Mul-Zatah Monastery

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Revision as of 13:01, 23 July 2012 by Traidir (Talk)

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Complex Details
Mul-Zatah Monastery
Signature Strength 5.0% (high) 10.0% (low)
Type Unknown
DED rating 4/10
Security Highsec, Lowsec
Known Regions Aridia, The Bleak Lands, Domain, Genesis, Kor-Azor
Pirate type Blood Raiders


Ships up to and including Command Ships can enter this complex.



"The Mul-Zatah Monastic order has for a long time maintained close links with Omir Sarikusa and the Bloodraider Covenant. The order is considered by most law enforcement agents to pose a limited threat to security since they seem to keep to themselves for the most part. They are however notoriously intolerant of trespassers near their Monasteries and it is not advisable to approach lightly armed.
DED Threat Assessment: Risky (4 of 10)"



Room 1

"The gates of the Mul-Zatah are fiercely guarded by a small contingency of monastic knights."


Initial Group

1 x (Overseer Cruiser) Mul-Zatah Gatekeeper (drops 7th Tier Overseer's Personal Effects, can drop faction modules)
4 x (Elite Cruiser) Mul-Zatah Knight (Corpum Arch Reaver / Corpum Arch Engraver)
2 x (Cruiser) Mul-Zatah Guardian (Corpum Sage)
3 x Blood Heavy Missile Battery
2 x Blood Light Missile Battery
2 x Sentry Gun

If you warp out of this room at anytime the complex will disappear within seconds.

Room 2

"Limited information is available on the Inner Sanctum of the Mul-Zatah monasteries; and most of what is known is based on unreliable information from members of the order that have been captured in DED raids on Bloodraider strongholds. According to these cultists the Mul-Zatah engage in gruesome genetic research using Minmatar slaves legally purchased within the Amarr empire itself. The Minmatar Republic has repeatedly condemned this trade but so far with limited success."


Initial Group

21 x (Cruiser) Mul-Zatah Guardian (Corpum Priest / Corpum Sage) (cap neutralizer, 10km range)
24 x Blood Heavy Missile Battery
6 x Blood Stasis Tower
4 x Tower Sentry Bloodraider I

The heavy missile batteries do only damage if you get in range of about 38km.

Notable Structures

Inner Sactum (structure) might drop Corpum C-type modules and 8th Tier Overseer's Personal Effects

If you warp out of this room at any time the complex will disappear within seconds. The site will also disappear if you cloak within the site for more than a couple of minutes. Make sure you have an adequate force before engaging this portion of the complex.


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