DoD Level 70 Spell #3: The Fall of Illsalin  

Quest Started By:Description:
Maximum Level:120
Monster Mission:Yes
Can Be Shrouded?:No
Quest Type:Quest
Quest Goal:
  • Advancement
  • Loot
  • Spell
Quest Items:
Related Zones:
Related Creatures:
Related Quests:
Era:Depths of Darkhollow
Group Size:Group
Min. # of Players:3
Max. # of Players:6
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Wed Oct 19 22:40:49 2005
Modified: Thu Feb 3 02:23:56 2022
This is the third task in a series of five (the end result being your 70th level spell/tome). It begins with Jarzarrad the Prophet who can be found in Undershore at -960, +650.

It's a monster mission which can be done by players as low as level 50 (possibly lower - 50 is the lowest confirmed).

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 'The Fall of Illsalin'

Monster template choices: Praetorean Priest, Enchanter, Rogue, Wizard and Warrior.

Speak with Brother Stillpool, Jarzarrad's Disciple 0/1 (Undershore)

You say, 'Hail, Brother Stillpool'

Jarzarrad's disciple extends one of the shiliskin royal guard skulls out to you and nods for you to place your hand on it. As you do, he raises his other hand which holds a fine dust of crushed deathshed mushrooms which he blows in your face. Your entire field of vision goes black. When your mind clears, you are in a different body in a different place and quite likely, a different time. . .

You have entered Illsalin Marketplace.

The door behind you is bolted shut. Beyond it, you hear the muffled sounds of a fierce battle and the screams of dieing soldiers. On the other side of the vast room, you see shiliskin hurriedly preparing for a siege. Emperor Draygun appears to be among them. . .

Speak with Emperor Draygun 0/1 (Imperial Bazaar)

You say, 'Hail, Emperor Draygun'

Emperor Draygun says 'Praetorian, where have you been? The drachnid forces have almost breeched this chamber! Hold them off! I need time to wrest our salvation from Shadowspine.'

Fend off the Incoming War Swarm Invaders 0/1 (Imperial Bazaar)

Kill the Drachnid Commander 0/1 (Imperial Bazaar)

You hear a dull crash as the drachnid battering ram hits the reinforced chamber door.

A shiliskin legionnaire yells, 'The door won't hold much longer! Gather your blades! Defend the emperor!'

It is recommended you set yourselves up in the room behind Emperor Draygun, with the shiliskin legionnaires.

The door buckles as its heavy coral bolt explodes inward. Drachnids pour in. 'Fan out!' their commander barks. 'If it has less than eight legs, kill it!'

The foundation of the entire city rumbles as something massive slams into the city gate.

A shiliskin runner shouts, 'Emperor Draygun! The Korlach leviathan has turned on the city! Our priests have lost control! We need to evacuate!'

Kill off several drachnids in the first wave to spawn a second wave. The second wave includes Commander Oboroth.

You have slain Commander Oboroth!

The commander drops either a Hammer of Striking or a Shiliskin Commoner's Shawl, as well as six Shards of Wisdom. Have each group member loot a shard.

Speak with Emperor Draygun 0/1 (Imperial Bazaar)

Now speak with Emperor Draygun, who then turns into Lich Emperor Draygun.

I have it! The ritual is complete! My army shall never fall! Now, all who stand in Illsalin, embrace death and be reforged in the eternal strength of Shadowspine.

You have entered The Undershore.

Speak with Jarzarrad the Prophet 0/1 (Undershore)

Return to Jarzarrad in Undershore.

Well done. You are proving to be most resourceful. Now that you have seen the power of Shadowspine unleashed firsthand, you will be resistant to its draining effects when you confront Draygun in the future. Speak with Jarzarrad when you're [ready] to proceed on your quest.

The Hammer of Striking transmutes to:
Polished Hammer of Striking (level 11-20)
Shilgrave Battle Hammer (level 21-30)
Concussion Hammer (level 31-40)
Hammer of Impact (level 41-50)
Glowing Coral-Encrusted Maul (level 51-60)
??? (level 61-70)

The Shiliskin Commoner's Shawl transmutes to:
Slime-Covered Shroud (level 11-20)
Shroud of the Lost (level 21-30)
Corathus-Flecked Mantle (level 31-40)
Shroud of Dark Days (level 41-50)
Shilgrave Lieutenant's Mantle (level 51-60)
Pristine Shroud of the Fallen Guard (level 61-70)

A fourth task, "Flights of the Seeker", follows this one.
Submitted by: Saliny Ixxsaarr, Malus Imperium, Bertoxxulous
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did it today, heres some tips
# Jun 23 2022 at 7:03 PM Rating: Good
8 posts
After you get the task, Hail, Brother Stillpool outside the room to update the first step and it will zone you in. (took us awhile to figure that out hahahh)

Here is what we had:

Rog: backstab, good dps
Ench: slow'd each mob, nuked for 1500, and mez worked just fine (other say its useless, it worked fine for me, maybe a few resist, but if you got 2 mobs, even the yellow ones, i could still mez without issue).
War: tank
Cleric: healer
MERC! Yes thats right, someone down below mentions you CAN use a merc, the only catch, is you HAVE to use bayle marks, since you wont have any cash on ur MM chr. You can get em in /market, its worth it, the healer merc helped us a lot, and the mobs didnt like it.

Here is what we did:
Set up behind the Emperor Draygun, in the room.

We single/2 pulled everything, didnt do much waiting around. Maybe one small med break for the wizard. When you start, and after the first wave, just let the mobs get to their spot, then pull. We eventually got around to the commander, who came with a another mob, but i mezz'd it with the chanter no problem, and we burned the name down.

At one point the legionnaire attacked us, we were confused, and i just decided to hail it. It stay'd on our target's target window, but wasnt attackable anymore, and let us get to rest mode as if no mob was on agro. He also didnt help us. I think we may have ended up killing one of two of em in the start because they attacked us. I didnt pay much attention to what the hails do.

Overall, this MM isnt that bad. The main key is, Snare, Merc healer, and being patient.

I hate this mission
# May 05 2018 at 11:23 PM Rating: Decent
5 posts
THE most annoying mission of all time; because you get bugged and autoattack does nothing. This can only be fixed by logging. I 4 boxed this tonight and for 3 of my characters I could only choose warrior, and luckily the 4th was able to choose healer. Super annoying and super dumb.
Bayle Marks
# Feb 23 2017 at 5:46 PM Rating: Good
107 posts
You can't bring plat into the mission but you can bring the alt currency. The secret to keeping your merc in the mission past 15 minutes is using Bayle Marks. Get some from the marketplace or the loyalty merchant and reclaim them in the alt currency tab. The mercs eat 1 mark for every 15 minutes..
Bayle Marks
# Feb 24 2017 at 9:40 PM Rating: Excellent
redriver wrote:
You can't bring plat into the mission but you can bring the alt currency. The secret to keeping your merc in the mission past 15 minutes is using Bayle Marks. Get some from the marketplace or the loyalty merchant and reclaim them in the alt currency tab. The mercs eat 1 mark for every 15 minutes..

Oh yes since you are playing as a monster, can't hold any plat.
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No Credit
# Apr 19 2014 at 10:26 PM Rating: Decent
468 posts
Tried the mission on Hard the first time. It took me some time but i was finally able to beat it. I checked Hero's Journey achievements, Conquest and went to The Depths of Darkhollow. I didn't get credit for the mission for some reason. I had done all the previous missions on hard difficulty as well as the ones after this one given from Jarzarrad the Prophet. I tried logging out and then back in but no luck so I decided to give it a try again on Normal difficulty. I completed it again and did not get the checkmark for the quest. It seems to be bugged. Maybe because its a monster mission instead of a regular one. EDIT: Checked my other characters. They were all given credit for the tasks. Oddly the only one that didn't get credit was the one i used to request the task.

EDIT: okay checked again. How odd that logging out and then back in didn't show the update properly. I guess the task itself is not bugged but for some reason the achievement wasn't showing up. In the past logging in and out would properly update the achievements. I guess i will need to show some more patience. It would have saved me plenty of time.

Edited, Apr 20th 2014 12:57am by Rickymaru
Can't get task
# Nov 02 2011 at 8:10 PM Rating: Decent
46 posts
As of 11/2/11 this mission may not be obtained with 2 PCs and 2 Mercs
That which you may not know....probably isn't important anyways
Can't get task
# Nov 02 2011 at 8:14 PM Rating: Decent
46 posts
I can confirm that you can tank your mercs inside. They become lvl 70 mercs to match your shroud and are not very effective whatsoever if you have a tank merc. The crumple since they have lvl 70 merc stats instead of the improved stats like the shiliskin shroud does but the conviction helps if you have a healer merc.

Edited, Nov 2nd 2011 10:15pm by Xatrarsis

Edited, Nov 2nd 2011 10:54pm by Xatrarsis
That which you may not know....probably isn't important anyways
Can't get task
# Nov 02 2011 at 8:13 PM Rating: Decent
46 posts
I did find that you can have someone log out and add one of their alts to the group and while one of them is offline request the mission.
That which you may not know....probably isn't important anyways
# Jul 17 2009 at 1:17 PM Rating: Decent
112 posts
Mercenaries are allowed in this MM:


The best method I've come up with for remedying this is to hail Brother Still Pool right after you have paid your merc, in order to buy you 15 minutes of time with which to complete all/most of the mission.
# Apr 21 2009 at 7:51 AM Rating: Decent
second wave just use rogue to sneak to commander and yank him, have chanter tag him and biggity bam, the man is gone to see the doctor. mm done
First time doing 70.3...helpful hints !!!
# Jan 03 2009 at 12:43 AM Rating: Decent
This was my first time doing this series of missions...70.x. Anyhow, this mission seemed like it was gonna be a breeze, since there was plenty of useful help and posts before i attempted it. Not knocking anyone's posts....but spent a total of 5 hours doing this and succeeded. Saw a few minor changes in char setup vs. what others recommended. (Prob just personnal pref as to how you wanna do it, really).

First go around, my grp consisted of 2 war's, enc, and clr; could see right away botting 2 war's didn't work so well when you had to chase mob when it runs at under 20%. Scrapped it, and got same mission, but decided to use 1 war, 1 wiz, 1 enc and 1 clr. If you have four ppl, botting or not, this setup was slow but very effective IMHO.
True, the wiz DPS isn't great, but it's a MM, not in game EQ wiz....DPS wasn't bad...but the snare was a very nice touch to have so the mobs slowly walked away,(when it stuck) --- always tried to make sure i started casting snare at 30%, so if it was resisted, u had another chance or two to get it to stick.

As far as the task updates go, like most said - the 11th kill on the first wave sends a new wave in. The second wave was sort of unclear to me, as to # of mobs to kill to get task update, before killing named. This is what i saw: on the second wave, let them all reset to spawn points then repeat like first wave. We pulled 13 mobs (from second wave) and still did not get task update concerning the wave task. So we decided to pull Named and see if it DID update it....this IS correct....pulling and killing the named DID update both tasks for "wave" and Named.

BTW, you start as a lvl 70 char in MM.
Notes: War should max all def AA's...don't worry about too much offensive AA stuff...rarely got any crit's anyhow, so 2nd time around, i redid all war AA's to go max Def. not even the AE taunt AA, waste of pts. IMO.

    Key strats
: First time around i did the Legionnaire thing BEFORE i hailed Emp. Draygun....NOT the thing to do,lol. Soon as spiders come close to 'em, they aggro Legion's and the are toasted :(
2nd: we succeeded 2nd mission try, w/out any help from Legion's. I did same Hail thing, but to no avail, same deal, KoS and they all died, again. ( If you were to try and use them, maybe try "rocking" 3rd and run them back to your camp, inside Emp. room, not on ramp, may help /shrugs)
3rd: Use enc for SLOWS only, mezz never did stick, and pulled aggro try to get ur puller to be patient enough to watch roamer path, and if at all possible, pull singles (less u have a full grp).

DO NOT try to use a caster (mage) to pull Named, he will ony summon and stomp you.

[][]Quick run down on how we ran thru it 2nd time...[/][/]
1) setup char AA's...
2) all in grp ran to room behind Emperor
3) "Hailed Emp" ( didn't bother with Legionnaries, cause first msission i botched "when" to hail and rock em. So didn't try again.)
4) Let first wave set itself
5) used puller (war) to try and single pull each mob, if there were 2+, i'd sac it, and try again. Since mezz never seemed to work, wasn't going to rely on it being effective for us. May be the slow, painful way of doing it, with rez effects and waiting, but i'm kinda conservative and careful on pulling in game, so.....(that's my style =P)
6) after killing the 10th mob, all medded to full, pulled 11th mob...after 11th died, 2nd wave resets in zone, they all place themselves where the previous mobs were.
7) repeat as it it were first wave....except there are ONLY 2 waves....we got to the 13th mob dead....and wave task did not proceeded in pulling Named. Tried first time pulling named, with wiz, figured long range cast be worth a try, wrong. Summoned = dead in 1 sec. Recommend waiting to pull Named until he is on 2nd tier lvl at bottom of ramp...had clr cast HoT on me, then pulled with throw stone,(gotta get kinda close to use it). Pulled Named all the way back to ramp near Emp. so if we did die, we wouldn't get corpse camped by him in room.
8) waited to use war Disc (def one, forgot name already =P...pain"something") one that increases ur AC and lowers ur attk output, seemed to time it's duration @ 2.5min or so...(burned def disc on second pull of Named),almost same amount of time it took to get Named down to 5% hp before we wiped. Lag spike hit and clr's heal never landed so we wiped.
Third attempt on Named, didn't have def disc ready, so tried again....mob enraged, slow never landed....wasn't pretty!
Okay,4th try....(def disc still 10min from being ready --- figured it was lost cause not having it ready)....slow landed first try, heals all hit....wiz nuked away......snare DID land at 30%....KEY:--- try to have war turn *OFF* auto-attack when Named is at @ 12-15% HP. Why? If auto-attack is *OFF*, they won't take near the damage when Named enrages, trust works...
War still taunting, even tho attk was off....just to hold aggro, even used throw stone every so often to keep aggro. BAM ! Named went down, updated both wave task AND Named task.
All looted a shard and hailed Emp to exit MM. Shoulder pc dropped, but from all info i could read on this, the boot time after Named kill was like 30 secs....we had better, anyhow....Hailed and left MM. ....entering Undershore....hailed Jaz and got update for completion. At lvl 73 we all had exp going 100% to reg, no LoTD or anything exp bonus (cept the +25% exp bonus ongoing from SOE for Frostfell), we got a whopping 10% reg !!!! Shocked me that we got that much reg exp.

I hope this clarifies this mission a little more...great previous posts, but was missing some info i was wanting for myself, going into this.

Overall time on first try...@ 1 hour, saw it wasn't gonna work with our setup...spent too many offensive AA's on war's (waste-O time)...
Second try...approx. 3 hrs. Like i said, i was pulling cautiously, and sac'ed when 2+ mobs came. So i had alot of rez effect D/T.

My philosophy is to spend more time doing something right and finishing it the first time, rather than flying thru it, only to fail multiple times and taking longer to accomplish the same thing ;0

Hope this helps ya....(maybe rate this post, if it helped at all)....thanx
First time doing 70.3...helpful hints !!!
# Jan 13 2009 at 10:52 PM Rating: Decent
Mordwar wrote:
DO NOT try to use a caster (mage) to pull Named, he will ony summon and stomp you.


I've done this MM more times than I'd like to admit (come on, 3 AA per run due to the AA scaling? With each run taking no more than 15 mins?) and I always use the chanter to pull the Commander. I stand it on the ledge with a clear view of the entrance and as soon as I can target the commander (when he walks through the archway, assuming he doesn't go LEFT instead of down the ramp), I hit Lethargy and run back to the group and thru the hidden wall. By the time the commander gets to the war (who is standing in front of Emperor Draygun), it's easy to tag him and get to beatin' him down.

I don't know where you got that summoning bit from. I've done this twice tonight (and still going) and that's always been the strat I used. 15 mins from Brother Stillpool hail to Prophet hail (unless the Commander goes left, which adds about 5 mins due to war kamikaze pulling him close to camp so chanter can pull him to the pets).
Cazic Thule

Firiona Vie

First time doing 70.3...helpful hints !!!
# Jan 14 2009 at 8:40 AM Rating: Good
FYI, i said DO NOT use a "Mage" to pull, meaning do not pull named with a DD also misread or mistyped your info....for you said you pulled using an Enc. There is a difference between an Enc and a just don't pull named with a mage. Try it once and you will see that the mage does get summoned when using a DD to pull named. Wasn't really doing the 70.x series for aa's anyhow, was progressing to 70.5 for shield drop. So if my grp did it twice, i think getting the second try done in 40 minutes was pretty good, IMO.
I know you were trying to help correct my post, but way i see are incorrect on your info, as far as what line you replied to on mine. Try using a mage DD to pull WILL be summoned !
All i was trying to do was clarify some missing info from previous posts so that others may find it easier to accomplish this MM w/out so many subtle "unkonwns". =P
First time doing 70.3...helpful hints !!!
# Feb 10 2009 at 10:29 PM Rating: Decent
17 posts
First of all, pulling with a mage is fine just use thunder with no aas into magic dmg. Won't do enough dmg for the mob to summon. Second, use the mages and the enchanter, pull with slow and let the legionaires tank after you get them into the room. Third, explore the pulling somewhat to see what mobs you can avoid and pull the named from the second or third platform when he spawns. I can three box this and get it down to 20 mins leaving me 25 min to do whatever i want. With a 4th box/person I can generally get it down to 15 min easily. Only use Caustic Comet, Fire, and Thunder for dps on the mobs as any AoE will **** off the legionaires and get you killed. Spell haste and mana pres or increased fire dmg (do spell haste first) for mages. Spell haste, run speed, and if you can mana pres as well for the enchanter. Nuke yourself if you get dotted (at least on zek you go to shadowrest if you die to dot and can't get back in). Thunder is your friend when your dotted because when you get low enough it's fast enough to kill you before the dot finishes you off.
First time doing 70.3...helpful hints !!!
# Jan 03 2009 at 7:58 AM Rating: Default
Also, forgot to add that on the first mission attempt, if everyone in mission dies at does NOT boot you from mission. We tried it several times since we wanted to changed the char setup. Only way to get out of mission was all dropped task.
Major Changes In The MM's (10-08)
# Oct 13 2008 at 4:42 AM Rating: Decent
We now get REZ EFFECTS when you die. No more throwing yourself on a spider when the healer is OOM to get back a min later with 50% mana. NOW you start (after death) with 15% mana and have to sit for SEVERAL mins just to get back to full.
A lot of old (wrong) information
# Oct 07 2008 at 5:10 AM Rating: Decent
First some Questions answered:
(1) How do you get the Legionnaires to "help"
Answer: Many ways but the "best" way is to HAIL the first 2 (two) and "ROCK" the third as you run by. Yes, they will kill you, BUT they will be ready to fight when the spiders come. (ROCK - throw stone, or hit)

(2) "Counting on Spiders" After you have killed 10 spiders, killing #11 will cause the final wave to start. Again, killing 11 spiders starts the last wave.

(3) The Commander - He is on his "own" faction, spiders will NOT help him. BUT if you agro the spiders they will be more than happy to kill you. You can (long distance) pull the commander through all the spiders and they will not come.

(4) Hail Emperor Draygun AFTER everyone has looted a shard. Once again "best" way to handle this is for the "Mission Specialist" (Person who got the mission) to do ALL the hails, IN and OUT of mission. Mission Specialist "job" is to get mission and make sure everyone gets a shard AND exp. It is also "best" to wait for everyone to exit MM and return to Undershore before hail, to avoid possible problems on lost exp.

Now, what makes me "expert" enough to post this message? I've done well over 2,500 runs of THIS MM, AND STILL LEARNING.
EASY dont over nuke it!!!!!
# Jul 15 2008 at 3:55 AM Rating: Decent
Did this in 14 min 3 boxing WAR, CLR, and ENC also Commander spawns is after 12 or 13 mobs killed. War can pull the whole thing ENC slows and mezzes and CLR does his thing. Dont waste the time with a rogue not needed. This mission rocks if you only have a few min to play
EASY dont over nuke it!!!!!
# Aug 03 2008 at 8:24 PM Rating: Decent
32 posts
not kidding on the rogue not needed. it's 1/3 the dmg of a war ... complete joke. wtg soe!
KOS to pets
# May 03 2008 at 2:03 PM Rating: Decent
1 post
Anyone else experience a problem being KOS to the Shil Pets in the 70.3 missions? On only 2 of my toons no matter if I get the missions or another person does, I am KOS to the pets. Seems like there is some faction fixing that needs to be done even in a Monster Mission form.
Any suggestions ?

# Mar 08 2008 at 9:45 PM Rating: Decent
easy if u ask me, i solo'ed it all on my own while the two other people where off doing their own thing, imo, ench is best for for solo'ing 70.3, rogue too, but keep in mind, no mezzes, no slows, no dps(ull get kill pretty fast if close to shiliskins legos).
2 or 3..all thats needed
# Feb 29 2008 at 9:33 PM Rating: Decent
easy to do with a rogue and enchanter..dont need anything else the shilliskin can tank the chanty can mez the rogue can pull mage is a nice touch for dps though
after you spawn the commander you don't need to clear up to him you can use the rogue in hide/sneak and dance into oboroth's agro range if he gets agro but doesn't hit you to break invis he will come by himself-other mobs won't assist him
easy 3 box
51-60 reward
# Feb 04 2008 at 11:16 PM Rating: Decent
59 posts
Lvl 51-60, the shawl becomes Shilgrave Lieutenant's Mantle.
The Fall of Illsalin (Hard)
# Jan 31 2008 at 3:34 PM Rating: Decent
26 posts
Has anyone seen the rewards for the Hard version ?

there are a few variances that ive noticed off the bat when i 3 box this

i would assume the e x p is the same because 1 aa is 1 aa. but what about the rewards? ring ? face ? any clues ?

Wave info
# Aug 11 2007 at 1:48 PM Rating: Decent
upon zoning into the instance, u are actually on the opposite side of the zone that you will respawn at if you die; i suggest right when u get in to run to the other side of the zone. the waves come from the point that u zone in at, and dissipate across the zone. neither of the waves are timed, it seemed that when we almost pulled the entire first wave the second wave came in and dissipated across the zone.

so my group did this:
1) upon entering, we (4 warriors, 2 clerics) set up our skills and hailed the dude to bring the first wave.
2) wiped terribly within a few seconds, however 1 person remained alive so we all respawned at the other end of the zone
3) when all mobs had got into their positions across the zone, we began pulling them 1-2 at a time to our camp near respawn.
4) after clearing atleast half of the first wave, the second wave spawned which spread out across the zone. our group sat and watched this happen, we didnt start pulling till they all stopped.
5) cleared all the way up to the commander, then pulled commander and downed him. he is not any harder than the regular mobs.

this mission took maybe 30 mins, and by far the funnest spell mission of them all.
# Jun 03 2007 at 12:11 PM Rating: Decent
1,352 posts
just did this with 3 cler and 3 warr, a few tips

it's a monster mission so if everyone is dead at once you lose.. you can die and you respawn in the little room behind draygun (that's where we pulled to after the first initial wave)

at first you get jumped by 5 mobs, warrs AE taunted and i spammed with shadowmend,
at the first wave you will probably have a few deaths but try best you can .. everyone in my group died but we managed to get through that first wave. Afterwards you can rest

after the first big wave which is the hardest part really, you can get mostly single pulls. some of the drachnids had a pretty bad DoT AE, but i hid my 3 healers behind a pillar in that back room and it seemed to block it. 1 of the healers was curing the DoT (cure diesease gets it)

i put 1 cleric on each of the 3 warrs and just hit CH (perfect heal) repeatedly, that way if they flopped aggro around i would have a heal INC on them anyway (this was for pulls that were single, 2 mobs at once was a little tougher)

you do NOT need to clear all the mobs.. the last 2 steps ("fend" & boss kill) both complete upon killing the commander. have the tanks use the defensive skill and CH the tanks / spot heal if necc, pretty easy.
RE: tips
# Jun 03 2007 at 1:04 PM Rating: Decent
1,087 posts
Also can zerg the event if really bored.
Everyone do a war or rogue, grab a shiliskin pet, then start it.
If you die, you respawn and charge back in.
Just to break the monotony.
Pain Mistress Okami L`Assundre of Tarew Marr
Dark Elf Shadow Knight
Drinal (Tarew)
Retired after 500 days /played
Retired again
DPS and Wizzies, Rogues and Warriors
# Jan 23 2007 at 4:28 AM Rating: Decent
Did the mission twice (well, three times if you include the point where we gave up because our set-up was too slow). The first time we had two wizzies - our DPS sucked big time.
The second time, I parsed DPS of the warriors against the rogues - the Warriors were outdamaging the rogues significantly. The rogues were out-damaging what the wizzy could do.
In summary - stick with warriors - they have the best DPS.

Reccomended grouping - CLR, ENC, WAR (puller), WAR (MT), WAR (DPS), WAR (DPS) - maybe swap the enchanter for a cleric, if you're confident that you have a good puller.
DPS and Wizzies, Rogues and Warriors
# Mar 08 2007 at 2:06 AM Rating: Decent
You sir, obviously don't know a good wizard.
DPS and Wizzies, Rogues and Warriors
# Mar 12 2007 at 5:32 AM Rating: Decent
88 posts
You realize this is a monster mission, right?
For kicks
# Jan 16 2007 at 3:55 AM Rating: Decent
Incidently the levels 51-60 common reward is

Shilgrave Lieutenant's Mantle
AC: 11
STR: +7 STA: +7 WIS: +7 AGI: +7
HP: +85 MANA: +80 Endurance: +80
WT: 0.8 Size: SMALL
Class: ALL
Race: ALL
Slot 1, type 7: empty

Not too shabby for my little 51 warrior.
# Dec 31 2006 at 2:17 AM Rating: Decent
<< DO NOT HAIL THE EMP DURING THE FINAL STAGES OF THE TASK UNTIL EVERYBODY HAS LOOTED >> seriously, my entire group lost out of exp AND the task reset itself when attempting to zone back in.
# Oct 26 2006 at 7:19 AM Rating: Decent
5 boxed this, classes i used were cle, rog, rog enc, war.. you can single everything in the zone. Commander spawns after you either clear to a certain point or kill a certain amount of mobs. some mobs you can skip, you should recognize them when you see them calculating in their agro range. ..was the easiest of the spell missions so far..
Done it??
# Aug 09 2006 at 2:50 PM Rating: Decent
Is there any way to check if you have this task on a character? As there is no "real" reward theres nothing to check it off against.
RE: Done it??
# Aug 09 2006 at 9:14 PM Rating: Decent
1,087 posts
Do you remember being an illsalin, fighting waves of spiders that break into the room, then moving to the named up at the front?

That would be the way.
Pain Mistress Okami L`Assundre of Tarew Marr
Dark Elf Shadow Knight
Drinal (Tarew)
Retired after 500 days /played
Retired again
RE: Done it??
# Oct 28 2007 at 6:24 AM Rating: Decent
He could have been taskadded tho
More Details
# Jun 04 2006 at 8:10 PM Rating: Good
We did this mission with 1 Warrior, 1 cleric, 1 Enchanter, 3 Rogues. The zone is basicly a long rectangle room with four ramps, making teirs. At the far west end of the room is the zone in where you start out in and were the invasion will spawn; in the far left is Emperor Draygun with a cave leading off behind him going further east. When you die you respawn in the far east cave behing Emperor Draygun.

When you have your AA's and spells set have the entire group move next to the Emperor Draygun on the far east side of the main room. As you go have melee members of the group hail the shiliskin and turn any of them into pets to help out as DPS, if you don't they die anyways. When at camp hail Emperor Draygun and the invasion will start, there will be 4 earthquakes then they will spawn and move throughout the zone. You will be safe on the level with Emperor Draygun, start pulling to there, if you die you will pop in the room near Emperor Draygun's spot; just resume fighting.

When you have cleared to the final teir the net wave will spawn with Commander Oboroth, the earthquakes will be your hint to have everyone in camp near Emperor Draygun's spot. Dispite the notes you do not have to kill all the drachnids to have then next wave spawn. The new wave will take up position in the exact same spots and paths as the prevous round.

Just pull and kill till you can get Commander Oboroth as a single; he wonders the top teir on the east side, your best shot is when he paths down the north side ramp. He hits hard so have the warrior use his defensive like skill and tank the mob down. He enrages at 10% and will run.

Once he is dead quickly loot the crystals and drop item, then hail Emperor Draygun and you will be ported out. Finally hail Jarzarrad the Prophet to complete the mission, DO NOT hail Brother Stillpool again.

most of it is basic stuff however the very first puls can be tricky. at the base fo the ramp leading to camp is a archway with a room off of it. there is a spider that wonders the room and stops just inside the doorway. Just outside the room is a wondering mob and just t the east and south is a static. the trick is to pull the one at the doorway without agroing the one inside because he paths out and gets you the third add.

We used the enchanter to pull using slows, invest in run speed and spell haste. the Warrior's stone throw should pull agro away from the enchanter on incomming. If you get more then one just run a ways and mezz one and let the add kill you; then the warrior can pull the messed mob without issue.

Commander Oboroth boss mob, slowable, enrages and runs on low life.
drachnids vary in class from warrior to shamans all will run at 15-10% of life, all are slowable.

when you die you respawn in the afore mentioned east with 40% mana and health to do not be shy about deaths on pulls. there is almost no buffs to speak of exept the enchanter has a group mana regen which you allways want on.
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