freight you will see
- ** A Rogue Ambush!! ** Rogues appear from every direction and attack!
- You watch in dismay as all the rogues jump into the melee.
Trolls
Trolls are the most difficult of the original mob factions. Their mechanics are similar to kobolds in that they will rush you if you attack their leaders. There will be multiple troll leaders which are much stronger than their henchmen.
Once again leave your freight before you engage in combat. To stand any chance in winning this fight you will need to kill off the “regular” trolls before attacking the leaders, these will probably be easy enough to kill but don't let your guard down. The troll leaders are significantly stronger.
The trolls messages are:
- You sense some movement to the side of the road.
- An awful scent nearby alerts you to a possible Troll attack.
- You hear the bone-chilling war cry of a horde of Trolls.
- You step on what used to be a human. Trolls must have ripped him apart.
Medievia V Mob factions
Unlike the original mob factions you will get very little warning that you are about to be attacked, often they will appear right on top of you. Within this group of mob factions you have both helpful and aggressive.
Aggressive MFs
Wolves
Wolves will start off by encircling their prey. That's you! Eventually they will attack the form leader. If you are on a wagon train have your form phase you ASAP. Wolves will unform members of your party randomly, this could be the leader or any of your followers. They will also kill your mounts. Eventually they will all charge in and try to defeat you with overwhelming numbers.
If you find this too much to handle you can teleport if you teleport far enough they will not follow you. If you land up close to your starting point their will again come in for the attack.
Pigs
Pigs will spawn along the road, they are relatively easy to defeat. You shouldn't have to handle more than a few at a time.
Centaur Bandits.
When centaurs spawn they will appear in a circle around you. As you move along the road the will gradually close the circle until they eventually attack. The attack will start with one of two Centaurs and eventually most of the group will be in the room.
If you teleport they will track you, surround and come in for the attack once again.
Spiders
When a spider den spawns your freight will be blocked from moving down the road by an exit from their tunnels. You will immediately be attacked by spiderlings. As soon as you are able to head DOWN into the spiders lair. Follow the path until you reach a crossroad where the spider queen is waiting. When you have defeated the queen you will be returned to the surface where the remaining spiderlings will attempt to take revenge for the death of their queen.
The queen can load a component required to make a crystalline eye of foresight, an item which procs wizard's eye.
If you do not head down into the spider's lair, spiderlings will continue to spawn and eventually overwhelm you.
Lions
Lions dens appear along trade routes near intersecting roads. They will wander around the wilderness but will not try to track you down. You can cast sandstorm on them and keep moving down the road.
If you decide to defeat the lions you will need to locate their den. When you enter you will notice small piles of gold spread around, pick them because free gold is free gold! As soon as you enter the lion's will start heading back to their den to protect it.
They will generally gather at the entrance waiting for you to leave, there will however be some lions still inside which you can kill while wandering around picking up gold. When you leave they will attack you, eventually all the remaining lions will come to you.
Demons' Hell
This is one of the few new mob factions that will provide you with a warning that it about to spawn. (inset message)
When you get pulled into hell you leave your freight on the road and get transported to a new zone. You cannot die here. When you reach 0 hps you will be teleported to the start room.
In this zone you will find rooms of fire and rooms of water randomly dispersed over three levels. If you walk through a fire room there is a chance you will catch fire. To extinguish this quickly simply walk through a water room.
All the mobs here are fireshielded! There is a chance that any of these demons can load a fireshield potion or an orb of fire which hold charges of firestorm (very useful for xp forms).
At first many demons will rush towards you in the first room of the zone but you will have to eventually go off and find the stragglers. To do this is it useful to have listen turned on (setcom listen) this will alert you to movement in the zone with the direction it is coming. It does not distinguish between players and mobiles. Once all the demons have been defeated, everyone will be returned to the room they were in before being pulled into hell.
This mob faction is most commonly encountered when there is at least one train form out on the roads on Medievia. This is a global mob faction so players can be pulled in from anywhere on the continent if they have an active trade freight.
Haunted forest
A haunted forest can be the most frustrating of the new mob factions. This is due to their tendency to spawn right on top of you. If you freight encounters a tree from the forest their is a high probability it will get destroyed. If you see it spawn ahead of you, have you form all shield room and stop moving. After a few ticks the forest will have gathered and you can attack it.
When a forest has spawned you should use your wizard eye spell to locate the center of the forest. In the center you will see multiple red mobiles in the same room. This is the center.
Method 1:
The first way is to slowly kill the trees around the edges. As you kill a tree another from an adjacent room will move in and attack you. They do this along the outer edge of the forest, this means that those closer to the center will not move away from the group but those along the edges will come to you. Once the edges have been cleared you will be left only with a single room filled with the remaining trees.
Method 2:
This method should not be attempted unless risk is low or you have a number of casters in your form, preferably heroes if the risk level is high. For this method we will locate the center of the forest and run right into the thick of it. Once this group of trees has been defeated the rest of the trees will move in to the room once by one until the forest has been defeated. It is a good idea to have at least one member of the form have autoassist off so that they can cast bloodbath periodically. The haunted forest trees drip blood from their branches which pool up for you to cast the spell.
Helpful Mob faction
Ghost Riders
When a forest is defeated you are rewarded not only with gold and hero point but also with friendly Riders* who will accompany you on your journey. They will rush to your aid to protect you from anything that might attack. These riders will remain with you until you reach the trade post, enter a zone, (including spider lairs and lion's dens) or die.
White Centaurs
Every so often the Dungeon Master will decide you've been through enough hell and send you some help. This comes in the form of White centaurs. Just like the riders you get from trees these centaurs will accompany you on your travels until you reach your destination. You will most likely get these centaurs if you have died many times from the same mob faction and have started to get really really frustrated.
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