I'll try to keep it as short as possible. I know you hate long guides.
Taken directly from Gameabout:
[SIZE="5"]Introduction to Lord Missions.[/SIZE]
[SIZE="4"]General Information[/SIZE]
- Exceedingly more difficult than Elite Missions
- More monsters
- Monsters have higher protection, defense, HP, and attack than Elite. Most of the time, their detection range exceeds magic range, so the only viable type of attack for some parts of the mission is range.
- The Missions are brand new; meaning you're not going to get a "Lord difficulty Sulfur spider" (although that would be fun 8D)
- Generous rewards (~200k XP and ~40k Gold)
- Demonic Equipment Materials and Superior Enchants as Rewards. Also gives 8-9cm gems, which seems to be the "worst reward"
- Only available in Tara. Taillteann has no Lord Missions
- Cannot use Ice Dragon's Freezing Effect, most of the time.
- Generally speaking, mage skills SUCK here, due to fast aggro and huge detection range, along with the fact that most monsters are resistant to Ice Spear. The one mage skill that might be useful is Blaze.
- Again Generally speaking, archers are the best classes for these missions. However, only archers with a r1 Crash Shot with endgame equipment will be of any use XP
[SIZE="4"]3 New Missions[/SIZE]
- Rescue Belvast Hostages
- Secret of the Scathach Cave
- Abb Neagh Convoy Accompaniment
[SIZE="4"]Requirements[/SIZE]
At least one Master Skill (not sure if Life Skill Master counts)
Lord Pass
A party of at LEAST 5
Writer of the guide on Gameabout suggests AT LEAST Level 3000 for any player attempting this mission
[SIZE="6"]Information about Each Mission[/SIZE]
Rescue Belvast Hostages
Highest difficulty, as this mission is complex, combined with the lag of Belvast. Comparable to back-to-back "Erinn Martial Arts Competition" rounds
Consists of Two parts. First part is sneaking into Belvast.
Second part is escaping with the hostages.
Monsters:
Goblin Humanoids - Appears all throughout the mission
Rat Man - Appears only in Part 2
Argos (Extremely Dangerous)
Imp - NOT your regular 310 HP monster!
Ogre Executioner
Armor Skeleton Ogre
Skeleton Hellhound
New Gremlin
Giant Skeleton
Golems
Part 1: Players must stand in the ring, and party leader needs to talk to the NPC to begin mission
You will be under the influence of a special form of "hide" and will spawn monsters if you get too close to them. Note that there are checkpoints throughout Part 1, where all members need to stand in the circle, and leader must talk to the NPC to continue.
Monster strength increases exponentially between each checkpoint. AVOID BATTLES AS MUCH AS POSSIBLE!!! You will need the time and energy for future parts of the mission.
Start -> First Checkpoint -> Second Checkpoint
You can either avoid the Goblin Humanoids or fight them, depends on the party.
Be careful not to hit the barrier spikes along the way, since they reflect damage (OMG HAX)
Second Checkpoint -> Third Checkpoint
Avoid battles as much as possible. Proceed with caution, as monsters here can and will completely break through mana shield with a single critical hit attack.
The Checkpoints, in order.
[Image: http://mabinogi.gameabout.com/uploads/mabinogi/info/201210221008084a542.jpg]
[Image: http://mabinogi.gameabout.com/uploads/mabinogi/info/2012102210080831687.jpg]
[Image: http://mabinogi.gameabout.com/uploads/mabinogi/info/201210221008080a8c1.jpg]
Intermission:
the helper NPC disappears to retrieve the hostages, and the players must prepare for battle.
Instant aggro and multiaggro, so any form of close combat is extremely dangerous. NO PLAYER BUT an archer should be fighting this battle. Make sure that other players are ready to assist if the archer misses.
[Image: http://mabinogi.gameabout.com/uploads/mabinogi/info/20121022100808e8e42.jpg]
I DARE you to rush in there. As a side note, look at the ogre on the right, that was hit with a single, initial crash shot attack. Notice how its HP does NOT move.
When monsters are all eliminated, the mission moves to Part 2
Part 2:
Monsters will continue to spawn, every 30 seconds. To ambush the group. Their number is around 10. When monsters spawn, the hostages will not move. Remember that the mission will fail if all hostages are killed. Be wary that you should have a party that's able to take out the monsters quickly, as if the monsters are not killed, a fresh group spawns in 30 seconds.
Hostages will only walk, and the difficulty of this mission stems from the fact that once they are stuck on an object, it's hard to get them unstuck.
There are two possible routes. Route through the center, fountain area, which is faster, but has a higher possibility of monster spawning in an unreachable area. (You must clear monsters to proceed)
Route around the fountain area, which is safer, but is longer (hence, more monster spawns). In KR servers, going around the middle area has a chance for a large number of monsters to spawn at once. Currently, this seems to be a bug, but when this happens, it's almost a given that the mission fails. (Players report a large number of Argos spawning all at once)
Map of the 2 Routes:
[Image: http://mabinogi.gameabout.com/uploads/mabinogi/info/2012102306232939b7f.jpg]
The mission is complete when the last hostage reaches the boat area.
Recommendation: At least a full party with each member reaching beyond Level 3000+. Recommended to have a party that has members specializing in more than one field of combat.
Secret of the Scathach Cave
Recommendation: At least one Powerful Archer and Fighter. At least 5 players of Level 3000+, specializing in a specific field of combat. Mages are not recommended due to fast detection.
Arguably the simplest and the easiest of the three missions. But don't let your guard down!!
Very similar to SCC, in the sense that you must defeat one wave of monsters before moving on to the next wave. Monsters include
Blue Blind Crab, Cave Centipede, Cave Bat - Weak attacks, but crazy detection range. Archers should take these waves
Turtles - LOLWUT (No specific strategy)
Pirate Skeleton, Cave Sahagin Mage/Fighter/Warrior - High HP and fast detection. Be careful not to get multi-aggroed
Merrow - Final Boss
Summons Sahagins Regularly
Cannot be damaged initially. Must kill Ghosts (that summon along with her) to actually deal damage. She will turn red to let you know that she is vulnerable
Has three attacks: Normal Attack, Wave, and Water Pillar.
Wave and Water Pillar can be sealed using Fighter's Sommersault Kick
Spawn Pattern:
[Image: http://mabinogi.gameabout.com/uploads/mabinogi/info/2012102404073484bb2.png]
Note: Ice Dragon will only spread monsters, so don't try it here. Focus on Merrow, and this mission will be cleared before you know it
Abb Neagh Convoy Accompaniment
High leveled mission, which is recommended to have a full party, because KR players reported frequent disconnection upon entering this mission.
Very similar to the convey event. (Must I explain more?)
Spawns are usually a group of 30 monsters.
First Wave: Green Horn Cobra, Transparent Imp, Gold Kiwi
Remember Gold Kiwi is harmed only by melee attacks, and have crazy HP/defense
Second Wave: White-haired Llama (wtf?!), Small-horned gnu, Plateau Wild Boar
Third Wave: Wild Horse (?), Big-horn Gnu, Black Buffalo
Fourth Wave: Dingo, Coyote, Wild Dog, Jackal
Fifth Wave: Elephants, Jackal, Coyote, Alligator, Blinker
Sixth Wave: Head Hyena, Gremlin, Red Lynx
Seventh Wave: Black Leopard, Sheep Wolf, Red Lynx
Eighth Wave: Giant Female Hornet, Red Spider Wasp, Red-eyed Ornata Spider
Ninth Wave: Giant Golden Spider, Giant Fire Sprite, Light Gargoyle
Be wary that being pushed too far from the cart; you will fail if this occurs. The Golden spider is notorious for doing this. Must also be careful of Fire Sprite's firebolt.
Last Wave: Blinker, Giant Female Hornet, Green Sarracenia, Gorgon, Red-eyed Ornata Spider
Spawn Pattern:
[Image: http://mabinogi.gameabout.com/uploads/mabinogi/info/201210240449417102e.png]
For this Mission, you should stick to a specific strategy, depending on your combat style.
Archer: Crash Shot spam. Major attacker
Lancer: Lance Charge to cut defense (wut?!), and windmill for damage
Puppeteer: Crisis to pull mob to a group
Mage: Predict the monster spawn, and go ahead to charge magic (Lol, mages can't really help otherwise)
Fighter: Spinning Uppercut to break defense/protection. Later on in the mission, the monsters spawn further spread apart where fighters become useful for taking on monsters that were not affected by Crisis (If used)
PM me with any questions, or changes that should be made for this guide.
Have fun~