| Quest Started By: | Description: |
| Find Knight Champion Eddard at location +255, -589, +6 in East Freeport, just outside the Arena doors.
You say, 'Hail, Knight Champion Eddard' Knight Champion Eddard says, 'Greetings traveler, have you come to [brave the challenges] of the arena' You say, 'I have come to brave the challenges of the arena' A task window pops up. (text and further dialogue needed) To start the event, tell Knight Champion Eddard that you are ready. You will be teleported in to an instanced version of the Freeport Arena. Once in you will see Knight Champion Eddard on the entrance. Hail him and recieve a charm, Arena Champion's Badge, which will "improve as you defeat each challenge in the arena." Knight Champion Eddard says, 'Your next challenge is [ready] when you are. Prepare yourselves well. However, if you wish to [leave] it can be arranged. I can also allow you to resume your battles from [beginning] once more. Be aware that your current progress will be wiped clean if you do so.' You say, 'I am ready' (a wave of mobs will spawn) You say, 'We wish to leave' (you will zone out instantly) You say, 'We wish to start from the beginning' (your arena flags will be cleared) There are 41 waves of mobs. Each wave scales in mob level. The first wave consists of green-conning mobs, while mobs hit for 2500 towards the end. Some Notes: -Elemental mobs are not affected by anti-summoned spells. There are undead mobs too but it can be safe to assume that they really aren't undead either(unless listed below as undead). -adds are usually smaller, less ornate, or immature versions of the main mobs -mobs are progressively higher con, once the mobs upgrade (even to yellow, etc) they will stay at that level until they go higher. -most wave are no snare/mez so there is kiting... lots and lots of kiting. The Waves: 1) an arena gladiator (Green con mob) 2) an arena slave 3) an arena beast 4) an arena beast 5) an arena fighter 6) an arena fighter all enrage at 10% from here on, summon when damaged: 7) an arena beast (light blue con) 8) an arena elemental (blue con mob) 9) an arena gladiator 10) an arena gladiator (lich) 11) an arena gladiator (drachnid)(even con mobs) 12) an arena gladiator (water elemental)--not effected by anti-summoned spells 13) an arena gladiator (earth elemental), two gladiator adds (blue con) -- all are immune to changes in runspeed 14) two arena gladiators (evil eyes)(yellow con), no snare 15) an arena gladiator (Battlemaster Rhioris type, undead), two adds (undead), no snare 16) two arena gladiators (gargoyles), no snare, 2% AA each 17) an arena gladiator (spider), 4 adds (snare/rootable) 18) an arena gladiator (fire elemental) hits up to 1k 19) an arena champion (one giant kick ass Mushroom Man), occational flurry 20) an arena champion (frost viking, undead), 6 adds (undead), two at a time, (snare/rootable) (they jump too!) 21) two an arena champions (froglok ghosts), no snare, two adds per champion (snare/rootable) 22) an arena champion (basilisks), two baby crocs (also basilisks), no snare 23) three an arena champions (drachnids), no snare, undead. Upon aggro, they insta-kill all pets, mounts, and auras; auras will flicker and return, but you must click off your mount buff before you can resummon it. Wait until the drachnids are dead before resummoning mounts or pets. 24) an arena champion (Battlemaster Rhioris)(red con), 4 adds all at once, blue no snare AE flurry 25) an arena champion (baby dragon, undead), TEN no snare blue an arena gladiators adds 26) an arena champion (red colored Seeker, undead), hits up to 1139, rampages 27) an arena champion (rock dervish), 4 blue adds **** MEZZABLE! ****, no snare, all are undead 28) two an arena champions (red colored goblins), flurries, 4 adds per champion (green colored goblins)--blue, no mez/snare 29) an arena champion (squidhead), flurries 30) two an arena champions (mummies)(undead), two blue adds per mummy (mezzable) 31) an arena champion (gargoyle)--two blue arena champion adds every 25% health (but we ended up with 10, they might spawn at 20% but lag delayed them) 32) seven an arena champions (undead orcs)--all spawn at the start, hits up to 1100 but usually 200-600 33) an arena champion (fire imp)--hits for 1300, nothing unusual but started single rampage at 20% 34) two an arena champions--two adds (snare/rootable, no mez), adds were at 80 (one) and 50 (one) on the first, two at 20% on the second. 35) two an arena champions (vampires), hit for 1800+, rampages -- two adds at 80% and 50% (mezzable, no snare/root) 36) three an arena champions (drachnids), hit for 1900, all no mez/snare, only partially slowable, rare AE rampage 37) an arena champions (frost giant), 1850, flurries, stomps! (you have to see it to understand)-- two adds every 25% (mezz and snares!) rampages 38) two an arena champions (big big cougars), 1900+, rampages--two pairs of cubs (maybe 80 and 40%), no mez/snare 39) two an arena champions (Battlemaster Rhioris/mino) flurries, 1750ish 40) four an arena champions (froglok ghosts), flurries, 1650's, flagged as undead, no mez, no snare/root 41) one an arena champion (eyeball), 2100, rampages, flurries--two adds at 75/50/25% (mezzable, no snare), adds flurry Each wave increase your charm. Max stats available are: MAGIC ITEM LORE ITEM NO TRADE Slot: CHARM AC: 20 STR: +10 DEX: +10 STA: +10 CHA: +10 WIS: +10 INT: +10 AGI: +10 HP: +150 MANA: +150 ENDUR: +150 SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10 Avoidance: +10 Accuracy: +10 Regeneration: +5 Recommended level of 70. Required level of 1. WT: 0.8 Size: SMALL Class: ALL Race: ALL Slot 1, Type 7 | |
| Submitted by: Lyssabeth Goldenleaf, Druid of Tunare and Ruskhus of Magus Amiticia, Antonious Bayle Server | |
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| Send a Correction | |


(edit) oh and we did this from start to finish in about 2 hours with two lvl 75 warriors 19k hps (group buffed) , 75 beastlord, 75 mage, 75 shaman, 75 cleric.
Myself (75 warrior) agro'd mobs kited them around, had other warrior pull them off me singly. We rinsed and repeated till we finished and on completion of final wave found out about the max stat's being 21 ac and 153 hps,mana,end.
Edited, Jan 20th 2007 2:50am by ostara
group:
75 sk: 13k hp (using 2.0 epic) 2.3k ac
75 sk: 15k hp (using 2.0 epic) 2.5k ac
75 dru: 10k hp 11k mana 2.1k ac
75 clr: 10k hp 1.8k ac 10k mana
75 ench: 10k hp 12k mana
70 bard: 10k hp 9.8k mana 2.3k ac
3 people, 2 boxing each
75 sk (15k hp) with 75 ench
75 sk (13k hp) with 75 cleric
70 bard with 75 dru (i played this)
group setup point:
we move down to the elevator place which is under the arena itself
go down ramp, take first right, past the room with the table, and into the elevator room
put casters at the haystack
put the tanks at the edge of the room so they can see the mob thats coming
on levels with a lot of spawns (such as #32) this is what i did
aggro every mob, then move them to the jail area (the very big arena like place underground on the map with lots of tiny rooms around)
then when i get to the entry way to the jail room, i wait until i see the mobs
i start casting high sun on a mob
by the time highsun lands, you should be 3/4 or most of the way across the room
right when the mob gates, FM once, then do it couple more times to make the mob not follow you
now you have a group of mobs sitting around at the jail room, with 1 mob at the top of the arena
go grab that single mob to the group and kill it
and rinse repeat
hope this helps people
(this pulling method is a bit mana expensive though, im sure there are better ways but thiis what i did and found that it was the safest for us since the person playing the ench/sk is still very new to eq , he just played WoW for 2 years ish)
MY songs for a Rose!
Edited, Oct 6th 2006 at 4:30pm PDT by weemage
Bardess of Bristlebane
The Claw of Nagafen
Don't know what happened to your instance, but that is not the norm.
Yes, I have done it repeatedly, for several people.
It has not happened once.
Dark Elf Shadow Knight
Drinal (Tarew)
Retired after 500 days /played
Deleted
http://eqplayers.station.sony.com/character_profile.vm?characterId=455266869792
Back, and rebuilding, but not posting near as much.
Updated, thanks.
Just because the write-up above says a mob is snareable/rootable, means it is snareable/rootable, and just because the write-up above says a mob isn't snareable/rootable, doesn't mean that the mob isn't snareable/rootable.
Instance to instance it can fluxuate, one wave being mezzable in one instance might not be in the next, you just have to be ready and try everything to beat this thing without considerable deaths.
1) The SK hails and spawns the wave. The warrior kites them around the arena if there's more than one.
2) The SK FD pulls one to our group in the jail room at the bottom of the stairs behind and to the left of the of the Arena Master.
3) SK FD's and the Paladin stuns agroes the mob. The rogue also jumps in behind the mob and the SK fights once the paladin has sufficient agro. I slow and send in my pet. Once the mob is slowed I join the fight. I use audio triggers to let me know when certain spells and effect land and wear off. I have an audio trigger for snares (bst aa pet snare Hobble of Spirits) and I hear the trigger constantly throughout the fights. I have scrolled back to check and I am able to confirm that the bst aa pet snare does in fact land on ALL mobs up to at least the 36th wave. We have checked this out and the mobs are in fact snared.
4) We repeat this technique until only the main mobs are dead. Then we all drop task to avoid having to fight the adds. We make sure that the charm does upgrade before we drop the task. (Do this to avoid bugging your charm) THen we simply join a new task to get the next wave :)
WARNING::: I have discovered that the task seems to bug if you zone out during a wave and or drop the task too soon. I had to zone to avoid dying a couple times and when I zoned back in I could not keep up a pet or summon my horse. The cleric had the same problem. We ended up having to drop the task and get a new one.
Updated, thanks.
Tonight my GF and I (both 3 boxers) pick this quest up where we left off last night. We encounter no problems until Wave 32. We pet pull the first goblin down to the circular area with no problems whatsoever. At that point we noticed all pets died somehow and all mounts disappeared. The mount buff still showed but the mount itself would disappear as soon as it was summoned again. We also noticed Knight Champion Eddard was missing as well. Well using a creative plan of me running around like a madman and then my gf's mage cothing me until we could split off singles. It took us a little while but it worked like a charm. It took a little longer than expected since we were short a shm bst enc and mage pet. On earlier attempts we noticed the bug with the pets after her bst pet died on a pull and she couldn't resummon one even outside the instance. I had he leave the task and she was able to summon a new pet...which died upon zoning in.../sigh. I will be pretty ticked if I have to do this wave over. Not to mention all the hair I will lose if I get the canned response "it's acting as intended" to my petition.
Vorac - 70 Warrior - Quellious
This happens any round where a "Boss" remains unagroed in the arena.
We did this with 2 pet classes( Magician / Beastlord ) and a cleric on horseback. Each time there was more than one boss and we pulled to the jail but split with CoH, as soon as the mob arrived to the jail pets poofed and although the mount still remained in the clerics buff box it was visually gone.
Our puller caught on to this around wave 21. As soon as the last of 2 "boss" cleared the arena (he'd pull past the knight to the jail) he'd announce it and we could summon pets and mounts again.
If you're not relying on pet dps this is little more than an inconvenience.
It seems quite obvious that the encounter was designed to be done in the arena and the arena only.
Not really.
It was designed for dealing with cc and multiple mobs.
The thing is "unagrod" , not "past jail"
Someone can remain up top kiting away while you peel off and pull down to the large round cell area.
For the rounds that pops adds though..
The adds pop up top, most of them when the mob is only at 50%-ish.
The large round area still has enough room to kite around back.
Pull all the mobs down and kite them around.
Adds pop up top non agro and wait.
When all the main ones are dead, you don't even have to deal with the adds. Just go up and leave. Then get mission again and continue from the next round.
Using both methods, we were able to easily get through every wave and max the charm.
Edited, Sep 16th 2006 at 4:14pm EDT by Kalysta
Dark Elf Shadow Knight
Drinal (Tarew)
Retired after 500 days /played
Deleted
http://eqplayers.station.sony.com/character_profile.vm?characterId=455266869792
Back, and rebuilding, but not posting near as much.
Dark Elf Shadow Knight
Drinal (Tarew)
Retired after 500 days /played
Deleted
http://eqplayers.station.sony.com/character_profile.vm?characterId=455266869792
Back, and rebuilding, but not posting near as much.
STR: +10 DEX: +10 STA: +10 CHA: +10 WIS: +10 INT: +10 AGI: +10 HP: +153 MANA: +153 ENDUR: +153
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Avoidance: +10 Accuracy: +10 Regeneration: +5
82 Holy Defender of Tunare
Leader of Rainkeepers Council
http://eq.magelo.com/profile/275750
Updated, thanks.
They corpse camp.
Have large agro and social range.
"if" a monk can single them out solo, it's going to be a damn long wait.
Much easier to just have someone kite them around, and a knight peel them off one at a time.
Dark Elf Shadow Knight
Drinal (Tarew)
Retired after 500 days /played
Deleted
http://eqplayers.station.sony.com/character_profile.vm?characterId=455266869792
Back, and rebuilding, but not posting near as much.
rated down to default for telling the truth, and a better strat....
Dark Elf Shadow Knight
Drinal (Tarew)
Retired after 500 days /played
Deleted
http://eqplayers.station.sony.com/character_profile.vm?characterId=455266869792
Back, and rebuilding, but not posting near as much.
Edited, Aug 13th 2006 at 10:19pm EDT by TolarisVelresian
70th Sorcerer
Pak'Cafan
(Drinal) Tarew Marr
So I'm thinking earlier mention that bosses and adds might be randomly immune to root/snare/mez may be accurate.
Mnesis Obscura, Erudite, 70 Enchanter, Harbinger of Notions
Mephistopheles Ascendant, Child of Atathus, 72 Necromancer, Herald of Winged Agony
Kill the main mob.
Head back up, and instead of agroing adds, leave the challenge.
All drop task , then get task again and go in.
You all start at the next round, and no adds to deal with.
Repeat on each round that has adds.
Remember: adds pop up top in main room.
Fight down to the east in large round room. Can kite there if multi champions and dont want the adds to pop on your kiter.
Dark Elf Shadow Knight
Drinal (Tarew)
Retired after 500 days /played
Deleted
http://eqplayers.station.sony.com/character_profile.vm?characterId=455266869792
Back, and rebuilding, but not posting near as much.
Edited, Aug 9th 2006 at 2:03am EDT by manditik
Ive seen this several times.
Also to avoid heal aggro the best spot to be is dependant on the kiter. certain waves need to be split using the gate room so you want to be on the arena side of the jail in the farthest corner.
On all other kites id be on the far side closest to the gate room
Shaere
Also, what is the level spread to do this task? Could a 60 & 70 do it?
So, in essence, you can begin this with a level 60 and a level 70, but do not expect to come close to maxxing it, with that duo.
The charm at wave 10 stats
AC:4
STR:2 DEX:2 STA:2 CHA:2 INT:2 WIS:2 AGI:2
HP:33 MANA:33 END:33
SV FIRE:2 SV DISEASE:2 SV COLD:2 SV MAGIC:2 SV POISON:2
Regeneration:1
Avoidance: 2 Accuracy:2
Recomended level of 70. Required level of 1
WT: 0.8 Size: SMALL
Class: ALL
Race: ALL
Slot:1, type 7: empty
Main mobs and adds can randomly be immune to run speed changes or be unmezable. Just kite them around the arena. Mobs that are snarable may also have very little hp, but still summon, so snaring them with a snare that has a dmg component may not be a great idea.
Due to the horrible pathing in the arena itself, which you'll notice with waves with lots of mobs, kiting just in the area itself can be challenging. For waves with many heavy hitters or tons of adds that can be a problem. There is however that set of steps you can use and run around the bleachers. Running up the steps forces the mobs to follow (instead of warp) and causes them to bunch up together a little. I'd use that every lap or two to correct the strange pathing inside the arena on the floor. This also buys you a little time. If adds spawn that round try to time your pathing so you're not approaching the steps when they do.
The next trick is having somebody peal a mob off on rounds where you have to kill multiples, like 32. Sit agro is fun :)
http://www.magelo.com/eq_view_profile.html?num=1139414
Apparently the Knight who gives out the mission is indifferent to all (Iksar had no problems with him)
Can get mission with any faction, and the only level required for it is level 1.
I wouldnt suggest doing it though. ;)
Our group was
70monk, 70warrior, 70cleric, 70shaman, 70bst and the 40rogue.
Had NO problems until wave 32, which is where we quit.
The 70warrior had already completed the entire mission, so here's what he did to get it.
"Had a 70pally in group, as well as 70warrior, 70cleric, etc., the pally stun kited the 7orcs around the jail cell, and as they came by i'd pick one off using Mock and we'd kill it while the pally kited the rest, went by no problems. Pally used just plain old SoW.
Just need to make sure the pally has enough aggro so when you pick one off, the rest dont come."
Hope this helps. :D
But you may only lose one.
The two gladiator adds as well as the Elemental are immune to changes in run speed. Neither snare or root would land.
Arcanist of (CT)
Edited, Jul 6th 2006 at 10:20pm EDT by Cenamen
Also -- it appears 6 deaths in your group (total) = loss as well.
Edited, Fri Jun 23 19:49:47 2006
Bonzz of the Knights of Truth, Bertoxx Server
http://www.bonzz.com/bonzz.htm
(please excuse my dyslexic typing skills)
If you happen upon on of the levels that has 2 main mobs and adds, I kited them in one of the back rooms until the first was dead then drug it across to the jail and killed it there.
We did the first 30 or so killing every mob, but after a few restarts (from 0 due to new people) we decided this was the better way and much faster.
-Vicious
Dartamus
75 Dread Lord
I would suggest moving down to the jail after 8 so that you have a few easy ones to get the strategy down.
Edited, Tue May 16 23:23:50 2006
Also, wave 18 flurries.
Edited, Sat May 27 01:06:00 2006
I also did a few tests. There is no faction required to get this task or to enter it. Also, I got a couple friends to create lvl 1s on another server and get the mission. You can get it at lvl 1, just with the stipulation that you need 3+ members, like any group task. However I didn't try to actually trio the first wave, as my friends had to leave and I didn't feel like soloing it as a lvl 1 mage with no armor or spells.
General Strategies for waves:
After running through this quest a few times, the best strat I have ever been given (thanks to Swifdaddy and Sulidwen, rangers in Endorean who gave me these, and several others(Bigmuscles and various alts of his, etc)) to fight in the arena.
1. Don't fight in the actual arena. Use the jail room with the barred gates to the northwest. Have the puller pull to there.
2. When there is just 1 main mob/champion, and adds, pull that mob to the room before the adds come out the door. You get credit for the wave w/o killing the adds. After that you can inform the npc you are ready to leave and start a fresh instance, painlessly killing those mobs off.
3. When there are multiple main mobs and adds, do the same basic thing as strat 2. Pull one to the fighting room, and have a kiter kite the other(s) into and around the much larger room northwest of the fighting room. There is a huge barred gate here.
4. When there are multiple main mobs, and no adds, pull one to the group, and have your kiter kite them upstairs w/o dealing dmg to them(a shaman or sk is ideal for this, they can gain large amounts of agro w/o actually dealing dmg). Slows/debuffs are suggested. NOTE: This is ESPECIALLY useful in defeating the 32nd wave of 6 orcs or the 40th wave of 4 ghosts.
5. Have your healer use low-aggro (non-fast heals) to heal the kiter. This includes HoTs and CHeal when possible. If you don't, be ready to have the cleric gain agro from the kited mobs and quickly get cleaned out, spelling near certain doom for your group during that wave.
6. All adds at any time spawn AFTER the main mobs. There is no reason to fight the adds at any time. Ever. They always spawn later and at the entrance of the arena. Unless you truly want to try up to 10 adds at once, use the leave option after the main mobs are slain. This actually severely cuts down on the time needed for the mission, is much easier on the healers/etc.
HOWEVER: Do NOT use the Remove button in the task window UNTIL after the knight champion has been told you are ready to leave. Otherwise the task window will not update and even if you have gotten the charm upgrade you may have to do that wave again. This doesn't happen every time but it will happen and it can be highly aggravating to lose progress.
Good luck on getting this very useful and powerful charm.
Edited, Thu May 11 06:11:38 2006
Savagespirit Illinther Sarantiel
Got to late so we called it a night..
Question about Strat 2..
Kill the main, root the adds and everyone hail knight and leave quickly..then what?? Leave instance once safely outside? This is the question.
Thanks
Aapple
67 Chantress
Bristlebane
then quit mission as saying leave finishes it anyway - get a fresh one once you have all zoned.
also if you have more than one main at start either move group from big jail to small room eith gate or use small room with gate to kite in ....
ps: Alla-folks, check your mail from 3/20/06 and look for waves 31 to 41 /grin
31) an arena champion (gargoyle)--two blue arena champion adds every 25% health (but we ended up with 10, they might spawn at 20% but lag delayed them)
32) seven an arena champions (orcs)--all spawn at the start, hits up to 1100 but usually 200-600
33) an arena champion (fire imp)--hits for 1300, nothing unusual but started single rampage at 20%
34) two an arena champions--two adds (snare/rootable, no mez), adds were at 80 (one) and 50 (one) on the first, two at 20% on the second.
35) two an arena champions (vampires), hit for 1800+, rampages -- two adds at 80% and 50% (mezzable, no snare/root)
36) three an arena champions (drachnids), hit for 1900, all no mez/snare, only partially slowable, rare AE rampage
37) an arena champions (frost giant), 1850, flurries, stomps! (you have to see it to understand)-- two adds every 25% (mezz and snares!) rampages
38) two an arena champions (big big cougars), 1900+, rampages--two pairs of cubs (maybe 80 and 40%), no mez/snare
39) two an arena champions (Battlemaster Rhioris/mino) flurries, 1750ish
40) four an arena champions (froglok ghosts), flurries, 1650's, flagged as undead, no mez, no snare/root
41) one an arena champion (eyeball), 2100, rampages, flurries--two adds at 75/50/25% (mezzable, no snare), adds flurry
Thane of Tunare
Pastry Chef
36) three drachnids - 2250
37) frost giant - 2367
38) big cougars - 2280
39) battlemaster model - 2396
40) froglok ghosts - 2240
These were just the max hits I saw scrolling up after each fight, they may actually hit a bit harder. Also, I had 12% shielding at time (15% shielding for frost giant...cleric aura). Fun fun.
Edited, Wed May 31 17:29:36 2006
Thane of Tunare
Pastry Chef
Last night i encounterd one of the waves with 4 adds ... all the adds had the same name, but 2 were rootable and 2 were not.
My question is, if the 4 of us go back, and try it with 2 other people who haven't attempted this task, do we pick right back up at wave 23, or do we have to start over?
The arena event always starts from the wave of the lowest person in the group. So if you add two people who have never done it before, the event starts from wave 1.
Greetings Gukak Kluelezz
But you can re zone in by just telling the npc in Freeport again.
----------------
ShadowSoldier
Antonius Bayle
and most of the time, flurry means rampage and vice versa.
also the event is very nice and becomes challenging, i find it lacking diversity.
You allways deal with adds, all mobs are pure melee, no AEs, no traps etc etc.
Edited, Fri Apr 21 18:07:56 2006
Edited, Sun Apr 16 22:47:39 2006
We moved on to the 29th fight and won then moved to the 30th which again had adds. The above key said they should be mezzable but they were NOT. Instead they were rootable. Which leads me to believe that they are resistant to 2 of the 3 every fight and susceptible to one, which rotates in the order of root/charm/mez. I am a chanter, so wasn't able to test to see how snare factored in so someone else may want to post that info.
Edited, Mon Apr 3 22:10:32 2006
Coercer
The views expressed above are ENTIRELY Breez's, and do not, nessecarily, represent the views of Allakhazam, Users of this board, or Enchanters/Coercers everywhere.
The Fabled Kerafyrm hits you for 25974 points of damage!
The Fabled Kerafyrm goes on a rampage
The Fabled Kerafyrm hits you for 31667 points of damage!
You have been harm touched for 129023 points of damage!
The Fabled Kerafyrm hits you for 21532 points of damage!
You Have Been Slain by The Fabled Kerafyrm!
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