|Quest Started By:||Description:|
|Rain of Fear Information & Guides: An Overview | Group Progression & Task List | Raid Progression | Visible Armor
This is a raid expedition that 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 for requesting the raid:
- 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)
Pre-Requisites for participating in the raid:
- No tasks
You say, 'Hail, Harbinger Glask'
Harbinger Glask sighs loudly, 'Despite our efforts to bolster recruitment the Harbingers do not yet have the resources needed for this next task. I call upon you, _____, to gather an [army] and make your way back into their temple to stop their high priest. Do this and you will be the Hero of the Harbingers. You are still welcome to [intervene] in one of the Believers' lesser ceremonies or express our dissatisfaction with their recent [actions] as well.'
You say, 'I have an army'
Harbinger Glask nods, 'I still do not know what happened on that fateful day, but if you are intent on reliving that experience then I shall simply open the door for you and wish you luck. Tell me when you are [ready].'
You say, 'Ready!'
LOADING, PLEASE WAIT...
You have entered Shard's Landing.
- Speak with the NPC at the entrance to trigger the event, then step through the portal into the event room.
- Speak with High Priest Syltetzalvek to make the 10 witnesses aggro.
- One player in the raid will be the murderer and need to confess.
- Kill a witness to get a clue and to spawn spectre adds.
- Continue killing witnesses and their spectre adds until you have enough clues to guess the murderer.
- The accused should stand on the stage and say "I am the murderer".
- Kill remaining witnesses to spawn a wave of eight spectres.
- High Priest Syltetzalvek goes live (perma-rooted; summons).
--- Locks health at 90%, 70%, 50%, 30%, and 15%.
------ Spawns adds (auto-aggro) at each lock point: 2 adds, 4 adds, 6 adds, 8 adds, 10 adds.
------ Adds each have their own AE.
------ Kill adds to unlock health.
--- High Priest has an AE whose strength is based on how many guesses it took you to get the murderer right.
--- Spawns bombs on random targets that detonate with an AE after a short time.
- Kill High Priest Syltetzalvek to win the event.
Say "prepared" to "a council dissident" to activate the portal in the middle of the council chamber.
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, 'What about this 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.'
Step through the purple portal, and make your way up to the stage area with the High Priest (currently non-aggro).
Triggering the Event
Say "murderer" to the High Priest to begin the event.
You say, 'Hail, High Priest Syltetzalvek'
High Priest Syltetzalvek 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've come to stop you'
High Priest Syltetzalvek 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? Us?'
High Priest Syltetzalvek'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?
High Priest Syltetzalvek 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 High 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 besets upon you in unison.
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]. Beware that liars will be punished...
10x "a witness" auto-aggro your raid.
The Witnesses & Figuring Out the Murderer
Your goal for this portion of the event is to figure out which member of your raiding party is the "murderer". Each time "a witness" is killed, you get a clue about the identity of the murderer. You'll want to kill enough witnesses to identify who it is. The more witnesses you kill, the more specific the clues get. More about this in a moment.
About the Mobs
Witnesses hit for a max ~11,000 and are mezzable, stunnable, and rootable/snareable.
Upon the death of the first witness, 1x "a lingering spectre" spawns. For each subsequent witness killed, one additional spectre spawns in place of its corpse, so after the second witness dies, 2x "a lingering spectre" spawn. After the third one dies, 3x "a lingering spectre" spawn. This scales all the way to 10 spectres upon the 10th witness's death.
The witness' last emotion appears to be one of utter terror.
a witness has been slain by _____!
a lingering spectre descends upon its next victim.
Spectres hit for a max ~11,000 and periodically cast the AE "Spectral Emanation":
Spectral Emanation: PB AE 40', Magic (-940)
4: Decrease Hitpoints by 29344
They are mezzable, stunnable, and rootable (but not snareable). Note, however, they can become immune to these effects:
- Upon being mezzed, a spectre remains mezzable for 30 seconds, after which it becomes immune to mez for the next 30 seconds.
- Upon being rooted, a spectre remains rooted for 20 seconds, after which it becomes immune to root for the next 20 seconds.
- Spectres are always stunnable; they don't develop immunity to stuns.
NOTE: Don't kill "a witness" while any spectres are alive. If you do so, it won't give you a clue as to who the murderer is, and will immediately respawn.
About the Clues & Emotes
Each time you kill "a witness", you get an emote in green - this is a clue about the identity of the murderer. Clues will touch upon race, class type, home continent, deity, size, days played, AA count, date of character creation, key ring, and other various details.
These emotes flash up on your screen (in green color) and in text. In addition, upon moving around the stage area, a pop-up window will appear on your screen with a list of clues you've already seen.
- Erollisi Marr
- Mithaniel Marr
- Rodcet Nife
- Brell Serilis
- Solusek Ro
- The Tribunal
- Cazic Thule
- Rallos Zek
- Dark Elf
- Half Elf
- High Elf
- Wood Elf
- Vah Shir
- Illusions don't count.
- Racial clues are based on a player's actual current race.
About Starting Cities
- The "starting city" clues refer to a player's spawn point upon using the "Origin" AA.
- If you kill all 10 witnesses, you will only have 60 seconds to name the murderer (timer begins upon the 10th witness's death).
- If you have two or more players who match all 10 clues, and you pick the wrong player, the 'punishment' effects for doing so are reduced.
Naming the "Murderer"
Once you have enough clues that you have the murderer figured out, the accused player needs to stand in one of the urns on the sides of the room, or anywhere on the stage, target themselves (or have no target at all), and type in /say:
I am the murderer.
If a player is linkdead or otherwise not in the zone, an NPC called "a spirit" will spawn somewhere in the hall. In order to name a linkdead player as the murderer, target their spirit and /say "I accuse you."
If the wrong player is named, the player will be death touched and you'll see these emotes unfold:
_____ has lied about being the murderer. A new murderer will be found among you now!
The sinister presence in the room grows stronger.
...Nine witnesses immediately respawn and auto-aggro the raid. Upon the first failure, there is no 10th witness. If you fail a second time, you only get eight witnesses. A third time, seven witnesses. A fourth fail, six witnesses. A fifth fail, five witnesses.
If it is the correct player, you see this:
_____ has revealed themself to be the murderer and has been given the Dagger of Spectral Disruption!
Maniacal laughter begins echoing from every corner of the room.
The player receives on their cursor a dagger which they can use to melee any remaining spectres and witnesses (procs a death touch on the mobs). Also at this point, all live players receive a full hp/mana/endurance regeneration to 100%.
The Eight Spectres
After naming the murderer and upon the death of the last remaining witness or spectre, you'll see this emote:
A cold chill runs down your spine as the voice of the High 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!'
At this point, 8x "a lingering spectre" (four on each side of the room) spawn and attack. These mobs, too, can be death touched by the player holding the Dagger of Spectral Disruption (equip the dagger and melee the mobs to instantly kill them).
The High Priest: Basic Fight Info
Upon the death of the last spectre, you see the emote:
a lingering spectre has been slain by _____!
You feel the sinister presence of the High Priest growing stronger.
Shortly after this, "High Priest Syltetzalvek" spawns in the center of the stage and auto-aggro's. It is permanently rooted in place; summons from 100% health; and hits for a max ~28,000 (no rampage; no flurry).
If summon-tanked, you'll see this emote, which affects its AE timers:
High Priest Syltetzalvek gains power from _____'s cowardice. Your decision to run from the High Priest will be punished.
The High Priest: Explosive Barrels
Every 45 seconds, three explosive barrels spawn at random player locations:
A deadly trap appears under _____'s feet.
You feel like you should move.
10 seconds after their appearance, these barrels explode with an AE (with no failures on the "murderer" phase of the event, this effect is the base effect; with one failure, it's "Deadly Explosion II"; with two failures, it's "Deadly Explosion III"; and so on):
Deadly Explosion I: PB AE 16', Unresistable (-1000)
2: Decrease Hitpoints by 70691
Deadly Explosion II: PB AE 16', Unresistable (-1000)
2: Decrease Hitpoints by 86538
Deadly Explosion III: PB AE 16', Unresistable (-1000)
2: Decrease Hitpoints by 115384
Deadly Explosion IV: PB AE 16', Unresistable (-1000)
2: Decrease Hitpoints by 144230
Deadly Explosion V: PB AE 16', Unresistable (-1000)
2: Decrease Hitpoints by 173076
The High Priest: Remorse
Over the course of the entire fight, every 40 seconds, you'll see this emote:
High Priest Syltetzalvek begins chanting an arcane verse.
This is a 5-second warning for the AE "Remorse" (with no failures on the "murderer" phase of the event, this effect is the base effect; with one failure, it's "Remorse II"; with two failures, it's "Remorse III"; and so on):
High Priest Syltetzalvek unleashes a wave of deadly force.
Remorse I: PB AE 1000', Magic (-10000)
4: Decrease Hitpoints by 78344
Remorse II: PB AE 1000', Magic (-10000) (2 ticks)
1: Decrease Spell Haste by 1%
2: Inhibit Melee Attacks by (5%)
4: Decrease HP when cast by 94961
Remorse III: PB AE 1000', Magic (-10000) (2 ticks)
1: Decrease Spell Haste by 10%
2: Inhibit Melee Attacks by (10%)
3: Decrease Movement by 10%
4: Decrease HP when cast by 114578
5: Adjust Mana (-200)
6: Decrease Endurance by 200
Remorse IV: PB AE 1000', Magic (-10000) (2 ticks)
1: Decrease Spell Haste by 20%
2: Inhibit Melee Attacks by (20%)
3: Decrease Movement by 20%
4: Decrease HP when cast by 134196
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) (3 ticks)
1: Decrease Spell Haste by 30%
2: Inhibit Melee Attacks by (35%)
3: Decrease Movement by 30%
4: Decrease HP when cast by 153813
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
The High Priest: Health-Based Adds
At 90% health, the High Priest locks health and 2x "a phantasmal fragment" spawn (auto-aggro).
At 70% health, the High Priest locks health and 4x "a phantasmal fragment" spawn (auto-aggro).
At 50% health, the High Priest locks health and 6x "a phantasmal fragment" spawn (auto-aggro).
At 30% health, the High Priest locks health and 8x "a phantasmal fragment" spawn (auto-aggro).
At 15% health, the High Priest locks health and 10x "a phantasmal fragment" spawn (auto-aggro).
These phantasmal fragments spawn along the east and west sides of the event room. They hit for a max ~20,000 and periodically AE "Spectral Discharge":
Spectral Discharge: PB AE 40', Magic (-940)
4: Decrease Hitpoints by 34344
These fragments are immune to stuns, charms, and snares, but are mezzable and rootable with the following catches:
- Upon being mezzed, a fragment remains mezzable for 30 seconds, after which it becomes immune to mez for the next 30 seconds.
- Upon being rooted, a fragment remains rooted for 20 seconds, after which it becomes immune to root for the next 20 seconds.
- If a fragment is being kited, a 15-second timer starts at the end of which it casts a 60-second charm on its target.
a phantasmal fragment shouts, in Alaran, 'If you insist on running from me, _____ I shall simply have to be more coercive!'
Kill these adds as they spawn in order to unlock the High Priest's health. Upon the death of the last fragment on the add wave at 15%, the High Priest can be killed.
Kill the High Priest to complete the event.
High Priest Syltetzalvek has been slain by _____!
The hall shakes violently as the High 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...
The High Priest reels back as the wounds you have inflicted upon it become mortal. Syltetzalvek drops to its knees and cackles maniacally, 'Where I have failed... You will succeed!' The priest's body falls forward with a loud thud.
NOTE: In addition to chest loot, everyone in the zone receives 10x "Velium Shard" (used as an alternative way obtain raid drops, from Armorer Jean Wenlaris in the Harbinger camp of Shard's Landing.
Chest loot consists of 2 armor pieces (first list) + 2 other items (second list) + 1-2 weapons (third list) + 4 spell runes (fourth list) + 0-1 Trophy of the Unspoken + 0-1 Primed Fragment of Fearlinked Zeal (cultural aug):
Dread Touched Armguards (rare)
Dread Touched Boots (rare)
Dread Touched Bracer (common)
Dread Touched Gloves (uncommon)
Dread Touched Helm (rare)
Dread Touched Leggings (rare)
Dread Touched Tunic (rare) (see this guide for information about putting together ROF armor)
Bonemask of Loss
Circle of Dread
Drape of Darkness
Drop of Doubt
Mask of the Phantasm
Rune of the Unspoken
Shoulder Pads of the Unspoken
Tattered Drape of the Unknown
Unbeliever's Shrunken Skull
Dagger of Spectral Disruption
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