Completion of this quest will allow you to request the Ikkinz 4 raid: Ikkinz, Chambers of Destruction, which involves the slaying of Keeper of the Altar and a piece in Qvic access.
Also included here are optional loot-only events and Breakdown in Communication bits which occur in the series. These optional tasks and events are in RED.
This starts with Kevren Nalavat in Kod'Taz. You may do the actual trials in any order, but you MUST complete the flags in order (i.e. if you get the key part from trial #3, do NOT try to turn it in until you have done trials #1 and #2).
Trial #1 - Singular Might
Say "Singular Might" to Kevren and then head to the middle temple to the south. Gazak Kleikek is the NPC required to start the expedition, he is a monk feigned death just west of the temple entrance.
The trial is very straight forward trial up until you get to the Diabolic Destroyer. She is in the first room on the right along the main hall. You need a strong tank, cleric and bard/enchanter for this.
NOTE: The Diabolic Destroyer will MEM BLUR if the warrior uses defensive. Upon engaging the destroyer, three adds will spawn. Throughout the fight, more adds will spawn in groups of 1-2. These need to be trained or mezzed.
Once the Diabolic Destroyer dies, Cruel Illusion will spawn (a rather trivial encounter in comparison). Kill the illusion and loot the Ruined Pendant of Might. Hand that back to Gazak to obtain the first line of progress text.
Finished!- You have completed the trial at the Temple of Singular Might!
Trial #2 - Twin Struggles
Say "Twin Struggles" to Kevren then head to the far south temple and find Maroley Nazuey who is hidden behind some rocks just to the west of the temple complex. This will start the expedition.
This trial requires two strong warriors, a cleric, a slower (enchanter preferred), a second healer (druid preferred), and DPS.
The final named are in a pair in the first room on the left following the main hall. The named themselves start out unkillable, but they will cast their fairly nasty AoE's on you once they see you. Around the named are nine servants who are rooted and won't attack you, these mobs add power to the main named and must be killed to spawn them. Each servant has a different "job", be sure to kill off the ones with damage shields first, leave a blue-con mob till last so you can kill it easy to activate the nameds. Once the named are active, burn down one as fast as possible, then finish the 2nd off. They have huge DPS, so be ready.
Once both named are dead a box will spawn in the south cubby, /open the box to loot the Stained Stone Chalice and hand that to Maroley to obtain the next line of progress text.
Finished!- You have completed the trial at the Temple of Twin Struggles!
Trial #3 - Tri-fates
Say "Tri-fates" then head to the Northern most temple, Kenra Kalekkio is the npc you're looking for, she's to the East of the main temple complex. Talk to her to start the expedition.
Group make up for this is fairly standard: Cleric, warrior, slower, second healer useful, then DPS.
The final named are located by following the main Ikkinz hall way all the way down the first ramp, and into the door with three alcoves. There is one named located in each alcove within that room. Once a named is agro'd it will spawn about five non-targettable archers, each, who will ping away at anything they can. You must kill the three named one at a time, working from North to South. The thing to remember is that the named will pick up on the agro list of the previous named, so on the second and third named your healers will start with a lot of agro right off the bat.
It's suggested that you save all disciplines on the first named, since failing him has no consequences, where as if you fail the second or third named and there is nobody left in their room, any previously killed named will instantly respawn. Once he's dead I suggest you camp out your cleric so that she looses agro on the archers. Also suggested is your tank taunt/etc to get main agro BEFORE doing any damage, otherwise the named will start summoning immediately. Have the MT blow riposte disc on #2, and melee burn their DPS discs. Then you can rest up as needed for #3 who I feel is a lot easier.
Once the 3rd named is dead several boxes will spawn on the East wall, /open them to find the Thrice-Notched Arrow Remains. Hand it in to Kenra to obtain the next progress text.
Finished!- You have completed the trial at the Temple of the Tri-Fates!
- - - - - - - - - -
(Breakdown in Communication note: The 3rd one-group trial contains the only drop specifically for the BiC quest that you will need from Kod'taz. This item is Kitren's Tattered Cloak, which will spawn randomly in addition to the loot/key parts in the end chests described above. This is NOT a guaranteed drop, so don't be surprised if you have to do this trial several times to get yourself one.)
Completing the three Ikkinz trials allows you to start a series of tasks with both Kevren Nalavat and Tublik Narwethar (the dwarf to the far south).
First you must talk to Kevren and say "other tasks", then follow through the quest text he gives you. This will initiate the task progression for both Kevren and Tublik.
Kevren Nalavat's Tasks
The following tasks must be completed in order. You'll need to talk to Kevren and get a portion of text in your Progress Updates (the "finished!" messages) before you attempt the turn-ins that he wants or he is likely to eat your parts.
Task #1 - Martyr's Passage
Say "Martyrs Passage" to Kevren, then follow his quest text to receive the first line of progress text.
Finished! - You've been commissioned to investigate the Martyrs Passage!
The Martyrs passage is just north of the two Yxtta Zone lines, in the canyon with several small temples to either side. Inside those temples spawn either Forgotten Martyrs or other lower-con ghosts. Any of these can drop the relics you're looking for. There is also a casket in the southwestern small building that has a ground-spawn relic in it. (Unsure if this spawned relic is a particular one relic needed, or random?)
Finished! - You've returned four relics from the Martyrs Passage!
At this point Kevren asks you to retrieve another valuable piece of information (dialogues?). He's referring to Inscribed Flesh Dispatch that drops commonly from just about everything in the Martyrs passage, you should have gotten a ton of them farming the previous stage. Hand him the flesh for the next line of progress text.
Finished! - You've returned valuable information as to why the Muramites are in the Martyrs Passage!
Task #2 - Temple of the Damned
Say "Temple of the Damned" to Kevren, then follow his quest text to get the first line of progress text for this part.
Finished! - You've been commissioned to investigate the Temple of the Damned!
The Temple of the Damned is the temple just South of Kevren. Clear into the far east room, in the northeast corner of this room is "a pile of bones". Use /open on the pile of bones and a Pixtt Priest Summoner will spawn along with four Pixtt Priest Guardians. The Pixtt Priest Summoner drops normal loot. Each of the four Pixtt Priest Guardians drop six Glyphs of the Damned. You will need one glyph from each of the Guardians. Once you have the four glyphs you will need to hand them in to Kevren.
Kevren examines the strange glyphs. 'These glyphs are faded. I won't be able to decipher them until they've been cleaned up. You'll need to go back to the Martyrs Passage and recover some dust from the grounds nearby. Once you've gotten a pile of dust, you'll need to speak with Tublik Narwethar who is south of the Martyrs Passage. He has a stone tablet that can add some clarity to the glyphs with the help of that dust. Hurry along, ______, this information is important!'
He will hand them back to you and update your progress text.
Finished! - You've recovered important glyphs from the Temple of the Damned!
Kevren asked you to translate the four glyphs. For this part you will need four Piles of Dust from the Martyrs Passage. These are ground spawns between the little buildings where the Martyrs spawned earlier.
Tublik Narwethar may be found at -2020, 1284, -346 in Kod'Taz, in the far south of the zone near the zoneline to Yxtta.
You say, 'Hail, Tublik Narwethar'
Tublik Narwethar says 'Welcome back, ______. Have you found any clues from the [Crumbled Sanctuary] yet? Please find anything you can and return to me as soon as possible!'
Tublik Narwethar says 'If you want to see what you've completed at any time, just ask me for a [progress update]!'
There is no prompt about the "stone tablet;" you must remember from your earlier conversation with Kevren.
You say, 'I need a stone tablet.'
Tublik Narwethar says 'You need a stone tablet? What for? What have you got that's so special it requires the use of a stone tablet?'
Give him one of the glyphs. You get the glyph back along with an 8-slot container called "Stone Tablet" (identifies as "A stone tablet with faded etchings").
Tublik Narwethar says 'So, you really are helping Kevren with this. My apologies for being so blunt with the requirements, but you never can be too careful with things like this. Here's a stone tablet for your troubles. You're going to need to use as many piles of dust as you have glyphs, then combine the dust and the four glyphs together with the stone tablet to translate them. These glyphs can be tricky, so good luck.'
Combine the four glyphs with the four dusts in the Stone Tablet.
You have fashioned the items together to create something new: Translated Glyph of the Damned.
You have crafted a Translated Glyph of the Damned (identifies as "You've translated the four glyphs"), which should be handed in to Keveren to complete this line of progress text.
Kevren copies down the intricate patterns from the glyph. 'Very interesting, but very dangerous. I've gone over the glyphs and they suggest there is great danger in the summoning of some kind of ferocious beast. I need to study the markings further, but since I've transcribed them already, you can keep the glyph for your own use. Nicely done, ______.'
You say, 'Progress update.'
You've successfully translated the glyphs you found in the Temple of the Damned!
Task #3 - Summoner Ring (Optional)
Say "think I can do it" to Kevren to receive the next line of progress text.
Finished! - You've been charged with stopping the ceremony at the Summoning Circle!
The Summoner Ring event is found just before entering the main Kod'Taz courtyard area where the Ikkinz raid entrences are found. Once the Grand Summoner is dead you need to loot a Grand Summoner's Glyph and hand it in to Kevren to receive the next line of progress text.
Finished! - You were able to recover a rare artifact from the Grand Summoner's goons in the Summoning Circle!
Tublik Narwethar's Tasks
Located at the south end of the Martyrs Passage you'll find Tublik. Talking to him isn't the safest proposition, so be careful of what mobs are in the area.
The following tasks can be completed in different orders.
Task #1 - Crumbled Sanctuary
Start this by saying "Crumbled Sanctuary" to Tublik and he will give you the following line of progress text.
Finished! - You've been sent to gather any clues you can find from the Crumbled Sanctuary of Divine Destruction!
The Temple he is talking about is the destroyed one just south of the Summoner Circle. You can easily invis inside and run around picking up all the ground-spawns until you have a set of four lore Frayed Flesh Scraps. The locations are..
+142, +549, -373 - on top of broken vase
+92, +511, -375 - behind other broken vase
+74, +542, -376 - right side of the doorway
+3, +507, -347 - against the wall by the cave-in
-185, +495, -404 - front left corner of end room
-240, +520, -404 - back middle of end room
-183, +532, -404 - front middle of end room
Turn these in to Tublik for the next line of progress text.
Finished! - You have collected the four Frayed Flesh Scraps from the Crumbled Sanctuary of Divine Destruction!
For the next part you will need a decent tailor. The parts you will need are four Hynid Hair Strand dropped from Kod'Taz Hynids, four regular bone chips, and Muramite Residue dropped from just about any Muramite in KT and beyond.
Turn the resulting Parchment in to Tublik for next line of progression text.
Finished! - You've sewn the flesh scraps together to make the Sewn Flesh Parchment!
Once you have completed this section Tublik will ask you to gather three Glyphed Flesh from the various temples in Kod'Taz. The parts he is referring to are ground spawns in each of the three temples guarding the entrences to the Ikkinz 1-group trials. In each of these temples there are several spawns, unique to the temple where they're found.
They are located at:
Ikkinz Group 1: -1428, -308, -336 at the very top level of the south rampart, out in the open
Ikkinz Group 2: -1642, -902, -404 inside sitting in a bowl on a table
Ikkinz Group 3: -1045, -704, -407 next to a bench in the corner, inside
Once you have a set of three, hand them back to Tublik for the next line of progress text.
Finished! - You've found the three clues from the three trial temples!
Task #2 - Pit of the Lost (Optional)
Say "Pit of the Lost" to Tublik and follow his quest text to receive Tublik's Bag (identifies as "Place four relics from the Pit of the Lost in this") and the following progress text. (note: you can gather the relics before doing this, or destroy the bag and get a new one when ready to proceed.)
Now head to the Pit of the Lost in the far northwestern corner of Kod'Taz. It's a seperate area off the main courtyard. Once there you will need a strong 1-2 groups to farm for Forlorn Relic Devotee's. These drop four unique relics called Minor Relic of Energy: Suv, Minor Relic of Energy: Nep, Minor Relic of Energy: Tek, and Minor Relic of Energy: Oxa. Once you have a full set, combine them in Tublik's Bag to craft Tublik's Sealed Bag (identifies as "It holds the four relics from the Pit of the Lost") and hand this back to Tublik for the next line of progress text.
Finished! - You've collected the Minor Relics of Power from the Pit of the Lost!
Once this portion is done, you may return to Tublik at any time to spawn the Ageless Relic Protector in the Pit of the Lost. You will need a decent raid force in place for this, at least three groups with good off-tanks/kiters. Once your force is in place say, "Stop it", to Tublik to spawn the Protector.
The Protector will split several times, the first split is from a red-con into a white and yellow con. The yellow con will split into four white cons, and the white con will spawn into another three white cons. One of these final mobs will drop loot, while the other six will carry a Relic which you need to hand to Tublik for the next line of progress text.
Finished! - You've rescued the artifact from the Ageless Relic Protector in the Pit of the Lost!
This completes the tasks for both Kevren and Tublik and allows you to start the Ikkinz raids if you're so inclined.
Tublik Narwethar says 'I wasn't expecting you back so soon, _____, but I'm glad you're here. I've been analyzing the glyphs on the last three artifacts you recovered and, the way I read them, it seems the trusik priests used the [four temples] around the Altar of Destruction to gain access to a temple to face some kind of final rite of passage.'
You say, 'What four temples?'
Tublik Narwethar says 'As you've already uncovered, the Sanctuary of Divine Destruction was used to uncover the purpose for the other three. I believe the Muramites destroyed that temple because it holds the key to the remaining three temples and the artifacts that they hold. Now that we know what's ahead, we can continue forth and unravel this [mystery].'
You say, 'What mystery?'
Tublik Narwethar says 'It's clear to me that you must proceed into each of the three remaining temples and recovers the three artifacts that are in them. It's up to you how you want to proceed, but you will have to enter the [Sanctuary of the Righteous], the [Sanctuary of the Glorified], or the [Sanctuary of the Transcendent]. Each one of these holds an artifact that I believe will be used to gain entrance to whatever lies beyond the Altar of Destruction. Which will you choose?'
Choose which Ikkinz raid you want, complete it, and loot the appropriate artifact. Once you've completed previous stages, you may cycle the artifacts through Tublik IN ORDER to get the following lines of progress text.
Raid #1: Righteousness Finished! - You've recovered the Artifact of Righteousness!
Raid #2: Glorification Finished! - You've recovered the Artifact of Glorification!
Raid #3: Transcendence Finished! - You've recovered the Artifact of Transcendence!
Once these tasks have been completed you will be given the task to create an Icon of the Altar. This will be noted by the following line of progress text.
Finished! - You've been instructed what needs to be done to make the Icon of the Altar!
This is a Tradeskill recipe using the 3 Artifacts above, and several vendor purchased items. First you will have to make three Inferno Scepters, and combine them to make three Vials of Smelted Molten Ore. Combine these three vials with the three artifacts to make your Icon of the Altar. Then hand the Icon in to Tublik for the following line of progress text.
Finished! - You've constructed your Icon of the Altar!
Kevren looks relieved to see you. 'Finally the Wayfarers Brotherhood has sent adventurers this far out. I was beginning to wonder what was happening. I'm Kevren Nalavat, one of the brotherhood's traveling scholars. We can talk [more] later. The important thing is that you're here and now that you are you'll need to prove that you're up to the challenges facing us on this rugged terrain. I've been all through this area and it's no place to be caught unaware! So what do you say? Are you [ready to be tested]?'
You say, 'Let's talk more.'
Kevren Nalavat says 'Well I haven't always been the bold adventurer you see before you. I know I may not look too daring, but that's because I'm trying to keep a low profile. Before I joined the Wayfarers Brotherhood I was a learned scholar and knowledge-seeker. I sought to uncover the mysteries of ancient ruins and civilizations lost long ago. I was so focused on my studies that most of my colleagues thought I bordered on [crazy].'
You say, 'Crazy?'
Kevren Nalavat says 'Yes, crazy. I didn't mind though. I knew most of them would never uncover a full understanding of the past like I was. I continued my studies until I was approached by Morden Rasp -- I'm sure you've heard of him. He contacted me and said he was going to begin gathering artifacts from civilizations lost to the ages and that my skills were going to be needed in the times to come. I couldn't help but [join him].'
You say, 'Why did you join him?'
Kevren Nalavat says 'His offer was irresistible! Since I joined the brotherhood I have provided my continuing expertise about lost civilizations. Of course, Morden told me that just being a scholar wasn't going to be enough. He said I had to learn some other skill to stay with the brotherhood as an explorer. I had already learned so much so quickly and didn't dare leave with all the new and exciting items we were getting from adventurers, so I decided to learn how to become a rogue so I could [sneak around] to collect what I needed.'
(Need response for "sneak around.")
You say, 'I am ready to be tested.'
Kevren nods his approval, 'Good to hear! If you're interested I can give you a little [background information] about the mountaintop here before we get started, otherwise I'll explain the [trials] to you.'
You say, 'Sure, I would like some background information.'
Kevren Nalavat says 'Good. There's no use going into an area without knowing the lay of the land. The first thing you should know is that you're walking into a huge expanse at the top of the mountain. It must have taken several years to dig out all the rock from the mountain. With the space they dug out they were able to build grand temples into the side of the mountain. Until you've seen them for yourself you can't imagine their [grandeur].'
You say, 'This place? Grandeur??'
Kevren Nalavat says 'Oh indeed! The trusik -- that's what they call themselves -- had powerful geomancers that must have expended huge amounts of energy to shape and mold the mountain. They used mighty golems to clear away the rubble so they could continue their work. The temples they built are all in recognition to [some being] they worshipped long ago and some of them seem to reach the sky!'
You say, 'That must have been some being.'
Kevren Nalavat says 'From what I've been able to gather these people prayed to a god they call Trushar. They believed Trushar was the one who controlled the seas. It was to this deity that they prayed for the destruction of all non-believers and those who exiled them. I tend to wonder if they [prayed for the destruction] of non-believers or the nihil in the city.'
You say, 'They prayed for the destruction?'
Kevren scrunches his brow thoughtfully. 'From the information I've sorted through so far, the nihil in the city kicked the trusik out because they were tired of the fanatic belief in their beloved sea god. I even think that's where the name trusik comes from, a title for exiled believers of a non-existent being. I'm hoping that we can uncover some more of those [mysteries] in the temples beyond.'
You say, 'What mysteries?'
Kevren Nalavat says 'There are still some things that are left unexplained. Most importantly is the fact that we don't know how deep the invader presence goes. We need to discover some of the reasons for the temples, what purpose they serve now, and what the invaders have to do with them. We need to investigate the temples and the remains further for this information. That's where [you come in].'
You say, 'I come in?'
Kevren sighs, 'I haven't had a lot of time to look around the temples, because I was commissioned to scout ahead and remain here for the adventuring parties that would be sent shortly after. Now that those parties are being sent, I have to maintain my post and make sure that those we're sending in to look for the information for us are up to the task. That's the very reason we have designed the [trials].'
You say, 'What trials?'
Kevren's look turns serious. 'There are any number of new threats with these invaders and we're unsure just how powerful or how many of them there are. We need to make sure that those of you being sent up here to find that information out for us won't be scared off by the destructive force these invaders bring along with them. The trials must be done in a [specific order] and must all be completed before we can allow you to attempt any further work for the brotherhood.'
You say, 'How quaint. A specific order?'
Kevren Nalavat says 'There exist three temples nearby that you must enter. I have defined these three as the Temple of [Singular Might], Temple of [Twin Struggles], and Temple of the [Tri-Fates]. In each lay the forces of the Legion of Mata Muram who must be destroyed. You must not be fooled, we do not control these temples. The areas are controlled by the [Muramites], but we believe that these places hold the most predictable of the invaders and can be used easily as our testing grounds.'
You say, 'Singular Might.'
Kevren Nalavat says 'Beyond the dark fog to the south lies the Temple of Singular Might. You can find it between the two other temples. In front of the temple you will find a single, smaller temple where another of the brotherhood is waiting for you. Seek out Gazak Klelkek and speak to him about the troubles within the temple.'
Head to the middle temple to the south. Gazak Kleikek is the NPC required to start the expedition. He is feigned death just west of the temple entrance.
Inside Ikkinz, clear to the Diabolic Destroyer. She is in the first room on the right along the main hall. You need a strong tank, cleric and bard/enchanter for this encounter.
NOTE: The Diabolic Destroyer will clear its hate list if the warrior uses his/her defensive discipline. Upon engaging the destroyer, three adds will spawn. Throughout the fight, more adds will spawn in groups of 1-2. These need to be kited or mezzed.
Once the Diabolic Destroyer dies, Cruel Illusion will spawn (a rather trivial encounter in comparison). Kill the illusion and loot the Ruined Pendant of Might. Hand that back to Gazak to obtain the first line of progress text.
This task begins with Kevren Nalavat at the base of the zone-in hill in Kod'Taz.
To him, say "Twin Struggles" and then head to the far south temple. Find Maroley Nazuey, who is hidden behind some rocks just to the west of the temple complex. This will start the expedition.
This trial requires two strong warriors, a cleric, a slower (enchanter preferred), a second healer (druid preferred), and DPS.
Clear mobs to the first room on the left in the main hallway. In there you will find two Malevolent Priests which, at this point, are unkillable. Once they see you, they will cast spells upon you. Around the named are nine Servitors which are rooted and won't attack. They must be killed in order to activate the priests. Once the priests are active, burn one down as fast as possible, and then finish the second off. They output a lot of DPS, so be ready.
Once both named are dead a box will spawn in the south cubby, /open the box to loot the Stained Stone Chalice and hand that to Maroley to obtain the next line of progress text.
This task begins with Kevren Nalavat at the base of the zone-in hill in Kod'Taz.
To him, say "Tri-fates" and then head to the northern-most temple. Find Kenra Kalekkio to the East of the main temple complex. Talk to her to start the expedition.
The group make up required for this trial is standard: Cleric, warrior, slower, second healer useful, and DPS.
The final named are located by following the main Ikkinz hall way all the way down the first ramp, and into the door with three alcoves. There is one named located in each alcove within that room. Once a named is agro'd it will spawn about five non-targettable archers which will ping away at anything they can.
You must kill the three named one at a time, working from North to South. The thing to remember is that the named will pick up on the agro list of the previous named, so on the second and third named your healers will start with a lot of agro right off the bat.
It is suggested that you save all disciplines on the first named, since failing him has no consequences. This is compared to the failure of the second or third named, in which event each previously killed named will respawn.
Once the named is dead, it is suggested you camp out your cleric so that he/she loses agro on the archers. Also suggested is that your tank taunt to get main agro BEFORE doing any damage, otherwise the named will start summoning immediately.
Once the 3rd named is dead several boxes will spawn on the East wall, /open them to find the Thrice-Notched Arrow Remains. Hand it in to Kenra to obtain the next progress text.
NOTE: Your raid will require one rogue, one person with a research skill of 200+, and one priest with a high tailoring skill.
Upon entering Ikkinz, you will encounter a Stalwart Caretaker. Have a rogue pickpocket the Runic Inscription from the golem. Give the inscription to the golem to unlock the door.
The Wardens and Sentries
Kill the Altar Wardens in the first rooms encountered (one is inside the left [Twin Struggles] room and the other is inside the right [Diabolic Destroyer] room).
Between them, they drop "Runed Glyph: Noxit" and "Runed Glyph: Aexit". Have your designated researcher loot the runes from the Wardens. These runes are used to open the next two doors.
Open the doors by holding a rune and clicking the use button ("U" by default). Inside each door is an Altar Sentry (similar to the Altar Wardens).
The sentries each give off an emote indicating who needs to get the kill shot:
Cannot stand the power of healers (Priests) Combined strength and ingenuity (Hybrids) Strength of intelligent magic (Casters) Strength and cunning (Melees)
Between them, they drop "Runed Glyph: Grexit" and "Runed Glyph: Trusit". Have the researcher loot these items.
The researcher needs to combine the four runes in a Spell Research Kit to produce "Engraved Rune" which will unlock the arena door.
The Overseer
Next up is a battle in the arena/pit room. The Altar Overseer is your target. Upon engaging, Altar Monuments become active. If you keep your raid close to the center with the Overseer, you may reduce the amount of adds you get. Be prepared to kite them. Altar Overseer uses the spells Bury (6000 single target DD + Feign Death), Throw (single target 3000 DD) and Rain of Stone (AE 1500). Once the Overseer is dead, the Monuments become inactive.
The Overseer drops an Overseer's Geostone, which opens the next door. It doesn't seem to matter who loots this key.
The Phantasmal Priest
Next, send your designated priest tailor to speak with the Phantasmal Priest. Follow the dialogue to get a couple items to combine in a sewing it (any sewing kit should do, including cultural kits). Give the resulting combine to the Phantasmal Priest, at which point he'll prompt you to say "north", "south", and "return".
"North" and "South" take you to closed rooms with a ground spawn. Take the ground spawn and say "return" to get out. You can go back to these rooms again, but you can't get back out with "return".
Give the groundspawns to the Phantasmal Priest Guardians and they attack. The Phantasmal Priest may also attack.
The Guardians frequently cast the spell "Earthen Shrapnel" (an AE for ~500). Kill them both and make your way down to the feasting den.
The Firetenders
The two Curate Firetenders AE the spell "Flames of the Fiend" (AE for ~2,700) and enrage. Have someone with an open container slot loot the Glowing Chunks of Coal from their corpses. They'll have to loot a container further into the event.
Oracle of the Altar
You can range-kill the two Altar Sustainers behind the Oracle of the Altar. If you do this, be prepared for the Oracle to charge at you. It's leashed to the room, but may get a few hits in on people before it leashes.
Kill the Oracle of the Altar. It drops a container called "Stone Drum of Cohesion" which needs to be looted by the person who looted the Glowing Chunks of Coal. Combine the Coals inside this container to produce a Fused Trusik Signet. This key opens the next door.
The Altar Construct
Be prepared for many, many adds with the Altar Construct. You'll want a few kiters prepared to handle the adds while the rest of the raid kills the Construct.
Once the Altar Construct is dead, you can leash the adds.
Keeper of the Altar
The Keeper of the Altar AE rampages, spawns numerous adds (though not as many as the previous named), and casts a few spells:
Have a caster with a 200+ research skill loot items during this raid. Research combines will be required in order to complete this raid.
- Kill the Pixtt Assault Ward beyond the first door. There is nothing noteable about this mob aside from the fact that it hits rather hard.
- Kill two Visionaries of Glory in the room on the left in the hallway (same room where Twin Struggles mobs spawn). They leash. These are unslowable and infuriate at 50% and 10% (AE rampage).
- Kill the Visionary of Glory in the room across the hall from this one (same room where Diabolic Destroyer spawns). It is unslowable and infuriates at 50% and 10% (AE rampage).
- Each of the visionaries drops a rune. Have the same caster looter loot them and save them for later.
- Move down the hallway, past the other doors and arena. Move down the ramp to another large doorway.
- Clear the room of trash mobs and kill the Pixtt Condemner. It does not hit hard, but casts an unresistable AE silence. Have your same caster looter loot the tablet container which it drops.
- At the door in the opposite end of this room is the Sentinel of Glorification. It casts an AE Fling, so make sure your raid has levitation. It also procs Throw, a DD for 6000 with a Feign Death component. (Make sure your tank knows this ahead of time!) Have your caster looter loot the rune the sentinel drops.
- The researcher who looted the items needs to do some combines:
Inside the Faded-Glyph Tablet, combine Runed Glyph: Niliktek + Runed Glyph: Fexika + Runed Glyph: Aktek. This produces Axtekilitek. This is the key to open the door at the bottom of the ramp.
Inside the Faded-Glyph Tablet, combine Axtekilitek + Runed Glyph: Kruxek. This produces Kruxilitek.
- Move your raid past the Sentinel's spawn point, and down the hallway to the right (you can slip by many of the mobs in the feasting den).
- Make sure all trash mobs in the area of the Glorification room are killed, including roamers. They make for a rude interruption to the rest of the raid.
- Range-kill the six hornblowers standing on top of the horns behind the Guardian.
- Have the caster looter turn in the Kruxilitek to the Guardian of Glorification to trigger its actvity. Note that the Guardian procs Throw, a 3000 DD.
- Once the Guardian hits 50%, it will split into two guardians. At this point, you can move your raid out of the room and have them leash, to allow you some recovery time.
- When ready, start killing one guardian. At 50%, it will split once again into two guardians. Kill them both.
- Kill the other guardian (the one which originally split). At 50%, it too will split into two guardians. Kill them both.
- Kill two Priests of Righteousness in the room on the left in the hallway (same room where Twin Struggles mobs spawn). They leash. These are unslowable and infuriate at 50% and 10% (AE rampage).
- Kill the Priest of Righteousness in the room across the hall from this one (same room where Diabolic Destroyer spawns). It is unslowable and infuriates at 50% and 10% (AE rampage).
- Kill the Defenders of Righteousness in the two rooms further down the hall. These are unslowable and have single-target rampage.
- Open the door to the Arena-type pit. Right behind it is the Custodian of Righteousness, which needs to be killed. It is unslowable and flurries. It also hits like a truck, so lots of heals on this one.
- In the middle of the pit is the Guardian of Righteousness. Once aggro'd, the Crumbling Monuments up top become active.
- Burn the Guardian down as fast as possible. It uses the effect Bury, which is a single target DD for 6000 with a feign death component (tell you tank to stand up!). Once the Guardian is dead, the Crumbling Monuments which charged the raid become inactive.
- The Crumbling Monument at the very top now becomes targettable. Charge it and kill it. Loot the shawl which drops.
- Go past where the Crumbling Monument stood, down the hallway and into the crypt where you will find Spirit of Tunik Tamuik.
- Give the shawl to the spirit in order to activate the mob.
- Clear your way through the first hallway, killing three Guardians of Transcendence (do not kill the fourth yet).
- Kill five Transcendent Acolytes. Have one person loot the rock essences from them (four rocks and one container).
- Kill the fourth Guardian of Transcendence. This spawns four golems named Vrex Xalkax's Sentinel. (what is their exact location?)
- The golems are line of sight aggro, so pull carefully. You do not want them all at once - pull them single.
- Golems must be killed by a specific class, according to an emote they give:
Brute force and brawn - Warrior
Cringe at the appearance of talismans - Shaman
Deep gashes of feral savagery - Beastlord
Doom of death - Necromancer
Dread of celestial spirit - Cleric
Dreads the strike of dead - Shadowknight
Focused tranquility - Monk
Foreboding melody - Bard
Holy blade - Paladin
Ignores anything behind it - Rogue
Mind and body vulnerable - Enchanter
Falters when struck with the power of the elements - Wizard
Shies from heavy blades - Berserker
Summoned elements - Magician
The creature seems weak in the face of the power of nature. - Druid
True shots and fast blades - Ranger
- Upon the death of the final folem, Vrex Xalkax's Marauder spawns. He comes with an AE DD for 3000. He must be killed by a specific type of class, based on an emote it gives (this emote changes every ~45 seconds):
Cannot stand the power of healers - Priests
Combined strength and ingenuity - Hybrids
Strength of intelligent magic - Casters
Strength and cunning - Melees
- Now head to the boss of the trial, Vrex Xalkak Nixki. He starts out at 5%, but fluctuates between 5% and 100%. You will want to engage him at 5%, because he has plenty of hitpoints. He procs Rain of Stone (AE DD for 1500) and Grip of Stone (500hp/mana per tick DoT)