Rez

 

Rez is the leader of the harbingers of fate. His existence rests solely on
his prowess in maintaining order between the realms of the possible and the
predestined. He is a banshee who reaches approximately 8 feet in height.
His face and, more noticeably, his eyes possess solemnity that is unrivaled.

Holds:
a shadowy, coiled cobra (2)
Shifting black flames
a fate banshee's pouch
Fate key

Bring: 3 thieves or mages + tank
Weapons: Any
Tunnel: Three + mob
Status: Aggressive
Mob Align: Evil
IP check: One
Spell: Paradox flux / Quantum spike


Spells for tank: full tankset, true sight
Spells for others: full tankset, true sight (just in case)
Elemental shields: fire, shock






Directions:

Rez sits around in the Scourge of Time. Head 8u, n, (kill the mob if you don't have a wand) unlock/open n, n, track malsangre, say back in time and then head into the Sands of Time maze, where Rez is. You don't actually need to go through the maze, because he's in it, not through it. Just scan around until you find him. Try to avoid banshees. Leave a character logged out at the start so you can get back out, though.

Notes:
Don't fight him if there's any more than one banshee in the room with him. Bring something with you to create a spring with. He has an mprog that deals damage (and usually eq damage) when you circle, but you can get by using it anyway - no spamming though. It is generally better to take mages though, so you don't get hit by the circle prog. Don't tank on a mage, it just won't work. An ice girth or something with equivalent saves is essential to not getting killed by his breaths. Rez poisons and blinds, bring trues and just style down if you get blinded anyway. Repair after each kill. Rez often scraps containers, carry a few spares. You need to get a Fate key from Rez so that you can get to mobs like Kahl and Atreides.