Coldain Ring #10: Ring of Dain Frostreaver IV  

Quest Started By:Description:
Where:
Who:
Rating:
*****
(From 1 rating)
Information:
Level:55
Maximum Level:125
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Quest
Quest Goal:
  • Faction
  • Loot
Factions Raised:
Factions Lowered:
Quest Items:
Related Zones:
Related Creatures:
Related Quests:
Era:Scars of Velious
Recommended:
Group Size:Raid
Min. # of Players:1
Max. # of Players:1
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Thu Oct 25 16:29:32 2001
Modified: Tue Dec 5 05:21:04 2023
This is the 10th and final Coldain Ring Quest.

Overview: This is a large encounter that requires a fair amount of players to complete. It involves multiple waves of giants of different levels attempting to overrun Thurgadin. You must kill the giants and the final giant in the war, Narandi the Wretched.

Once you have the 9th Ring and the Dirk of the Dain, you hand the Dirk to Dain Frostreaver IV in Icewell keep.


Tips:

* Use a ranger or other tracker to make this easier. The waves of giants spawn as a cluster in a random location, a tracker can see when they spawn and hunt them down and kill them and make sure there are no stragglers.

* Zrelik the Scout is kind of like a charmed pet who follows you around and you can relay troop commands through him. Do not invis or he will get angry and attack you. (My ranger has a habit of casting group invis when he starts to travel. Oops.) If that happens you can drop aggro, the Scout will continue to accept commands but he will no longer follow you. If the Scout dies, no big deal, but you can't command the troops anymore. I did not bother with troop commands anyway.

* During the two zone repops at the start and end of the event, your mount will poof if you are riding one. Pets poof temporarily but stay with you. Campfires and mercs are ok.

* Every giant drops a weapon. If you really like velium, you can save the Velium Two Handed Swords to convert to velium using a forge, there will be about 100 of these swords. The other giant weapons are not useful.




General Outline:

4-10 minutes to start the event and do setup.
War begins.
6 Coldain dwarf leaders to protect.
5 different places where giants can spawn and march toward the different sets of dwarf camps.
3 Phases of war, about 20-25 minutes per phase, with a 10 minute break in between phases.
Phase 1: 7 waves of giants, some led by Kromrif Captain, 7th wave is a double.
Phase 2: 6 waves of giants, some led by Kromrif General.
Phase 3: 5 waves of giants, some led by Kromrif Warlord.
Finale: Narandi the Wretched.
7 minutes to loot head and do turn-ins.

Total time 1 hour and 45 minutes



    Obtaining the Orders:

    Dain Frostreaver IV says, 'My good ______, you have served me well. You have flushed out all who sought to oppose me and my people. I am afraid I need to call upon you and your friends one final time. The dissension and treason ran deeper than I had anticipated. Our population has been cleansed, but we lost a full third of our army to the poisonous words of those rebels. In retaliation for your deeds, the Kromrif have made plans to attack us in this, our weakest hour. Can I count on your help outlander?'

    You say, 'You can count on my help.'

    Dain Frostreaver IV says 'Several of our greatest officers, including a few veterans from the war on Yesterwinter are assembling just outside our city. Gather your army at once and give this parchment and the ninth ring to Sentry Badian. I will remain inside the city with a few of my troops to defend it against any who might penetrate your defense. May Brell be with you, ______.'

    Dain Frostreaver IV gives you Declaration of War.

  1. Take the Declaration of War to Sentry Badain who is located in a guard tower in the Great Divide, at -1080, +140.

    Hand Sentry Badain the declaration and Ring 9 to start the "WAR".

    Sentry Badain Breathes deeply and blows into an ornate horn. The sound echoes through the mountain pass. All local inhabitants scurry to take cover.

    Sentry Badain says 'I'll be right with you, _____.'

    He and the other Coldain despawn. He reappears shortly.

    Sentry Badain says 'Excellent! All of your commanders have reported to the Dain, and none too soon mind you. We are getting reports of Kromrif troop movement in the area and final preparations must be made. Follow me and the Seneschal will brief you.


  2. Follow him to a circle of dwarves that are in the middle of a conversation:

    Garadain Glacierbane says 'With all due respect, Seneschal, I feel my men are best suited for the eastern post. If the outlander has rounded up enough soldiers to hold 'em off from the south then they'll definitely test us in the gorge. We'll be needin' a solid defense there.'

    Seneschal Aldikar says 'Very well, Garadain, the eastern post is yours. I'll place Kargin and his bowmen on the hill to the west, and Churn, you'll station your troops up near the caves just past them.'

    Churn the Axeman says 'Understood sir.'

    Sentry Badain says 'Excuse me, Seneschal Aldikar, you instructed me to report to you when the outlander returned. I have brought him.'

    Seneschal Aldikar says 'Perfect timing outlander, please be seated and listen carefully. Badain, yer dismissed.'

    Sentry Badain says 'Sir, yessir!'

    Sentry Badain then walks off towards Thurgadin and despawns.

    Seneschal Aldikar says 'We knew the day might come when the Kromrif would discover the location of our beloved city. It was only prudent for there to be a plan for such a circumstance. In light of recent developments, however, our plans have been adjusted. Outlander, the Dain has appointed you to lead our armies in defense of Thurgadin.'

    Seneschal Aldikar says 'I will stand here with a handful of men as a final line of defense. Should I fall, all will be lost. You will have these men and their soldiers to command. Use them wisely, you will be richly rewarded if your forces are able to keep them alive.'

    Seneschal Aldikar says 'Garadain will post his men in the gorge to the east. Churn and his men will await your command in the caves to the west. Dobbin will have his forces at the ready in the clearing directly south of here near the towers. If any Kromrif make it to his vicinity he and his men will attack with or without your command.'

    Seneschal Aldikar says 'Lastly, Corbin will hide his men in the worm caves to the south, call on him for a surprise attack. Remember where these men are stationed, outlander. Should they call out for help you may wish to send some of your people to aid them.'

    Seneschal Aldikar says 'The leader of this invasion is a powerful Kromrif named Narandi. Rumor has it that he is more powerful than any ten of his peers. He must fall. When he is slain you must show his head and the ninth ring to me.'

    Seneschal Aldikar says 'Scout Zrelik here will follow you and serve as your herald. He will relay your orders to the troops. Show me your ninth ring now to verify your identity and I will give you the orders to memorize.'


  3. Give Seneschal Aldikar the ring. He gives it back along with an item called "Orders of Engagement."

    Seneschal Aldikar says 'Commit these orders to memory, ______, have them ready to speak at a moment's notice. When you are finished memorizing, repeat them to me. Tell your soldiers to prepare themselves. When the orders are handed to Zrelik we will take up our positions.'

    The Orders read:

    OFFICIAL COLDAIN ORDERS OF ENGAGEMENT: To call Garadain's men: "Garadain to my side!" To call Dobbin and his men: "Dobbin assist me!" To summon Churn's troops: "Churn protect me!" To call upon Corbin's team: "Corbin, attack!" Call all available troops: "For the Dain, attack!"

    You should make hotkeys to turn off attack, target Zrelik and /say one of those commands to Zrelik the Scout.




    Triggering the War

  4. Give the Orders of Engagement to Zrelik.

    Zrelik the Scout says 'At yer service, ______. Remember now, before issuing me an order ya must disengage from any combat and be sure yer speakin to me. I advise you to avoid combat at all costs, your leadership is crucial.'

    00:00:00 - War timer begins when you hand your Orders of Engagement to Zrelik the Scout.

    This begins the war. You'll see:

    Seneschal Aldikar shouts 'Good citizens of Thurgadin, hear me! Our city, our people, our very lives are in danger this day. The Kromrif are at this very moment marching towards us in an offensive they hope will bring about our demise...'

    Seneschal Aldikar shouts 'I hereby command, by authority of Dain Frostreaver the Fourth, that all able bodied Coldain fight to the death in defense of our land. Children, disabled citzens, and unseasoned travellers are advised to evacuate immediately!'

    Seneschal Aldikar shouts 'My fellow soldiers, take heart! For we are not alone in this endeavor. One among us, an outlander, has earned the title Hero of the Dain for valiant service to our people. This newcomer has brought with him allies that will fight alongside you to help bring about our victory.'

    Seneschal Aldikar shouts 'My friends... Brell did not place us here so many centuries ago to be slaughtered by these heathens. Nor did our forefather, Colin Dain, sacrifice himself simply to have us fail here now. Through these events we were brought to this day to test our strength and our faith.'

    Seneschal Aldikar shouts 'Will we be shackled together to slave away in Kromrif mines or will we stand united and feed these beasts Coldain blades? By Brell, I promise you, it is better to die on our feet than to live on our knees!'

    Seneschal Aldikar shouts 'TROOPS, TAKE YOUR POSITIONS!!'

    The 6 dwarf leaders take up their positions:
    Seneschal Aldikar -- (30, -110) north at entrance to Thurgadin behind waterfall, last line of defense
    Dobbin Crossaxe and his troops -- (-1090, 0) south, between the sentry post and the creek
    Corbin Blackwell and his troops -- (-2880, 100) further south, near wurm cave entrance
    Kargin the Archer and his troops -- (-1095, 870) west of Dobbin
    Churn the Axeman and his troops -- (-1070, 1545) further west of Dobbin
    Garadain Glacierbane and his troops -- (-570, -1835) far east at monument




    Commands to Zrelik

    These are the commands you can give to Zrelik the Scout:

    You say, 'For the Dain, attack!'

    Zrelik the Scout shouts 'All able Coldain, come to me at once!'

    You say, 'Churn protect me!'

    Zrelik the Scout shouts 'Churn, get yer men and c'mere on the double! _____ needs ye!'

    You say, 'Corbin, attack!'

    Zrelik the Scout shouts '_____ is in need of yer help Corbin. Bring yer men!'

    You say, 'Dobbin assist me!'

    Dobbin Crossaxe closes his eyes and in a graceful motion, gives a low, sweeping bow, 'Greetings to you, friend, and welcome to the district of Selia. We are the beacon of light and justice, of all that is good and kind. As Tanaan is the cornerstone of neutrality, we are the shining jewel of righteousness, valor, and honor. I am Phantasmist Abaur and in my years upon Norrath, served as an enchanter within the arcane council of Freeport. Then, the city was in a fledgling state of being -- the Temple of Truth was still in the primordial beginnings of its construction and the city served solely as a port rather than the functioning metropolis I'm told it has come to be today. If you practice the same art and require aid in learning the fundamental basic skills, then I will be more than pleased to oblige that necessity.'




    In the Event of a Loss

    If any giant gets past you to the Thurgadin entrance, you lose. You'll know this has happened if you see that Zrelik is missing and the giants are lined up on both sides of the river to Thurgadin.

    All of Thurgadin dies in the event of a loss. You'll see dead Coldain throughout the zone: A Gutted Guard, A Gored Guard, A Butchered Butcher, A Murdered Merchant, A Bludgeoned Banker, A Conquered Coldain, A Punctured Priestess, and A Perforated Priest.




    The War

  5. Once Seneschal Aldikar shouts for troops to take their positions, the battle begins.

    00:01:50 - 2 lines of Kromrif Spearman spawn, to the SW (12), and SE (6). Leave them alone until after wave 1.

    Waves of giants can spawn at one of five locations:
    West of the creek:
    giant A -- 10 men + leader -- (-2545, 240) further south (north of Corbin Blackwell), march north along the creek toward Dobbin Crossaxe
    giant B -- 10 men + leader -- (-2140, 900) SW, march NE at first, then turn and march NW toward Kargin the Archer
    giant C -- 10 men + leader -- (-2060, 930) SW, march NW toward Churn the Axeman
    (B and C are close together)
    East of the creek:
    giant D -- 6 men, no leader -- (-2100, -1100) SE in a valley, march east to the creek, then turn and run north toward Dobbin Crossaxe
    giant E -- 6 men, no leader -- (-1900, -2700) further SE at spires, march north toward Garadain Glacierbane

    Before the first wave, head south and watch over Corbin because he is still walking to his post when the giants spawn. After that first wave, Corbin and his troops don't see any more action.

    Phase 1: Kromrif Captain and troops of giants
    00:02:30 - giant wave 1 -- always spawns to the south at giant point A. Protect Corbin.
    After defeating wave 1, clear out the 2 lines of giant spearmen on either side of the creek.
    00:05:35 - giant wave 2 -- a random location at A, B, C, D, or E
    00:08:55 - giant wave 3 -- a random location at A, B, C, D, or E
    00:12:05 - giant wave 4 -- a random location at A, B, C, D, or E
    00:15:20 - giant wave 5 -- a random location at A, B, C, D, or E
    00:18:35 - giant wave 6 -- a random location at A, B, C, D, or E
    00:21:50 - giant wave 7 -- double wave, two sets of giants at two different random locations

    short break, rebuff then head south and wait

    Phase 2: Kromrif General and troops of giants
    00:30:45 - giant wave 8 -- always spawns to the south at giant point A
    00:35:40 - giant wave 9 -- a random location at A, B, C, D, or E
    00:40:30 - giant wave 10 -- a random location at A, B, C, D, or E
    00:45:25 - giant wave 11 -- a random location at A, B, C, D, or E
    00:50:15 - giant wave 12 -- a random location at A, B, C, D, or E
    00:54:45 - giant wave 13 -- a random location at A, B, C, D, or E

    short break, rebuff then head south and wait

    Phase 3: Kromrif Warlord and troops of giants
    01:06:05 - giant wave 14 -- always spawns to the south at giant point A
    01:11:30 - giant wave 15 -- a random location at A, B, C, D, or E
    01:16:55 - giant wave 16 -- a random location at A, B, C, D, or E
    01:22:20 - giant wave 17 -- a random location at A, B, C, D, or E
    01:27:45 - giant wave 18 -- a random location at A, B, C, D, or E

    01:33:00 - Narandi the Wretched -- spawns to the south at giant point A

    Person with 9th ring loots Narandi's Head (and Narandi's Lance), and does turn-ins to the dwarf leaders to receive 10th ring and other rewards.

    Once he is dead:

    Narandi the Wretched's corpse says 'Rallos! Please accept my soul... I pray that you may find me worthy.'

    Seneschal Aldikar shouts 'Outlander! You've done it! The Kromrif invasion has been frustrated! Bring me the head of Narandi and your Hero's ring.'




    Turn-In for the 10th Ring

  6. Once you have won, turn in ring 9 and Narandi's head to Seneschal Aldikar to receive the 10th Coldain ring.

    Seneschal Aldikar unsheathes a knife and shaves the beard from Narandi's face and returns the head to you, 'The Dain will require the beard for his trophy room, please accept this ring on his behalf. May its effect aid you as you have aided us. Be certain to present the ring to the Dain when you're in town. If you remain an ally he will be most gracious, but be warned, if you fall from his good graces he will keep the ring.'

    Your faction standing with Coldain could not possibly get any better.
    Your faction standing with Dain Frostreaver IV got better.
    Your faction standing with Kromzek could not possibly get any worse.
    Your faction standing with Kromrif could not possibly get any worse.

    You receive the 10th ring and the Shorn Head of Narandi.




For your greatdivide map file:

P -140.8979, 1086.0707, 19.9692, 0, 0, 0, 2, Sentry_Badain
P 110.6287, -30.4656, 98.4868, 0, 0, 240, 2, Seneschal_Aldikar
P -0.8778, 1089.5574, 21.3290, 0, 0, 240, 2, Dobbin_Crossaxe
P -101.7317, 2879.9351, -147.5464, 0, 0, 240, 2, Corbin_Blackwell
P -870.5677, 1096.0801, 52.8605, 0, 0, 240, 2, Kargin_the_Archer
P -1544.1824, 1070.0249, 318.4990, 0, 0, 240, 2, Churn_the_Axeman
P 1835.3717, 569.7529, 67.9730, 0, 0, 240, 2, Garadain_Glacierbane
P -241.0330, 2545.4253, -102.8853, 240, 0, 0, 2, giant_A_(10_+_leader)
P -899.8578, 2140.5923, -68.4469, 240, 0, 0, 2, giant_B_(10_+_leader)
P -930.2473, 2060.9253, -61.2691, 240, 0, 0, 2, giant_C_(10_+_leader)
P 1100.0325, 2100.8440, -59.8942, 240, 0, 0, 2, giant_D_(6)
P 2699.7483, 1889.6426, -47.4634, 240, 0, 0, 2, giant_E_(6)
P -240.5835, 2545.6619, -102.2962, 127, 0, 0, 2, Narandi_the_Wretched
P -19.4524, 2517.1030, -107.8818, 127, 0, 0, 2, (Narandi)
P -679.8284, 2230.1731, -78.5928, 127, 0, 99, 2, giant_spearmen_(12)
P 733.3732, 2219.2273, -78.5174, 127, 0, 99, 2, giant_spearmen_(6)
L -491.9565, 1840.9690, -42.6600, -752.4586, 1301.3185, -1.9065, 240, 0, 0
L -899.6506, 2140.7405, -68.4849, -491.6444, 1841.0205, -42.3858, 240, 0, 0
L -929.1405, 2062.2490, -61.4814, -1338.3960, 1233.5393, 37.6956, 240, 0, 0
L 1100.2030, 2100.7883, -59.9417, -42.0502, 2161.7610, -70.8139, 240, 0, 0
L -42.0502, 2161.7610, -70.8139, -35.3498, 1750.0957, -6.8502, 240, 0, 0
L -240.7111, 2545.5566, -102.8815, -0.5404, 1379.7933, 5.0979, 240, 0, 0
L -35.4947, 1750.1780, -30.3821, -62.5974, 1806.3041, -38.8796, 240, 0, 0
L -34.9191, 1750.4731, -30.0860, -10.0100, 1805.5049, -39.6174, 240, 0, 0
L -0.4882, 1379.9471, 4.8516, -29.1439, 1413.8013, 0.6348, 240, 0, 0
L -0.5513, 1379.6868, 5.1911, 11.1830, 1420.3633, 5.1911, 240, 0, 0
L -752.2214, 1301.2167, 19.5392, -753.4218, 1350.4380, 30.3684, 240, 0, 0
L -751.6429, 1303.0729, 19.5846, -714.5646, 1329.5950, 18.5932, 240, 0, 0
L -1338.4795, 1233.5630, 247.7913, -1341.4237, 1288.8704, 228.1974, 240, 0, 0
L -1337.6941, 1234.6218, 247.2597, -1295.1370, 1267.7123, 215.0856, 240, 0, 0
L 2699.7483, 1889.6426, -47.4634, 2494.3928, 1185.4153, 313.5359, 240, 0, 0
L 2494.3928, 1185.4153, 313.5359, 2485.1653, 1232.4016, 307.9298, 240, 0, 0
L 2494.5894, 1185.7124, 313.4759, 2527.7456, 1220.6357, 309.2332, 240, 0, 0
L -240.5835, 2545.6619, -102.2962, -19.4205, 2517.0564, -107.8445, 127, 0, 0
L -600.1660, 2420.1313, -87.1292, -874.4609, 1758.8580, -32.9297, 127, 0, 99
L 764.3409, 2276.6443, -83.7867, 648.7021, 2059.9014, -60.9299, 127, 0, 99




Additional Rewards

01:40:00 - Great Divide zone repops to end the event.

Be sure to visit the Dain in Icewell to receive your bonus reward.

Hand in the Shorn Head of Narandi to each of the dwarves near the Seneschal. This may only be possible if none of the dwarves die (need confirmation either way):

Churn the Axeman pries a crown from the head of Narandi, 'The halls of Thurgadin will echo with praises to you for as long as we grace the face of this land. May this crown serve you well. Honor through battle!'

You receive the Crown of Narandi.

Kargin the Archer picks up a stick and hits the back of the dismembered head with all his might, knocking one of its eyes out of the socket, 'Bastard killed my brother! Hope his ghost felt that one!'

You receive the Eye of Narandi.

Corbin Blackwell unhooks a glowing earring from Narandi's shorn head, 'Hmm, this looks like something special. Take it, ______, you've earned it! Be well.'

You receive an Earring of the Frozen Skull.

Dobbin Crossaxe gives a gentle, warm smile and slight nod of his head in warm welcoming, 'Good day to you, ______, and welcome to the district of Selia. We are children of the light -- beings who valiantly uphold the ways of honor, valor, and merits of goodly faith and virtue. Rather, we are crusaders of these things, collectively comprising the beacon of these traits within the universe in our position in New Tanaan. We are quite pleased to have you approach us with such confidence -- perhaps the inner light has brought you to us, seeking a way to unlock the purity of these merits that you faintly mirror now. If you are seeking council in the ways of enchantments, then I would be more than pleased and honored to aid you where I can, my friend.'

You receive the Faceguard of Bentos the Hero.

Garadain Glacierbane removes a choker from the severed head and returns both items to you, 'Congratulations on your victory, ______. I couldn't have done a better job myself. May Brell protect and watch over you and your friends. Farewell.'

You receive a Choker of the Wretched.

Make sure your faction is high enough (warmly or better? which faction?), then give the ring to the Dain in Icewell Keep:


Dain Frostreaver IV says '______, your deeds have changed the fate of my people forever. Not since the sacrifice of Colin Dain himself has anyone so selflessly risked so much for our well being. Accept this blessing as a token of my gratitude.'

You receive Protection of the Dain.
Submitted by: Metopious
Rewards:
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Post Comment
Messed up lol
# Oct 13 2006 at 7:18 PM Rating: Decent
I gave Badain Declaration, then I gave him 9th ring.
If you give the 9th ring to Zrilan or whatever the 2nd scout who wants it after you give to seneschal, he eats and u automatically lose. I made this mistake and GM said I will ONLY replace it this once.

Give Declaration, Then give Badain 9th Ring. Give seneschal 9th ring. Then I believe thats all u use 9th ring 4. Pwned narandi, lewt head etc etc
Suxed
# Jul 06 2006 at 7:34 PM Rating: Decent
Did this today, 7-6-06 and it is BUGGED on the 7th Hammer Server. Did everything right here is basically how it goes. You give dirk to dain u get the declaration of war, and the dirk back. KEEP THE DIRK TRUST ME!!! so then you run down to sentry badain and give him ur 9th ring and the DoW. he depops zone and says follow him. so follow him. hail the SA guy(Seneschal Aldikar). give him ur ring, he gives u a note with list of commands. Say those commands give the note to Zreklin the scout. and then hand ur ring to the scout. WHATEVER YOU DO DONOT HAND UR RING TO THE SCOUT MORE THE ONE TIME.... HE WILL EAT IT... So DISREGUARD when he says to give me a command give me your ring and say the command. DONT DO THAT. So anyways giants spawn kill them get 2 mins. kill more giants. Ull see on both sides the Kromoif Spearmen dunt need to kill these u can if u get bored. Narandi spawns kill him hand the head to the dwarf NAMED.... to get ur reward when ur dun go hand the head to dain himself wala u beat it... Here is what mine did....


I gave the scout the ring 2 times he ate it depoped giants came AT ENT to thurg right then and there i lost. zone said was gonna respawn 30 mins went by it repoped and then depoped instantly. IT RESET the whole server. and then started the ring war again... All pets gone, all mobs reset dunt do this tons of ppl r pissed at me now cause of it but it was some funny crap.... Anyways we did that once again on the 7th we followed everything this time didnt do the ring he went on saying blah blah blah lets get this going it restarted giants poped at thurg. SO if ur doing this i suggest waiting on the 7th cause it is bugged giants pop at thurg. /nod
FRACK!
# Apr 04 2006 at 6:23 PM Rating: Decent
So, I tried to do this quest on 4/3/2006. Handed in my ring and the declaration of war to Sentry Badain. And nothing happened. No war started. Wasted a lot of guildies' time waiting. Sucked.

RE: FRACK!
# Apr 05 2006 at 10:24 AM Rating: Good
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3,705 posts
Wait until the fabled are gone. This quest was disabled due to the fact that it can result in a complete depop of GD/Thurg/Icewell, which includes several fabled.
RE: FRACK!
# Apr 19 2006 at 12:12 AM Rating: Decent
Avatar
**
654 posts
Yup true. I got my raid force together while fableds are up and wouldn't work for me either. You can still get the war order just can't start the war.
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Frack again.
# May 11 2006 at 11:04 PM Rating: Decent
So, I finally got a group together to try this now that the fableds are gone. War started just fine...but we lost.

One mob snuck past us. After an hour of trying.

Definitely need to keep a group of people parked by the enterence to thurg. ARRRRUGH.



Edited, Sun May 14 03:18:38 2006
the ring war nowadays
# Dec 29 2005 at 7:03 AM Rating: Decent
Hey - I just wanted to give an update of the ring war with the new levels caps, spells, etc. I did the ring war on 12/27/05 on the Xegony server. My 'force' was myself, lvl 70 ranger, boxing lvl 70 cleric and lvl 70 shaman. A lvl 70 Druid, another lvl 70 Ranger, lvl 70 Wizzy, lvl 70 Rogue. Pretty much everyone tanked as many giants as they could get agro on. For the most part staying in close proximatey to giants will keep them agro'd on you, instead of dwarfs, if you happen to be near some. Pretty much everyone (except the wizzy) could tank 3-7 giants per wave without a heal. We'd just kill until they were all dead, then I'd topped off everyone's hps with my cleric or shaman. I would say a ranger probably one class you'd like to have during this fight, simply because I was tracking spawned mobs that our druid couldn't track from the river. The spear throwing giants still summon, and it's still annoying, but pretty much anyone that was with me could solo one in less than 2 minutes. I didn't slow anything with my shaman, but the new shaman AE slow + dmg mitigation spell could be useful in getting group agro from giants. Our druid used AE snare and said that it worked great (I didn't see, I was running around getting my own giants). Also, the Scout that follows whoever triggers the event around becomes your pet. He is healable, buffable, (can most likely give him weapons and armor, although we didn't). As a ranger, my lvl 70 Ancient cold spell gets resisted more often than my lvl 68 cold nuke. Both landed without much trouble, as well as Hearth Embers and Brushfire. The event was fun, for the first hour, then I started apologizing to my friends for taking so long. Overall it was a fun event, and you may say that why would someone still want this ring? It's everquest, everyone likes different things, I love quests, and old content. Plus maintaining my coldain faction gives me, a ranger, a clickable Divine Aura? That is priceless! If a raid is getting wiped, I can click Divine aura and begin to camp, when DA is about to run out, I can hit weapon shield (yes you parry while sitting so long as the attack is from the front, so back to a wall, DA, sit/camp, activate WS if needed) and can camp out safely. But if anyone nowadays is thinking of doing this fight, 1 group can certainly do it now, and it's still fun if you like old content!

Edited, Thu Dec 29 07:07:40 2005
RE: the ring war nowadays
# Apr 09 2006 at 5:22 PM Rating: Decent
Erm fine reasoning except for one thing...what good does a ranger due to a raid that has wiped?

If you were a rezzer I could see the purpose...but otherwise all you're doing is running away to spare yourself a death when your body might give a rezzer a precious few moments to get out.

Groupable.
# Dec 12 2005 at 3:44 AM Rating: Decent
1 Groupable now by 70's.
#REDACTED, Posted: Sep 25 2004 at 12:30 PM, Rating: Sub-Default, (Expand Post) i nvr did the quest cauz i got banned b4 i could lol anyway for the war on the giants part can assassinate work on the giants? also whaddabout headshot
#REDACTED, Posted: Dec 21 2005 at 9:56 PM, Rating: Sub-Default, (Expand Post) LOL. I killed someone who insulted my mother and got sent to jail for it. The government needs to stop convicting people for getting their anger out!
RE: assinate/headshot
# Nov 26 2004 at 3:30 AM Rating: Default
1st of all, why bother posting if you dont play anymore. Especially if you were banned.
2nd of all, assassinate and head shot will work on any giants that arent too high.

Tal,
3 ways to get faction
# Sep 12 2004 at 7:48 PM Rating: Decent
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123 posts
Since i was max ally with coldain but still dubious with Dain Frostreaver i had to do a lot of farming. There are 3 items you can farm for dain faction:
Frost giant toes, per 4 (NOT icegiant toes from kael).
Kromrif heads, per 10.
Giant warrior helmets, per 4.
Turn in 4 toes to Loremaster Borannin for shawl 1 quest. Say "what task", and fill the container you get with 10 heads. Give container + shawl 1 to borrowmir for shawl 2.
Give the helmets per 4 to Chamberlain Krystorf, who is standing next to the throne in icewel keep. (or in the room behind the throne, depending on where the dain is at.)

#REDACTED, Posted: Jun 23 2004 at 9:18 PM, Rating: Sub-Default, (Expand Post) I realize it is unlikely to get this ring this early...but hypothetically speaking. I have a 65 enchanter and I PL'd my 36 monk through the first 8 parts of this quest. I have yet to begin the harder parts (part 9 and finally 10). BUT im wandering does anyone know if there is a minimum level at which the NPCs will respond to you? could I hupothetically get this quest done a 36 given I get the high level people to help me? or at lvl40 or at 50 even.
item drops
# Jun 03 2004 at 11:06 AM Rating: Decent
I know the items are based on how many heroes survive but how are the items received? do they drop from narandi based on the heroes or do you get the items with the ring?

Edited, Thu Jun 3 13:21:22 2004
RE: item drops
# Jul 09 2004 at 10:18 AM Rating: Decent
If you turn the head into each of the heros after the war they will reward you with items.

event bugged
# May 01 2004 at 2:08 PM Rating: Decent
we did this today. after 3 or 4 waves a full giant squad popped directly at the thurg entrance, thus despawning all dorfs and ending the event. Our guess is that mobs somehow got under the world and got succored. really disappointing. petition sent in, but....
RE: event bugged
# Oct 24 2004 at 8:48 AM Rating: Decent
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64 posts
I don't know who did it on Al`Kabor, but inside (including Icewell Keep), everything is a "murdered merchant" and so on, conning green to the level 9 who made it inside. (To see if there was anyone left for a Trep setup.)

My little ikky monk killed a Slaughtered Sentinel with a single hit, and got a dented shield (AC 1) and a broken sword (damage 1) which would not sell to merchants.

She then tried to do the same to a murdered merchant, but missed. It got up, and despite conning green, started doing about 86-89 hits of damage per blow. I didn't land the killing hit on her (four tries, bah!), and so I got the "monk teleport" out of the zone.

Which is fine, because my invis that I used to get into the place was down, and the PoK stone and wizard spires don't work right now. There's nothing in the Great Divide zone but the elite Kromrif outside Thurgadin. No shardwurms. Nothing.

This may be a bugged zone and our highest guild was showing it to the GM, though. I haven't checked eqmac.com this morning to see what's up.

But it was really spooky. = )
event bugged
# May 01 2004 at 2:03 PM Rating: Default
we did this today. after 3 or 4 waves a full giant squad popped directly at the thurg entrance, thus despawning all dorfs and ending the event. Our guess is that mobs somehow got under the world and got succored. really disappointing. petition sent in, but....
war possibly changed
# Apr 04 2004 at 8:57 PM Rating: Decent
We just did the war today for my ring. About the eighth war we've done. In this one, we started with 22 and ended with just over 30.

In both the first and third waves, we had subwaves spawning with "minibosses" before the previous subwave miniboss was killed. We used to think the timer between subwaves started when a miniboss was killed, but that's no longer the case (or we were wrong).

In the first wave, we have subwave after subwave with no breaks, often spawning on top of each other. The second was easy, with breaks in between. In the third wave, we had the fifth subwave spawn on top of the fourth. Then, before the fifth was cleared, Narandi spawned.

As part of the "goalie" team, I situated myself by Thurgadin and called the Coldain to me occasionally to get them to path in front of the giants. I only saw three giants, including Narandi.
RE: war possibly changed
# May 18 2004 at 8:25 AM Rating: Good
Did this last night, not only for the first time but as my first real raid event. I was on with a buddy who also said the event had changed. There are a few long pauses, presumably to allow for mana regen. With crazy KEI, bard songs and BL mind candy, we used it more for rezes and rebuffs. The last 3 waves came rather quickly, again, apparently not realted to killing mini bosses. Last wave was VERY close. In fact we thought we'd lost but Narandi the Wretched still spawned.

High level rooters/snarers were at a premium, and with the number of runners this was a real issue. I could snare on the first few waves, but I'm sure the veterans of this event won't be surprised to hear the high level MOBs laughed at my L52 efforts.

If you're trying to organize this thing, make sure you have plenty of toons who can root, snare charm (mez does not work) and/or banish. Also, please be kind to those in the zone hunting crystaline shardwurms and /OOC that the ringwar is about to start. I was happy to be a part of the war, but found out rather rudely.

My advice to rookies like myself is that if you have a chance to join in this event: do it. It was a blast. Be prepared for chaos theory though. While there was an overall plan, it was hard to see from the trenches. Heh, and don't try to solo the red guys.
RE: war possibly changed
# Apr 24 2004 at 12:03 AM Rating: Default
Heard it was bugged. We just did it on Emarr no problem. Plenty of time between waves.
Yet Another Faction Question
# Mar 17 2004 at 6:49 AM Rating: Decent
I am max ally Coldain, Dubious to Dain. I have my ninth ring. Can I:
1) Start the war?
2) Do the turn in? Since Senechal is Dain faction I am presuming 'yes' here.
RE: Yet Another Faction Question
# Mar 25 2004 at 3:02 PM Rating: Decent
Ask the Dain about the declaration of war. I would assume if he gives you the declaration then you should be able to do the 10th ring.
RE: Yet Another Faction Question
# Apr 04 2004 at 8:52 PM Rating: Decent
Yes, I was dubious when I got my declaration, but I used sneak to make myself indifferent. If he responds, though, he'll give you the plans.
#REDACTED, Posted: Jan 20 2004 at 12:48 PM, Rating: Sub-Default, (Expand Post) orion, i can box my 65 necro with my 61 monk (who needs war) on sol ro, see if we can get more we can try this again if u havent won yet
Does only one person get the ring?
# Dec 22 2003 at 7:51 PM Rating: Decent
If you do this war, does only the person who loots the head get the ring?
RE: Does only one person get the ring?
# Dec 30 2003 at 6:14 AM Rating: Decent
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387 posts
Not neccecarily. You must have completed ring quests 1-9 before handing in the head. The reason is because you must hand in the 9th ring

and the head.
Overlapping Spawns
# Dec 03 2003 at 1:28 PM Rating: Decent
I have now attempted the 10th ring war on Sol Ro twice and lost both times. I am not sure if the quest is bugged or has just been changed, but we had two waves of giants up simultaneously in both attempts.

Most of what you read says that if you kill the captain/general/warlord last and finish each wave quickly, you will only have a single wave up at any one time. In both attempts we had a large west spawn of approximately 10 giants plus a captain that moved north into the hills. Within 20-30 seconds of the first spawn, a second west spawn popped, moved east to the river and ran for Thurg.

I strongly suggest keeping back at least 2 groups, including a dedicated tracker to handle the overlap. The more snarers and rooters in those groups the better. Make sure that your tracker knows about the possible overlap and is watching for it at all times.

IMO, it's a mistake to think that you can send the whole raid to the initial spawn and still catch the overlap and divide up at that point. The second spawn happens during that crazy/intense time where people are rushing the first spawn and chasing down runners. I believe that there is too much action going on to be confident that spawn 2 will be noticed and stopped in time.

Orion
RE: Overlapping Spawns
# Dec 14 2003 at 9:45 AM Rating: Decent
RE: Overlapping Spawns
I was just part of a successful war on Bristlebane Sat Dec. 13. 2003. No glitches. Standard stuff too. When the mobs spawned the entire raid force, minus maybe 3 people, ran and killed the mobs close to where they were spawning. Then everyone waited back at the spawn point. There seemed to be a longer wait then usual in between the recruits and the warriors spawns. I believe from start to finish it took about 1hour 30mins. Maybe alittle longer. All the heroes stayed alive. It was a force of about 45 people. Mostly 60+. Narandi was alive less then 5 minutes.

*edit switched Oct. 13 to Dec 13.*

Edited, Fri Dec 19 22:12:45 2003
win $
# Nov 15 2003 at 9:21 AM Rating: Default
ring war success - 15/11/03

grats me (funhorroryes)

btw for those of you on PvP attempting the quest, i feel your pain, we had several attempts at it, but we still got it!
Spawn time
# Nov 09 2003 at 12:12 PM Rating: Decent
anyone know the spawn time of sentry badain .. to start the war ??

bitman OOn
pally of inner fury
RE: Spawn time
# Nov 28 2003 at 9:02 PM Rating: Default
I just got ring today and had to wait 3 days from last ring war for respawn, 23 people on Luclin. Was extremely close on the last wave, fought about 6 giants in the water right close to the waterfall. We recovered and won tho and with all 5 hero's alive.
questions
# Nov 08 2003 at 6:54 AM Rating: Decent
toonight we wiped on the first wave of the final and hardest wave, we killed about 4 mobs until they raided thurgadin.

we had 2 rooters in place, a 65 wizard and 65 shaman, how resistant is the final wave to song of highsun? and where does it pop them?

also, can i have some more information about the final waves, and narandi

ty
Rundown
# Oct 02 2003 at 12:44 PM Rating: Excellent
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70 posts
Did this last night with guild, had about 20 people on from raiding earlier, average level around 63.

Firstly, it seems the War has CHANGED to keep us on our toes, as the person running our raid, who had done it before, found there were some pretty important differences to the last time she did it. Essentially, it seems that the groups of dorfs (led by heros) have been spread out a bit more, and are placed in the path of giants running towards Thurgadin. This means if you don't keep your eye on the ball, then you will lose some heros, and thus their rewards (we almost lost one, Garadain, was down to 13% and running by the time we got enough people there to save him).

As said in previous posts, you have to fight 3 waves of different levels (level waves) and within each level wave there are around 4 separate group spawns.

For reference, all the following cons are to a lvl 55 ranger. All position references (left, right) are taken from standing in the river, facing South out from Thurgadin by the two outposts there. I was scouting for the war, so was in a good position to see the overall battle. I thoroughly suggest getting a a few 50-55 rangers (or lower if they have tracking maxed) to use as scouts as they will be an invaluable early warning system. Have one main scout forward in the centre, or roaming, who calls all the wave pops when they come and gives /loc for them, and one each with the groups of dorfs on the far left and right flanks to warn when they are attacked.

ATTACK LINES:

There are essentially 3 lines of attack that the giants will always run down; Centre, Left flank and Right flank. Centre is straight down the river towards Thurgadin. Right flank is EITHER on the far right, on the cliff facing south by the Tizmak caves (where the dorf hero Churn the Axeman has a group), or on the centre right at the bottom of that cliff, where some dorf archers stand. The far-right flank waves are large and attack the dorfs fast, so it is essential to have a scout there, even if not a tracker as suggested above, or you will lose a hero. Left flank is the valley leading from the Nexus Spires (where left flank giant forces spawn) to Thurgadin. In the centre of this valley is another little monument which has Garadain Glacierbane and a group of clerics/royal guard standing there.

DEFENCE:

My suggestions for defence are MINIMUM 4 groups: Centre, Centre-right (by the archers), Centre-left (by Garadain), and a snare/root group far back towards Thurgadin to engage or stop any adds that escape. Beware that the last wave are very resistant to snares and roots, so have high level snare/rooters there, and your highest chanter to debuff. They will get bored, but remember that if only 1 giant gets through, you're screwed. Your weakest group should be the left group, as they have the lowest number of giants to deal with. Your strongest group should be in the centre. The centre and right flank groups should aid each other when one is engaged as they are close together, and the waves work so that there are no overlapping pops in those positions.
NEW: I'd also advise finding a 55+ bard with the song 'Highsun' that ports a mob to their bind point and put them in the root/snare group, as they can be a lifesaver. Thanks go to Mhusica in AD for this smart little idea.

NUMBERS:

Giants spawn in 2 basic attack groups it seems:

8 x Soldier type
2 x Priest type
1 x General type

and

6 x Soldier type
2 x Priest type

The second group spawns mostly on the left flank, which is why you have your weakest group there. The first group spawns in the centre, and on the far and centre-right flanks. Within each level wave you will have approximately 4 group spawns: 2 in the centre/centre-right, 1 on the far right, and 1 on the far left.

LEVELS:

The Giants come in 3 level waves. First wave were all DB con (and one or two LB) to me, even the general types. They were called Kromrif Recruits, Cleric and Captain if I remember correctly.

The second level wave were also DB cons except the Generals who were lvl 56 (yellow con): called Kromrif Warrior, Priest and General.

The third level wave was all red to me, and called Kromrif Veterans, High Priests of Zek, and Warlords. This wave was VERY hard to snare or root.

Finally spawns Narandi far down the river in the centre: he can be kited by your main scout down there, as he pops in the middle of a centre wave, just be careful of his nasty HT and kite him with arrows.

Soon after the war starts two lines of Kromrif Spearmen (DB con) also pop far south on the centre left and right - these are rooted in position and do not attack, but kill them if you are feeling bored.

Each level wave, as said earlier, has about 4 group spawns in it. When you kill the General type (Captain, General and Warlord above) it will spawn the next group in that wave, so leave them to last. You have about 1 minute between each group spawning and them reaching the dorf heros they are attacking, so early warning is a good thing. Between each level wave there will be a pause for about 2 mins during which time you can rebuff/med your raid.

GENERAL NOTES:

Remember that the person leading the raid (or whoever is doing the ring quest) can call the groups of dorfs to him via the dorf Scout if needed.

Most of the giants are very hard to kite. They will ignore you if you take them too far out of their attack path and start back towards the dorfs they are attacking. However, if you are in combat around those dorfs, they will usually attack you rather than the dorfs first.

Once again, have scouts with tracking - makes it so much easier. Main scout should call groups / waves as they pop and give their positions. They shouldn't engage in the fighting (thus have your lowest levels do it) unless they absolutely have to ie: to protect a hero or stop a giant on a run towards Thurgadin

Your root/snare group at the back will get bored and annoyed that they are the highest levels there and not doing anything. DO NOT let them leave their post, impress on them how important their job is if one does reach them.

The more the merrier: there isn't much of a disadvantage to zerging this, as there are many mobs and the more people you have to distract them the better.

You really want to keep the 5 dorf heros alive, otherwise you miss out on the nice prezzies they give you later - only the ring itself is recieved from the final quest turnin otherwise.

NEW: Did it again the other night and noticed a VERY important point. If you engage the waves BEFORE they reach whichever dorfs they are aiming for, they will ignore the dorfs and start sprinting along their attack line to Thurg. For the far right and left flank waves this means running due north to the zone edge and then heading along it to Thurg, which makes them easy to miss. This means if you have a smallish force it is best to let the giants engage the dorfs before you, as they will then be tied down in that area instead of you having to engage them as they sprint.

As someone pointed out below, the last wave of giants are disease slowable only

-------------

Long post, but hope it was comprehensive and helpful - please post any questions if I've missed anything out.

EDIT: Someone said to me that the defence positions outlined here were unneccesary, as sooner or later all the giants head for Thurgadin. Well, sure. But:

This way you won't lose any dorf heros (thus not losing their item rewards). More importantly, the further out from Thurgadin you engage the waves, the less likely it is one is going to slip through, run for the city, and lose the war for you. If you're worried about spreading forces out too far, have those scouts in place to call wave pops in plenty of time, and make sure everyone knows their position and where the other engagement positions are. With SoW or SOE you can cover the distance from the far left to far right flank in under a minute, so as long as your raid members have an IQ of over 3 and know how to read then this shouldn't ever be a problem.

Orientis Eanor
55 Outrider of Karana
<Ancient Dominion> on Venril Sathir


Edited, Fri Nov 7 21:04:28 2003
RE: Rundown
# Apr 28 2004 at 2:25 PM Rating: Decent
I haven't seen this mentioned anywhere, so I don't know if this is new or not. After Narandi the Wretched spawns, you have to tag him before he reaches the black monument/spire on the way to Thurgadin. If Narandi reaches the monument, he will despawn and you lose the event.
RE: Rundown
# Oct 20 2003 at 5:39 PM Rating: Decent
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674 posts
Never done this, may never even see this in my EQ lifetime... but Id be much more confident in doing so with this post. AWESOME post.
____________________________
· 'Valdon Gravedancer' Terris-Thule. Dwarven Cleric 34th circle.
· 'Junglebug Sugarpants' Terris-Thule. Halfling Druid. 52nd season.
· 'Shinook Eldergod' Terris-Thule. Troll Shaman of 32nd rite.
· 'Soultree Vixen' Terris-Thule. Woodelf Ranger of 34th season.
RE: Rundown
# Oct 24 2003 at 7:52 PM Rating: Default
very good post :) i have my 8th ring and will soon have 9th then ring war. My guild can easily do this just trying to get time when were not doing more PoP progress mobs (almost in EP!)

I love to lead raids and will lead my own ring war no doubt. I did it many times before , but your post certainly helped. If only more people would post useful info on these boards it would be much more helpful.

good job my man :)
now
# Oct 02 2003 at 7:38 AM Rating: Decent
can someone give me a pop review of this event now from an elemental planes guild attempting the event, numbers difficulty mobs tips hints etc etc, much appreciated
Minimum
# Sep 26 2003 at 6:33 PM Rating: Decent
3 groups is the safest way to go, although more people is helpful. Have group one (Cleric or 2, highest level warrior, some DPS) be the 'tank' group. Group 2 should be largely DPS (rangers, BSTs, Int casters). They have to watch aggro. Group 3 should have a shaman, druid, and hybrid tank, and sit at the ent of Thurg. If anything gets past the primary assault, they hold off the mobs until the DPS group can get there to help. Have seen a single ranger with TONS of AA hold this alone though, and he had quite a few adds but no problems.

Once the giants get within sight range of the Thurg entrance, it seems like they will go straight for it, so you need rooters to be on the ball.
RE: after the war
# Oct 15 2003 at 8:09 AM Rating: Decent
This isn't strictly correct, the Dain gave the scroll at Warmly faction yesterday.
RE: after the war
# Oct 18 2003 at 11:25 PM Rating: Default
Probably like the armor turn ins. Needs very high warmly, almost ally.
What if you lose?
# Aug 21 2003 at 6:45 PM Rating: Decent
If you lose do you have to start ring quests over or can you try the 10th ring until you get it right? any info would be great. thanks in advance

Edited, Sat Aug 23 02:00:33 2003
RE: What if you lose?
# Sep 04 2003 at 2:18 PM Rating: Good
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140 posts
To start the war you give your 9th Ring to Sentry Badain in the western guard house near Thurg. He gives it right back to you. Seneschal Aldikar will ask for it later but will also return it, so you keep your ninth Ring, and to get another Declaration of War just give Dain your dagger. Everything's returned. The only thing preventing you from attempting as many Wars as you like is Sentry Badain's spawn time. 24 hours from turn in, thus some coordination/planning needs to be done with other guilds' wars, sometimes.
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