Writer:
Original Design by Fakir
Finished and implemented: Guts and Gambler
Directions:
Entrance n*n*w*n*e*n*w*n*e*e*n*w*n*n*n*n (from worn path)
Spokes u*u*sw*nw*ne*se*sw*nw*ne*u*u (from whirlpool locked trapdoor on master level)
Zone Reset:
- 750 minutes (empty)
History:
- It is said that there is a mysterious golden object that randomly appears in the realm that takes you to a long forgotten, ancient building where mystics dwell and contemplate a higher reality. This area is meant for the hardiest of adventurers. Also known as the Mystic Monastery.
Mobs of Note:
- Masters of the Spokes: Brother Shinzo (gauntlets), Brother Shinjin (cloak, necklace), Brother Kenji (cloak, boots), Brother Ogaan (circlet, phylactery), Masters (rope sandals)
General Zone Strategy:
- The Golden Pagoda loads in a variety of zones upon game reboot. Use a locating mage to find the Pagoda during your uptime. The Pagoda has been seen in the following areas:
- Drake Island, (Near the Sandy Cave)
- Elm Street (Southeast of the Midgaard Jeweler)
- Lost Isle of Shaedar (North Shore)
- Floodlands (Near the Idol)
- Abandoned Ship and Deep Forest (Cliff's Edge)
- Devahn River (Splash!)
- Midgaard South (Under the Bridge)
- (Keep in mind that Pagoda zone reset time is eight hours. Reset time can be extended while the game is idling.)
- "Touch pagoda" to enter the area. This only transports the character performing the action. Group members are not automatically transported.
- Work your way up to the final level. Check for the death spoke by looking at each spoke (random position each uptime.) The spoke with the "this could be bad" description is the death spoke.
- Keep in mind that the entire spoke mini-zone is !magic. Kenji is aggressive. All the spoke masters have over 5,000 HP.
First Level
- Brother Kyoki, First of the Elder Mystics, occupies the Chamber of Silence. He and his mystic initiates are as straightforward as you can get in mob melee. Debuffs help, but are unnecessary, as Kyoki 3x ANNIH, glows but doesn't toss, heal himself or block retreat. A good cleric and a W27+ is sufficient. A striking multi-remort sohei makes fast work of Kyoki.
Second Level
- Brother Kansatsu, Second of the Elder Mystics, occupies the Chamber of Knowledge. He and his mystic apprentices glow. Kensatsu tosses, casts area spells and will block retreat.
- Close his chamber door and keep your cleric outside. If you are using your sohei, a few strikes will finish him. Kansatsu does not have memory.
Third Level
- Brother Senjin, Third of the Elder Mystics, calls the Chamber of Austerity home, and his mystic adepts are slightly more challenging than their previous counterparts. Though Senjin is aggro!, he can be calmed. Unfortunately the adepts are !calm, so be prepared to rescue your cleric. Brother Senjin is !phys (resists physical damage). While he tosses and occasionally has memory and doesn't area, so set your cleric up in the room and close Senjin's chamber door. A multi-remort sohei makes quick work of Senjin.
Fourth Level
- Brother Chinichi, Fourth of the Elder Mystics, occupies the Chamber of Contemplation. He is calmable and doesn't have memory. He fidos and janitors, so blind him if you have doubts about your tank power. He doesn't have any special procs beside his quad hit. His damage bonus is huge, so debuff him or blow him up quickly.
- The masters of mystic arts are a mixture of aggro and non-aggro, have memory and are !calm. All mobs are also !pet (they will wander your pets).
- Unlock and open the level trapdoor and proceed 2u,s to the Chamber of Water. Close the doors and summon your warrior. Take out any aggro masters that are in the room. Calm Chinichi. Bring your W back, and take out any aggro masters remaining in the Chamber of Contemplation. Complete your mage debuff (web, curse) of Chinichi. Finish with a bard debuff and take him out for his key to the Spokes. If you have a multi-remort sohei, just blast away and skip the steps above. You'll have to strike/summon a few times.
Spokes
- Once you defeat Chinichi and obtain his key, unlock the final door and ascend to the corridor just before the spiral staircase begins. Once you leave this short corridor, you'll be in an !magic area.
- Look at the spokes to discern which spoke is the death spoke. The spoke that hints that it may be "bad," is the death spoke.
- Use the command:
> turn [1-5].spoke
- to reach an associated Master of the Spokes of Magnetism, Darkness, Lightning and Light. The Master order stays the same in relative order regardless of uptime. The only difference is where the death spoke (not a DT spoke) is inserted.
- Once you turn the spoke, you are placed in a landing room before you confront the Master.
- An efficient approach is to use a multi-remort Sohei and strike/summon down the !magic Masters. Kenji can be debuffed and taken down with a decent C/A pair. All of these master eat corpses so don't bring your !take stuff.
Magnetism Spoke
- (west) Brother Shinzo, Sixth of the Elder Mystics, occupies the Chamber of Meditation, an !magic room. He loads the spiked, black-scaled gauntlets. He is not aggro, but tosses and reflects magic damage.
Darkness Spoke
- (south) Brother Shinjin, Seventh of the Elder Mystics, occupies the Chamber of Repentance, an !magic room. He loads the black ivory serpent necklaces. He is not aggro, but tosses, area casts (in an !magic room, even), entropies, has memory and is !phys.
Lightning Spoke
- (east) Brother Kenji, Fifth of the Elder Mystics, occupies the Chamber of Healing, which is magic compliant. Kenji is aggro! He reflects strikes, so use psionic or spell magic on him. He is resistant to earth magic, so Bardic or Magic User petrification is ineffective. Kenji entropies, areas and hits hard, so debuff completely before launching melee.
- Most players will park a big Apal for PFA with a big cleric and just blast it out. Keep in mind that your cleric will get sucked into melee, so you won't be able to rejuvenate your Apal when it runs out of moves for SHIELDCHARGE.
Light Spoke
- (north) Brother Ogaan, Eighth of the Elder Mystics, occupies the Chamber of Enlightenment, an !magic room and is aggro!. He qheals (quick heals), entropies and hits hard.
- Resonance a big hitting T30 and backstab/summon him down. Bring a pair of friends. You will need both T30s bstabbing hard to take him down.
Equipment:
The items denoted with an asterisk (*) in the table below are placeholders, and as their stats and rests are discovered, will be updated.
| ITEM | TYPE | MOB / OBJECT | LOAD % | MOB HP | DISPLAY |
|---|---|---|---|---|---|
| black ivory serpent necklace | neck | Brother Shinjin, Seventh of the Elder Mystics | mL 0 asj! 1 dam -5 mana | ||
| black-trimmed snakeskin boots | foot | Brother Kenji, Eighth of the Elder Mystics | mL 20 !mcrb !n 6 ac 1 dam 1 dex | ||
| circlet of shang-ti | head | Brother Ogaan, Sixth of the Elder Mystics | mL 18 !twprb e! 6 ac 1 dam 15 mana | ||
| glowing armbands of kharsh | arm | Brother Shinjin, Fifth of the Elder Mystics | mL 18 !mctpjsrb !n 8 ac 2 dam 2 str | ||
| incense, stick of | wand | master of the mystic arts | mL 0 !rests rejuvenate x 3 | ||
| phylactery of feng-po | neck | Brother Ogaan, Sixth of the Elder Mystics | mL 15 !twpnrb e! 5 mana 10% mnR | ||
| rope sandals | foot | master of the mystic arts | mL 5 !rests 5 ac 1 int 1 wis | ||
| spiked black-scaled gauntlets | hand | Brother Shinzo, Sixth of the Elder Mystics | mL 15 ajs! 7 ac 2 dam 1 dex |
Maps:

