Coldain Ring #10: Ring of Dain Frostreaver IV  

Quest Started By:Description:
Where:
Who:
Rating:
*****
(From 1 rating)
Information:
Level:55
Maximum Level:125
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Quest
Quest Goal:
  • Faction
  • Loot
Factions Raised:
Factions Lowered:
Quest Items:
Related Zones:
Related Creatures:
Related Quests:
Era:Scars of Velious
Recommended:
Group Size:Raid
Min. # of Players:1
Max. # of Players:1
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Thu Oct 25 16:29:32 2001
Modified: Tue Dec 5 05:21:04 2023
This is the 10th and final Coldain Ring Quest.

Overview: This is a large encounter that requires a fair amount of players to complete. It involves multiple waves of giants of different levels attempting to overrun Thurgadin. You must kill the giants and the final giant in the war, Narandi the Wretched.

Once you have the 9th Ring and the Dirk of the Dain, you hand the Dirk to Dain Frostreaver IV in Icewell keep.


Tips:

* Use a ranger or other tracker to make this easier. The waves of giants spawn as a cluster in a random location, a tracker can see when they spawn and hunt them down and kill them and make sure there are no stragglers.

* Zrelik the Scout is kind of like a charmed pet who follows you around and you can relay troop commands through him. Do not invis or he will get angry and attack you. (My ranger has a habit of casting group invis when he starts to travel. Oops.) If that happens you can drop aggro, the Scout will continue to accept commands but he will no longer follow you. If the Scout dies, no big deal, but you can't command the troops anymore. I did not bother with troop commands anyway.

* During the two zone repops at the start and end of the event, your mount will poof if you are riding one. Pets poof temporarily but stay with you. Campfires and mercs are ok.

* Every giant drops a weapon. If you really like velium, you can save the Velium Two Handed Swords to convert to velium using a forge, there will be about 100 of these swords. The other giant weapons are not useful.




General Outline:

4-10 minutes to start the event and do setup.
War begins.
6 Coldain dwarf leaders to protect.
5 different places where giants can spawn and march toward the different sets of dwarf camps.
3 Phases of war, about 20-25 minutes per phase, with a 10 minute break in between phases.
Phase 1: 7 waves of giants, some led by Kromrif Captain, 7th wave is a double.
Phase 2: 6 waves of giants, some led by Kromrif General.
Phase 3: 5 waves of giants, some led by Kromrif Warlord.
Finale: Narandi the Wretched.
7 minutes to loot head and do turn-ins.

Total time 1 hour and 45 minutes



    Obtaining the Orders:

    Dain Frostreaver IV says, 'My good ______, you have served me well. You have flushed out all who sought to oppose me and my people. I am afraid I need to call upon you and your friends one final time. The dissension and treason ran deeper than I had anticipated. Our population has been cleansed, but we lost a full third of our army to the poisonous words of those rebels. In retaliation for your deeds, the Kromrif have made plans to attack us in this, our weakest hour. Can I count on your help outlander?'

    You say, 'You can count on my help.'

    Dain Frostreaver IV says 'Several of our greatest officers, including a few veterans from the war on Yesterwinter are assembling just outside our city. Gather your army at once and give this parchment and the ninth ring to Sentry Badian. I will remain inside the city with a few of my troops to defend it against any who might penetrate your defense. May Brell be with you, ______.'

    Dain Frostreaver IV gives you Declaration of War.

  1. Take the Declaration of War to Sentry Badain who is located in a guard tower in the Great Divide, at -1080, +140.

    Hand Sentry Badain the declaration and Ring 9 to start the "WAR".

    Sentry Badain Breathes deeply and blows into an ornate horn. The sound echoes through the mountain pass. All local inhabitants scurry to take cover.

    Sentry Badain says 'I'll be right with you, _____.'

    He and the other Coldain despawn. He reappears shortly.

    Sentry Badain says 'Excellent! All of your commanders have reported to the Dain, and none too soon mind you. We are getting reports of Kromrif troop movement in the area and final preparations must be made. Follow me and the Seneschal will brief you.


  2. Follow him to a circle of dwarves that are in the middle of a conversation:

    Garadain Glacierbane says 'With all due respect, Seneschal, I feel my men are best suited for the eastern post. If the outlander has rounded up enough soldiers to hold 'em off from the south then they'll definitely test us in the gorge. We'll be needin' a solid defense there.'

    Seneschal Aldikar says 'Very well, Garadain, the eastern post is yours. I'll place Kargin and his bowmen on the hill to the west, and Churn, you'll station your troops up near the caves just past them.'

    Churn the Axeman says 'Understood sir.'

    Sentry Badain says 'Excuse me, Seneschal Aldikar, you instructed me to report to you when the outlander returned. I have brought him.'

    Seneschal Aldikar says 'Perfect timing outlander, please be seated and listen carefully. Badain, yer dismissed.'

    Sentry Badain says 'Sir, yessir!'

    Sentry Badain then walks off towards Thurgadin and despawns.

    Seneschal Aldikar says 'We knew the day might come when the Kromrif would discover the location of our beloved city. It was only prudent for there to be a plan for such a circumstance. In light of recent developments, however, our plans have been adjusted. Outlander, the Dain has appointed you to lead our armies in defense of Thurgadin.'

    Seneschal Aldikar says 'I will stand here with a handful of men as a final line of defense. Should I fall, all will be lost. You will have these men and their soldiers to command. Use them wisely, you will be richly rewarded if your forces are able to keep them alive.'

    Seneschal Aldikar says 'Garadain will post his men in the gorge to the east. Churn and his men will await your command in the caves to the west. Dobbin will have his forces at the ready in the clearing directly south of here near the towers. If any Kromrif make it to his vicinity he and his men will attack with or without your command.'

    Seneschal Aldikar says 'Lastly, Corbin will hide his men in the worm caves to the south, call on him for a surprise attack. Remember where these men are stationed, outlander. Should they call out for help you may wish to send some of your people to aid them.'

    Seneschal Aldikar says 'The leader of this invasion is a powerful Kromrif named Narandi. Rumor has it that he is more powerful than any ten of his peers. He must fall. When he is slain you must show his head and the ninth ring to me.'

    Seneschal Aldikar says 'Scout Zrelik here will follow you and serve as your herald. He will relay your orders to the troops. Show me your ninth ring now to verify your identity and I will give you the orders to memorize.'


  3. Give Seneschal Aldikar the ring. He gives it back along with an item called "Orders of Engagement."

    Seneschal Aldikar says 'Commit these orders to memory, ______, have them ready to speak at a moment's notice. When you are finished memorizing, repeat them to me. Tell your soldiers to prepare themselves. When the orders are handed to Zrelik we will take up our positions.'

    The Orders read:

    OFFICIAL COLDAIN ORDERS OF ENGAGEMENT: To call Garadain's men: "Garadain to my side!" To call Dobbin and his men: "Dobbin assist me!" To summon Churn's troops: "Churn protect me!" To call upon Corbin's team: "Corbin, attack!" Call all available troops: "For the Dain, attack!"

    You should make hotkeys to turn off attack, target Zrelik and /say one of those commands to Zrelik the Scout.




    Triggering the War

  4. Give the Orders of Engagement to Zrelik.

    Zrelik the Scout says 'At yer service, ______. Remember now, before issuing me an order ya must disengage from any combat and be sure yer speakin to me. I advise you to avoid combat at all costs, your leadership is crucial.'

    00:00:00 - War timer begins when you hand your Orders of Engagement to Zrelik the Scout.

    This begins the war. You'll see:

    Seneschal Aldikar shouts 'Good citizens of Thurgadin, hear me! Our city, our people, our very lives are in danger this day. The Kromrif are at this very moment marching towards us in an offensive they hope will bring about our demise...'

    Seneschal Aldikar shouts 'I hereby command, by authority of Dain Frostreaver the Fourth, that all able bodied Coldain fight to the death in defense of our land. Children, disabled citzens, and unseasoned travellers are advised to evacuate immediately!'

    Seneschal Aldikar shouts 'My fellow soldiers, take heart! For we are not alone in this endeavor. One among us, an outlander, has earned the title Hero of the Dain for valiant service to our people. This newcomer has brought with him allies that will fight alongside you to help bring about our victory.'

    Seneschal Aldikar shouts 'My friends... Brell did not place us here so many centuries ago to be slaughtered by these heathens. Nor did our forefather, Colin Dain, sacrifice himself simply to have us fail here now. Through these events we were brought to this day to test our strength and our faith.'

    Seneschal Aldikar shouts 'Will we be shackled together to slave away in Kromrif mines or will we stand united and feed these beasts Coldain blades? By Brell, I promise you, it is better to die on our feet than to live on our knees!'

    Seneschal Aldikar shouts 'TROOPS, TAKE YOUR POSITIONS!!'

    The 6 dwarf leaders take up their positions:
    Seneschal Aldikar -- (30, -110) north at entrance to Thurgadin behind waterfall, last line of defense
    Dobbin Crossaxe and his troops -- (-1090, 0) south, between the sentry post and the creek
    Corbin Blackwell and his troops -- (-2880, 100) further south, near wurm cave entrance
    Kargin the Archer and his troops -- (-1095, 870) west of Dobbin
    Churn the Axeman and his troops -- (-1070, 1545) further west of Dobbin
    Garadain Glacierbane and his troops -- (-570, -1835) far east at monument




    Commands to Zrelik

    These are the commands you can give to Zrelik the Scout:

    You say, 'For the Dain, attack!'

    Zrelik the Scout shouts 'All able Coldain, come to me at once!'

    You say, 'Churn protect me!'

    Zrelik the Scout shouts 'Churn, get yer men and c'mere on the double! _____ needs ye!'

    You say, 'Corbin, attack!'

    Zrelik the Scout shouts '_____ is in need of yer help Corbin. Bring yer men!'

    You say, 'Dobbin assist me!'

    Dobbin Crossaxe closes his eyes and in a graceful motion, gives a low, sweeping bow, 'Greetings to you, friend, and welcome to the district of Selia. We are the beacon of light and justice, of all that is good and kind. As Tanaan is the cornerstone of neutrality, we are the shining jewel of righteousness, valor, and honor. I am Phantasmist Abaur and in my years upon Norrath, served as an enchanter within the arcane council of Freeport. Then, the city was in a fledgling state of being -- the Temple of Truth was still in the primordial beginnings of its construction and the city served solely as a port rather than the functioning metropolis I'm told it has come to be today. If you practice the same art and require aid in learning the fundamental basic skills, then I will be more than pleased to oblige that necessity.'




    In the Event of a Loss

    If any giant gets past you to the Thurgadin entrance, you lose. You'll know this has happened if you see that Zrelik is missing and the giants are lined up on both sides of the river to Thurgadin.

    All of Thurgadin dies in the event of a loss. You'll see dead Coldain throughout the zone: A Gutted Guard, A Gored Guard, A Butchered Butcher, A Murdered Merchant, A Bludgeoned Banker, A Conquered Coldain, A Punctured Priestess, and A Perforated Priest.




    The War

  5. Once Seneschal Aldikar shouts for troops to take their positions, the battle begins.

    00:01:50 - 2 lines of Kromrif Spearman spawn, to the SW (12), and SE (6). Leave them alone until after wave 1.

    Waves of giants can spawn at one of five locations:
    West of the creek:
    giant A -- 10 men + leader -- (-2545, 240) further south (north of Corbin Blackwell), march north along the creek toward Dobbin Crossaxe
    giant B -- 10 men + leader -- (-2140, 900) SW, march NE at first, then turn and march NW toward Kargin the Archer
    giant C -- 10 men + leader -- (-2060, 930) SW, march NW toward Churn the Axeman
    (B and C are close together)
    East of the creek:
    giant D -- 6 men, no leader -- (-2100, -1100) SE in a valley, march east to the creek, then turn and run north toward Dobbin Crossaxe
    giant E -- 6 men, no leader -- (-1900, -2700) further SE at spires, march north toward Garadain Glacierbane

    Before the first wave, head south and watch over Corbin because he is still walking to his post when the giants spawn. After that first wave, Corbin and his troops don't see any more action.

    Phase 1: Kromrif Captain and troops of giants
    00:02:30 - giant wave 1 -- always spawns to the south at giant point A. Protect Corbin.
    After defeating wave 1, clear out the 2 lines of giant spearmen on either side of the creek.
    00:05:35 - giant wave 2 -- a random location at A, B, C, D, or E
    00:08:55 - giant wave 3 -- a random location at A, B, C, D, or E
    00:12:05 - giant wave 4 -- a random location at A, B, C, D, or E
    00:15:20 - giant wave 5 -- a random location at A, B, C, D, or E
    00:18:35 - giant wave 6 -- a random location at A, B, C, D, or E
    00:21:50 - giant wave 7 -- double wave, two sets of giants at two different random locations

    short break, rebuff then head south and wait

    Phase 2: Kromrif General and troops of giants
    00:30:45 - giant wave 8 -- always spawns to the south at giant point A
    00:35:40 - giant wave 9 -- a random location at A, B, C, D, or E
    00:40:30 - giant wave 10 -- a random location at A, B, C, D, or E
    00:45:25 - giant wave 11 -- a random location at A, B, C, D, or E
    00:50:15 - giant wave 12 -- a random location at A, B, C, D, or E
    00:54:45 - giant wave 13 -- a random location at A, B, C, D, or E

    short break, rebuff then head south and wait

    Phase 3: Kromrif Warlord and troops of giants
    01:06:05 - giant wave 14 -- always spawns to the south at giant point A
    01:11:30 - giant wave 15 -- a random location at A, B, C, D, or E
    01:16:55 - giant wave 16 -- a random location at A, B, C, D, or E
    01:22:20 - giant wave 17 -- a random location at A, B, C, D, or E
    01:27:45 - giant wave 18 -- a random location at A, B, C, D, or E

    01:33:00 - Narandi the Wretched -- spawns to the south at giant point A

    Person with 9th ring loots Narandi's Head (and Narandi's Lance), and does turn-ins to the dwarf leaders to receive 10th ring and other rewards.

    Once he is dead:

    Narandi the Wretched's corpse says 'Rallos! Please accept my soul... I pray that you may find me worthy.'

    Seneschal Aldikar shouts 'Outlander! You've done it! The Kromrif invasion has been frustrated! Bring me the head of Narandi and your Hero's ring.'




    Turn-In for the 10th Ring

  6. Once you have won, turn in ring 9 and Narandi's head to Seneschal Aldikar to receive the 10th Coldain ring.

    Seneschal Aldikar unsheathes a knife and shaves the beard from Narandi's face and returns the head to you, 'The Dain will require the beard for his trophy room, please accept this ring on his behalf. May its effect aid you as you have aided us. Be certain to present the ring to the Dain when you're in town. If you remain an ally he will be most gracious, but be warned, if you fall from his good graces he will keep the ring.'

    Your faction standing with Coldain could not possibly get any better.
    Your faction standing with Dain Frostreaver IV got better.
    Your faction standing with Kromzek could not possibly get any worse.
    Your faction standing with Kromrif could not possibly get any worse.

    You receive the 10th ring and the Shorn Head of Narandi.




For your greatdivide map file:

P -140.8979, 1086.0707, 19.9692, 0, 0, 0, 2, Sentry_Badain
P 110.6287, -30.4656, 98.4868, 0, 0, 240, 2, Seneschal_Aldikar
P -0.8778, 1089.5574, 21.3290, 0, 0, 240, 2, Dobbin_Crossaxe
P -101.7317, 2879.9351, -147.5464, 0, 0, 240, 2, Corbin_Blackwell
P -870.5677, 1096.0801, 52.8605, 0, 0, 240, 2, Kargin_the_Archer
P -1544.1824, 1070.0249, 318.4990, 0, 0, 240, 2, Churn_the_Axeman
P 1835.3717, 569.7529, 67.9730, 0, 0, 240, 2, Garadain_Glacierbane
P -241.0330, 2545.4253, -102.8853, 240, 0, 0, 2, giant_A_(10_+_leader)
P -899.8578, 2140.5923, -68.4469, 240, 0, 0, 2, giant_B_(10_+_leader)
P -930.2473, 2060.9253, -61.2691, 240, 0, 0, 2, giant_C_(10_+_leader)
P 1100.0325, 2100.8440, -59.8942, 240, 0, 0, 2, giant_D_(6)
P 2699.7483, 1889.6426, -47.4634, 240, 0, 0, 2, giant_E_(6)
P -240.5835, 2545.6619, -102.2962, 127, 0, 0, 2, Narandi_the_Wretched
P -19.4524, 2517.1030, -107.8818, 127, 0, 0, 2, (Narandi)
P -679.8284, 2230.1731, -78.5928, 127, 0, 99, 2, giant_spearmen_(12)
P 733.3732, 2219.2273, -78.5174, 127, 0, 99, 2, giant_spearmen_(6)
L -491.9565, 1840.9690, -42.6600, -752.4586, 1301.3185, -1.9065, 240, 0, 0
L -899.6506, 2140.7405, -68.4849, -491.6444, 1841.0205, -42.3858, 240, 0, 0
L -929.1405, 2062.2490, -61.4814, -1338.3960, 1233.5393, 37.6956, 240, 0, 0
L 1100.2030, 2100.7883, -59.9417, -42.0502, 2161.7610, -70.8139, 240, 0, 0
L -42.0502, 2161.7610, -70.8139, -35.3498, 1750.0957, -6.8502, 240, 0, 0
L -240.7111, 2545.5566, -102.8815, -0.5404, 1379.7933, 5.0979, 240, 0, 0
L -35.4947, 1750.1780, -30.3821, -62.5974, 1806.3041, -38.8796, 240, 0, 0
L -34.9191, 1750.4731, -30.0860, -10.0100, 1805.5049, -39.6174, 240, 0, 0
L -0.4882, 1379.9471, 4.8516, -29.1439, 1413.8013, 0.6348, 240, 0, 0
L -0.5513, 1379.6868, 5.1911, 11.1830, 1420.3633, 5.1911, 240, 0, 0
L -752.2214, 1301.2167, 19.5392, -753.4218, 1350.4380, 30.3684, 240, 0, 0
L -751.6429, 1303.0729, 19.5846, -714.5646, 1329.5950, 18.5932, 240, 0, 0
L -1338.4795, 1233.5630, 247.7913, -1341.4237, 1288.8704, 228.1974, 240, 0, 0
L -1337.6941, 1234.6218, 247.2597, -1295.1370, 1267.7123, 215.0856, 240, 0, 0
L 2699.7483, 1889.6426, -47.4634, 2494.3928, 1185.4153, 313.5359, 240, 0, 0
L 2494.3928, 1185.4153, 313.5359, 2485.1653, 1232.4016, 307.9298, 240, 0, 0
L 2494.5894, 1185.7124, 313.4759, 2527.7456, 1220.6357, 309.2332, 240, 0, 0
L -240.5835, 2545.6619, -102.2962, -19.4205, 2517.0564, -107.8445, 127, 0, 0
L -600.1660, 2420.1313, -87.1292, -874.4609, 1758.8580, -32.9297, 127, 0, 99
L 764.3409, 2276.6443, -83.7867, 648.7021, 2059.9014, -60.9299, 127, 0, 99




Additional Rewards

01:40:00 - Great Divide zone repops to end the event.

Be sure to visit the Dain in Icewell to receive your bonus reward.

Hand in the Shorn Head of Narandi to each of the dwarves near the Seneschal. This may only be possible if none of the dwarves die (need confirmation either way):

Churn the Axeman pries a crown from the head of Narandi, 'The halls of Thurgadin will echo with praises to you for as long as we grace the face of this land. May this crown serve you well. Honor through battle!'

You receive the Crown of Narandi.

Kargin the Archer picks up a stick and hits the back of the dismembered head with all his might, knocking one of its eyes out of the socket, 'Bastard killed my brother! Hope his ghost felt that one!'

You receive the Eye of Narandi.

Corbin Blackwell unhooks a glowing earring from Narandi's shorn head, 'Hmm, this looks like something special. Take it, ______, you've earned it! Be well.'

You receive an Earring of the Frozen Skull.

Dobbin Crossaxe gives a gentle, warm smile and slight nod of his head in warm welcoming, 'Good day to you, ______, and welcome to the district of Selia. We are children of the light -- beings who valiantly uphold the ways of honor, valor, and merits of goodly faith and virtue. Rather, we are crusaders of these things, collectively comprising the beacon of these traits within the universe in our position in New Tanaan. We are quite pleased to have you approach us with such confidence -- perhaps the inner light has brought you to us, seeking a way to unlock the purity of these merits that you faintly mirror now. If you are seeking council in the ways of enchantments, then I would be more than pleased and honored to aid you where I can, my friend.'

You receive the Faceguard of Bentos the Hero.

Garadain Glacierbane removes a choker from the severed head and returns both items to you, 'Congratulations on your victory, ______. I couldn't have done a better job myself. May Brell protect and watch over you and your friends. Farewell.'

You receive a Choker of the Wretched.

Make sure your faction is high enough (warmly or better? which faction?), then give the ring to the Dain in Icewell Keep:


Dain Frostreaver IV says '______, your deeds have changed the fate of my people forever. Not since the sacrifice of Colin Dain himself has anyone so selflessly risked so much for our well being. Accept this blessing as a token of my gratitude.'

You receive Protection of the Dain.
Submitted by: Metopious
Rewards:
Send a Correction
Post Comment
getting rewards
# Jul 30 2003 at 11:48 PM Rating: Decent
how exactly do u get that face item, crown, chocker? or they are just drops from different mobs?
RE: getting rewards
# Aug 02 2003 at 8:07 PM Rating: Decent
Rewards are keyed off of how many of the dwarves survive the war. If all the dwarves survive (in may just be dwarf officers) you get all the items listed under Naranadi every time. If you lose some, they start to drop off. Not sure where in the lineup each item is.


Edited, Sat Aug 2 21:01:38 2003
war
# Jul 08 2003 at 2:16 PM Rating: Default
bah dunno sounds hella hard hehe =P
Dirk of the Dain
# Apr 09 2003 at 8:34 AM Rating: Decent
Am I missing something? I read through the 9th and 10th ring quests completely. This one refers to the Dirk of the Dain. But there is no mention how to get this dirk. Do you get it when you get the 9th ring? I am about to do the turn the stuff for the 9th in when I can find the Dain alive. Does anyone who has done the quest know?

Amira Silverslash
60 ranger of Tunare
RE: Dirk of the Dain
# Apr 29 2003 at 7:03 PM Rating: Excellent
yes dirk is 9/20 no drop, procs frostcall, you receive it with the 9th ring when you turn in the box of the guilty and the 8th ring.
Spearmen
# Apr 01 2003 at 4:28 PM Rating: Default
People, don't aggro the spearmen that line up on the west and east sides of the river on your ringwars. They will begin to summon your people and mow them down one by one. If you leave them alone they don't seem to summon anybody. If some bonehead on your ringwar starts attacking a spearman, what's going to happen is he will get summoned and attacked, your Cleric will heal that bonehead tank and then get summoned and atteacked themselves, then the whole damn line of spearmen will have to be taken out by your raidforce in-between waves (which really sucks).
10th ring to the Dain
# Mar 27 2003 at 3:57 AM Rating: Decent
When i got my ring tonight,it mentioned something about showing my ring to the dain if I am still in his good graces and he will reward me,if not in his good graces he will keep the ring.

Any idea what this is about?? and what faction do i need,I am indif right now

????

anyone try this and know what happens??

RE: 10th ring to the Dain
# Dec 15 2003 at 12:48 AM Rating: Decent
*
79 posts
You recieve a scroll of invulnerability (18 sec).

I would not try w/o faction at ally as you will loose your ring if faction is too low...
faction town, usa
# Mar 25 2003 at 4:51 PM Rating: Decent
i 'participated' in one of these. 102 people in the zone, i just ran around at bard speeds and poked things for faction. i went from indifferent to amiable with thurg. sweet action, if you ask me.
faction
# Jan 26 2003 at 10:16 AM Rating: Decent
alot of people are asking about faction...

dont worry about faction...

by the time you complete the previous 9 ring quests, you will be ally to thurg and the dain... actually i think u get ally by the 5th one...

laters

mlain
RE: faction
# Jun 30 2003 at 4:18 PM Rating: Decent
I completed ring 9 and still just apprehensive.

If for RP reasons you want ally with Dain, prepare to kill tons of frost giants for their toes (first shawl step).

RE: faction
# Feb 05 2003 at 9:50 AM Rating: Decent
Not necessarily ... I am at max ally with Coldain, but only Dubious to the Dain - the +Dain faction hits from the previous quests are quite small, and only the few mobs around King Tormax's area give +Dain hits.
Faction
# Nov 10 2002 at 11:13 PM Rating: Decent
18 posts
What kind of faction do you need for this war? do you have to be ally to get the ring?
#REDACTED, Posted: Nov 17 2002 at 9:04 PM, Rating: Sub-Default, (Expand Post) coldain for the dorfs not to atk u
#REDACTED, Posted: Nov 04 2002 at 2:08 PM, Rating: Sub-Default, (Expand Post) Sit in 1 Vindi kill BAM ally or pretty damn close for coldain. Or sit in GD for 3 days just tagging grps mobs for kill points :)(faction)
RE: BAH p00ns
# May 25 2003 at 8:22 AM Rating: Good
Vindi's faction hits
- Kromrif
- Kromzek
- King Tormax
+ Claws of Veeshan

no Coldain or Dain hits from Vindi, that wont help you.. sorry.

on a side note, from helping in the war for faction i went from like apprehensive to amiable or so with Coldain, kindly to warmly with CoV

my 2cp

-Partil
59 Ranger
Torvonnilous
RE: BAH p00ns
# Dec 04 2002 at 9:24 PM Rating: Decent
uhh yea I went to 4 vindi raids w/ my rogue getting faction each and every time and no it wasn't "BAM" ally or anywhere close I'm at kindly w/ 4 vindi's and not much else cept whatever gave faction before the pull.
Failure
# Oct 21 2002 at 12:52 AM Rating: Decent
20 posts
If you fail this, what happens to the person with the 9th ring? Do they lose it?
RE: Failure
# Mar 01 2003 at 11:58 AM Rating: Decent
If the war is failed, Thurgadin is "overrun". All the Npc's are killed for about 2 hours and a ring of giants guard the enterance.

The person who used the 9th to trigger the war does not lose their ring. They keep thtir ring throughout the entire war, so they can try again when the npc spawns again if he wishes.
A bit of info
# Aug 12 2002 at 2:04 PM Rating: Excellent
Lots of questions here. Don't know if this will help, but what the heck! :)

There are 3 waves of giants, but the term wave is misleading. Each 'wave' denotes levels of the mobs. The first wave is level 50ish, the next wave like 53ish, and the final wave is 56ish (I think). I apologize for the vague levels, but since I'm 60, everything is just 'blue'.

Anyway, within each wave of giants is a series of subwaves. There are between 3 and 8 subwaves of about 6-12 mobs. The majority of the subwaves will be 12 mobs.

If you park in the valley out from Thurg a bit (I'd recommend the big rock by the river past the 2 guard outposts), you can most easily get to the mobs. There are 4 spawn points for the giants. Have a tracker watch for them, though you can see 3 of the spawn points yourself just by standing at the rock. Let's call that rock the 'base'. Face outward from Thurg. Thus, left is east, right is west, and forward is south. (This will make more sense in a sec).

From the base, once the war has started, subwaves will spawn in one of four places.

1) There is a small sneak attack of usually 6 giants or so down the valley slightly behind you and to your left (E and slightly N from the base). Hereafter "left"

2) About 12 giants will spawn directly in front of the rock all in a wide line and advance on the rock. This is "front"

3) Two lines of about 12 giants total will spawn at the base of the hill off to the right (west, and a bit south), march through the spearmen, and into the valley. This is "base of hill"

4) Two lines of about 12 giants total will spawn at the base of the hill to the right of the rock (west). These will march up the hill. This is "right".

The spawn is random. The giants can come from any of these directions. Scouts and trackers need to watch for them and give warning. Some additional tips are as follows:

MOVE AS A GROUP. This one is very important. Do not rush the giants, set up in the appropriate spot and let them come to you. For left, run into the valley and assist the d0rf archers. For front, just stay at the rock. For base of hill, move to the base of the hill. For right, run up on the lowest plateau on the hill to the right and wait for the giants to come to you. The giants immediately start a sprint when someone gets close to them, so be ready. If someone rushes out and tried to engage early, some will stop and kill the person, and others will immediate run past.

The first 2 waves of giants are shaman/chanter slowable. The third wave is disease slowable (shaman only).

With ALMOST (not all) every sub wave, there will be a leader of some sort--a captain, general, warlord (waves 1, 2, 3 respectively). Thus, you may see several captains on wave 1, several generals on wave 2, and several warlords on wave 3--but no more than 1 of the appropriate leader on each subwave. DO NOT KILL THE LEADERS UNTIL ALL OTHER GIANTS FROM THE SUBWAVE ARE DEAD. Killing the leader seems to start the timer for the next spawn. If you kill the leader first, you may still be killing the giants when the next wave starts. That's bad! Assign one tank (and healer!) to the leader. He agro's it, and holds it until all other giants are dead. Communication is vital, as some will run by unagro'd and have to be picked up by rearguard parties. Make sure they are all dead before killing the leader. (Have I stressed this enough?!?)

You have a couple of minutes between subwaves, and a longer break between waves if you kill the leaders last. Rez up fast. Essential buffs only. Keep in mind that your enchanters and shaman will be burning a lot of mana to slow.

Once the final subwave of wave 3 is done, narandi the wretched will spawn very close to the entrance of the wurm caves down river a bit. He will despawn eventually, so if you have to med up and buff before engaging, have someone kite. As for narandi, he's about Derekor the Vindicator level of difficulty. He's not slowable. Set up your heal chains as if he were vindi. I think he procs a slow as well, so have a shaman or druid ready to cure the MT, or else the MT won't keep agro.

Good luck guys! It's fun, but hard. The last wave can be difficult!

Chutoi
serious question
# Aug 09 2002 at 4:29 AM Rating: Decent
Is there any way you guys can think of that a KOS player and guild could complete this quest? maybe with multiquesting the head and ring? PArk away and kill giants before they get to dwarves? ect....just curious what you all think.

Symphonic Distortion
Bard of Crimson Eternity
Emarr
RE: serious question
# Aug 21 2002 at 11:50 PM Rating: Decent
31 posts
Guilds composed primarily of members KOS to the dwarfs can, and do, this war regularly. It simply changes the strategya bit, as anyone KOS to the dwarfs has to stay away from any of them during the course of the battle.

However, I cannot think of any way a KOS player can earn his 10th ring. You have to hand in the head of Narandi and your 9th ring to Seneshal Aldikar to get the 10th ring. If you are KOS (Dain faction) he will aggro on you.

It MIGHT be possible for you to go invis, move behind him, click off invis while stationary and not be aggro'd. If so, after you place the item(s) in the give window, have someone else recast invis on you, then hit GIVE. Indifferent faction should be sufficient to recievee the ring. I cannot say if the Seneshal sees invis, though.
RE: serious question
# Aug 17 2002 at 9:14 PM Rating: Default
Yeah. Go kill in Kael until you aren't KOS. That's a serious answer. Arena Raids are the best for Coldain faction.
RE: serious question
# Mar 08 2003 at 3:57 AM Rating: Decent
Vey few, if any, mobs in arena give you coldain faction.
RE: serious question
# Sep 06 2002 at 1:13 PM Rating: Decent
Seneschal is on Dain faction... very few mobs give +dain...

-bort
RE: serious question
# Sep 12 2002 at 6:57 PM Rating: Decent
Giving giant helmets 4 at a time to the Chamberlain gives +Dain faction...
RE: serious question
# Sep 06 2002 at 5:51 AM Rating: Default
Actually, arena raids suck for coldain faction. Only certain giants give coldain faction and Im pretty sure that very few, if any at all, reside in the arena. Best place Ive found is the spires in GD. Kill wolves and giants that roam near there since theyre low level and not hard to plow through.
RE: serious question
# Aug 03 2003 at 9:40 AM Rating: Default
Your wrong about there being few mobs in the arena that give coldain faction!

All mobs in the arena area give the following faction hits. This includes those in the PoZ area of the area

Coldain+
Kromzek-
Tormax-
CoV+

You need to check your faction hits a bit closer next time you kill something in the arena.

RE: serious question
# Sep 29 2003 at 3:01 AM Rating: Decent
almsot nothing in the arena gives +coldain.

it's - kromzek, kromrif, tormax, and + CoV
RE: serious question
# Oct 16 2002 at 4:56 PM Rating: Decent
Is it possible ,if the trigger character hit every giants in the war just once, that he can raise his faction enough to finish the quest without too much trouble?
RE: serious question
# Jun 09 2003 at 1:03 AM Rating: Decent
**
497 posts
How do you plan to get the declaration of war from the Dain in the first place if you're KoS? You'll still need non-KoS or a trick to get around it to be able to trigger the war in the first place.
#Anonymous, Posted: Jul 13 2002 at 11:27 PM, Rating: Sub-Default, (Expand Post) when im supposed to give senechal aldikar the ring and head to i give it to him both at same time or one by one? or does it not matter how i give it to him?
#Anonymous, Posted: Jul 13 2002 at 11:16 PM, Rating: Sub-Default, (Expand Post) From where do the waves start? i mean will the giants be coming from EW zoneline heading to thurg or will they spawn half way between and start heading to thurg, and when u attack the giants does he stop to attack or or do they just keep running towards thurg and u have to kill them before they get there?
OMFG
# Jul 09 2002 at 3:31 PM Rating: Decent
Well, I participaed in this battle and boy was it fun. Except during the final attack the giants over ran us somehow, they started all mobbing one person at a time. I was in the zone only lowest lvl there, (Lv.39). I got killed once when a General aggroed my *** though, anyway, when that last mob attacked they were unstoppable until I saw 1 dark elf running at me with every single behind him. Needless to say I ran like hell, after that we lost...

It ends up the 120 people in zone, only 30 something survived. Ends up when the giants hit zone, we lost. There was about 60 bodies out there.

Except after this fight everyone in town were dead, and as im writing they r still dead. They have not spawned any living townsfolk for 15 hours now. This is not right, its been like half a day and everyone in town are still dead.

Whats the damn time of dead people in Thurgadin after a loss.

Dreigean
Iksar Warrior 39
Tribunal
RE: OMFG
# Jan 27 2003 at 11:42 PM Rating: Decent
Well sad to say that it takes 24 hours for the coldain to come back to life after a failed war and even worest is the bug that after winning the war the coldain can die.
Failed War
# Jun 29 2002 at 10:21 PM Rating: Default
I do have one question....helped in the war today, and unfortunately we lost and the town was taken over. That was 3 hours ago. The rumor is, that if you lose, it is 2 hours before the town respawns. I have been waiting for 3. Does anyone have any idea what the actual respawn time is?
Suggetions
# Jun 15 2002 at 1:46 AM Rating: Decent
Anyone have any link to info on the war itself?

IE: # of waves, # of giants per wave, giant lvls per wave, etc.
RE: Suggetions
# Jun 27 2002 at 12:40 AM Rating: Default
there is a total of 3 levels consiting of about 5-8 waves of 6-12 giants. 1st level giants are about lev 49 or 50 with the captin at about 55.2nd level giants are probly 53-55 with the captins at about 58. 3rd level giants are about 56-58 with captins level 60. once all waves are completeled narandi the wretched will wander near the shadrdwurm caves until engaged or he depops.
Seventh Hammer
# May 06 2002 at 12:33 PM Rating: Default
I was involved in this quest last night (5/5/2002) on the Seventh Hammer server and I must say it was extreemly fun. My char (Level 58 Shadowknight) was in a group with a cleric and 3 other tanks.

We were doing ok until some butthead trained all the Dwarfs on the front line to the Giant Spearmen. Once the dwarfs were gone it was easy for the Giants to get to Thurgadin.

Kind of reminds me of the Halloween event when everyone was killing he invading undead. Only bad part was the lowbies getting in the way and looking for easy loot.
RE: Seventh Hammer
# Jan 16 2003 at 11:32 AM Rating: Decent
i remember those Halloween events, participated in them at lvl 30. 95% of the drops weren't worth squat to anyone over 50, so it would make sense that "lowbies" would try to gather loot, if they could.

the thing i thought sucked about them were the high-level people who did the quest kills/turn-ins(despawning the undead for what? four hours?) for items that may not have had any value at all.

on the one hand, i understand your perspective, and am partly just being the devil's advocate. on the other hand, maybe you should give opposing perspectives a little more credit.
RE: Seventh Hammer
# May 06 2002 at 4:27 PM Rating: Excellent
i had a front row seat for the show, it was very cool to watch, i even got a few whacks in when the giants reached the city, i took some screen shots if anyone is inerested they can be viewed at http://www.web9000.com/vehlnor/ringwar.html
Some questions
# May 02 2002 at 12:18 PM Rating: Decent
Looking for help here from people who have participated in this war or completed the quest.

1. Are there only three waves?
2. Does Narandi spawn after the last wave or with the last wave?
3. Do you ever need to engage more than 11 giants at once?
4. What is the best way to utilize the dwarves?
5. Can the giants be mezzed, charmed, snared, slowed, or feared?

Thanks in advance for the help.
RE: Some questions
# Jun 09 2002 at 9:26 AM Rating: Good
31 posts
1. Ok, when they say three waves, they mean three distinct difficulty levels. There are multiple spawn sets within each wave, with pauses between. Each wave produces more difficult giants than the last.

2. Narandi spawns after the last of the giants in the third wave.

3. Maybe, if you don't kill fast enough. They don't wait for you to finish before the next batch spawns, it happens on a time schedule. If you aren't finished, the next will join.

4. This varies by opinion. When we have done it, we usually kept calling all the dwarves back to Thurgadin, in an effort to keep them alive. Any of the dwarf leaders who survive result in an extra item reward at the end, and they are quite good.

5. The giants cannot be mezzed, I think they can be charmed. All can be snared and slowed (I think), but not sure about fear. IMPORTANT POINT: the giants exhibit a different than normal behavior during the war. No matter what you do to them, if they are not within melee range of an enemy, they will turn and move directly toward Thurgadin. You MUST engage them and keep them engage for the duration; they cannot be kited. Narandi when he spawns runs for the East Waste zone; he will follow if someone aggros him, though.

Hope this helps. :)
RE: Some questions
# Sep 27 2002 at 4:31 PM Rating: Excellent
**
658 posts
I've never gotten snare to stick on a Giant in the tenth ring war, but I successfully rooted one once, with the Druid spell Ensnaring Roots. So they're rootable.
#Anonymous, Posted: Apr 26 2002 at 7:23 AM, Rating: Sub-Default, (Expand Post) hmm. What i can see is that me a lvl 28 druid would have no chance at all..... So everyone is saying that you need huge grps(like 70 people) all lvl 50-60 to win this last one? Is it just me or does that seems kinda hard to get 70 people to coorporate at the same time. Knowing our guild we would have about a fourth show up. so i think i will wait till i am in the 50's to do the quest. But could we start it with the (#1) quest for this?. and may be go to the 2 and 3. or am i too low for that too?
#Anonymous, Posted: May 28 2002 at 1:18 AM, Rating: Sub-Default, (Expand Post) Well of course 28 is too low. This quest is meant for High Level Charcters. Lots of 'em.
sorry for my ignorance'
# Apr 26 2002 at 7:23 AM Rating: Default
hmm. What i can see is that me a lvl 28 druid would have no chance at all..... So everyone is saying that you need huge grps(like 70 people) all lvl 50-60 to win this last one? Is it just me or does that seems kinda hard to get 70 people to coorporate at the same time. Knowing our guild we would have about a fourth show up. so i think i will wait till i am in the 50's to do the quest. But could we start it with the (#1) quest for this?. and may be go to the 2 and 3. or am i too low for that too?
RE: sorry for my ignorance'
# Jun 16 2002 at 7:25 AM Rating: Default
Take a look at the first couple quests, you can do the first one easily as long as you can kill Cougars and Kodiaks, and have the appropriate Tailoring skill.

Aragond Dunadan
46 Ranger
Leader Venenum Pugnus
War
# Apr 12 2002 at 8:17 AM Rating: Default
Hello, I was lucky enough to participate in the war lead by BoR on Sol ro - and I can honestly say I have never had so much in one night - firdt I was in a group killing the spearmen (helps stop there rng attack that doesup to 140 dmg and they throw rly fast) was good fun and great exp. Then we were on the 2nd wave and had to kill th e slightly harder mobs - again fun. The third wave although the hardest is the veterans and generals (I think...)which we took down. in total we cannot have had more then 20 deaths Gratz Dercas on his new ring)

Sanadebe Sunsoar
52 Vicar Of Sol Ro
RE: War
# Apr 12 2002 at 8:48 AM Rating: Default
I also participated in Dercas's war on the giants. It was a lot of fun. We had over 90 people there, all over level 50. A fairly large number of people went linkdead frequently (I did twice myself when the fighting was really intense). Be forewarned, having 100 or so PCs and about 10 giants at a time all in a small area can kill frame rates even on the fastest of machines (I have a AMD Athlon XP 1900+ with 1GB of DDR RAM and a Voodoo 3 Ti500 graphics card and cable modem and the frame rates were about 3 per second at the worst of times), and can cause extreme amounts of lag and linkdeaths. But it was a lot of fun. Helped my factions a lot too. Grats to Dercas and Blood of Ro for leading the raid. Though I'd say about half of the people there weren't in BoR, they were just pick-ups or friends.

Kuvak
<Expatriates>
Troll SK
Battle commands
# Feb 13 2002 at 3:30 PM Rating: Decent
Could someone please post the battle commands so that I can hotkey them before the big battle?

Thanks,
MQ?
# Jan 30 2002 at 9:01 PM Rating: Default
If all you have to do at the end is turn in the head and the 9th ring and you get the head back could you just MQ it with who ever else has there 9th ring? Would save a lot of time and hasle for some other people =)

P.S. I perosnally would have fun doing the war but others may just want to get it and get it over with and I wouldnt want to wast a guild uber enoguh to do that's time
RE: MQ?
# Jul 24 2002 at 7:59 PM Rating: Decent
31 posts
Somehow, I really don't think it works that way. While I have not done this part personally, I suspect that one of two things happens. Either 1) Seneschal Aldikar despawns after giving you back the head and ring 10 so no MQ is possible, or 2) the head he hands back to you is not the same head, so again no MQ is possible.
RE: MQ?
# Jan 31 2002 at 5:34 AM Rating: Decent
The ring quest was done on Vallon a few days ago and they saved all the heros..this is what they got....

Ring of Dain frostreaver IV
Crown on Narandi (detail already up)


Eye if narandi

hand held Magic lore
ac 4 str 4 dex4 sta 4 agi 4 hp 40 mana 40 effect creeping vision
wt 2 ALL ALL



Narandi faceguard

Face Magic lore
ac 10 str 10 sta 10 hp 10 sv dis 10 sv poison 10
effect see invis
wt 1
class WAR PAL RNG SHD MNK BRD ROG
race ALL


Narandis lance
(details already)


Choker of the wretched

Neck Magic lore
ac 8 str 8 cha 8 wis 8 int 8 hp 40 mana 40
effect: flowing thought 1
wt 0.1
class: CLR DRU SHM ENC MAG NEC WIZ
race: ALL


Earring of the frozen skull
ears magic lore
ac 4 mana 40 sc fire 4 sv dis 4 sv cold 4 sv pois 4 sv magic 4
effect: divine aura (4 charges)
wt 0.1
class: CLR DRU SHM ENC NEC MAG WIZ
race: ALL


so as well as the 10th ring..if u save all the heroes u get some cool stuff!!
Grats to anyone who completes this..you deserve it...
straman
# Dec 31 2001 at 5:35 AM Rating: Default
does he drop the same loot everytime?
RE: straman
# Jan 11 2002 at 9:21 AM Rating: Decent
to my knowledge, Yes. Narandi always drops is head and his lance. There are 5 (I believe) extra rewards from the Coldain Hero's if you keep them alive. Give Seneschal Aldikar the ring 9 and the head for ring 10, then give the head to each of the heros to get a reward and the head back...then share the wealth ;P

Tyna
58 conjurer
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