Raid Expedition: Unearthing Alra  

Quest Started By:Description:
Where:
Who:
Rating:
*****
Information:
Level:95
Maximum Level:105
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Expedition
Alaran Language:81
Quest Goal:
  • Advancement
  • Loot
Related Zones:
Related Creatures:
Related Quests:
Era:Veil of Alaris
Recommended:
Group Size:Raid
Min. # of Players:6
Max. # of Players:54
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Thu Jan 5 01:44:19 2012
Modified: Wed Jun 26 12:03:11 2013
Veil of Alaris Information & Guides: An Overview | Group Progression & Task List | Raid Progression | Visible Armor



This raid expedition begins with a shade in the Pillars of Alra, located in the middle of the center island.

Pre-requisites for requesting the raid:
- Completion of "The First Pilgrimage"
- Completion of "The Word of Melretia"
- Completion of "The Word of Anriella"
- Completion of "The Word of Fal`Kaa"
- Completion of "The Word of Erion"
- Completion of "Crisis of Faith"
- Completion of "The Truth" (group mission)
- Completion of "The Growing Threat" (multi-group mission)
- Completion of Beasts' Domain Raid: "King of the Beasts"
- Completion of Resplendent Temple Raid: "Two Sides of the Stone"
- Completion of Rubak Oseka Raid: "Time and Tides"
- Minimum skill level in Alaran: 81

Pre-requisites for participating in this raid:
- There are no task or language requirements.
- Your "Record of Tales" must be evolved to, at a minimum, its fourth level: "Record of Fables" (NOTE: See this raiding guide for information about VOA raid progression.)

You say, 'Hail, a shade'

a shade says, in Alaran, 'We are eternally indebted to you for your efforts in freeing our fallen kin and righting the wrongs of the wards. If you have returned to learn more of the [truth] or once again combat the [growing threat] then allow me to guide your steps... Though it pains me to ask, I must know if you are willing to undergo a [final trial]...'

You say, 'What final trial?'

a shade says, in Alaran, 'It would seem that our efforts to combat the growing threat were not great enough. The wards aim to redouble their efforts and will soon be reenacting their attempt at a revelation. I am afraid that this time you will require a stronger force to combat them. If you are willing to put an [end to this cycle] then I shall guide your steps...'

You say, 'An end to this cycle?'

a shade nods slowly, a look of deep admiration is frozen on its ethereal face as it speaks, 'Let me know when you are [ready] and I shall lift the final veil from your eyes...'

Unearthing Alra is now available to you.

You say, 'Ready!'

a shade says, in Alaran, 'Very well.'

LOADING, PLEASE WAIT...
You have entered Pillars of Alra.



Summary

- Split the raid into four sections; everyone should stand at their assigned pillar statues before the event begins.

- Say "ready" to "a shade" to initiate the event.

- Light:
--- Kill the five waves of adds that spawn while successfully curing 14 emotes to completely unlock the health of the two nameds.
--- Kill the Herald and Harbinger of Erion.

- Shadow:
--- Kill the Shade of Temperance while following its many emotes.
--- Kill the adds (DPS "reborn"; kite "impervious") that spawn at the Shade's health intervals every 10%.

- Nature:
--- Kill the 15 verdant lifetenders and the Focus of Anriella.

- Arcane:
--- Kill 10 gargoyles (via mez spells) and nuke the crystal dead.

- Once the 10-minute timer is up, everyone is ported out to the center island.

- If you've had a good enough score, the final named spawns and goes aggro two minutes after you beat the pillars.

- Vsariard, the Revelation:
--- Kill the Revelation while avoiding the gaze of the sentry stone that circles the island and overcoming its regeneration.



The Pillars: Class Benefits & Detriments (By Pillar)

Light
Bard: +275% Damage Dealt; Negate Instrument Mods
Beastlord: +40-91% to Heals; -25% Damage Dealt
Berserker: +85% Aggro; +5% Damage Dealt; +20% Damage Taken
Cleric: +40-91% to Heals; +75% Aggro
Druid: +40-91% to Heals; Negate Spell Damage Focus; Negate Mana Preservation Focus
Enchanter: +25% to Incoming Heals; -35% Damage Taken; Negate Mem Blur (?)
Magician: +25% to Incoming Heals; +75% Aggro; -35% Damage Taken
Monk: +25% to Incoming Heals; +75% Aggro; -35% Damage Taken
Necromancer: +40-110% DOT Damage; -90% to Heals; +80% Aggro; +25% Damage Taken
Paladin: +40-91% to Heals; -85% Hit Damage
Ranger: +30-60% to Heals; -40% Hit Damage
Rogue: -85% Aggro; -25% Hit Damage; Negate Shroud of Stealth
Shadow Knight: +35% Damage Dealt; +15% Damage Taken
Shaman: +40-91% to Heals; Negate Spell Damage Focus
Warrior: +10% Aggro; +15% Damage Dealt; +10% Damage Taken; Negate Melee Mitigation
Wizard: +25% Heal Taken; +75% Aggro; -35% Damage Taken

Shadow
Bard: +350% Damage Dealt; Negate Instrument Mods
Beastlord: -30% to Incoming Heals; +5% Damage Dealt
Berserker: -25% Damage Dealt; -20% Damage Taken
Cleric: -75% to Heals; +250% Damage Dealt; +20% Damage Taken
Druid: -25% to Heals; +15% Damage Taken
Enchanter: +200% to Bard Song Effectiveness
Magician: -55% to Incoming Heals; +20% Damage Taken
Monk: +75% Aggro; +15% Damage Dealt; +25% Damage Taken
Necromancer: +20% to Incoming Heals; -30% Damage Taken; Negate Critical DoT Chance / Extension Focus / Third Spire
Paladin: -75% to Heals; +35% Damage Dealt; +20% Damage Taken
Ranger: -40% to Heals
Rogue: +80% Aggro; +5% Damage Dealt
Shadow Knight: +150% Resist Raid; -45% Damage Taken
Shaman: +40-110% Spell Damage Dealt; Negate Heal Focus
Warrior: -40% Aggro; -45% Damage Dealt; -5% Damage Taken
Wizard: -55% Heal Taken; +20% Damage Taken

Nature
Bard: +18 seconds to Brass songs
Beastlord: +90% Aggro; +10% Damage Dealt; -20% Damage Taken
Berserker: +40% Aggro; +5% Damage Dealt; -15% Damage Taken
Cleric: +25-91% to Heals; +45% Aggro; +20% Damage Taken
Druid: +70-110% to Heals; Negate Spell Damage Focus; Negate Mana Preservation Focus
Enchanter: Negate Spell Duration Focus; Negate Mana Preservation Focus
Magician: -0.75% Pet Hitpoints; Negate Critical Nuke Chance; Negate Spell Damage Focus; Negate Mana Preservation Focus
Monk: +75% Aggro; -20% Damage Dealt; -20% Damage Taken
Necromancer: +25% Damage Taken
Paladin: +20-91% to Heals; -30% Damage Dealt
Ranger: +40-80% to Heals; +25% Damage Dealt; Negate Accuracy Effects; Negate Ranged Damage Effects
Rogue: -15% Damage Dealt; Negate Shroud of Stealth; Negate Invisibility
Shadow Knight: +20% Damage Dealt; +25% Damage Taken
Shaman: +18 seconds to DOTs; Negate Heal Focus
Warrior: -65% Aggro; +5% Damage Dealt; +10% Damage Taken; Negate Melee Mitigation
Wizard: Negate Critical Nuke Chance; Negate Spell Damage Focus; Negate Mana Preservation Focus

Arcane
Bard: +12 seconds to Wind Songs
Beastlord: -60% Spell Damage Dealt; +15% Damage Dealt; +15% Damage Taken; Negate Heal Focus
Berserker: -25% Damage Dealt; +25% Damage Taken; Negate Critical Hit Chance
Cleric: -50% to Heals; +45% Aggro; -35% Damage Taken
Druid: +15-91% Spell Damage Dealt; Negate Heal Focus
Enchanter: +18 seconds to single-target mez
Magician: +35-91% Spell Damage Dealt; +20% Damage Taken; +0.25% Pet Hitpoints
Monk: +50% Spell Damage Taken; +20% Damage Dealt; +10% Damage Taken
Necromancer: -15% Damage Taken; Negate Critical DoT Chance / Extension Focus / Third Spire
Paladin: +75% Spell Damage Taken; +15% Damage Dealt
Ranger: +75% Spell Damage Taken; -45% Damage Dealt
Rogue: +50% Spell Damage Taken; +20% Damage Dealt; Negate Triple Backstab; Negate Accuracy Effects
Shadow Knight: -60% Spell Damage Dealt; +15% Damage Dealt; +10% Damage Taken
Shaman: Negate Heal Focus
Warrior: +25% Aggro; +5% Damage Dealt; +5% Damage Taken
Wizard: +35-91% Spell Damage Dealt; +20% Damage Taken



The Pillars: Class Benefits & Detriments (By Class)

Bard
Light: +275% Damage Dealt; Negate Instrument Mods
Shadow: +350% Damage Dealt; Negate Instrument Mods
Nature: +18 seconds to Brass songs
Arcane: +12 seconds to Wind Songs

Beastlord
Light: +40-91% to Heals; -25% Damage Dealt
Shadow: -30% to Incoming Heals; +5% Damage Dealt
Nature: +90% Aggro; +10% Damage Dealt; -20% Damage Taken
Arcane: -60% Spell Damage Dealt; +15% Damage Dealt; +15% Damage Taken; Negate Heal Focus

Berserker
Light: +85% Aggro; +5% Damage Dealt; +20% Damage Taken
Shadow: -25% Damage Dealt; -20% Damage Taken
Nature: +40% Aggro; +5% Damage Dealt; -15% Damage Taken
Arcane: -25% Damage Dealt; +25% Damage Taken; Negate Critical Hit Chance

Cleric
Light: +40-91% to Heals; +75% Aggro
Shadow: -75% to Heals; +250% Damage Dealt; +20% Damage Taken
Nature: +25-91% to Heals; +45% Aggro; +20% Damage Taken
Arcane: -50% to Heals; +45% Aggro; -35% Damage Taken

Druid
Light: +40-91% to Heals; Negate Spell Damage Focus; Negate Mana Preservation Focus
Shadow: -25% to Heals; +15% Damage Taken
Nature: +70-110% to Heals; Negate Spell Damage Focus; Negate Mana Preservation Focus
Arcane: +15-91% Spell Damage Dealt; Negate Heal Focus

Enchanter
Light: +25% to Incoming Heals; -35% Damage Taken; Negate Mem Blur (?)
Shadow: +200% to Bard Song Effectiveness
Nature: Negate Spell Duration Focus; Negate Mana Preservation Focus
Arcane: +18 seconds to single-target mez

Magician
Light: +25% to Incoming Heals; +75% Aggro; -35% Damage Taken
Shadow: -55% to Incoming Heals; +20% Damage Taken
Nature: -0.75% Pet Hitpoints; Negate Critical Nuke Chance; Negate Spell Damage Focus; Negate Mana Preservation Focus
Arcane: +35-91% Spell Damage Dealt; +20% Damage Taken; +0.25% Pet Hitpoints

Monk
Light: +75% Aggro; -50% Damage Dealt; -20% Damage Taken
Shadow: +75% Aggro; +15% Damage Dealt; +25% Damage Taken
Nature: +75% Aggro; -20% Damage Dealt; -20% Damage Taken
Arcane: +50% Spell Damage Taken; +20% Damage Dealt; +10% Damage Taken

Necromancer
Light: +40-110% DOT Damage; -90% to Heals; +80% Aggro; +25% Damage Taken
Shadow: +20% to Incoming Heals; -30% Damage Taken; Negate Critical DoT Chance / Extension Focus / Third Spire
Nature: +25% Damage Taken
Arcane: -15% Damage Taken; Negate Critical DoT Chance / Extension Focus / Third Spire

Paladin
Light: +40-91% to Heals; -85% Hit Damage
Shadow: -75% to Heals; +35% Damage Dealt; +20% Damage Taken
Nature: +20-91% to Heals; -30% Damage Dealt
Arcane: +75% Spell Damage Taken; +15% Damage Dealt

Ranger
Light: +30-60% to Heals; -40% Hit Damage
Shadow: -40% to Heals
Nature: +40-80% to Heals; +25% Damage Dealt; Negate Accuracy Effects; Negate Ranged Damage Effects
Arcane: +75% Spell Damage Taken; -45% Damage Dealt

Rogue
Light: -85% Aggro; -25% Hit Damage; Negate Shroud of Stealth
Shadow: +80% Aggro; +5% Damage Dealt
Nature: -15% Damage Dealt; Negate Shroud of Stealth; Negate Invisibility
Arcane: +50% Spell Damage Taken; +20% Damage Dealt; Negate Triple Backstab; Negate Accuracy Effects

Shadow Knight
Light: +35% Damage Dealt; +15% Damage Taken
Shadow: +150% Resist Raid; -45% Damage Taken
Nature: +20% Damage Dealt; +25% Damage Taken
Arcane: -60% Spell Damage Dealt; +15% Damage Dealt; +10% Damage Taken

Shaman
Light: +40-91% to Heals; Negate Spell Damage Focus
Shadow: +40-110% Spell Damage Dealt; Negate Heal Focus
Nature: +18 seconds to DOTs; Negate Heal Focus
Arcane: Negate Heal Focus

Warrior
Light: +10% Aggro; +15% Damage Dealt; +10% Damage Taken; Negate Melee Mitigation
Shadow: -40% Aggro; -45% Damage Dealt; -5% Damage Taken
Nature: -65% Aggro; +5% Damage Dealt; +10% Damage Taken; Negate Melee Mitigation
Arcane: +25% Aggro; +5% Damage Dealt; +5% Damage Taken

Wizard
Light: +25% Heal Taken; +75% Aggro; -35% Damage Taken
Shadow: -55% Heal Taken; +20% Damage Taken
Nature: Negate Critical Nuke Chance; Negate Spell Damage Focus; Negate Mana Preservation Focus
Arcane: +35-91% Spell Damage Dealt; +20% Damage Taken



Initiating the Event

Prior to triggering the event, your raid should be split into four sections (one for each pillar).

Group makeups will vary according to your raid makeup, but you'll want everyone standing by the statue for their assigned pillar before it starts.

Once ready:

You say, 'Hail, a shade'

a shade remains still, transfixed upon the barren shrine... What feels like an eternity passes before the shade utters its reply, '...Our greatest fears have come to pass. The Wards have begun exerting their power in an effort to wake the great one. I must call upon you seekers to [end this], to restore peace to our divided land... If you are unwilling or unable, you may still [leave]...'

You say, 'End this?'

a shade nods, still staring at the barren shrine, 'The enthusiasm of your people is inspiring, but I must warn you that the battle will not be easily won. Each Ward aims to cleanse the land of all outsiders and awaken Alra under their own influence. To defeat them, you will need to strike at the heart of each Pillar simultaneously. When you are [ready] I will have my allies weaken the barrier that protects each Pillar from entry. You will have only a few minutes to weaken their forces...'

You say, 'Ready!'

a shade calls out to its allies, 'These seekers aim to stop the Wards. It is time we lower the barrier.' The shade kneels before the barren shrine of Alra. The wandering apparitions begin chanting in a low monotone. The shade addresses you, 'Stand under the influence of the Pillar you intend to assault. Though we are able to disrupt their barrier, the wards will not allow more than a few of you to breach their defenses. Prepare yourself, seeker...'

The apparitions' chanting grows louder. The once still night air grows warm and restless. The spires begin to hum with renewed life...

The Pillars resonate with a unified voice, 'Minions, the harbingers of Discord have returned. Ready yourselves for their invasion. We shall not fall again this day!'

The ground trembles as the apparitions raise their eyes to the sky and shout in a unified voice! The stoic shade yells, 'The barrier is broken, is it time we put an end to the tyranny of the Wards!'

You are transported into the Pillar of _____.

Note: The shade will port you out of the zone if you want:

You say, 'I wish to leave'

a shade says, in Alaran, 'Very well.' The shade reaches out and motions your eyelids closed. The sound of flowing wind fills your ears as you awaken from these visions.'

LOADING, PLEASE WAIT...
You have entered Pillars of Alra.



Beating the Pillars: The Timer

There is a 10-minute timer that begins from the point that you port into the pillars. You'll be warned at 9 minutes, 6 minutes, and 3 minutes:

The devout shade calls out through the valley, 'Seekers, you have nine minutes remaining before the wards move beyond their chambers...'

The devout shade looks up from the barren shrine and shouts, 'Seekers, the power of the wards is growing. You have only six minutes left.'

Drinal continues to climb the night sky. The shade is silent, yet you feel you have only three minutes left.

After the 10 minutes are up, everyone is ported back to the center island and you'll see your score (more on the scoring system in a later section).



Beating the Pillars: Light

Pop-Up Window Says:

A vision of the Pillar of Light flashes before your eyes.

Within these halls you will need to put a stop to the Harbinger and the Herald of Erion. They will attack your party with curses of infected light as well as the conjuration of living fragments of light.

To defeat the duo you will need to harm them enough to bring them into a vulnerable state. Once vulnerable, you will have to use their corrupted light against them. Failing to use this corruption against them will leave them immune to your damage.

Be weary of the living fragments of light as they have the power to emit blinding rays that will leave you wishing you had avoided their attention!

Upon porting in, you see:

The Pillar of Light seems to be drawing power from the Herald and Harbinger. They must be slain in order to stop Erion.

As soon as you port in, "The Herald of Erion" and "The Harbinger of Erion" (spawned on either side of the room) auto-aggro. Note: Unlike the group mission, they are NOT permanently rooted in the raid.

If the named are tanked too close together or too far apart, they gain strength. You'll want them a little ways on either side from the port-in spot. If too close together, you see this emote (in red):

The Guardians of Light begin lashing out violently as they stand near each other.

They each hit for a max ~25,000 (this will vary according to the class benefits/detriments listed above).

What to Do: Anyone who gets the debuff "Corrupted Reflections of Light" on them must stand under the "(Vulnerable)" named and get a single-target corruption cure. Properly curing these debuffs will unlock the two nameds' health. You'll want to kill adds as they spawn. The two nameds must be killed in order to beat this pillar.

DPS both nameds down to 89% at which point their health will lock. You'll see an emote like this when their health locks (appears in text only):

The Harbinger of Erion focuses its power and defends itself with a barrier of uncorrupted purity.

Shortly into the fight, one of the nameds becomes vulnerable (the word "(Vulnerable)" appears beside its name). This isn't known to affect their susceptibility to melee damage; however, it's important for curing yourself and progressing the event.

Every 35 seconds, you'll see this emote (flashes up on screen and in text):

Rays of light shine upon _____, _____ and _____.

When you see the above emote, two people (named in the emote) will get the debuff "Pure Reflections of Light" and one person will get the debuff "Corrupted Reflections of Light". Both spells have 10 corruption counters. ONLY the "Corrupted Reflections of Light" spell should be cured. Do NOT cure the "Pure Reflections of Light" debuff.

Before the inflicted target asks for a cure, they should move to the location of the named with the word "(Vulnerable)" beside its name. Curing oneself of "Corrupted Reflections of Light" while standing under the "(Vulnerable)" named will trigger this emote...

The Harbinger of Erion staggers and looks weaker as corruption eats at its skin. It redoubles its effort to kill you by passing its vulnerability to the Herald.

...and unlock that named's health to the next level. Each cure causes the "(Vulnerable)" tag to switch to the opposite mob.

It's believed there are seven health lock points for each named, requiring a total of 14 successful emote cures in order to make them both killable.

As you are on a 10-minute timer and mob health locks are directly tied into cures, failure to properly and timely cure yourselves will result in an unbeaten pillar.

While all of this is going on, you'll get add waves consisting of 2x "a blinding fragment of light". You'll get five waves of adds (for 10 mobs total). The first wave spawns one minute into the event, and you get four more waves (in intervals of 60 seconds). After the fifth wave, they stop spawning.

a blinding fragment of light hovers menacingly toward _____.

These spawn in different parts of the room and proc a blind spell on their target. They are stunnable via melee discs, but are highly resistant (not mezzable; not charmable).

NOTE: While the nameds' health is locked, they AE rampage for significant damage (~35,000). Everyone but their tanks should stay outside their melee range while their health is locked. The warning emote for this:

The Harbinger of Erion begins lashing out violently!

Kill the two nameds to beat the pillar:

The Harbinger of Erion has been slain by _____!
The Harbinger of Erion disintegrates into pure light.
Your faction standing with Paragons of Purity got worse.
Your faction standing with Purity of Alra got better.

The Herald of Erion has been slain by _____!
The Herald of Erion disintegrates into pure light.
Your faction standing with Paragons of Purity got worse.
Your faction standing with Purity of Alra got better.

The voice of Erion Ulrich, the Archon of Light, pierces through the air, 'How could this have happened!? Miserable corruptors! Do not think you have won this fight! You shall be purified by the cleansing light of Alra!'



Beating the Pillars: Shadow

Pop-Up Window Says:

A vision of the Pillar of Shadow flashes before your eyes.

Within these halls you will face Fal`Kaa's most devout guard: The Shade of Temperance. The shade's most dangerous attribute is its ability to damage your party for your lack of discipline. To avoid this punishment you will need to ensure that the person responsible for drawing its attention away from the rest of your party does so by a wide margin.

To defeat the shade you will need to destroy its shadowy projections. There are two kinds of projections: reborn shadows which are susceptible to standard combat and impervious shades which are all but immune to normal damage but grow weaker if they are unable to reach their target.

Be weary of Pain and Suffering as this mysterious force will have a number of commands that anyone who sets foot in this tower will have to obey. Failure to do so could be disastrous for your health

Upon porting in, you see:

The Pillar of the Black seems to be channeling its power through the lone shade standing in the center of the room. You must eliminate the shade to put a stop to Fal`Kaa.

"The Shade of Temperance" stands on the other side of the room. It's the only mob in the pillar.

What to Do: Engage the named, follow emotes, kill the 10 add sets. The Shade of Temperance and all adds must be killed in order to beat this pillar.

The Shade of Temperance hits for a max ~25,000 (no flurry; no rampage; no spells other than its emote-based effects). You'll have several emotes to follow.

Emote (seen by everyone): The Shade of Temperance glares angrily at _____ as it draws strength from your disorganization.
Means: Its target needs more aggro (or has too much aggro, depending on who's tanking): The tank should have about 30% more aggro than everyone else on its hate list.

Emote (seen by everyone): Shadowy tendrils reach out for _____. The Shade of Temperance beckons them to draw closer.
Emote (seen by target): The Shade of Temperance beckons you to draw near!
Means: Move within the Shade's melee range.

Emote (seen by everyone): Coalescing darkness swirls around the room and encircles _____. The Shade of Temperance prepares to banish the intruder.
Emote (seen by target): The Shade of Temperance glares at you. You should move away!
Means: Run away from the Shade.
Success Emote (seen by everyone): _____ has avoided The Shade of Temperance's banishment.
Success Emote (seen by target): You have evaded The Shade of Temperance's banishment.

Emote (seen by everyone): A darkened shadow looms over _____'s head.
Emote (seen by target): A halo of darkness circles over your head. You should duck!
Means: _____ ducks away from the looming darkness.
Success Emote (seen by target): You have evaded the looming darkness.

Emote (seen by everyone): The ever-present eyes of Pain and Suffering turn their focus toward _____. Associate with them at your own peril!
Emote (seen by target): You feel the cold stare of Pain and Suffering upon your soul. You should either escape from combat or prepare to absorb its punishment!
Means: If you have a fade spell/ability, use it; or move away from everyone else.

Failure to follow emotes will result in large damage spells, possible death touches, and named regeneration. If you follow them properly, you will see success emotes indicating when it's safe to resume your role.

Over the course of this fight (at 90%, 80%, 70%, 60%, 50%, 40%, 30%, 20%, 10%, and 0% health), you'll get add waves. Each wave consists of 1x "an impervious shade" and 1x "a reborn shadow". The reborn shadow should be tanked and melee'd to death. The impervious shade should be kited to death. As you kite the shade, you'll see this emote:

an impervious shade spasms violently as it trudges through the hall.

Kill The Shade of Temperance and all adds to beat this pillar:

The Shade of Temperance has been slain by _____!
The Shade of Temperance fades into the shadows.
Your faction standing with Paragons of Shadows got worse.
Your faction standing with Shades of Alra got better.

The voice of Fal`Kaa Karathra, The Sovereign of Shadow, breaks the stillness of the night air, 'Curious, I did not expect such tenacity from you outsiders. You are not unlike the ones who drove us here, riders of discord, purveyors of chaos and destruction... Alra shall stop you...'



Beating the Pillars: Nature

Pop-Up Window Says:

A vision of the Pillar of Nature flashes before your eyes.

Within these halls you will find The Focus of Anriella. The Focus of Anriella is used to channel the power of the Pillar of Nature and is guarded by a number of verdant lifetenders.

To defeat the focus you will need to destroy several waves of lifetenders. The focus itself is only susceptible to spells that do damage over time or the corrupted bite of the naeya syr`vitrals. You may consider lighting the okiina kindlings on fire as they will damage nearby plant life when they are reduced to a smoldering heap.

Be weary of poisoned and diseased leaves that the focus will shake off onto anyone standing on this first floor. If you succumb to the effects of these leaves you will find yourself rather unfit for battle.

Upon porting in, you see:

The Pillar of Nature seems to be channeling its power through the great Treant. You will need to eliminate the verdant lifetenders in order to disrupt Anriella's focus.

What you'll see upon port-in: "The Focus of Anriella", a large treant, on the other side of the room; 2x "a verdant lifetender" next to it; 2-3x "a naeya syr`vitral" in the halls outside the room.

What to Do: Kill all the small treants as they spawn and kill the Focus of Anriella. All treants (adds and named) must be killed in order to beat this pillar.

The Focus of Anriella is located in the back of the room. It is permanently rooted and non-aggro. It is susceptible to all forms of damage, but takes extra damage from damage-over-time spells and charmed naeyas. It has a 300-point damage shield on it (cannot be dispelled)

Every 60 seconds for the entire time in this pillar, the Focus casts debuffs on six random targets. There are four debuffs in total:

- Diseased Leaves (3 disease counters; if cured, triggers "Root Rot")
- Diseased Leaves (3 disease counters; if NOT cured, triggers "Root Rot")
- Poisonous Leaves (3 poison counters; if cured, triggers "Root Rot")
- Poisonous Leaves (3 poison counters; if NOT cured, triggers "Root Rot")

"Root Rot" turns you into a tree, perma-roots you, and silences you for 8 ticks.

How to tell the debuffs apart: If you get a debuff that needs to be cured, you'll see the emote "You feel diseased" or "You feel poisoned" flash up on your screen and in text. There is no such emote for the debuff that should NOT be cured. If you don't see either of these emotes, do NOT cure the debuff on you.

After you port into the pillar, aggro the two "a verdant lifetender". These hit for a max ~12,000 and AE rampage. Upon the death of one lifetender, 1-2 more spawn. They will stop spawning once 15 have spawned.

Without killing any lifetenders, The Focus of Anriella can be damaged to 10% health. In order to damage it beyond 10%, you need to have killed all 15 lifetenders.

In addition to the lifetenders, 2x "okiina kindling" spawn (shortly after you port in). While it's not necessary to kill the kindlings, you can use them to help you kill the liftenders. If you use fire nukes on the kindlings, you'll see this emote:

okiina kindling's appears to be catching fire.

Three fire nukes on a kindling will cause it to do an AE spell that damages nearby lifetenders. The catch is that when they do this, they warp away and reset their aggro and debuffs. It's not necessary to use this mechanic if you have enough regular DPS to kill all the lifetenders, however, if you can manage to use the kindlings, this pillar can actually be beaten with a small number of people, freeing up other people to be used in the other three pillars.

If you don't use the kindlings, you can just keep them kited.

Note: Mobs in this pillar are rootable and snareable. Roots, however, get broken if mobs come within close range of one another. Extra mobs in this pillar are generally best kited (assuming you're not using the kindling strategy).

The final mob type in this pillar is "a naeya syr`vitral". There are 2-3 of these in the hallways extending from the main room. You don't have to aggro them (although you may get them anyway via social aggro). It's not necessary to kill these either; however, they are animals and can be charmed for extra DPS. They hit quite hard while charmed. Note: This is the only mob type in this pillar that summons.

Kill all 15 lifetenders and the Focus to beat the pillar:

The Focus of Anriella shudders violently as its defenders have all been slain.

The Focus of Anriella has been slain by _____!
The Focus of Anriella breaks apart into a heap of lifeless leaves and bark.

The voice of Anriella Fawnwalker, The Caretaker of Nature, cries out to its minions, 'Frightening times lie ahead of us! The harbingers of chaos, disorder and destruction aim to crush all life that stands in front of them! We must make haste to seek the guidance of the great one!'



Beating the Pillars: Arcane

Pop-Up Window Says:

A vision of the Pillar of the Arcane flashes before your eyes.

Within these halls you will need to destroy Melretia's Unstable Coalescence of Mana. This crystalline structure is guarded by a number of animated constructors that are quite hostile to anyone who would damage their master's creation.

To destroy the coalescence you will need to defeat several waves of constructors, all of which are nearly impervious to normal damage. However, if the constructors fall prey to the effects of mesmerization they will quickly begin breaking apart.

Be weary of Melretia's Arcwards as they will attempt to dispel the effects of your mesmerization on any constructors that they draw near!

Upon porting in, you see:

The Pillar of the Arcane seems to be drawing its power from the coalescence of mana. Shattering the crystallized mana will put a stop to Melretia, though the constructors will aim to stop you.

At the port-in point is a large crystal called "an unstable coalescence". In the center of the room, you'll see a lone gargoyle ("an animate constructor").

What to Do: The goal here is to pull gargoyles one at a time to the coalescence's location and mez them, keep the Alaran charmed, and nuke the coalescence. The coalescence must be destroyed in order to beat this pillar.

Shortly after you port into the pillar, the "an animate constructor" attacks. Gargoyles hit for a max ~20,000. They are rootable, but not snareable.

This gargoyle needs to be positioned next to the coalescence and mezzed. While mezzed, the gargoyle takes a large amount of damage per tick. Upon its death, two more gargoyles spawn. Upon their deaths, three more spawn. Upon their deaths, four more spawn. All gargoyles have to be handled in the same manner: Single-pull them to the coalescence and keep them mezzed until they die.

Note: It may not actually be necessary to mez-kill the gargoyles at the coalescence's location, but this is not confirmed.

The gargoyles cannot be kept mezzed if they are close to each other. If you allow gargoyles to get close to a mezzed mob, you'll see this emote (and any gargoyles in the vicinity are awakened):

The Animate Constructors react violently to each other and have been awakened!

As you kill the gargoyles via mez, you'll see this:

an animate constructor died.
an animate constructor spasms violently then vanishes.

an unstable coalescence cracks, looking slightly more fragile as the constructors die.

The more gargoyles you kill, the more the coalescence can be damaged.

While this is going on, a non-aggro Alaran called "an Arcward of Melretia" wanders around the room. This mob must be kept charmed. If left alone, it will regenerate the gargoyles and possibly the coalescence.

The gargoyles themselves may also try to regenerate the coalescence if they get near it unmezzed.

Note: The coalescence is only susceptible to nukes and spell procs. Upon destroying the coalescence:

an unstable coalescence has been slain by _____!
an unstable coalescence shatters into jagged shards.

an Arcward of Melretia died.
an Arcward of Melretia wretches forth what appears to be brain-matter before falling to the ground, dead.

The voice of Melretia Relward, The Arbiter of the Arcane, calls out through the valley, '...Unexpected... I dare say, nearly impressive. You prove to be a more vicious thorn in our side than originally anticipated... Though it is ultimately no matter, even with this small loss, the power of the Arcane shall give rise to the great one!'



Beating the Pillars: The Scoring System

Once your 10-minute timer runs out, you'll see some emotes indicating your "score" in each pillar (trial). They are scored on a scale of 1-5, with a "1" being perfect (beaten) and a "5" being a failure.

In order to get a pillar below a "5", you have to beat it to at least 50%:

- In Light, both nameds have to be below 50%.

- In Shadow, the named has to be below 50% and five sets of adds (for a total of 10 adds) have to be killed.

- In Nature, 8-10 lifetenders need to be killed and the named should be below 50% (specific numbers aren't confirmed).

- In Arcane, the coalescence needs to be below 50% and an unknown number of adds must be killed.




Beating the Pillars: Minimum Requirements & Spawning the Final Named

There are a few minimum requirements in order to spawn the final named:

- You must survive the entire 10 minutes (if the event resets, you are not scored).
- All pillars must be a score of "4" or less.
- The combined total scores of the four pillars cannot be any higher than 9.


Example of a failure for scoring a "5":

A booming voice echoes throughout the valley. The sound is guttural and its expression rings of untamed aggression, 'Enough of this! Begone from my domain, harbingers!'

You have obtained a score of 5 in the Trial of Light.
You have obtained a score of 2 in the Trial of the Arcane.
You have obtained a score of 2 in the Trial of Shadow.
You have obtained a score of 2 in the Trial of Nature.

You have failed to stop the wards because you have scored 5 in one or more of the trials.

An unnatural silence overtakes the valley. Your efforts to quell the rising power of the four wards have proven futile and insufficient!

Example of a failure for scoring more than "9" total:

A booming voice echoes throughout the valley. The sound is guttural and its expression rings of untamed aggression, 'Enough of this! Begone from my domain, harbingers!'

You have obtained a score of 3 in the Trial of Light.
You have obtained a perfect score of 1 in the Trial of the Arcane.
You have obtained a score of 4 in the Trial of Shadow.
You have obtained a score of 4 in the Trial of Nature.

You have failed to stop the wards because your total score of 12 is greater than 9.

An unnatural silence overtakes the valley. Your efforts to quell the rising power of the four wards have proven futile and insufficient!

Example of a score that will actually spawn the final named:

A booming voice echoes throughout the valley. The sound is guttural and its expression rings of untamed aggression, 'Enough of this! Begone from my domain, harbingers!'

You have obtained a score of 1 in the Trial of Light.
You have obtained a score of 2 in the Trial of the Arcane.
You have obtained a perfect score of 1 in the Trial of Shadow.
You have obtained a score of 2 in the Trial of Nature.

The once radiating spires now grow dim, looking lifeless without the infusion of the Pillars. The small statues overlooking the gravesite crumble to dust.

(...And the named will soon join you.)



The Revelation: Spawn Script

If you reach the minimum required score (or better), you'll have two minutes until the final named goes aggro:

A booming voice echoes throughout the valley. The sound is guttural and its expression rings of untamed aggression, 'Enough of this! Begone from my domain, harbingers!'

You have obtained a perfect score of 1 in the Trial of Light.
You have obtained a perfect score of 1 in the Trial of the Arcane.
You have obtained a perfect score of 1 in the Trial of Shadow.
You have obtained a perfect score of 1 in the Trial of Nature.

The once radiating spires now grow dim, looking lifeless without the infusion of the Pillars. The small statues overlooking the gravesite crumble to dust.

The praying shade stands and looks up in horror as the four wards now stand overhead...

You hear a unified voice, harmonious in both meter and pitch. Its words are carefully chosen and eloquently spoken, 'It is time... Through Alra we shall be reborn. Your struggle here will be fruitless. All you have done, all those you have killed and pillaged will be forgotten. The enslavement of these pathetic shades is eternal! If we fall, we shall live again, we are beyond death... Harbingers, all you have conquered and overcome will be swept away in the passing sands of time. Prepare to join your fallen allies in forgotten servitude!'

The sky darkens as the once harmonious voice cries out in perverted dissonance! The amalgamated essence of the wards takes form in the skies above.

Anriella Fawnwalker places its hand over its chest and slowly burrows its fingers into its own ribcage. As Anriella's corpse seizes and falls to the ground an eruption of verdant light spills from its mortal wound into the construct.

Melretia Relward focuses its power inward and explodes in a shower of eerie blue light which envelops the construct.

The wards of purity and darkness nod in unison as they focus their power and exchange mortal blows that feed the growing construct.

The newly empowered amalgamation hovers down and looks upon the nameless ghosts.

Vsariard, the Revelation turns its focus toward A fallen soul.

The devout shade motions to speak but is thrown backwards before any words escape its ethereal form. A friendly voice calls out, addressing you, 'Seekers! For all you have done, we owe you our afterlives. We shall keep this foul perversion at bay for as long as we are tied to this plane! Prepare yourselves should we fall!'

Vsariard, the Revelation looks for more essences to destroy.

Vsariard grows weary of the shades and disperses their souls into oblivion. Its sights are now set on you!

At this point, Vsariard warps to the eastern side of the island and goes aggro.



The Revelation: Fight Info

"Vsariard, the Revelation" hits for a max ~35,000 (no rampage; no flurry). It's permanently rooted in place and summons from 100% health. Its abilities depend on how well you did in the pillars:

Light

Light spawns at least one and up to five spheres of pure light. These are sentry stones that circle the island's perimeter. Every 30 seconds, the stone casts an AE. If you are looking at the sentry stone when it casts the AE, you are hit with the effect. To avoid its AE, avoid looking at this stone at all times.

4 - five stones
3 - four stones
2 - three stones
1 - two stones
Perfect - One stone


Shadow

Shadow creates an aura that negates certain focus effects and melee abilities. It's unclear which auras are cast with which scores, but you can assume the higher your score, the more inhibiting the effects.

4 - ?
3 - ?
2 - ?
1 - ?
Perfect - ?


Nature

Nature determines when the named's regeneration takes effect and how strong that regeneration it is. It also figures into how often and how strong its self-rune and damage shields are cast. Note: Figures listed below are approximate.

4 - Sigificant regeneration begins at 85%; Verdant buffs cast frequently
3 - Moderate regeneration begins at 65%; Verdant buffs cast frequently
2 - Moderate regeneration begins at 45%; Verdant buffs cast infrequently
1 - Minor regeneration begins at 30%; Verdant buffs cast very infrequently
Perfect - Minor regeneration begins at 15%; Verdant buffs cast very infrequently


Arcane

Arcane determines the strength of the named's AE damage spells.

4 - Zonewide 76k AE
3 - Targeted 75' range 76k AE
2 - Targeted 100' range 46k AE
1 - Single-target (5 targets) 53k DD
Perfect - Single-target (5 targets) 46k DD


Light's AE:

The power of Erion radiates through the island from the sentry stone.

Overwhelming Light: Single Target, Unresistable (0)
1: Decrease Hitpoints by 76924
2: Adjust Mana (-35000)
3: Decrease Endurance by 35000
4: Unknown #343 (100/100/0)

Shadow's Auras:

(Unknown for certain.)

Nature's Buffs:

Verdant Absorption: Self 0', Unresistable (0)
4: Mitigate Melee Damage by 95%, 100000000 total
7: Mitigate Spell Damage by 95%, 100000000 total

Verdant Resonance: Self 0', Unresistable (0)
5: Spell-Damage Shield (1000)

Verdant Resonance: Self 0', Unresistable (0)
5: Spell-Damage Shield (1500)

Verdant Resonance: Self 0', Unresistable (0)
5: Spell-Damage Shield (2000)

Verdant Resonance: Self 0', Unresistable (0)
5: Spell-Damage Shield (2500)

Verdant Resonance: Self 0', Unresistable (0)
5: Spell-Damage Shield (3000)

Verdant Spikes: Self 0', Unresistable (0)
11: Decrease Damage Shield by 150

Verdant Spikes: Self 0', Unresistable (0)
11: Decrease Damage Shield by 200

Verdant Spikes: Self 0', Unresistable (0)
11: Decrease Damage Shield by 250

Verdant Spikes: Self 0', Unresistable (0)
11: Decrease Damage Shield by 300

Verdant Spikes: Self 0', Unresistable (0)
11: Decrease Damage Shield by 350

Arcane's AEs:

Soulpart: Single Target, Chromatic (-940)
1: Decrease Hitpoints by 46154

Soulpart: Single Target, Chromatic (-940)
1: Decrease Hitpoints by 53847

Soulpart: Targeted AE 100', Chromatic (-940)
1: Decrease Hitpoints by 46154

Soulpart: Targeted AE 75', Chromatic (-940)
1: Decrease Hitpoints by 76924

Soulpart: NPC Hatelist 10000', Chromatic (-940)
1: Decrease Hitpoints by 76924



Failure & Resets

If one pillar wipes out, the event will usually continue unless a second pillar wipes out as well. Sometimes, the event will reset after just one pillar wipes out, but it's not known what exactly determines this.

If a pillar is left idle (or two of them), you'll see a series of three warning messages (spread 20 seconds apart). With the third emote, the event resets and all corpses and living players are ported back to the center island.

For Light:

The Pillar of Light begins to shine. You should divert more forces in order to stop Erion.

The air around you glows as the Pillar of Light continues to gain power. Erion must be stopped!

The laughter of Erion Ulrich, the Archon of Light, echoes throughout the land, 'Miserable corruptors, did you really expect to stop my guardians? The power of Alra shall be mine!'

For Shadow:

The Pillar of the Black begins emitting a ghastly fog... Fal`Kaa's influence is growing.

The Light throughout the land seems to dim as the Pillar of the Black extends its influence further. Fal`Kaa must be stopped!

A soothing, almost friendly voice echoes through the valley and into your ears. Fal`Kaa Karathra, The Sovereign of Shadow, speaks, 'It is just as well you have failed in your endeavor to stop us. It is peace we shall bring to the land. Alra shall herald in a new age of darkness!'

For Nature:

The sound of rushing wind emanates from the Pillar of Nature and echoes out over the lake. Anriella's focus is growing stronger.

The Pillar of Nature glows brightly as Anriella's focus continues gaining power. You must put a stop to this before its power becomes uncontainable.

A haughty voice booms throughout the valley. Anriella Fawnwalker, The Caretaker of Nature, calls out to its minions, 'Devout, my loyal and faithful servants! The great one's dream has come true. We have cultivated life and now stand strong enough to defend against all who wish to corrupt it! When Alra rises, al will stand proud of all we have done in alir name!

For Arcane:

An ear-splitting buzzing rings out through the valley as the Pillar of the Arcane glows brightly. Melretia's forces are gaining power.

You find it hard to hear anything over the din of the Arcane Pillar's buzzing. Melretia's forces must be stopped!

The buzzing of the Arcane Pillar suddenly ceases as a disinterested voice calls out through the valley. Melretia Relward, The Arbiter of the Arcane, speaks, 'I find it amusing my allies would have bothered worrying about your little intrusion. The purity of our power is unmatched... Your little excursion into our affairs has proven as pointless as your very lives. I hope for all of your sake that you leave our land before Alra is awakened by the hand of the Arcane!'

Note: If you wipe out on the final named, the event resets a short time after it's left idle. As it resets to the very beginning of the event, you have to redo the pillars as well.



Event Completion

As it lowers in health, you see:

The disembodied voices of the four wards call out to you in dissonant rage, 'Harbingers!? Seekers!? Pillagers! What do you expect to accomplish here? You will never free these peons. You are simply opening yourselves to the unavoidable grasp of death! Should our revelation fall we will be reborn through the immortality of Alra...'

Upon its death:

Vsariard, the Revelation has been slain by _____!
Vsariard, the Revelation's corpse falls over, dead.

The wards speak in four familiar, distinct and contrasting voices, 'Look now, harbingers. Look upon that which you would throw away your lives to pillage.'

A crumbling statue lies where the once pristine base stood. Upon every facet of the statue you see brightly glowing runes. Its appearance resembles the broken stone tablet that you recovered so long ago...

The disembodied voices of the wards ring through the air as their physical remains deteriorate into pillars of mana, 'Your victory here is meaningless, harbingers. It shall be expunged from the memories of both the living and dead. We are eternal...'

The voices continue but are stopped short by the voice of the lone shade, 'Seekers... Take what you have earned and continue on from here. There is much for you to do beyond these lands. Though the wards will be reborn, so shall my kin. The dead are never far from their home...'

A "Reliquary of the Forgotten" spawns in the middle of the island.



Loot

NOTE: In addition to chest loot, everyone in the zone receives 10x "Bronze Fiat" (used as an alternative way obtain raid drops, from Sholano just north of the city's entrance.

Chest loot consists of a number of armor pieces (first list) + a number of other items (second list) + a number of spells (third list) + 1 (Empowered) Trophy of Devout Worship + 0-1 Shifting Sphere of Veiled Ascension (cultural aug) + 0-1 Blade of Witless Abandon (believed to be a bonus item).

Ostentatious Armwraps of Ryken
Ostentatious Footwraps of Ryken
Ostentatious Handwraps of Ryken
Ostentatious Headdress of Ryken
Ostentatious Legwraps of Ryken
Ostentatious Stole of Ryken
Ostentatious Wristwraps of Ryken (see this guide for information about putting together VOA armor)

Bulwark of the Eternally Devout
Crest of the Faithful Fallen
Cudgel of Forgetful Sacrifice
Effigy of the Great One
Iylevar, Spined Cloak of the Earthshaper
Oliniser, the Immaculate Band of Light
Reklav, Darkened Girdle of the Shadowward
Resiard, Crest of the Arcward
Staff of Unforgivable Folly

Median Alaran Periapt
Greater Alaran Periapt
Glowing Alaran Periapt

Blade of Witless Abandon

If this is the first Veil of Alaris raid completion you're a part of, you also receive a "Record of Tales" (used to track your raid flags).
Rewards:
Send a Correction
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Shadow emote complete!
# Nov 24 2012 at 9:22 AM Rating: Decent
Scholar
36 posts
Emote (seen by everyone): Coalescing darkness swirls around the room and encircles _____. The Shade of Temperance prepares to banish the intruder.
Emote (seen by target): The Shade of Temperance glares at you. You should move away!
Means: Run away from the Shade.
Success Emote (seen by everyone): _____ has avoided The Shade of Temperance's banishment.
Success Emote (seen by target): You have evaded The Shade of Temperance's banishment.

Emote (seen by everyone): A darkened shadow looms over _____'s head.
Emote (seen by target): A halo of darkness circles over your head. You should duck!
Means: Duck.
Success Emote (seen by everyone): _____ ducks away from the looming darkness.
Success Emote (seen by target): You have evaded the looming darkness.
emote text modification plz
# Oct 24 2012 at 9:43 PM Rating: Good
*
160 posts
in your "Beating the Pillars: Shadow" section,
Quote:
Emote (seen by everyone): The ever-present eyes of Pain and Suffering turn their focus toward _____. Associate with them at your own peril!
Emote (seen by target): You feel the cold stare of Pain and Suffering upon your soul. You must escape or prepare to absorb its punishment!
Means: If you have a fade spell/ability, use it; or move away from everyone else.

logs showed:
[Wed Oct 24 22:27:28 2012] You feel the cold stare of Pain and Suffering upon your soul. You should either escape from combat or prepare to absorb its punishment!

afaik this is a new text change. my ATs didn't fire anymore. i have to figure out why; and now i know ;)
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