Table of Contents
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Greetings and Salutations,
When Lord Buggy mentioned the basics of his undead project I was a bit skeptical. An alternate starting location? Unable to enter Shillatown? Different quest lines? Seemed ambitious to yet again reshape the Shilla world, much like the Shilla Bay, Footface Island, Haunted Islands, and the Open Sea have done for the mid game.
But LB pulled it off, so below you will find my guide that will walk you through Taking the King Prisoner, the undead’s version of Rescuing the King.
Disclaimer
A massive amount of new information has not been added to the wiki related to the areas associated with the Underworld, i.e. maps, creature information, food information, etc. So you’ll have to bumble along on your own here and there. Have patience, it’ll all be on the wiki eventually.
Changes to this region of Shilla, major or minor, may occur after the posting of this guide. Please make a note of anything that isn’t accurate and let Aa know via chat or discord so that it can be corrected.
Undead Races
Six new races have been created that begin their “lives'' in the Underworld: Zombie, Skeleton, Vampire, Werewolf, Ghost, and Lich. I have only played Skeletons and Ghost, but a casual look at the race info table (http://shilla.club/Home/RaceDetails) shows that Liches and Vampires lean towards being mages and Zombies, Skeletons, Werewolves, and Ghosts would be fighters and thieves. All these races can see in the dark, Vampires and Ghosts can fly, and finally Ghosts also have the ability to be invisible.
All the new races have an affliction that is modified by location and current time. This affliction adds or subtracts from either Life, Mana, or Fatigue. Undead character’s affliction, shown at the top of the screen as a positive or negative buff, is affected by the point within the hour you are playing the character. Within the first 15 minutes the hour is negative, the middle 30 minutes of the hour is neutral, and the last 15 minutes of the hour is a positive buff. Zombie and Werewolves buff affects their life, Vampires and Liches their mana, and Skeletons and Ghost’s buff affects their fatigue. The buff adds/subtracts with each step taken.
Finally, entering Shillatown is forbidden to Undead characters, and you will see a message pop up indicating such should you try.
Weapons
Because of the Shillatown restriction, Undead have alternatives to weapons, guilds, and especially the quests available to them. We’ll start with the new weapons
The Claws group of weapons are a hybrid of swords and daggers when it comes to strengths and weaknesses vs creature class. Their forges pattern themselves after the Axe group, and the stat restrictions follow the Sword group. Drop/Buying locations will be added to wiki’s weapon page as they are determined, though these are similar to the other melee weapons of equivalent tiers.
Scythes are the Undead’s mage weapon. I have no interest in being a mage, so you’re on your own there.
Armor and Guilds
The main, and only, guild choice available to an Undead character is Creatures of the Night, located 1 room west of the LIch King in the Mausoleum - Great Hall. It is a generic guild, allowing access to all three of an Undead’s Specialty Guilds, located in the Blood Moon Spire. Until you join one of the specialty guilds the Undead character’s armor choices are restricted to either guildless or thief.
Quests
These represent some of the biggest changes to the world of Shilla. Since Undead don’t have access to the Mayor, they begin the game seeking out the Lich King who sends them off on similar starter quests. Specific information will appear in the walkthrough, and eventually on the Quest page of the wiki.
Main Areas
Mausoleum
You begin your Undead life in the Mausoleum, and specifically in the Burial Chamber, only returning to this section if you are slain. The Great Hall is the main area of the Mausoleum, containing the Undead’s main guild, the Lich King or their version of the Mayor, several exits to various Tunnels, four Shafts, and a Fountain that operates exactly like the Living’s does in Shillatown.
Each of the Shafts leads to a sub area of the Mausoleum. The NW Shaft will first take you to the Marble Mansion and then the Forge Level. The NE Shaft leads to the Information Level. Initially, you’ll spend most of your time going down the other two Shafts. The SE Shaft gives you access to the Supply Level, while the SW Shaft takes you to the Training Level.
There is a spiral shaped group of rooms on the east side of the Great Hall that currently leads to nothing but a dead end. On the west side you’ll find a forked section. Do not exit to the south before you get your Materialize spell. Its one directional.
In the SW of the Great Hall you will find a section containing multiple rooms of identical graveyards.
The Dark Guards in the Great Hall and the Vampire Guards in the Marble Mansion will kill you, just like the Town Guards in Shillatown would have on the Living side of Shilla.
Marshes of R Baldur
When your character has completed the Take the King Prisoner quest and is grinding Drakmor Castle you should be strong enough to grind here as well. The requirements to enter the area are 90 +/- Constitution and you’ll find the entrance at the end of the SWern spur of the Wet Tunnel. It is home to the second “town” of the Undead The Blood Moon Spire, and two creature groups.
The weakest of these creature groups are the Poison Frogs and a more powerful Will-o-the-Wisp. This will change as you go south and west or north and west where you’ll encounter Plague Insects and Carnivorous Plants.
Lastly, you’ll find a one direction entrance to Lake Gala.
Werewolf Forest
I haven’t thoroughly explored this area, so I’ll just have to leave this as a placeholder until I do.
Sub Levels
Unlike Shillatown, where all the shops, exchanges, etc are located conveniently in one area, the Underworld has all these necessities scattered around various places.
Mausoleum Sub Areas
The Training Level (SW Shaft) contains the Experience Training Hall, Training Dummy, Skills Trainer, Spell Trainer, and the entrance to the Dark Tunnel. The creatures you’ll face here are the Pile o’ Bones, Ghosts and Slimes.
The Supply Level (SE Shaft) contains your Inventory Room, Food Shop, Scroll Shop, Weapon Shop, T0 Armor Shops, Amulet Shop, an one direction exit to the NW Shaft, and the entrance to the Tunnel sub area. The creatures you’ll face here are the Pest Rats, Bone Thieves, and Ghouls.
The Information Level (NE Shaft) contains the Wall of Flames, Wall of Spells, Wall of Proficiencies, Wall of Shame, Wall of Achievements, and the Wall of Quests. The creatures you’ll face here are Shades, Aspiring Warriors, and Blood Bats.
The Crematorium/Forge Level (NW Shaft) contains four identical Forges, the entrance to the one of the Dusty Tunnels, and an entrance to the Cemetery. The creatures you’ll face here are Clueless Clerics, Blood Bats, and Undead Dwarves.
Marble Mansion
If you go three rooms down the NW Shaft you'll find the SW entrance to one of the Dusty Tunnel sub areas. This one leads to the Marble Mansion, another important area of the Underworld. Here you’ll find another Experience Training Hall, Skill and Spell Training shops, Proficiencies, Personal Kill Log, Personal Achievement Wall, a TJs, a TBs, a Bank, a Potion Shop, the Lieutenant, the Sheriff, the Experienced Adventurer, another Fountain, Daily Quest and Bored Guard quest activation rooms, Cooking Skills shop, a Residence entrance, and two NPCs. Don’t mess with the Vampire Guards unless you want to instantly visit the Summoning Pool again.
The Tunnels
Tunnels of various names connect the Mausoleum to other areas in the Underworld and also to areas of the Living. The requirements for entering areas of the LIving remain the same for the Undead, 60 +/- Strength for the Sewers, 80 +/- Intelligence for the Cemetery, etc. Undead do get their own entrance to Necropolis that requires nothing more than being undead. Weirdly enough using the entrance through the Cemetery still requires either having recently died or being invisible. Below you will find specific information about each of the tunnels.
Top Dusty Tunnel
This is the first tunnel you’re likely to explore since it leads to the entrance of the Marble Mansion. Three rooms down and one to the SW Shaft is where this tunnel starts.
The creatures you face, Black Arachnids, Will-o-the-Wisps, and Undead Dwarves, will become very familiar as they are targets to several of the quests you will complete as a member of the Undead.
Bottom Dusty Tunnel
This second Dusty Tunnel is located in the NW corner of the Forge/Crematorium Sub Level of the Mausoleum. Strangely enough, it is void of creatures to hunt. Maybe I'll suggest to LB to put some here. After a trek west you'll find a set of stairs up. The last one is one directional, and you'll find yourself in Necropolis. Its nice that the Undead have a private entrance to the other city of the dead.
Wet Tunnel
The second tunnel you are likely going to explore since it leads to beginning areas like the Farm Lands and the Beach. It also contains the second teleport location available to Undead characters.
The entrance is located in the SE corner of the Great Hall. You’ll travel a crooked path for a bit before hitting its main intersection. Up will take you to the Farm Lands, down will take you to a Dark Traveller location, entrances to the Beach, Shilla Docks, Ocean, and Sand Castle. If you travel west from the main intersection, and have the 90 +/- Con requirement, you can enter another of the new Underworld areas, the Marshes of R Baldur.
It contains the ever popular Undead Dwarf creature group.
Tunnel
While it doesn’t have a fancy name, it does lead to some important areas. Traveling down this tunnel, located in the southern section of the Supply Level, will take you to the Glacier (SW at the first intersection) and the Sewers (SE at the first intersection).
There are two creature groups in this tunnel. On the Glacier spur you will find Vampire Bats and Mad Ancestors. Werewolves and Desecrated Druids can be found on the spur leading to the Sewers and are slightly more powerful.
Northern Dark Tunnel
The first short tunnel of the same name is located on the north western edge of the Great Hall. It contains the Undead Dwarf creature group and an entrance to the Cemetery.
Deeper Dark Tunnel
The second short tunnel with the same name will be one you may explore later in the game since its destination is an entrance to the Great Plains. You’ll find its entrance one room north of the Training Dummy on the Training Level.
The Undead Dwarf creature group can be found in this tunnel, as well.
Slippery Tunnel
This is the tunnel that you have to be wary of prior to obtaining your Materize spell. Its entrance is located in the western, forked shaped section of the Great Hall and is a one directional trip. It leads to an entrance to the Druid Valley, specifically its Dark Traveler location. The exit of the Slippery Tunnel requires completion of the Defeat the Spirit Guardian quest and I’m assuming has something to do with Warlock.
The first section of the tunnel contains the Werewolf creature group.
Walkthrough
Mages Suck
As has been mentioned earlier, I have no interest in the mage side of Shilla so don’t know how their path as an undead would differ. Everything you need to be an Undead Mage exists within the Underworld, so good luck and happy hunting.
In the Beginning there was Nothing….
So name your character, select your Undead race and gender, and modify those stats. It's time to begin being an Undead… at least from a fighter’s point of view.
Regardless of what Undead race you choose, modify your dexterity to 50 or as close as you can. This will give you three attacks and allow 1 rounding of your first grinding area, the Training Level. It won’t be true 1 rounding because of your low number of attacks, but if you’ve already played the Living side of Shilla you already know that.
You will find yourself in The Summoning Poo to start. Move one room to the west to find a lazy skeleton npc that directs you to find Lich King. You can make a quick loop south and around to reenter the summoning pool, but this room isn’t the equivalent of the Fountain, this is just where you end up if you are slain.
Make your way west and north to find the Great Hall and the LIch King. He will then send you off to kill 69 Ghosts. I found this weird, since I was a Ghost. If you return to the lazy skeleton he’ll mention joining the CotN guild. Just do so after talking to the Lich King.
You won’t be able to do much more than explore until you finish the Ghost quest, but be careful doing so. The guards that you find once you leave the Burial Grounds/Summoning Pool section of the Mausoleum will kill you just as assuredly as the guards in Shillatown. For now just stick with exploring the Great Hall, you won’t need more than the four shaft locations, CotN, Lich King, and the fountain at this point in your undead career.
You can join the CotN main guild at this point, but there isn’t any guild rank attached to doing so.
So your first task after getting the Ghost quest is to obtain then get enough experience to level up the Materialize spell. This is the Undead’s version of Teleport and level 1 takes you to the fountain in the Great Hall. You’ll need this spell, because unlike the Beach, food drops won’t keep up with the hits you’ll be taking.
Start in the Training Level, SW shaft, and kill a half a dozen or so Pile-o-Bones. Next, you’ll go to the scroll shop. It is located in the west side of the Supply Level, which is down the SE shaft. Return to the Training Level and make your way to the SW corner to train the Materialize scroll. You only need Level 1 for now. Level 2 teleports you to the main intersection in the Wet Tunnel. Level 3 takes you to the entrance of the Marble Mansion. Both will be handy soon, but you’ll need to explore those locations for the teleport to work, but badge purchasing is needed.
Once you have your Materialize spell return to the Training Level and continue killing creatures, picking up any food drops, and teleporting to the fountain to recover as needed. I was 1 rounding the Training Level consistently at 30/50/30 Str/Dex/Con with bare hands.
Once you have 69 Ghosts defeated, return to Lich King to get your reward and the next quest to kill 69 Pest Rats. You might not be able to grind the Ghouls in that area consistently, 40/7040 with bare hands, so return to the Training Area for a bit if you need to do so.
I’m telling ya, Lord Buggy went Quest Crazy!
The basic premise of the Underworld storyline is that the Undead should have an equivalent to any area/guild/quest that exists on the Living side of Shilla. Start by returning to the Supply Level and making your way to the Armor Shop. The owner wants to know about the WoF, so click the link and head to the Information Level. The WoF is one W of the entrance. Return to the Armor Shop owner to complete the quest and get your Rusty Dagger. This weapon has now been changed from being in the Dagger group, to being of no type, kinda like the Rubber Duckie. This means that ol’ Trusty Rusty won’t be weak or strong vs specific creatures, and most importantly NOT 20% weaker vs undead. Equip it for a little more damage.
Next stop is the CotN main guild. Pick up the Go to the Forge quest and then make your way to the bottom of the NW shaft to do so. Not sure if it matters which of the four forges you pick, but scroll down to see the Zombie Blacksmith and “give him” the ingots. Return to get your first guild rank and a bonus of 5.3% to damage. Next guild rank quest isn’t available until you reach 2K WS so don’t worry about until well after completing Drakmor.
With your Trusty Rusty you should be close to doing well in the Supply Level so grind away at the 69 Pest Rats. Bone Thieves drop Life Essence which is your next food group. Food isn’t as easy to come by as in the world of the Living, so stock pile while you can when teleporting in and out is easier.
You also may have noticed that the undead affliction becomes more noticeable as you get to harder creatures. It didn’t take long before the negative made consuming food more frequent, and the positive wasn’t enough to cover the number attacks needed to defeat a creature. It's the quirky part of being an Undead, and I’ll be curious to see its affect at higher ws. If you don’t like it, choose another race! lol
Finish up the Pest Rat quest, deposit your gold, and head back to the Lich King for your reward. At first he’ll tell you to go see the Count in the Marble Mansion, but after accepting that quest, he’ll send you off to kill 69 Will-o-the-Wisps. You’re not ready for those creatures just yet, but go explore the MM, picking up the Outskirt quest from the Count at the top of that area.You’re not strong enough to complete either quest anyway.
Here your choices should be to continue to grind either the Training Level or the Supply Level, depending on bounty configuration, working towards your T0 weapon from the Weapon Shop, a pair of Glow Rings from the Ammy Shop, or getting a few more quests active or completed…
If you haven’t been checking the Daily Quests (DQ) in the MM then start doing those. You can pick up some nice jewelry far before you can obtain it any other way.
At 40 Chr the Iron Claw, or any of the T0 weapons, will cost you 375 gold and you’ll need 38 Str to equip it.
At 40 Chr a pair of Glow Rings will cost you a total of 250 gold.
Or if it's a negative affliction time, head down the NW Shaft and go explore the Marble Mansion, work your way up to the Count and get the Goblin quest. This will activate the Gypsy quest near the Outskirt entrance in the Chicken Coop.
Or if it’s a negative affliction time, explore the Wet Tunnel to get the Underworld - Dirt Road teleport spot activated and head up to the Farm Lands to get those quests completed. You’ll need at least 40 Chr to access the Potato Fields. While you’re in the Chicken Coop activate the first of the Gypsy quests of killing 20 Undead Dwarves with an Axe. Head to the new Arena location, after getting the quest if you have the 50 Int to do so. The Weapon Master will drop an Axe eventually, so I wouldn’t buy one just for the purpose of killing dwarves. You can also sell any extra weapons you get, but make sure you keep a Spear and a Mace. You’ll use those on other Gypsy quests, but the Mace also works well as your grinding weapon since you encounter so many undead. Completing the Farm Lands quests also opens up more grinding areas, giving your character more bounty choices.
The above will keep you busy and probably make you strong enough to start killing Wills and Goblins. Finishing off the 69 Will-o-the-Wisps will get you the Take the King Prisoner quest from the Lich King.
Once you kill 50 Goblins for the Count he’ll send you to the Plague Doctor on the main floor of the MM. He’ll want a Dehydrated Druid, so start working towards 350 life or so, and enough food, until you can safely and successfully kill enough Avarials in the Druid Valley to get one to drop. The Plague Doctor will give you the Sun Eraser and when you give it to the Count he’ll give you a nice reward of 12M Exp. I suggest teleporting to the MM entrance and going one north so you don’t accidently tag a Vampire Guard. After cashing in that exp, return to the Plague Doctor to get his Blue Ammy quest.
All these quests done… What’s next?
Your next goal will be 123 Str for the Sword/Claw and 131 Str for the Axe/Mace to equip the next tier of those weapons. The Werewolf in the Tunnel south of the Supply Level will drop a Steel Claw, while the Warrior in the Sewers will drop the rest of the T1 melee weapons. Keep a weapon set and sell the rest. You’re going to need the gold to buy Badges and eventually Lightening Rings.
Use the Training Progression Guide (TPG) to grind the best grinding areas, looking out for bounties. I have put a table of approximate stats needed to 1 round creature groups. I would suggest concentrating on Eddie’s Ranch as soon as you can. The Horse Thief occasionally drops Workhorses that will greatly help with encumbrance, until you progress far enough into the game where carrying capacity isn’t a factor.
One Last Quest?
At 625 life you can try and fetch a Blue Ammy for the Plague Doctor. There isn't any other reason to do a pre-King run because you're not likely to have the stats to equip a Tier 2 weapon, and you can't equip any armor drops because they're for fighters. I suppose you could store all your food, make your way to the Blood Moon Spire, and join a specialty guild, but that's a lot of effort for a few points of protection. My suggestion is just to spend all that time grinding Kreens instead.
Drakmor Castle Run
Stockpile a goodly amount of Dehydrated Druids, 200 or so. Equipping a Steel Claw, BroadSword or Axe doesn’t matter until you reach the top floor since all through are +10% vs Humanoids. I would switch to Broadsword, and its + 30% vs Mystics, before facing the Dragons to save you a few swings. Attack, heal, attack, heal until you get to the King, take him prisoner, and return to the Lich King. Congrats, and after the reward you’ll probably be grinding Castle Guards or the Marshes of R Baldur.
One Rounding Table
Creature Group | Area Located | Stats Needed - Str/Dex/Con (Best Weapon) |
---|---|---|
Pile-o-Bones/Ghosts/Slimes | Mausoleum: Training Level | 30/50/30 (Bare Hands/Rusty Dagger) |
Pest Rats/Bone Thieves/Ghouls | Mausoleum: Supply Level | 40/70/40 (Rusty Dagger) |
Happy Chickens | Farm Lands: Happy Side of Chicken Coop | XX/XX/XX (Rusty Dagger) |
Outskirts Creatures | Outskirts | XX/XX/XX (Rusty Dagger) |
Undead Dwarves Group | Underworld Tunnels | XX/XX/XX (Mace) |
Angry Chickens | Farm Lands: Angry Side of Chicken Coop | XX/XX/XX (Iron Claw) |
Magician/Pocket Thief/Weapon Master | Arena | XX/XX/XX (Iron Claw) |
Orchard Creature Group | Farmlands: Orchard | XX/XX/XX (Iron Claw) |
Vampire Bat/Mad Ancestors | Mausoleum: Flooded Tunnel | XX/XX/XX (Mace) |
Warriors/Sewer Rats | Sewers | XX/XX/XX (Iron Claw) |
Coyotes/Kobolds/Horse Thieves | Farm Lands: Eddies Orchard | XX/XX/XX (Iron Claw) |
Werewolves/Desecrated Druid | Mausoleum: Tunnel or Slippery Tunnel | XX/XX/XX (Mace) |
Drunken Druids/Old Wizards | Vast Valley | XX/XX/XX (Steel Claw) |
Cemetery Creature Group | Cemetery | XX/XX/XX (Warrior’s Mace) |
Druids Only | West End of Druid Valley | XX/XX/XX (Steel Claw) |
Druid and Avarials | Middle section of Druid Valley | 165/230/150 - (Broadsword) |
Druids and Kreens | East End of Druid Valley | 175/250/160 (Warrior’s Axe) |
Rookie Guards | Drakmor Castle - Entrance Level | |
Poison Frogs and stronger Will-o-Wisps | Marshes of R Baldur | 300/450/300 (Guard Dog Claws) |