DoD Level 70 Spell #2: Praetorian Guard  

Quest Started By:Description:
Where:
Who:
Rating:
*****
Information:
Level:70
Maximum Level:125
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Quest
Quest Goal:
  • Loot
  • Spell
Time Limit:06:00:00
Quest Items:
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: Wed Oct 19 22:40:00 2005
Modified: Tue Dec 5 05:21:04 2023
This is the second 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 'Praetorian Guard'.

With Draygun's livestock reserves depleted, the emperor's attention will be elsewhere serching for move victims. Now is your chance to sneak in to the Temple of Korlach in Illsalin.

If Jarzarrad is to help you, he requires the skulls of six undead Praetorian Guards. The pratorians served as the emperor's personal bodyguards during the fall of Illsalin. Their remains will anchor Jarzarrad's divination powers to the praetorians died, the day Illsalin fell, the day Shadowspine was last oppened.



Enter the Temple of Korlach 0/1 (Ruins of Illsalin)

Find the zone-in to the instance, at the end of curved bridge (-1165.47, -1178.27, 110.99).

Your task 'Praetorian Guard' has been updated.
LOADING, PLEASE WAIT...
You have entered Temple of the Korlach.

Kill 6 Shiliskin Praetorians 0/6 (Temple of the Korlach)

Take the Skulls of the Shiliskin Praetorians 0/6 (Temple of the Korlach)

4-5 Praetorian Guards can be found in rooms around the central pit. There are two others in the room at the end of the underwater tunnel, so you will have to swim to finish the mission. Note there are also see invis witherans in the water, so be ready for those.

Upon looting the sixth skull, a glittering warchest spawns at the zone-in with loot.

Deliver the Skulls to Jarzarrad 0/6 (Undershore)

Your task 'Praetorian Guard' has been updated.

Welcome back. Now that you have brought the skulls of Draygun's royal guards, Jarzarrad can prepare an ancient shiliskin ritual. Through it, you will leave your mortal body and witness the fall of Illsalin through the eyes of the royal guards themselves. Let him know when you are [ready] to proceed.

Possible Chest Loot (1 item per mission):
(normal) Deepskin Bracelet
(normal) Earring of Drowned Hope
(normal) Grimm's Dark Axe
(normal) Symbol of Praetorian Devotion
(normal) Ward of the Legion
(hard) Gray Iron Chain Bracer
(hard) Gray Iron Chain Gloves
(hard) Illsalin Royalty Garment
(hard) Illsalin Stone of Vigilance
(hard) Light Amphibian Hide Slippers

Received Upon Completion:
Normal - Caster: Korlach Signet Collar
Normal - Melee: Praetorian Heirloom Cape
Hard - Caster: Orichalcum Gem
Hard - Melee: Orichalum Stone



A third task, a monster mission - "The Fall of Illsalin", follows this one.
Submitted by: Saliny Ixxsaarr, Malus Imperium, Bertoxxulous
Rewards:
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omfg funny
# Feb 03 2008 at 4:16 AM Rating: Decent
once again they did it I believe they fixed the pathing through this entrance room although they do stop at doorwayz and could lead to trouble if you got wandering noobs with ya so still be careful.
omfg funny
# Feb 03 2008 at 4:14 AM Rating: Decent
most awesome funny thing ever lmao. there are 2 roamers that go through the entrance room well anywayz I was fighting a mob (first pull) and the wanderer starts heading for the room and right at the doorway he falls down and sits there staring at me and im just like omfg dont come in cuz i had a mob still lol then he gets up turns around and wanders off. was awesome.
repops?
# Jun 03 2007 at 9:12 AM Rating: Decent
***
1,352 posts
if ur wondering , this zone does NOT repop.

just remember to DISPELL, the mobs have that bolster buff which makes them badass like all dod mobs pretty much. the mobs can hit for up to 1700, undead are not stunnable of course, the praetorian guards actually seemed weaker to me. all mobs summon. praetorians flee at 20%.

pathing is BUGGY here, so watch it and be careful
especially buggy when you try to pull From inside the inner circle to Outside of it.
Praetorian Guard
# May 11 2006 at 10:03 AM Rating: Default
These mobs sometimes do cast an AE at the last portion of their life I would guess about 20% <. If I recalled the name correctly it was Deadly Cloud. Gotta heal on this because it can kill folks. Our cleric died not watching his own hp at the end of the fight however the rest lived (I honestly think we had more hp which saved us). I used my HoT potion just in case. That aside, dispelling all mobs in this instance on incoming is a good idea. I noticed a huge difference in the amount of heals needed and dmg taken by our 13.2k warrior tank. Had I not been dispelling, the cleric would have easily been LoM most of the fight due to the need to spam quick heals. CH seemed to be good enough here with dispell being the first thing to hit the mob (slow gets dispelled unless the slower is a shaman so make sure you let the slowers know to wait for your dispell). May want to get the puller some sort of dispell too now that I think of it. And if some of you missed it, necro slow works here (70%) on all but the pink colored mobs (the Praetorians) and the withereans in the water. I believe they are the only ones not flagged undead.



-§ir
Praetorian Guard
# Aug 03 2006 at 4:47 AM Rating: Decent
If you have a ranger who has Nature's Balance, use it. It debuffs the mob of only benificial (to it) spells. slows, snared, weakens, etc won't get debuffed.

Edited, Aug 3rd 2006 at 5:49am EDT by tenbill
Ouch..
# May 11 2006 at 1:38 AM Rating: Decent
Avatar
**
661 posts
Did this for a second or third time today, Got to last room and an Illsalin Shadowmancer <gated> and summoned group one by one into last room.

lol Not the worst mission in the world but gotta watch those gating mobs. :p
____________________________
http://www.magelo.com/eq_view_profile.html?num=744646
----------------
ShadowSoldier
Antonius Bayle
Ouch..
# Nov 07 2007 at 2:45 AM Rating: Decent
43 posts
We used Wizzards "Translocational Anchor" AA, to prohibit Illsalin Shadowmancer to gate. It was a pleasure to see his face fell.
Setup
# Apr 23 2006 at 5:35 PM Rating: Decent
*
53 posts
Did this today. It is really a pain.

Setup was:
WAR (12k unbuffed), CLR, ENC for CC, NEC for pulls, RNG + WIZ for dps.

Took us 5h and lots of deaths. 4 Praetorians are outside the water and the last 2 at the end of the UPPER water tunnel.

We had some pathing problems with the last 2 praetorians, so we decided to fight them under water.

Good luck on this mission
Wildo
Symbol of Praetorian Devotion (Normal chest loot)
# Apr 20 2006 at 7:33 AM Rating: Decent
Gray Iron Chain Gloves
# Mar 21 2006 at 1:02 AM Rating: Good
Gray iron chain gloves on hard
http://lucy.allakhazam.com/item.html?id=83952

I've done this mission a few times with my necro and a group that consists basically of a druid, enchanter, shamen, cleric and paladin. Occasionally we'll have a wizard in place of the druid. My pattern is as follows....
Zone in with FD class and make sure zone in is clear. 2 roamers can come up to the doors on either side of the zone in room and will sometimes agro anyone zoning in. Zoning in invis doesn't help since they are usually zombies. You could switch to ivu before zoning in but you'd have to be careful of the bridge roamers in the Ruins of Illsalin.

Once everyone is in I have them back up to the zone in wall with ivu on and I wait for one of the roamers to appear in either doorway. I fd pull it and when/if its single the tank will peel it off. I repeat for both roamers at the door openings. If you don't clear these they will agro while your fighting other mobs.

Once they are clear I start snare/fd pull mobs from the left opening/room. I clear that room completely and once clear we have to party move to the wall across from the door opening and set up there next. In this room there is another door opening that leads to the main oval chamber. The pathing around this door is bugged and you have to really guide the mobs thru it, usually taking hits in the process. If you get too far ahead of the mobs they won't go thru the door but path all the way around, agroing mobs as they go and coming in behind you from the entrance area.

Once we've cleared the 4 or 5 mobs on either side of that door way, the party sets up just outside that door. I then pull the next left room which has a praetorian in it. There are also two in the big room your in, usually roamers, and one in the room you just left.

Once you get those 4 you can move into the water and clear to the end of the underwater tunnel. There are two praetorains at the end of the water passage that will allow you to finish the 6 that you need.

The fights are pretty straight forward, the mobs just hit hard and fast depending on your tank with only the occasional caster mob changing things up. As with any DODH zones with zombies and shamens near, always dispell to get rid of the bolster buff they have. I've done this task with a 12khp, 2kac Paladin, but we did have a few deaths. Also the zone doesn't respawn so that does make it a bit easier. Overall I would say the hardest part is the pulling and the pathing. Of course since I'm the puller I might be a bit biased :)

Edited, Tue Mar 21 01:40:50 2006
Exact steps
# Mar 13 2006 at 4:27 PM Rating: Default
Enter the Temple of Korlach 0/1
Kill 6 Shiliskin Praetorians 0/6
Take the Skulls of the Shiliskin Praetorians 0/6
Deliver the Skulls to Jarzarrad 0/6
re
# Mar 10 2006 at 1:23 PM Rating: Decent
Did this the other night with a 17.5k war. He died 3 times. I didnt want to do it in the first place because i didnt like our dps. War, Cler,Wiz(me),mage,sham,Pal. Pally was 68, and had no hps and was basically useless. Cleric was horrible. War died on 2nd mob. All zoned but me and mage and together we killed it. I casted a couple times then when it got to 15% i used 3k mana burn. They do hit nasty. My first question was to war on how much he was getting hit for. He said basically under a 1000 every time. He said it was about like rss and he was pissed. What was funny was the cleric acted like it was the tanks fault. This happened twice more through the fight. Basically the cleric sucked. We didnt even get to the center room before puller (mage) died and then shammy. How, who know's? Basically I said sorry guys this is not doable by this group and war agreed and I offered ports out. Seemed like a pretty straight forward mission and me and warrior are going to hook up and do it with a different group this weekend.

Edited, Fri Mar 10 12:22:07 2006
RE: re
# Jun 21 2006 at 3:03 PM Rating: Decent
*
109 posts
Quote:
I didnt want to do it in the first place because i didnt like our dps. War, Cler,Wiz(me),mage,sham,Pal. Pally was 68, and had no hps and was basically useless.


Just curious as to what was wrong with the DPS of that group ? With 17.5k Warrior I would hope to God that a 68 Paladin could not take aggro off him, so that would mean if the Paladin was paying attention he could back off when need be.

The Cleric you describe sounds like the biggest problem with that group. In Clerics defense, I must also point out the possibility of the slower being slow(pun intended) ? Maybe tank was getting hit for less than 1k but, if noone was dispelling the buffs on these mobs (which has been proven to be a BIG issue on amount of damage their DS inflicts) and if slower was not getting slow in fast enough, the tanks not going to last long period. In my opinion, the DPS of that group should have been rocking.

Edited, Wed Jun 21 15:03:01 2006
Rough mission...nice reward
# Dec 27 2005 at 6:40 PM Rating: Good
*
113 posts
I just completed this mission last night. I was pulling (68 monk) grouped with a level 70 cleric, shaman, druid, bard & paladin. First, the instanced zone in is in Ruins of Illsalin (didn't do a /loc but it's the reached by going up on the bridges).

I pulled the mobs in the southeast room first (2 guards in there w/ zombies). Once those mobs were cleared, I then cleared all the zombies from the southwest room. When you are ready to start pulling mobs from the center, make sure you pull from the southwest side. When I tried to pull from the southeast, the mobs ran around to the other side, aggroing some friends that warped to odd spots so I had to FD. In the process of pulling the center, you should be able to get 2 more guards pulled. They both roam around a little bit and if you are patient, you shouldn't have a problem with needing to split too many mobs.

At this point you have 4 guards killed and there are at least 3 guards left. We weren't sure how many were left at the time, because only 1 showed on the druid track and that guard was in the northeast room. I cleared the center room and was able to get the guard on my first pull from the northeast with a tag from the tank. The other 2 guards, as we soon found out, are both located all the way east when you have to swim underwater. So in hindsight, it would probably be less time consuming to just kill the first 4 mentioned and then swim east to get the last 2.

The most annoying part of this mission was the swim and killing the witherans in the water. We had 3 different witherans warp horribly. It caused 1 death to the shammy and a lot of mixed aggro. Once we got to our destination, we killed the first 2 trash mobs waiting by our exit, which left 4 mobs left in the room (2 guards & 2 trash). With a few minutes of work I was able to FD split the mobs and single pull the last guardian needed. Grimm's Dark Axe was in the chest.

Overall, there was 4 deaths: 1 to the tank when he fell victim to a 6k quad, 2 to the odd warping and subsequent aggro when I tried to pull the center room from the southeast, and lastly the shaman dying in the water due to witheran warping. It was a fun & challenging mission and very exciting to pull. Good luck to anyone that tries it :)
zsg784
# Dec 23 2005 at 1:49 PM Rating: Default
Hard Chest loot for 70.2 (not listed atm)
# Dec 22 2005 at 3:56 AM Rating: Decent
Illsalin Royalty Garment
http://lucy.allakhazam.com/item.html?id=83968
Possible strategy for success
# Dec 21 2005 at 1:06 PM Rating: Good
18 posts
We just did this task last night. This mission was hard and after many (many!) deaths we won with 4 minutes to spare. Got to love those close calls.

Anyway what worked for us was a combination of pet pulls (use a green pet fully buffed) and the root/snare zone strategy. A snared mob will just stand there until the snare wears off.

Points of warning. The zombies can NOT be mezzed. Also, if you snare the zombies at the zone in, sometimes they will FD so when you re-enter the zone, have invis vs undead up.

The zombies are very tough. Probably tougher than rss. As a 9.5k pally I could tank but only if I partially kited it (keep moving a lot) giving the clr time to heal. All mobs do summon but if you stun/summon/run/stun... you'll do ok. If the tank just stands there you'll wipe quickly.

After looting the 6th skull the chest popped but we had to do turn in get the cape/neckpiece.

The chest loot sucked. We got a +12 to all resists augs.

Kelhben - 70 Paladin
Tenet guild of Maelin starpyre

http://www.magelo.com/eq_view_profile.html?num=1004099
Missing Step
# Dec 14 2005 at 5:37 AM Rating: Decent
-Your task is updated once someone finds the zone in to the instance.

-You zone in and "A Praetorian Guard" is what drops the heads. All yellow and red cons.



-Run back to Undershore and turn the heads into the guy one at a time.

(We finished it with everyone in Undershore, and didn't try with the heads stacked.)



Then you get the message given above about how you're ready for the next step.

Edited, Wed Dec 14 04:44:52 2005
Splitting made easier...
# Dec 14 2005 at 5:16 AM Rating: Decent
... for bard pullers anyway. Snare is your friend. Snare one and then target the other. Once there's a little distance between them go ahead and start casting HoS. Halfwya through cast hit fade. HoS lands after fade so you only get the un-snared mob.

I'm not going to say it's perfect or easy.. and you need high mana regen.. but it made it so much easier for me. It's kind of like mez pulling. Mez one tag other and then fade the mez'd one off.. but I don't have my 70 mez yet so this works great =)

I used Dirge of Metala.. don't know if lower will work or not. Nothing resisted me though, with or without a debuff before hand.

Nothing repops, which was awesome for pulling... can really take your time.

And if you can't find your last two guys... go into the water and through the tunnel in the side of the wall.. not through the one in the floor. Clear through with tank going first. Don't go down the pit, always go up. Call lull/snare split the last room easy peasy. I recomend as high a cha as you can get... you don't want to aggro all 4 mobs =D

Chest Loot
# Dec 09 2005 at 12:56 AM Rating: Decent
*
94 posts
Gray Iron Chain Bracer

ac42

str15 sta14 wis13 agi14 hp215 mana210 end210
SvD20 SvC20 SvP11

required 70
rng rog shm ber

slot1 type8
RESIST AUGMENT
# Dec 04 2005 at 11:29 PM Rating: Decent
Just had a +12 to all resists aug come from chest at end of normal difficulty level
Loot
# Nov 30 2005 at 3:38 AM Rating: Decent
Dropped from chest on Normal

Deepskin Bracelet
Slot: Wrist
AC: 22
Str 12 Sta 12 Wis 12 Agi 12
Hpt 195 Mana 190 End 190
Sv Fire 14 Sv Dis 12 Sv Cold 14 Sv Poison 12
Required 65, Recomended 70
Dru Mnk Bst
Type 8
Decent earring off normal chest...
# Nov 27 2005 at 10:33 PM Rating: Decent
Got a decent earring from normal chest called earring of drowned hope. AC12 205hp/mana/End. 12-14 stats. fire15 cold15 magac20, All/All
Very challenging....
# Nov 24 2005 at 7:40 AM Rating: Decent
When you start this mission you will want to fight the first mob(s) near the door at the zone in. We were fighting a mob in the center near the wall away from the door and 2 zombies ran in (i.e. splat). I assume they aggroed but didnt seem all that close. This seemed much harder than RS and the mobs do hit for 2Kish.

It is kinda sad that only the semi-elite will get their spells. But at least they made the loot a lot better. At least with OOW you could go to some moderate zone like WoS and eventually you might see a spell or two =)
Hm....
# Nov 24 2005 at 1:36 AM Rating: Decent
I wonder if a rogue can pickpocket the skulls :D
Chest Loot
# Nov 23 2005 at 2:20 AM Rating: Decent
Dropped from chest on Normal.

Grimm's Dark Axe
Primary/Secondary
1HS
Dmg:17 Dly:20 AC:10
Effect:Fiery Strike III
Str 15 Dex 15 Sta 10 Cha 12 Hpt 205 Mana 200
End 200 Sv Fire 18 Sv Cold 18 Sv Magic 18

Recommended lvl 70, Required lvl 65
Wt:1.5 Size: Medium
Class: War Rng Brd Rog
Race: All
Slot 1, Type 8
Just tried this post patch
# Nov 16 2005 at 7:03 PM Rating: Decent
I just tried this mission after the 11.16 patch, and this stuff is no longer RS level. The one mob we tried, which was difficult to split I might add, hit me for an average of 1500, and max of 2000. Good luck.

*Edit: This was on normal, not hard. I don't even want to know how hard the trash mobs here hit for...

Edited, Wed Nov 16 19:27:34 2005
RE: Just tried this post patch
# Nov 18 2005 at 1:08 PM Rating: Decent
They definitely made this a bit harder. Also, there was no hard/normal selection available to me, but maybe it was something to do with my UI.

I have done this mission several times and most of the mobs were blue, with the guards being white iirc.

Last night, the lowest con was white, with most of the mobs being red/yellow. The trash was hitting me just under 2k max (2550 ac, all tanking aas, 14 pct shielding). Pulling still sucks because of the retarded pathing.

Plan on spending a while in here unless you have a puller who can surgically pull the guards.



Chain Bracer on hard
# Nov 14 2005 at 11:40 AM Rating: Decent
This chain bracer was in a chest on a hard mission: http://lucy.allakhazam.com/item.html?id=83943

Gray Iron Chain Bracer
MAGIC ITEM NO TRADE
Slot: WRIST
AC: 31
DEX: +13 STA: +11 CHA: +11 WIS: +12 HP: +175 MANA: +165 ENDUR: +165
SV FIRE: +16 SV COLD: +12 SV MAGIC: +16
Combat Effects: +10 Attack: +15 Mana Regeneration: +3
Required level of 70.
WT: 2.5 Size: MEDIUM
Class: RNG ROG SHM BER
Race: ALL
Slot 1, Type 8
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