DoD Level 70 Spell #5: Into the Shadows  

Quest Started By:Description:
Where:
Who:
Rating:
*****
Information:
Level:70
Maximum Level:125
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Task
Quest Goal:
  • Experience
  • Faction
  • Loot
  • Spell
Factions Raised:
Factions Lowered:
Related Zones:
Related Creatures:
Related Quests:
Era:Depths of Darkhollow
Recommended:
Group Size:Group
Min. # of Players:3
Max. # of Players:6
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Fri Oct 7 22:35:20 2005
Modified: Tue Dec 5 05:21:04 2023
This is the final task in a series of five (the end result being your 70th level spell/tome) and begins with Jarzarrad the Prophet who can be found in Undershore at -960, +650.

You say, 'Hail, Jarzarrad the Prophet'

Jarzarrad the Prophet says 'I know why you are here, _____.' He nods as you approach. 'I have known why you'd be here since before you were born. You are the _____ who will learn the secrets of [Shadowspine].''

You say, 'Shadowspine?'

Jarzarrad the Prophet says 'Yessss, Shadowspine. . . The drachnid book of the dead. . . The tome stolen by the Shiliskin Empire during the War of Four Crests. Shadowspine corrupted Emperor Draygun and drove him mad with the promise of power. Ultimately, Draygun's study of the tome led him to unleash terrible magic in Illsalin which turned him into a lich and bound the fallen warriors of two armies, both drachnid and shiliskin, to his will. You may not even know of Shadowspine yet. . . But you will. . . Let me know when you are [ready] to trace your fate.'

You say, 'I am ready'

Jarzarrad the Prophet says 'So be it. Here is what you must do. '

There are two versions of this task: Normal and hard. The only difference between them is the quality of loot and difficulty of mobs.

You have been assigned the task 'Into the Shadows'.

Jarzarrad speaks gravely, 'You don't look well, my friends. In fact you wear the same haunted expression that many shiliskin guards wore shortly before they were devoured by Draygun's accursed spellbook. The look of a creature displaced from its grave.'

'Although you defeated the Seeker, it still served Draygun's purpose. It has marked you with the dark magic of Shadowspine. You will now slowly fade away. Not even I can predict what will happen, for the only ones to return from where you're going... are the living dead.'



Speak with Brother Stillpool 0/1 (Undershore)

Stillpool is located just outside Jarzarrad's tent.

You say, 'Hail, Brother Stillpool'

I can try my best to stave off the effects of Shadowspine, but you are all ready slipping away. What you must face, you will face alone. . .

LOADING, PLEASE WAIT...
You have entered Shadow Spine.

Your surroundings are unfamiliar. Although the tower's architecture appears to be of obvious shiliskin make, the sphere floating in the center of the room suggests far more sinister craftsmanship. A strange cold radiates from its surface and you hear the susurrations of a thousand overlapping whispers emanating from within.

'Shadowspine draws its power from all it touches. Your death will only deepen its dark ink.'

'You are a fly in a spider's web, trapped in something you do not understand. So too is Draygun though he realizes it not. . .'

'For though Draygun wields Shadowspine, I, the true author, hold sway over the demi-plane within. . .'

'You are a fly in my web, but I release you. . .'

'For now. . .'

You zone into a room with two locked doors and a spinning orb in the center. When you click the orb, three lingering shadows spawn and attack. Kill them to unlock the doors.



Drain 3 Soul Cages to unlock the final tower 0/3 (Shadow Spine)

You must kill the Vampiric Blades (west tower), the Harvester of Souls (east tower), Fragment of Vishimtar (bottom floor of central tower), and Emperor Draygun`s Shadow (top floor of central tower) (NOTE: he is called "Fragment of Draygun" in the task's hard version).

Vampiric Blades is spawned by clicking on the orb in the west tower. Nevermind the skeletal librarians as they are not aggro. It hits for a max ~1,300 (normal); flurries (does NOT rampage) and casts these spells:

Shadowed Curse of Mori: Single Target, Magic (-30)
1: Increase Curse Counter by 30
2: Decrease Hitpoints by 639 per tick

Shadowed Dark Hold: Single Target, Magic (-10)
1: Mesmerize(2/70)

Shadowed Word of Chaos: Single Target, Magic (0)
1: Charm up to level 65

You have slain Vampiric Blades!
Your faction standing with Fallen Guard of Illsalin got worse.
Your faction standing with Free Traders of Malgrinnor got better.
Your faction standing with Scions of Dreadspire got better.
Your faction standing with Agents of Dreadspire got better.

The Harvester of Souls is spawned by clicking on the orb in the east tower. Again, the skeletons are not aggro. It hits for a max ~1,300 (normal); single-target rampages (does NOT flurry) and casts these spells:

Shadowed Core Fire: Single Target, Fire (-10)
1: Decrease Hitpoints by 4070

Shadowed Corona Flare: Single Target, Fire (-10)
1: Decrease Hitpoints by 3770

Shadowed Meteor Storm: Targeted AE 25', Fire (-300)
1: Decrease Hitpoints by 886

You have slain The Harvester of Souls!
Your faction standing with Fallen Guard of Illsalin got worse.
Your faction standing with Free Traders of Malgrinnor got better.
Your faction standing with Scions of Dreadspire got better.
Your faction standing with Agents of Dreadspire got better.

After killing the above two mobs, you see:

'Well done,' the unseen voice whispers again.

'You've bested the blades of the librarians. I personally handcrafted those weapons to guard this demi-plane.'

'But first, let's see how you fare against what remains of Shadowspine's two more powerful victims.'

'They're waiting for you in the final chamber.'

Fragment of Vishimtar hits for a max ~1,700 (normal); single-target rampages; and enrages. It has no AEs, but casts standard Shadow Knight spells.

You have slain Fragment of Vishimtar!
Your faction standing with Fallen Guard of Illsalin got worse.
Your faction standing with Free Traders of Malgrinnor got better.
Your faction standing with Scions of Dreadspire got better.
Your faction standing with Agents of Dreadspire got better.

'Well fought,' the unseen voice continues. 'How eagerly Venril offered to carry the curse of Shadowspine into the nest. How eagerly Draygun unleashed the curse on his own people. Such is the power of Shadowspine, to bring down entire armies without a struggle.'

Emperor Draygun`s Shadow hits for a max ~1,800 (normal); flurries; and enrages. He has no AEs.

You have slain Emperor Draygun`s Shadow!
Your faction standing with Fallen Guard of Illsalin got worse.
Your faction standing with Free Traders of Malgrinnor got better.
Your faction standing with Scions of Dreadspire got better.
Your faction standing with Agents of Dreadspire got better.

Escape the Demiplane of Shadow Spine 0/1 (Shadow Spine)

Shortly after killing Emperor Draygun`s Shadow:

'Such cunning for a mortal. . .'

'One day, we shall meet face to face.'

'But for now, I release you.'

Your task 'Into the Shadows (Hard)' has been updated.

You may or may not get ported out here. If not, you can jump out of the zone.

Speak with Jarzarrad the Prophet 0/1 (Undershore)

You say, 'Hail, Jarzarrad the Prophet'

Your task 'Into the Shadows' has been updated.

You have survived Shadowspine and are now ready to face Draygun and his council head on. Gather a strike force and find Jarzarrad's disciple, Brother Dark Water. He was a General under Emperor Draygun before he found his way to Jarzarrad's temple. Speak with him and he will help coordinate your assault.

(This is the lead-in to the Council of Nine Blood Raid.)



Fragment of Draygun (hard) loot (1 drop per mission):
Darkhollow Dweller Boots
Illsalin Wall Fragment
Ring of Dark Coral
Shiliskin Enforcer Gauntlets

Emperor Draygun`s Shadow (normal) loot:
Angler Fang Helmet
Warm Coral Stone

Hard rewards (for everyone)
Melee/hybrid: Preserved Wurine Heart
Caster/priest: Preserved Wurine Brain

Normal rewards (for everyone)
Melee/hybrid: Jagged Coral Choker
Caster/priest: Pristine Illsalin Stonecraft Mask



Class - Spell/Skill
Bard - You'll get nothing and like it!
Beastlord - You'll get nothing and like it!
Berserker - ????
Cleric - Spell: Desperate Renewal
Druid - Spell: Dawnstrike
Enchanter - Spell: Mana Flare
Magician - Spell: Raging Servant
Monk - You'll get nothing and like it!
Necromancer - Spell: Dread Pyre
Paladin - None
Ranger - You'll get nothing and like it!
Rogue - You'll get nothing and like it!
Shadowknight - None
Shaman - Spell: Hungry Plague
Warrior - You'll get nothing and like it!
Wizard - Spell: Ether Flame
Submitted by: Saliny Ixxsaarr, Malus Imperium, Bertoxxulous
Rewards:
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#REDACTED, Posted: Mar 05 2009 at 9:07 AM, Rating: Sub-Default, (Expand Post) Just be warned that if you use the Eye of Tallon to open the orbs (soul cages) you will not get credit for opening the soul cages. You will get the mobs inside to spawn, and it will unlock the Emp, but you will not be able to complete the quest. Clicking the orb once it is empty doesn't work either. The first click on the orb must be done by a player.
Light Coral Barbed Shield drop rate...????
# Jan 26 2009 at 6:41 PM Rating: Default
Just a run down of the loot table after 34 successful 70.5 (normal) missions:

Angler Helmet: 11
Coral Horn: 7
Shimmering Illsalin Jeweled Stone: 10
Warm Coral Stone: 6
Light Coral Barbed Shield: 0
--------------------------------------------------------------------------------

This was using a group of 4, with 2 mercs (1 healer + 1 tank)

War, Cleric, Enc and Mage.......

Used Eye of Tallon to click 2nd and 3rd orbs, ( no need to kill all roamers on ramp on East side.....

Each mission was a total of 8 kills.....3 lingering shadows from 1st orb. Roamer on ramp from West side. Both named from 2nd and 3rd orbs. Pathed to west orb room, Coth w/ Mage to upper ramp with Emp....killed another forgotten soul that roams up/down the ramp...and end boss Emp Draygun's Shadow....

Now maybe the way we went about getting to Emp was the cause for the Shield to NOT DROP for us, but i read previous posts about 70.5 normal...and it seems as tho the loot table is fixed upon killing the first 2 named. I see no reason for the loot table to change from not using a char to click the 2nd & 3rd orbs, vs. using Eye to click it...if it was an issue for not getting task updates, then Emp should not have spawned at all.

If you read this and have had the shield, know someone that got it....i'd be curious to know after how many kills of Emp you got it, and if indeed it does drop from Emp, .....also, by bypassing the Fragment of Vish mob....to me that shouldn't affect Emp's loot table, since he is already UP at the time Fragment is.

Unlucky? Kinda like getting a ran 1,000....and coming up with a "0" on your first roll =P
They may have nerfed the click trick
# Nov 28 2022 at 10:50 AM Rating: Decent
1 post
Used eye of zomm to click soul cages and did not get credit for them as click3ed, mission would not advance after that and we had to drop and restart.

Thornblade TLP




__DEL__1655079476000 wrote:
Just a run down of the loot table after 34 successful 70.5 (normal) missions:

Angler Helmet: 11
Coral Horn: 7
Shimmering Illsalin Jeweled Stone: 10
Warm Coral Stone: 6
Light Coral Barbed Shield: 0
--------------------------------------------------------------------------------

This was using a group of 4, with 2 mercs (1 healer + 1 tank)

War, Cleric, Enc and Mage.......

Used Eye of Tallon to click 2nd and 3rd orbs, ( no need to kill all roamers on ramp on East side.....

Each mission was a total of 8 kills.....3 lingering shadows from 1st orb. Roamer on ramp from West side. Both named from 2nd and 3rd orbs. Pathed to west orb room, Coth w/ Mage to upper ramp with Emp....killed another forgotten soul that roams up/down the ramp...and end boss Emp Draygun's Shadow....

Now maybe the way we went about getting to Emp was the cause for the Shield to NOT DROP for us, but i read previous posts about 70.5 normal...and it seems as tho the loot table is fixed upon killing the first 2 named. I see no reason for the loot table to change from not using a char to click the 2nd & 3rd orbs, vs. using Eye to click it...if it was an issue for not getting task updates, then Emp should not have spawned at all.

If you read this and have had the shield, know someone that got it....i'd be curious to know after how many kills of Emp you got it, and if indeed it does drop from Emp, .....also, by bypassing the Fragment of Vish mob....to me that shouldn't affect Emp's loot table, since he is already UP at the time Fragment is.

Unlucky? Kinda like getting a ran 1,000....and coming up with a "0" on your first roll =P

Light Coral Barbed Shield drop rate...????
# May 06 2009 at 7:20 AM Rating: Decent
7 posts
one kill one shield dropped from emporer and killed him before i killed vish
Shimmering Illsalin Jewelcrafter Stone
# Aug 15 2008 at 5:52 AM Rating: Decent
Don't forget to add Shimmering Illsalin Jewelcrafter Stone on the Emperor Draygun`s Shadow (normal) loot as well, it's quite a rare drop but this indeed drops from Emperor Draygun's Shadow on the normal instanced mission (droped at 7:44 am MT on 08/15/08)

Shimmering Illsalin Jewelcrafter Stone
Magic, Lore, No Trade, Augmentation
Class: ALL
Race: ALL
Ear Head Face Neck Shoulders Arms Back Wrist Range Hands Primary Secondary Fingers Chest Legs Feet Waist

Size: TINY
Rec Level: 07
Req Level: 65

Skill Mod: Dodge +10%

This Augmentation fits in slot types: 7 (General: Group), 8 (General: Raid)

Item information:

You must use the solvent Class XV Augmentation Distiller to remove this augment safely.
ex rogue
# Mar 25 2008 at 1:35 PM Rating: Good
none for rogues either.
ex rogue
# Mar 25 2008 at 2:16 PM Rating: Excellent
****
6,998 posts
Gritzz wrote:
none for rogues either.


Updated, thanks.
Spells
# Feb 13 2008 at 12:42 PM Rating: Good
There is no spell for the beastlords or disc for the monks

Spells
# Feb 13 2008 at 1:23 PM Rating: Excellent
****
6,998 posts
locascio wrote:
There is no spell for the beastlords or disc for the monks



Updated, thanks.
Ranger spell
# Sep 16 2007 at 9:41 PM Rating: Decent
Scholar
*
79 posts
There is no spell reward for the Ranger class.
____________________________
A ranger's life is truely to solo these worlds.
Ranger spell
# Sep 17 2007 at 9:35 AM Rating: Excellent
****
6,998 posts
naultarous wrote:
There is no spell reward for the Ranger class.


Updated, thanks.
No spells?
# Jun 15 2007 at 1:45 PM Rating: Decent
You need to hail Brother Hidden Path to get the spells (just like 68 and 69)



Edited, Jun 16th 2007 4:55pm by roketm
Brother Stillpool Location
# Mar 23 2007 at 11:14 AM Rating: Decent
Brother Stillpool - LOC -1034, 720, 85.
Normal Reward
# Jan 10 2007 at 11:21 PM Rating: Decent
Sage
*
133 posts
Angler Fang Helmet

MAGIC ITEM LORE NO TRADE
Slot: HEAD
AC:56
DEX:+11 STA:+9 CHA:+10 WIS:+12 INT:+12 HP:+195 MANA:+195 Endurance:+195
SV FIRE:+18 SV DISEASE:+10 SV COLD:+18
Recommended level of 70. Required level of 65.
WT:6.0 Size: MEDIUM
Class: WAR CLR PAL SHD BRD
Race:ALL
Slot 1, type 8:Empty
Normal Reward
# Jan 11 2007 at 10:37 AM Rating: Excellent
****
6,998 posts
Ragord the Malevolent wrote:
Angler Fang Helmet

MAGIC ITEM LORE NO TRADE
Slot: HEAD
AC:56
DEX:+11 STA:+9 CHA:+10 WIS:+12 INT:+12 HP:+195 MANA:+195 Endurance:+195
SV FIRE:+18 SV DISEASE:+10 SV COLD:+18
Recommended level of 70. Required level of 65.
WT:6.0 Size: MEDIUM
Class: WAR CLR PAL SHD BRD
Race:ALL
Slot 1, type 8:Empty


Updated, thanks.
Spell Reward
# Dec 18 2006 at 10:26 AM Rating: Decent
27 posts
In order to get the spell, for me it would be Raging Servant ... do i need to complete the other 4 missions .. 70.1 -- 70.4 ?? I was wondering because i was able to catch a group in a 70.3 without doing any previous missions. But I was told you cant get spell reward unless you do all 5. Just curious thanks

Neverine Windrider
71st Mage
Spell Reward
# Dec 31 2006 at 5:48 PM Rating: Decent
Correct, you MUST complete all missions in the Arc in order to recieve the spell reward.
Bard?
# Sep 14 2006 at 9:02 AM Rating: Decent
Anybody know if bards get anything?
Bard?
# Dec 11 2006 at 9:52 PM Rating: Decent
No, bards don't get anything from this arc. Still worth doing for the extended mask quest though.
Bard?
# Dec 18 2006 at 1:01 PM Rating: Excellent
****
6,998 posts
okthisnameplz wrote:
No, bards don't get anything from this arc. Still worth doing for the extended mask quest though.


Updated, thanks.
Illsalin Wall Fragment - hard
# Sep 04 2006 at 7:41 PM Rating: Decent
Posted this under the mob as well - on Hard

Also Drops Illsalin Wall Fragment not listed in Allah's

Magic Item No Trade Augmentation
This Augmentation fits in slots types: 7, 8
AC:15

Restrictions -
Slot: HEAD ARMS WRIST HANDS FEET
Required level of 70.
Class: ALL
Race: ALL

item information:
You must use the solvent Class XVI Augmentation Distiller to remove this augment safely
Gray Iron Leggings?
# Aug 16 2006 at 2:11 PM Rating: Decent
Can anyone confirm if gray lron leggings drops from this mission on hard?
i know, but
# Jul 26 2006 at 8:52 PM Rating: Decent
22 posts
you are correct, but that's a standard thing that everyone gets for completing the mission. I meant an individual item specifically meant for beastlords
POS quest
# Jul 23 2006 at 11:10 PM Rating: Decent
22 posts
So.... wonderful news for beastlords, we get nothing for doing this. That whole long crap and nothing, absolutely nothing. Good Luck having as much fun as I did.
POS quest
# Jul 25 2006 at 12:32 AM Rating: Decent
You're wrong. Beastlords get a +50 to poison resist insta click item from this. Look up the Depths of Darkhollow quest in Undershore.
Easy to do with a monk
# Jul 17 2006 at 11:07 PM Rating: Decent
First have the monk zone up without anyone else in group zoning up. Have him click the first orb and immediately fd. You have now gotten rid of the need to kill the first 3 mobs. When the 3 mobs reset and go back in their orb have everyone else zone up. Make sure no one gets close to the orb. The 3 mobs are still there but they have a *very* small aggro radius.

Next the monk goes up to the second orb and fd's (fd first i think, maybe click orb then fd), clicks orb... the named will warp to the first room where the rest of the group is waiting to *carefully*, without aggroing the first 3 mobs, kill the named. Rinse and repeat with second named.

Go up to the orb with all of the librarians around it. Have the monk go in and single pull all the mobs because vish gates. Rush vish, kill, rush draygun, kill. Done.
Easy to do with a monk
# Aug 21 2006 at 9:01 AM Rating: Decent
Really good Advice from Tuzmin:

After this we took it along a bit further.

Do like above, but have nobody zone in besides FD-Char/Bard. Click First Orb and Fade. Click Second Orb and Fade. Click Third Orb and Fade. Now have group zone in and move with ITU near their Rooms. Change here to normal Invis (Often Roamers also dont see normal Invis, check beforehand). Fighting for Harvester of Souls and Vampiric Blades will happen in the Rooms with all the Skellies. Prespawning Mobs allows easy setting of Rampage with Harvester and Pretargeting. Fight in those Rooms, but stay away from doors.

After those 2 dead ITU up again, move into big room and up Ramp. Wait here for the 1 Roamer that comes up Ramp, kill it. Now You can kill Fragment of Draygun for his Loot. If you want not only the Loot but also the Mission success, you need to clear 1-2 more Roamers downstairs and Fragment of Vishimtar as well.

If you are only after Loot, you kill only 1 respawning Mob (4 Mobs in total), so even if you wipe, just go back with ITU rezz up and go again.
Easy to do with a monk
# Jul 27 2008 at 3:18 PM Rating: Decent
*
204 posts
this helped my group immensely. everyone should approach this mission as lined out by the two above posters.
Ranger gets same DISC as 69
# Jun 26 2006 at 7:00 PM Rating: Decent
**
342 posts
Rangers get "Skill: Warder's Wrath" which is the same as the 69 series reward. I am underwhelmed. If SoE pushes more expansions with tiered missions that give junk or nothing to many of the melee classes, how will the casters find groups to do them with after word gets out?

The ONLY reason to do the 70 series if your goal is the Ranger Skill/Spell reward is if you DID NOT do the 69 series.

Warder's Wrath was a poor excuse for the 69 series reward (it shares the same timer with TrueShot, so you can only use ONE of them every 34-67 minutes). Getting it again for 70 ended any interest I had in DoDH.

Forgive the rant.

BTW, the Beastlord 70 reward is the same as their 69th Disc as well, and it too shares the same timer as another of their Discs.

---EDIT ADDITION---
Good point, Astroshak (see reply below). Thanks for the correction. :)

Edited, Aug 30th 2006 at 4:19am EDT by Kuponya
Ranger gets same DISC as 69
# Jul 09 2006 at 2:14 PM Rating: Default
Actually, Rangers and other hybrids do NOT get any spell or disc for this mission, nor do pure melee. If you have already handed in the Warder's Wrath book to the class GM to gain access to this disc, hailing Brother Hidden Path will result in another tome, regardless of whether you've completed 70 arc or not - for some reason EQ checks scribed spells but not combat abilities.

And there is a reason for doing the 70 arc as a Ranger. Its part of the werewolf resist clicky mask - as one of the 5 arcs that one must complete to get the whole thing.
spell for warrior
# May 29 2006 at 11:33 AM Rating: Default
there is none.
spell for warrior
# Jul 11 2006 at 6:03 PM Rating: Excellent
****
6,998 posts
renogaw wrote:
there is none.


Updated, thanks.
spell for warrior
# Jul 11 2006 at 4:49 PM Rating: Default
Warriors dont get a spell ? wow woulda never guessed that...
Normal mission overview.
# Apr 20 2006 at 9:48 AM Rating: Excellent
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151 posts
After you get the mission. Your first task is to see brother stillpool, he's one of the squids gaurding the entrance to the hut. Make sure no one is zoning when you hail him. The first time we did this I was checking something and zoned and wasn't ported. Chatting with stillpool didn't help.

When you zone in you're in a circle room with an orb in the center. Have the group space out on the right side of the room, west iirc, againist the wall. Have the tank on the east side not againist the wall but not too close to orb. It's best to have a fd class, prefer monk, click orb and FD. Clicking the orb will pop 3 mobs. They pop in the orb itself. They will aggro based on prox (or should) then kite them back and forth and get them locked down. Usually they are red cons but mezzable, occasionally not and if not mezzable root them.

They have a hella long reach for melee and hit fast even slowed. Actually it was kinda confussing because my damage intake msgs did not support the rate at which my hp dropped. At 13-13.5 with 2200 ac buffed I was able to use cheals most of the time but needed the cleric to cancel and pop a light occasionally.


After those are dead then open the west door and pull the roamer from the path. Everything in here moves at that super slow rate but warps when you get too far from it. After killing the roamer puller goes and clicks the orb in the west circle room. Ignore the skells around the orb they are non aggro. This is the first named Vampiric Blades.

Our monk pulled him up to us (if monk FDs blades will warp to upper room.) Dps was considerable, I think we got it monk slowed, maybe real slowed I don't remember. I popped furious for the start then clicked def, or thought I did. Turned out I tanked most of the fight without def~ Healing was chain lights for the most part. When a heal was gonna be a bit off I backed up, got summoned back up again so the heal would hit.

After this we opened the east door and pulled the roamer from that path. Ignore the mobs on the little platforms off the path, for some reason they don't aggro. We didn't try attacking them or any other form of aggro except getting close to them. After the trash is down the pull clicks the orb and pulls the The Harvester of Souls.

Dps was lower from this, not sure on slow again but it does have rampage which appeared to be a/e. Killed it without much difficulty.

At this point we went down the west path and set up in that room. 2 roamers on the path from the west room to the south room then a bunch of trash in the south room. Puller didn't seem to have any problem with pulling around the named.

During this point we got our first repop. No one had died but we still got it warping on the group which was in west room. Once repops start I'd suggest waiting and making sure they are all dead.

Then we rushed the named Fragment of Vishimtar. Nothing special imo. Set rampage on the pally by me and the pally rushing it first. Mid battle we got a pop in the room, or it warped to the room, enc mezzed it. Dmg on the ramp tank was tad high but not too insane. Killed it then killed the add and medded up.

Go up the ramp and you'll find Emperor Draygun`s Shadow. He's a necro. Spent the first 1/3rd of battle trying to cast on me which was either resisted or hitting for very low dmg. Once he starts meleeing his dps is respectable but not insane. We got a pop either during battle or I think right after. Loot drop is on the Emperor Draygun`s Shadow so do loot FAST. The moment he dies you get a 2 minute msg. We engaged the add but were ported out before it died.

You port out to right next to the prophets hut, go inside and hail to get win and cursor reward. For melee is crap if you've done 69.1 hard. Minor upgrade for casters with 69.1 reward, tad more mana + ft. I My cleric uses it since it allows him to dump the last piece of non 200ish mana gear and still have ft 20. Also being a cleric the effect on 69.1 hard mask isn't all that handy~

Tanise Manasponge
Mithril Web - Lanys (The Seventh Hammer)

Edited, Thu Apr 20 10:50:38 2006
70.5 nerfed? or bugged?
# Mar 24 2006 at 5:54 PM Rating: Decent
I just attemted this mission for the third time today (other 2 were wins with no problems) but either this mission is bugged or it has been nerfed. The mobs on this run were mostly red and of the 3 that popped at the very begining, 2 of them were level 74 or higher. This was NOT a hard mission, however, it seems that the mobs that popped were of hard mission levels.

Can anyone confirm if this has been nerfed? or if it is just bugged?

70 Chanter on Saryrn

Edited, Fri Mar 24 16:51:05 2006
Mage spell
# Feb 28 2006 at 7:23 AM Rating: Excellent
Spell: Raging Servant
INFO HERE
druid spell
# Feb 01 2006 at 3:43 AM Rating: Decent
just looking at the cleric spell they get for ths series... WTF? druids get a nuke that can either chance making a hard punch on next nuke or lower damage on the next few... why? Something like the clerics spell would be much better. I don't see a penalty on their spell. /sigh .... SoE = asshats with nerfbats. no one likes druids i guess

RE: druid spell
# Apr 11 2006 at 10:52 AM Rating: Decent
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151 posts
It's a 2100 dmg nuke for under 500 mana. That's not bad at all. Then you have a chance to either nuke higher on your next nuke or nuke lower for several nukes. All in all not bad.

The penalty on the cleric spell is that it has pretty much 1 use, when gom has fired. Otherwise at 1375 mana it's not going to be used much unless absolutely needed. With focus and aa's it will prolly land a heal for around 7500-8k (not including crits) in around 2 seconds.

The wizard spell is the same way 6k dmg but costs 1500 mana to cast. I think you will find most wizzards use it either when gom fires or near the end of a big fight when what mana they have left isn't going to matter. Not to mention if it crits it will be in the 18k range which will probably get the wiz summoned and deaded so their mana pool won't matter much.

I would say of the two druids got the spell that will be used more. Sides you don't know how often the effect backfires. Maybe only 1/2 the time, maybe 1/3, maybe 3/4s. I'd wait and see the ratio before complaining.

EDIT: Just checked the lucy info. You get a 25 percent chance to hit higher on your next nuke and a -1- percent chance to go lower. It's also a fixed duration. 1 minute 30 seconds.

I'd say druids got the better end of that stick (though I still like the cleric spell).

Edited, Tue Apr 11 10:50:47 2006
RE: druid spell
# Apr 11 2006 at 5:22 PM Rating: Decent
Wizards have a similar spell. After the nuke fires, there is a chance for a buff, which goes into the short duration buff box (like GOM), or a debuff that goes into the regular buff window.

Both have a fixed duration. When the Debuff hits, simply take a short med break. ;D
Necro 70 progression spell
# Jan 29 2006 at 5:02 PM Rating: Decent
17 posts
the lvl 70 Spell for Necromancers from the Spell Progression Missions is Spell: Dread Pyre.

does 956 damage per tick if i remember correctly.
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Divero Bisana (70Nec), of Tarew Marr and the Cursed Brotherhood (Cursed for Life).
MiniAbe Lincoln (57Rng), of Tarew Marr and Grim Tidings
Hard Mission drop
# Jan 20 2006 at 1:53 AM Rating: Excellent
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351 posts
Fragment of Draygun also drops:
Illsalin Wall Fragment
MAGIC ITEM NO TRADE AUGMENTATION
This Augmentation fist in slot types: 7.8/
AC:15

Restrictions-
Slot: HEAD ARMS WRIST HANDS FEET
Required level of 70.
Class:ALL
Race:ALL

From hard mission
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