Ikkinz Group Trial #3: Tri-Fates  

Quest Started By:Description:
Where:
Who:
Rating:
*****
Information:
Level:65
Maximum Level:125
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Quest
Quest Goal:
  • Advancement
  • Loot
Quest Items:
Related Zones:
Related Creatures:
Related Quests:
Era:Gates of Discord
Recommended:
Group Size:Group
Min. # of Players:2
Max. # of Players:6
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Sat May 13 01:10:59 2006
Modified: Tue Dec 5 05:21:04 2023


Requesting the Expedition

If this is your first time doing this Ikkinz trial, you will need to first speak with Kevren Nalavat (click for map image) in Kod'Taz, the Broken Trial Grounds, as part of Gates of Discord Progression.

If you follow his dialogue and say "Twin Struggles", he directs you to see Kenra Kalekkio (click for map image), who gives out this expedition (/loc -430, -1260, -420 -- in the southeastern corner of the zone are three temples: this is outside northernmost of those temples).

If you've already done progression, you can bypass Kevren Nalavat and speak directly Kenra Kalekkio.

You say, 'Hail, Kenra Kalekkio'

Without progression, you see:

Kenra Kalekkio says 'It would be best if you kept out of sight, _____. You never know when one of those fearsome invaders might wander past looking for a fight. You look like you're here with a purpose, but I can't quite figure out what. Why don't you go see Kevren? He should be more than happy to speak to another adventurer.'

With progression, you see:

Kenra Kalekkio says 'I have been expecting you, _____. You proven your worth thus far by completing the first two trials and for that I applaud you. You are not through with your testing though. You have a [final test] to complete here at the Temple of the Tri-Fates before you will be considered ready for further work.'

You say, 'What final test?'

Kenra Kalekkio says 'Very well. Time is critical, _____. Your final test takes you within the Temple of the Tri-Fates. We call it this because of the three creatures you will encounter once inside. The [three beasts] are hunters that have deadly accuracy with a bow and attack together to make a dangerous combination.'

You say, 'Three beasts?'

Kenra Kalekkio says 'The three hunters inside the temple are called the Tri-Fates. They are named thusly because of their ability to control your fate on a whim. Their victims' usual fate is that of death, though I believe the Wayfarers Brotherhood has recruits that can stand up to them. Perhaps you are that person? Perhaps you have the desire to [prove yourself] worthy, venture into the temple, and slay the beasts?'

You say, 'I'll prove myself'

Kenra Kalekkio says 'Good to hear, but before you go there is more you must know. These hunters are guarding some relics that are giving them extremely high accuracy with their weapons. If they are allowed to possess these relics any longer, they may become an unstoppable force. You must [recover the relics] so the Wayfarers Brotherhood can examine them.'

You say, 'I'll recover the relics'

Kenra Kalekkio says 'This is your final trial and will prove, once and for all, if you are capable of taking on the more serious issues concerning the Muramites. You must fight through the temple and enter an entrance to the inner chambers of the Temple of the Tri-Fates. Once inside, kill the Tri-Fates and return the relics. When you are [ready to begin] and have a group with you, return to me, and I shall send you on your way.'

You say, 'I am ready to begin'

Kenra Kalekkio says 'Then I bid you good luck on your journeys, _____. Make haste into the temple and, hopefully, by the time we meet again you'll have recovered the relics and passed the final test.'

The direction to the entry to your instanced zone(s) have been marked on your compass.

This instance is entered in the temple just south of Kenra.



Lockout Timers

As soon as you request the expedition, you receive a 1-hour lockout timer. If you kill a loot-dropping named in the instance, you receive an 8-hour lockout timer. If you complete the expedition, you receive a 24-hour lockout timer. (All timers are from the point of request.)







Named Mobs

Named mobs that are confirmed to spawn in this instance:

Hexxt Sightsliverer (loot dropper)
Pixtt Tyranist (unknown)
Pixtt Willbreaker (loot dropper)
Subjugated Brawler (unknown)

Named mobs have a chance to be up as soon as you zone in.



Expedition

General mob population here tend to hit for a max ~1,300 while named (loot dropping) mobs tend to hit for a max ~2,100.

Mobs in this zone can drop components to make a Kyv Bow of Precision, if you have a ranger who could use it (Fletching skill).

Here, you'll need to make your way to 3x "Flesh Hunter" (your kill targets for this expedition). Following the main Ikkinz hall way all the way down the first ramp, and into the door with three alcoves. Note that the door remains locked until you've killed the three kyvs in the hallway preceding it and the two ikaavs in front of it.

Inside the main room are 1x "Flesh Hunter" in each of the room's alcoves. The nameds are permanently rooted, summon when damaged, and hit for a max ~1,750. They appear to share aggro.

Kill the three Flesh Hunters one at a time, working from north to south. Keep in mind that due to aggro-sharing, your healers will have lots of aggro on the second and third nameds.

If you fail to kill all three Flesh Hunters within a certain time frame, they respawn.

Flesh Hunter has been slain by _____!

The Tri-Fate Hunters have been defeated! Though the legion may send replacements, you have finished what you sought out to do and delayed their progress for a time! Congratulations!

Once the third Flesh Hunter is dead, the expedition is completed and 2x "a pile of bones" spawn along the opposite wall (one contains loot; the other contains a "Thrice-Notched Arrow Remains" for each group member (used as part of Gates of Discord Progression).



Repeating the Trial

You can repeat the trial at any time by speaking with Maroley Nazuey again:

You say, 'Hail, Kenra Kalekkio'

Kenra Kalekkio says 'Though you have already completed the third trial, we will allow you to continue to sharpen your abilities in the temple. I must remind you that though these trials are for your benefit, we cannot control what goes on inside. If you still want to [prove yourself], tell me, and I will make preparations for you to enter the temple.'

This leads into the same text as above.
Rewards:
Send a Correction
Post Comment
Zone in
# May 14 2023 at 2:05 PM Rating: Good
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654 posts
The zone in to the instance is the northern Temple, in the Eastern of the 3 zone ins.
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ShadowSoldier
Antonius Bayle
New Loot: Sweet Aug.
# Sep 16 2012 at 4:41 PM Rating: Good
Scholar
26 posts
Please add this item to the chest loot table:

[IMG]http://i50.tinypic.com/2mfht0l.png[/IMG]

ps: If there is a better way to load an image on here, I'd sure like to know...
New Loot: Sweet Aug.
# Sep 17 2012 at 6:48 AM Rating: Good
***
2,308 posts
Easiest way is to open it in Windows Paint. Then save it as a .jpg. Go to the Glyphed Sandstone page. Click on add an image and upload the .jpg.
lock out timer?
# Dec 12 2008 at 8:48 PM Rating: Decent
Scholar
*
69 posts
does anybody know the lockout on this?

lock out timer?
# Sep 12 2009 at 9:27 AM Rating: Good
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1,312 posts
17 hours lockout timer if you win, 1 hour if not, counting from the time the expedition begins.
Avoiding arrows
# Jan 21 2008 at 4:25 AM Rating: Decent
*
191 posts
The arrows the Flesh Hunters fire are dependent on line of sight. Once tank has agro on current Hunter, all you need to do to avoid the arrows of the others is move you healers/casters out of LoS.

While fighting the first there is a point just inside door to the right where a column will block view of second Hunter. As long as tank successfully taunts the next Hunter before attacking and healers stay out of LoS, the arrows are not an issue.

I'd say this was actually the easiest of the three trials for me to duo with Druid healbot.

Corrections
# Dec 26 2007 at 11:01 PM Rating: Decent
The named do not spawn archers, nor do they transfer their aggro list to each other.
They do, however, have a huge aggro radius, so if your tank goes in first, he will have aggro on all 3 named, and any healing you do will build up on all 3 as a result. Best to have a non-healer, non-tank who won't require healing go in first and grab initial aggro. Then the tank will only be on 1 aggro list at a time, and your healers won't be squashed.

For the last room with the named, first clear out the other spawns by running in and dragging them out. When the named are all that are left, leave the zone or go far away until aggro clears. You need to manage the aggro list for this or your healers will get summoned.

If you have levitate on, go down as low to the ground as possible so that the other archers don't take pot shots at you.

2 boxes will spawn: the trial item box (containing 1 item for each person in group) and a loot box. They are piles of bones along the wall that you /open.
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