Calling Phantasm  

Quest Started By:Description:
Where:
Who:
Rating:
*****
Information:
Level:95
Maximum Level:100
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Task
Quest Goal:
  • Advancement
  • Experience
  • Loot
  • Money
Time Limit:06:00:00
Success Lockout Timer: 06:00:00
Related Zones:
Related Creatures:
Related Quests:
Era:Rain of Fear
Recommended:
Group Size:Group
Min. # of Players:3
Max. # of Players:6
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Wed Nov 28 04:06:06 2012
Modified: Sun Jun 2 17:41:49 2013
Rain of Fear Information & Guides: An Overview | Group Progression & Task List | Raid Progression | Visible Armor



This group mission begins with Harbinger Glask (map) in Shard's Landing. She is located at 185, 70, 1 (inside the same tent as Overseer Drent in the crater's southwest).

Pre-Requisites:
- Level 85
- Completed "Welcome to Shard's Landing"
- Completed "Words of the Unspoken"
- Completed "Unusual Goral Coral"
- Completed "The Harbingers of Fear"
- Completed "Conquering Your Fears"
- Completed "The Believers"
- Completed "Sleepless Nights" (group mission)

You say, 'Hail, Harbinger Glask'

Harbinger Glask contemplates what you have recently told her, 'So their god intends to make its presence on Norrath known again?' She leans her head back and thinks. A moment passes before she speaks, 'It would be uncharacteristic of us not to [intervene] in that case.' She smiles, 'If you have a handful of allies with you then I would invite you to crash their little ceremony. If you are able to amass a larger force then I would encourage you to prepare your [army] for a raid against them. Although you are still welcome to the simpler task of making our displeasure with their [actions] known again.'

You say, 'We should intervene...'

Harbinger Glask nods, 'Good, gather your forces and then let me know that you are [ready] to make your way into their temple. One of the lesser heralds of the unspoken is due to start the ceremony tonight.'

You have been assigned the task 'Calling Phantasm'.

Harbinger Glask has tasked you with stopping the ceremony of the believers and freeing the citizens of the Underground City from the tyranny of the clergy. She has sent an envoy ahead to assess the situation following your previous efforts in battling back the phantasm's minions.

Meet up with her envoy and speak with the council dissident to get a handle on the situation.

You say, 'Ready!'

LOADING, PLEASE WAIT...
You have entered Shard's Landing.



Speak with the council dissident 0/1 (Shard's Landing)

Hail "a council dissident" and say "prepared".

You say, 'Hail, Envoy Daevok'

Envoy Daevok says 'So you are the group Glask has conscripted to stop the Lesser Priest? Very well, speak to the council overseer and they will activate the portal.'

You say, 'Hail, a council dissident'

a council dissident says, in Alaran, 'You are not a moment too soon, _____. The clergy has redoubled their hold on our city and are preparing for their most sacred [ceremony]. Stopping them will be perilous so I will not begrudge you if you wish to [leave] with your life.'

You say, 'Tell me about the ceremony'

a council dissident says, in Alaran, 'They aim to call forth the god of the dark days. The Unspoken one that oversaw the deconstruction of our ancestors' sanity. The one who ascended to power not through worship but through fear. I ask you now, are you [prepared] to face the acolytes of the Phantasm?'

You say, 'We are prepared'

a council dissident looks at Daevok and nods, 'Through this portal is the Silent Hall where they have gathered. Go now and do what must be done. My people are counting on your army to drive back this tyranny.'

Envoy Daevok steps through the portal.



Step though the portal to enter the Silent Hall 0/1 (Shard's Landing)

Task Window Says: The council dissident has activated the portal into the Silent Hall. Step upon the platform to be transported back into the Silent Hall.



Rally your forces in the Silent Hall and confront the lesser priest 0/1 (Shard's Landing)

Task Window Says: Gather your group in the Silent Hall and confront the Lesser Priest. You will need at least three unconscripted adventurers to get the Lesser Priest's attention.

NOTE: You need three live players at this mob's location in order to trigger the rest of the event. Mercenaries do not count.

Say "murder" to trigger it.

You say, 'Hail, Lesser Priest Kelvotsinol'

Lesser Priest Kelvotsinol breathes heavily under its iron visage. Its focus remains on the congregation though its voice is clearly directed at you, 'So you have come to [stop] us, _____? We know well the power you possess and are surprised you have sided with Harbingers. Your opportunism betrays you...'

You say, 'We will stop you!'

Lesser Priest Kelvotsinol chortles but remains intensely concentrated on the audience, 'The great Norrathian parrot. You are like the aviak egret that has yet to spread its wings and seek freedom from the nest it was born in. We were once like you, burdened, ignorant, [guilty] of all the crimes a lesser being could be held accountable for.'

You say, 'Guilty?'

Lesser Priest Kelvotsinol's tone becomes harsher, 'You dimwitted child. You stand in the hall of your new god and feign ignorance to the multitude of crimes you have committed? The blood of countless innocents is on your hands and you stand here with your nebulous notions of 'right' and 'good' speaking to me as if your army does not have swords drawn? Our god serves no role without its antithesis, the [murderer] of the blameless. Perhaps it is you, or perhaps one of your allies? I hope your army is gathered close as this will be the last time you will see them all in this lifetime!'

Be warned, the Silent Hall will be sealed when the murderer is named. You will be unable to bring in further reinforcements during the fight.

You say, 'Murderer?'

With less than three players, you see:

The Lesser Priest laughs, 'You call this your flock? I do not even see three true bodies in the hall. Begone with your ridiculous interruptions!'

With three or more, you see this and the step updates:

Lesser Priest Kelvotsinol shouts, in Alaran, 'My congregation! Bear witness to the guilty one. The one who has taken up arms against your god. Speak now only in death so that their revelation can be self-fulfilled! Prove to the Unspoken that Alir presence is needed!'

The Lesser Priest raises its hands to the sky and phases out of sight. You feel a dark presence in the hall growing stronger.

The sound of grinding stone fills the halls as the pews of the witnesses fold down. The congregation springs to their feet and begins chanting.

You are standing in an area where you can confess to being the murderer. To do so, target yourself or nothing at all and speak the words [I am the murderer].



Identify the murderer by slaying witnesses 0/1 (Shard's Landing)

Task Window Says: The witnesses bore witness to the murder and will only part with what they know in death. Defeat at least four witnesses to earn the right to confess to being the murderer. When you are confident that you have ascertained the identity of the murderer, stand where the hall can hear you and make your confession. If you suspect the murderer is no longer in the hall, then you may need to accuse their ghost instead.

Kill the witnesses and use the clues to figure out which of you (players) is the murderer. That player should move to the stage or into one of the auras at the sides of the room, /target yourself (or drop target) and say "I am the murderer" to update this step.

Upon the death of "a witness", you will receive a clue towards the identity of the player. Clues reference race, class type, home city, deity, AA count, height, home continent, /played time, character birth date, among other things.

There are 10 witnesses in total. Upon the death of the first one, you get 1x "a lingering spectre" spawn. Upon the death of the second, you get 1x spectre. Upon the deaths of the third and fourth, you get two spawns each. Upon fifth and sixth witnesses, you get three spawns each. For the seventh and eighth witnesses, you get four spawns each. For the ninth and tenth witnesses, five spawns?

All mobs are stunnable and mezzable.

Once you figure out who it is, that person should confess:

You say, 'I am the murderer'

The dagger seems to call out to you, 'Hold me in your grasp. Spill the blood of the worshipers and cast these spectres back into the ether!'

_____ has revealed themself to be the murderer and has been given the Dagger of Spectral Disruption!

At this time, your health, mana, and endurance are restored. Also, the confessing player receives a Dagger of Spectral Disruption on their cursor. That person can equip this and use it to death touch the remaining adds.

NOTE: There are penalties in place for incorrectly guessing the murderer. Each failure results in increased AE spells and traps in the final fight.



Expel the lingering spectres from the Silent Hall 0/4 (Shard's Landing)

Task Window Says: Clear the hall of any remaining witnesses and lingering spectres.

Kill whatever witnesses are still up to trigger the spawn of four more spectres.

A cold chill runs down your spine as the voice of the Lesser Priest resonates in your ears, 'Your tithes and tributes of suffering are graciously accepted. Spill now the fresh blood of the innocent and strengthen Alis grip on your world!'

Kill the four lingering spectres to progress the event.

NOTE: Upon the last spectre's death, the task locks and the named goes active.

The Dagger of Spectral Disruption vanishes into nothingness.

You feel the sinister presence of the Lesser Priest growing stronger.

Lesser Priest Kelvotsinol says, in Alaran, 'Pay tribute to your new god!'



Defeat Lesser Priest Kelvotsinol 0/1 (Shard's Landing)

Task Window Says: Dispose of the Lesser Priest.

Lesser Priest Kelvotsinol hits for a max ~13,000 and has an AE whose strength is based on how many incorrect guesses you had while guessing the murderer. If you guessed correctly on the first try, he casts "Remorse I". This AE gains one level for every incorrect guess.

Remorse I: PB AE 1000', Magic (-10000)
4: Decrease Hitpoints by 15384

Remorse II: PB AE 1000', Magic (-10000)
1: Decrease Spell Haste by 1%
2: Inhibit Melee Attacks by (5%)
4: Decrease HP when cast by 20513

Remorse III: PB AE 1000', Magic (-10000)
1: Decrease Spell Haste by 10%
2: Inhibit Melee Attacks by (10%)
3: Decrease Movement by 10%
4: Decrease HP when cast by 25641
5: Adjust Mana (-200)
6: Decrease Endurance by 200

Remorse IV: PB AE 1000', Magic (-10000)
1: Decrease Spell Haste by 20%
2: Inhibit Melee Attacks by (20%)
3: Decrease Movement by 20%
4: Decrease HP when cast by 28315
5: Adjust Mana (-400)
6: Decrease Endurance by 400
9: Negate Spell Damage Effect
11: Negate Flurry Chance Effect

Remorse V: PB AE 1000', Magic (-10000)
1: Decrease Spell Haste by 30%
2: Inhibit Melee Attacks by (35%)
3: Decrease Movement by 30%
4: Decrease HP when cast by 30769
5: Adjust Mana (-600)
6: Decrease Endurance by 600
9: Negate Spell Damage Effect
10: Negate Healing Effect
11: Negate Flurry Chance Effect
12: Negate AC Limit Modifier Effect

In addition to the above AE, about every 45 seconds, he spawns an explosive barrel on a random player. This ticks down to an AE. To avoid it, move away from the barrel's location. (Note: For each failure at guessing the murderer, an additional barrel spawns each time.)

At 90%, 70%, 50%, and 30% health, the Lesser Priest locks its health. At each interval, adds spawn:

- 90%: one add
- 70%: two adds
- 50%: three adds
- 30%: four adds

The adds spawn in the room, but are not auto-aggro, so they can be pulled single. Kill adds to unlock the named's health. After the last set of adds is killed, you can kill the Lesser Priest.

Lesser Priest Kelvotsinol has been slain by _____!

The Lesser Priest reels back as the wounds you have inflicted upon it become mortal. Kelvotsinol drops to its knees and cackles maniacally, 'There will be others!' The priest's body falls forward with a loud thud.

The hall shakes violently as the Lesser Priest falls to the ground dead. The looming presence you once felt here is lifted and you are left relieved but still uneasy about what lies ahead...



Claim the Spoils of Murder 0/1 (Shard's Landing)

Task Window Says: Claim your spoils and then speak to Envoy Daevok to return to the Harbingers' camp.

"The Spoils of Murder" spawns with loot. /open this to complete the task.

Something dark still looms over the horizon.

Your faction standing with Harbingers of Thule got better.


Rewards:
150 platinum
Experience

Possible Chest Loot (1 Item + 1 Dreadmote per task)

Black Vertebrae
Bubbling Shoulderpads
Burdensome Pall
Dreadful Visage
Hissing Unsociable Blade
Reticent Gar
Sparking Scale
Spinning Note
Sway of the Canine
Vile Fin Cloak

Minor Dreadmote
Lesser Dreadmote
Median Dreadmote
Greater Dreadmote
Rewards:
Send a Correction
Post Comment
Defeating Lesser Priest Kelvotsinol is much easier said than
# Sep 04 2013 at 5:02 PM Rating: Decent
1 post
just finished this quest. Learned that when mobs pop at 90, 70, so on you can succor out come back in, stay in the rear of the room and pull the adds without barrels popping or aggro from the lesser priest. Med up then take lesser priest to next level when ready
Kelv
# Jun 26 2013 at 7:33 AM Rating: Decent
Avatar
30 posts
he's permarooted to where he reappears
Barrels
# Jan 29 2013 at 2:07 AM Rating: Good
*
54 posts
It's much easier figuring out just how far away you need to stand from barrels if you Enable Post Effects in your Options>Display>Advanced Options. When a barrel is close by, the screen turns DARK RED. That means get out of the way! When you get far enough away your screen returns to normal, ensuring you that you are far enough away from the barrel.

Just ran this mission tonight with some friends and this trick helped alot while trying to tank the boss and avoid the barrels.

Edited, Jan 29th 2013 3:09am by Keshua
____________________________
Keshua Warclaws, 100 Vah Shir Warrior
Canudance, 100 Vah Shir Bard

Drinal/Maelin Starpyre
tips for completion
# Dec 23 2012 at 11:13 AM Rating: Decent
*
87 posts
I boxed this with a 97 necro, 97 druid, 97 shaman with 2 merc clerics and a merc tank. When you start to kill the witnesses you will have a lingering spectre pop after each kill. The other witnesses will give no further clues until you kill the specter. My clues on the two runs were 1) Not a priest 2) Not shorter than an elf 3) Worships a god of evil 4) not a large race ,both times 5) Calls Antonica home 6) not a pure caster 7) Not a hybrid. If you get the murderer right only 1 barrel spawns. After the 4th witness kill and you correctly identify the murderer (just follow the dialogs) the dagger will appear. It should be equipped because it is essentially a one shot kill to the remaining witnesses and specters. It vanishes afterr the last specter is dead so don't forget to reeqip a wep if you tank is the murderer. At this point I found that by putting the pets and the tank merc on the Lesser Priest that they would build up so much aggro that the rest of us could not pull them off so when the adds start spawning you just redirect all the pets and the merc tank to the adds one by one. The tank will get summoned back the the priest regularly but no one else will be so you just kill the adds then all return to the priest when the last of each wave is killed. The merc clerics were easily able to keep up with the healing. The druid would cast group heal after each barrel explodes because no matter how far away you are you still take about 10k damage. I had all the toons on autofollow so we would all run when a barrel spawned. I did not try to beat the barrels becuse they had too much HP to take out quickly and I did not want to waste mana when it gets tight near the end.
First time around I ran out of mana becauseof poor management. We evaced and medded up and returned. Priest was again at 100% but no adds spawned and I just beat him down.
Second time around through better mana conservation I was able to complete without evac. The whole thing took 48 minutes from when we got the task to when we left it. Exp was 2% and 2 AA's each. Dropped the Vile Fin Cloak and Dreadful Visage (not on loot table above).
Using Evac and/or campfire.
# Dec 16 2012 at 3:34 PM Rating: Decent
Scholar
49 posts
If you can't handle fighting these mobs for such a long time, you can evac/die then come back. We evac'd when our mana ran out, usually timing it for another spawn of adds. LPK regens up to full health but does not spawn another set of adds, only spawns the adds one time at 90, 70, 50 , and 30. We are mostly geared T4 HoT with a splattering of RoF and VoA items.
Murderer Failure
# Dec 16 2012 at 2:43 PM Rating: Decent
Scholar
49 posts
Everytime you fail to properly identify the murderer you get an extra barrell when fighting LPK. Easier to drop mission and get it again.

Murderer Failure
# Dec 16 2012 at 9:39 PM Rating: Decent
8 posts
This sounds like some good info. I know I failed to identify the murderer 4 times, because I was boxing 4 chars that are identical (as far as the clues are concerned). Next time I am going to pass that point in the mission with 3 different characters for easy identification and then add the others to the task after that step (since it does not lock yet). I have a feeling the named will be significantly easier dealing with 1 barrel instead of 4 every 15 seconds or whatever frequency he casts 'em.
Hard named
# Dec 11 2012 at 10:49 PM Rating: Decent
8 posts
If you can beat the named in this instance, you can beat any T2 named.
Some mistakes but yet we were successful
# Dec 08 2012 at 10:04 PM Rating: Decent
Scholar
19 posts
two rangers, a bard, a rogue, a druid, and a monk

First attempt we had one of the rangers tank Kelv. First wave and second wave went ok. Third wave things got a little dicey and the ranger tanking Kelv folded. So the druid ended up succorring just after finishing the third wave. Ran back in, and Kelv was gradually going back to 100%. We recovered and this time we changed up tactics a bit. Druid and Monk concentrated on Kelv. We DPS'd him back down. He did NOT cycle through the adds again but spawned the last cycle of four adds as we got him to 30%. The rest of us pulled the single adds and DPS'd them down. The druid and the other ranger would spot heal the tanking ranger. Once the adds were taken care off we finished off Kelv. As for the barrells, we simply avoided them, but when we ran off we all ran together to the same area.

He did drop something not on the loot list above.
Vile Fin Cloak
Adds
# Dec 07 2012 at 10:29 PM Rating: Decent
3 posts
Same thing, went as described except there was no adds at 15%.

The adds spawns in the room and won't charge you so you can sinhgle pull them.
No adds at 15%
# Dec 06 2012 at 9:22 PM Rating: Decent
37 posts
Did this tonight, 4 adds spawned at 30 %, no adds spawned at 15%. Don't know if it was a glitch or if it has been retuned.
____________________________
Carridily, Wizard or Avatar Elite
strat
# Dec 03 2012 at 1:45 AM Rating: Decent
Avatar
3 posts
Just did mission with a 92 monk, 97 warrior and 97 druid, 2 healer mercs, & a dps merc.. warrior single pulled the adds during the % phase, and just did a summon game with Lesser Priest so the mercs and druid could med up.. took us about 30ish minutes to do mission.
Lesser Priest Kelvotsinol
# Dec 01 2012 at 12:58 AM Rating: Decent
38 posts
Defeating Lesser Priest Kelvotsinol is much easier said than done =P

The steps leading up to it are easy. The witnesses are just regular mobs, low aggro range, easy to pull one at a time. When they die another mob pops right in it's place. On the 4th one you will get 2. Again, they are fairly easy to deal with.

The clues are given to you as green text across your screen. They are pretty easy, stuff like "the murderer is not a large race character" and "he is a pure caster." As well, when 4 of the witnesses are dead everyone will get a pop up box listing the 4 clues.

When you are finishing off the rest of the witnesses after finding out who the murderer was you will not get adds after each one dies, just clear them out.


Lesser Priest Kelvotsinol has a few tricks up his sleeve that will not make this an easy match. You will need a very good combination of healing and strong DPS or really outstanding of one or the other.


Kelv will cast seemingly every minute or so a barrel on a random member. After about 10 seconds it explodes doing a very large chunk of damage to anyone near by (seemed to be in the 30-50k range) and also a big knockback, the range isn't huge, you just need to step a few paces away but the kicker is no matter where you're at in the room you will get a 10k hit from it. The better tactic is to beat the barrel, it is targetable and killable, but has a fair chunk of HP, less than the typical mobs but not much less.

On top of that Kelv will go invulnerable at certain intervals and adds will spawn around the room. Just going off memory here but it seemed to be at 90%, 70, 50, 30, i'm sure the exacts will be posted here soon. And at each interval you'll get an additional one, so you start off with 1, then 2, 3 and finally 4. They spawn around the silent hall and do not aggro you so you can kill them one at a time (but can very likely get knocked into them if you miss a barrel) and Kelv will not be damagable again until they're all dead. Now the kicker here is that while Kelv is invuln and can't be damaged he is still attacking/summoning (and is perma rooted on the stage) and doing his barrels so you need to deal with him along with the adds.

It's just basically a really long drawn out fight, Kelv has significantly more HP than even any named in the regular zones. Tried with 3 people and combinations of 2 lvl 99 cleric mercs (doing the tricks of switching them between eff and react to keep them up on mana and such) and a fully raid voa t4 geared SK and we never managed to get Kelv below 50% before they were both run dry on mana. Grabbed a real healer and another dps and it went fine, just long.


NOW, what could make this much easier is something the murderer in our task didnt mention until after we spent an hour trying and finally bringing in reinforcements is this...The killer gets a dagger in his inventory after he says the "i am the murderer" bit. We're guessing maybe equiping that helps kill either the adds or the bombs quicker or it's just useless, but we'll find out when we give it another go tomorrow. Not sure, it doesnt say anything special, no kind of bane damage or effect listed so might just be a useless lore item.
Lesser Priest Kelvotsinol
# Dec 02 2012 at 7:31 PM Rating: Decent
Scholar
18 posts
Did you end up trying the dagger to see if it killed faster? Thanks for posting.
Lesser Priest Kelvotsinol
# Dec 05 2012 at 11:45 AM Rating: Decent
38 posts
The dagger seems to only work on what ever witnesses are left after you find out who the murderer is. It'll pretty much insta kill the remaining witnesses but is of no use on the Lesser Priest Kelv phase.
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