The Arena Master's Challenge  

Quest Started By:Description:
Where:
Who:
Rating:
*****
Information:
Level:1
Maximum Level:125
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Task
Quest Goal:
  • Loot
Related Zones:
Related Creatures:
Era:Prophecy of Ro
Recommended:
Group Size:Group
Min. # of Players:3
Max. # of Players:6
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Mon Mar 13 22:18:26 2006
Modified: Tue Dec 5 05:21:04 2023
Find Knight Champion Eddard at location +255, -589, +6 in East Freeport, just outside the Arena doors.

You say, 'Hail, Knight Champion Eddard'

Knight Champion Eddard says, 'Greetings traveler, have you come to [brave the challenges] of the arena'

You say, 'I have come to brave the challenges of the arena'

A task window pops up.

Defeat as many challenges as you can 0/1.

The task updates after zoning out.

To start the event, tell Knight Champion Eddard that you are ready. You will be teleported in to an instanced version of the Freeport Arena.

Once in you will see Knight Champion Eddard on the entrance. Hail him and receive a charm, Arena Champion's Badge, which will "improve as you defeat each challenge in the arena."

Knight Champion Eddard says, 'Your next challenge is [ready] when you are.
Prepare yourselves well. However, if you wish to [leave] it can be arranged. I can also allow you to resume your battles from [beginning] once more. Be aware that your current progress will be wiped clean if you do so.'

You say, 'I am ready' (a wave of mobs will spawn)

You say, 'We wish to leave' (you will zone out instantly)

You say, 'We wish to start from the beginning' (your arena flags will be cleared)

There are 41 waves of mobs. Each wave scales in mob level. The first wave consists of green-conning mobs, while mobs hit for 2500 towards the end.

Some Notes:

-Elemental mobs are not affected by anti-summoned spells. There are undead mobs too but it can be safe to assume that they really aren't undead either(unless listed below as undead).
-adds are usually smaller, less ornate, or immature versions of the main mobs
-mobs are progressively higher con, once the mobs upgrade (even to yellow, etc) they will stay at that level until they go higher.
-most wave are no snare/mez so there is kiting... lots and lots of kiting.

The Waves:

1) an arena gladiator (Green con mob)
2) an arena slave
3) an arena beast
4) an arena beast
5) an arena fighter
6) an arena fighter
all enrage at 10% from here on, summon when damaged:
7) an arena beast (light blue con)
8) an arena elemental (blue con mob)
9) an arena gladiator
10) an arena gladiator (lich)
11) an arena gladiator (drachnid)(even con mobs)
12) an arena gladiator (water elemental)--not effected by anti-summoned spells
13) an arena gladiator (earth elemental), two gladiator adds (blue con) -- all are immune to changes in runspeed
14) two arena gladiators (evil eyes)(yellow con), no snare
15) an arena gladiator (Battlemaster Rhioris type, undead), two adds (undead), no snare
16) two arena gladiators (gargoyles), no snare, 2% AA each
17) an arena gladiator (spider), 4 adds (snare/rootable)
18) an arena gladiator (fire elemental) hits up to 1k
19) an arena champion (one giant kick ass Mushroom Man), occational flurry
20) an arena champion (frost viking, undead), 6 adds (undead), two at a time, (snare/rootable) (they jump too!)
21) two an arena champions (froglok ghosts), no snare, two adds per champion (snare/rootable)
22) an arena champion (basilisks), two baby crocs (also basilisks), no snare
23) three an arena champions (drachnids), no snare, undead. Upon aggro, they insta-kill all pets, mounts, and auras; auras will flicker and return, but you must click off your mount buff before you can resummon it. Wait until the drachnids are dead before resummoning mounts or pets.
24) an arena champion (Battlemaster Rhioris)(red con), 4 adds all at once, blue no snare AE flurry
25) an arena champion (baby dragon, undead), TEN no snare blue an arena gladiators adds
26) an arena champion (red colored Seeker, undead), hits up to 1139, rampages
27) an arena champion (rock dervish), 4 blue adds **** MEZZABLE! ****, no snare, all are undead
28) two an arena champions (red colored goblins), flurries, 4 adds per champion (green colored goblins)--blue, no mez/snare
29) an arena champion (squidhead), flurries
30) two an arena champions (mummies)(undead), two blue adds per mummy (mezzable)
31) an arena champion (gargoyle)--two blue arena champion adds every 25% health (but we ended up with 10, they might spawn at 20% but lag delayed them)
32) seven an arena champions (undead orcs)--all spawn at the start, hits up to 1100 but usually 200-600
33) an arena champion (fire imp)--hits for 1300, nothing unusual but started single rampage at 20%
34) two an arena champions--two adds (snare/rootable, no mez), adds were at 80 (one) and 50 (one) on the first, two at 20% on the second.
35) two an arena champions (vampires), hit for 1800+, rampages -- two adds at 80% and 50% (mezzable, no snare/root)
36) three an arena champions (drachnids), hit for 1900, all no mez/snare, only partially slowable, rare AE rampage
37) an arena champions (frost giant), 1850, flurries, stomps! (you have to see it to understand)-- two adds every 25% (mezz and snares!) rampages
38) two an arena champions (big big cougars), 1900+, rampages--two pairs of cubs (maybe 80 and 40%), no mez/snare
39) two an arena champions (Battlemaster Rhioris/mino) flurries, 1750ish
40) four an arena champions (froglok ghosts), flurries, 1650's, flagged as undead, no mez, no snare/root
41) one an arena champion (eyeball), 2100, rampages, flurries--two adds at 75/50/25% (mezzable, no snare), adds flurry

You have to be in zone when the last mob dies to gain the achievement: Arena Champion's Badge (Freeport 70+).

Each wave increase your charm. Max stats available are:

MAGIC ITEM LORE ITEM NO TRADE
Slot: CHARM
AC: 20
STR: +10 DEX: +10 STA: +10 CHA: +10 WIS: +10 INT: +10 AGI: +10 HP: +150 MANA: +150 ENDUR: +150
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Avoidance: +10 Accuracy: +10 Regeneration: +5
Recommended level of 70. Required level of 1.
WT: 0.8 Size: SMALL
Class: ALL
Race: ALL
Slot 1, Type 7
Submitted by: Lyssabeth Goldenleaf, Druid of Tunare and Ruskhus of Magus Amiticia, Antonious Bayle Server
Rewards:
Send a Correction
Post Comment
kiting
# Jul 25 2006 at 9:37 AM Rating: Decent
*
102 posts
Don't bother with mezzing, rooting, or snaring (well non dmg snare may not be too bad).

Main mobs and adds can randomly be immune to run speed changes or be unmezable. Just kite them around the arena. Mobs that are snarable may also have very little hp, but still summon, so snaring them with a snare that has a dmg component may not be a great idea.

Due to the horrible pathing in the arena itself, which you'll notice with waves with lots of mobs, kiting just in the area itself can be challenging. For waves with many heavy hitters or tons of adds that can be a problem. There is however that set of steps you can use and run around the bleachers. Running up the steps forces the mobs to follow (instead of warp) and causes them to bunch up together a little. I'd use that every lap or two to correct the strange pathing inside the arena on the floor. This also buys you a little time. If adds spawn that round try to time your pathing so you're not approaching the steps when they do.

The next trick is having somebody peal a mob off on rounds where you have to kill multiples, like 32. Sit agro is fun :)
wave 24
# Jul 25 2006 at 7:22 AM Rating: Decent
Wave 24 adds come together around 80%ish they aren't single, 4 arena champs blue cons
wave 14
# Jul 23 2006 at 4:05 PM Rating: Decent
Evil eyes were white con, full group of 70s (Monk(me), Sk, cleric, war, shammy(bot), necro). For kiting I would grab initial aggro by simply running in a circle getting mobs into tight group, then sk would stand near Knight and cast a hate spell on 1 mob. If he's gets the group on him he just starts running race track style in the arena, then I'd run close and all the others would aggro on me and he'd take the one back to camp in the jail area. The important thing is to not cast/buff/do anything to the pullers/kiters.
Mission Difficultly
# Jul 17 2006 at 4:11 PM Rating: Decent
Scholar
20 posts
Did this mission last night with a group of 5 level 70s and a level 40 rogue.
Apparently the Knight who gives out the mission is indifferent to all (Iksar had no problems with him)
Can get mission with any faction, and the only level required for it is level 1.
I wouldnt suggest doing it though. ;)

Our group was
70monk, 70warrior, 70cleric, 70shaman, 70bst and the 40rogue.
Had NO problems until wave 32, which is where we quit.
The 70warrior had already completed the entire mission, so here's what he did to get it.

"Had a 70pally in group, as well as 70warrior, 70cleric, etc., the pally stun kited the 7orcs around the jail cell, and as they came by i'd pick one off using Mock and we'd kill it while the pally kited the rest, went by no problems. Pally used just plain old SoW.
Just need to make sure the pally has enough aggro so when you pick one off, the rest dont come."


Hope this helps. :D
____________________________
You can win thousands of fights
But you may only lose one.
Wave 13
# Jul 15 2006 at 1:58 PM Rating: Decent
Quote:
13) an arena gladiator (earth elemental), two gladiator adds (snare/rootable)(blue con)


The two gladiator adds as well as the Elemental are immune to changes in run speed. Neither snare or root would land.
Wave 27
# Jul 06 2006 at 9:11 PM Rating: Good
*
76 posts
Main mob and adds are undead.

Edited, Jul 6th 2006 at 10:20pm EDT by Cenamen
Corrections
# Jun 17 2006 at 12:00 AM Rating: Decent
Scholar
***
2,600 posts
It appears that if MOB's (adds) will root, snare or mezz is random. It also appears if they wont do one, they may do the other (re: mezz but not root).

Also -- it appears 6 deaths in your group (total) = loss as well.

Edited, Fri Jun 23 19:49:47 2006
____________________________

Dragon #25
# Jun 13 2006 at 3:57 AM Rating: Default
In encounter #25, tht dragon is undead. I landed undead dd spells on him.
Wave 26
# Jun 10 2006 at 5:42 PM Rating: Decent
45 posts
Wave 26 mob is undead
Possible Strat
# Jun 08 2006 at 3:15 PM Rating: Decent
I noticed that the adds that spawn will not agro as long as you don't cross the NPC in the hall. What we did was pull the main mob down to the jail room and kill there. The adds would pop and never agro, then you can zone out, leave mission and reget it starting with the next level in line.

If you happen upon on of the levels that has 2 main mobs and adds, I kited them in one of the back rooms until the first was dead then drug it across to the jail and killed it there.

We did the first 30 or so killing every mob, but after a few restarts (from 0 due to new people) we decided this was the better way and much faster.
RE: Possible Strat
# Jun 13 2006 at 2:19 AM Rating: Default
Great post. We did this and it worked well. It took the ranger a while to understand that this meant NOT to pull the adds on top of us after we killed the main mob, but after he got that down things went smooth.
I would suggest moving down to the jail after 8 so that you have a few easy ones to get the strategy down.
Restarting Mission
# Jun 06 2006 at 12:04 PM Rating: Decent
It looks like they have changed it so that you start on the mob that you last failed on. For instance, I was on fight 13 when someone died and we started it again and were again on fight 13 instead of having to start all over.
variable
# May 30 2006 at 3:55 PM Rating: Decent
Whether or not the adds are mezzable, snarable or rootable each round seems to be random. I went through many of these rounds 2-3 times with different groups and there were many differences with the adds each time.
Wave 15
# May 16 2006 at 10:36 PM Rating: Good
*
76 posts
Wave 15 and 20, main mob and adds are undead.

Edited, Tue May 16 23:23:50 2006
RE: Wave 15
# May 17 2006 at 9:54 AM Rating: Good
****
6,998 posts
Updated, thanks.
RE: Wave 15
# May 23 2006 at 7:24 PM Rating: Good
*
76 posts
Also, from what I've seen, EVERY SINGLE mob in this task is stun immune. Which really stinks for paladins who use that as mitigation. (Never checked the first 5 or so waves, but from then on, all immune)

Also, wave 18 flurries.

Edited, Sat May 27 01:06:00 2006
Strategy, Stats
# May 11 2006 at 5:58 AM Rating: Excellent
The Badge is 153 hp/mana/end when 41 is complete. The stats as they appear here are at wave 40. I believe this lends credibility to the rumor that SOE is planning on adding further waves and improvements, as 41 and 153 are odd numbers for this quest. Adds of 3 hp/mana/end seem to be at the first of a set of 3-4 waves.

I also did a few tests. There is no faction required to get this task or to enter it. Also, I got a couple friends to create lvl 1s on another server and get the mission. You can get it at lvl 1, just with the stipulation that you need 3+ members, like any group task. However I didn't try to actually trio the first wave, as my friends had to leave and I didn't feel like soloing it as a lvl 1 mage with no armor or spells.

General Strategies for waves:
After running through this quest a few times, the best strat I have ever been given (thanks to Swifdaddy and Sulidwen, rangers in Endorean who gave me these, and several others(Bigmuscles and various alts of his, etc)) to fight in the arena.

1. Don't fight in the actual arena. Use the jail room with the barred gates to the northwest. Have the puller pull to there.

2. When there is just 1 main mob/champion, and adds, pull that mob to the room before the adds come out the door. You get credit for the wave w/o killing the adds. After that you can inform the npc you are ready to leave and start a fresh instance, painlessly killing those mobs off.

3. When there are multiple main mobs and adds, do the same basic thing as strat 2. Pull one to the fighting room, and have a kiter kite the other(s) into and around the much larger room northwest of the fighting room. There is a huge barred gate here.

4. When there are multiple main mobs, and no adds, pull one to the group, and have your kiter kite them upstairs w/o dealing dmg to them(a shaman or sk is ideal for this, they can gain large amounts of agro w/o actually dealing dmg). Slows/debuffs are suggested. NOTE: This is ESPECIALLY useful in defeating the 32nd wave of 6 orcs or the 40th wave of 4 ghosts.

5. Have your healer use low-aggro (non-fast heals) to heal the kiter. This includes HoTs and CHeal when possible. If you don't, be ready to have the cleric gain agro from the kited mobs and quickly get cleaned out, spelling near certain doom for your group during that wave.

6. All adds at any time spawn AFTER the main mobs. There is no reason to fight the adds at any time. Ever. They always spawn later and at the entrance of the arena. Unless you truly want to try up to 10 adds at once, use the leave option after the main mobs are slain. This actually severely cuts down on the time needed for the mission, is much easier on the healers/etc.
HOWEVER: Do NOT use the Remove button in the task window UNTIL after the knight champion has been told you are ready to leave. Otherwise the task window will not update and even if you have gotten the charm upgrade you may have to do that wave again. This doesn't happen every time but it will happen and it can be highly aggravating to lose progress.

Good luck on getting this very useful and powerful charm.

Edited, Thu May 11 06:11:38 2006
____________________________
======
Savagespirit Illinther Sarantiel
RE: Strategy, Stats
# Jun 06 2006 at 11:08 PM Rating: Decent
Followed this, only don't really understand Strat 2.. . What we did was killed the main, then hailed the Knight, our mighty Ranger was still kiting the 2 adds. I told the Knight "ready"... not such a good idea.. the next wave started and we had still the two kiting. I managed to mezz one of the adds before a complete wipe.
Got to late so we called it a night..
Question about Strat 2..
Kill the main, root the adds and everyone hail knight and leave quickly..then what?? Leave instance once safely outside? This is the question.
Thanks
Aapple
67 Chantress
Bristlebane
RE: Strategy, Stats
# Jul 29 2006 at 11:02 AM Rating: Decent
35 posts
kill main mob in jail - then say leave don't go and aggro the adds.

then quit mission as saying leave finishes it anyway - get a fresh one once you have all zoned.

also if you have more than one main at start either move group from big jail to small room eith gate or use small room with gate to kite in ....
Changes or random
# May 03 2006 at 6:28 PM Rating: Decent
*
68 posts
A few of us have redone this with another group to get them their charms and it seems that many of the abilities are different. Mobs that were not mezzable last time now are, the snarability is different too. I'm not sure if the waves change in their abilities randomly or of a permanent change was made. The wave types (mob type, numbers) are still correct though.

ps: Alla-folks, check your mail from 3/20/06 and look for waves 31 to 41 /grin

31) an arena champion (gargoyle)--two blue arena champion adds every 25% health (but we ended up with 10, they might spawn at 20% but lag delayed them)
32) seven an arena champions (orcs)--all spawn at the start, hits up to 1100 but usually 200-600
33) an arena champion (fire imp)--hits for 1300, nothing unusual but started single rampage at 20%
34) two an arena champions--two adds (snare/rootable, no mez), adds were at 80 (one) and 50 (one) on the first, two at 20% on the second.
35) two an arena champions (vampires), hit for 1800+, rampages -- two adds at 80% and 50% (mezzable, no snare/root)
36) three an arena champions (drachnids), hit for 1900, all no mez/snare, only partially slowable, rare AE rampage
37) an arena champions (frost giant), 1850, flurries, stomps! (you have to see it to understand)-- two adds every 25% (mezz and snares!) rampages
38) two an arena champions (big big cougars), 1900+, rampages--two pairs of cubs (maybe 80 and 40%), no mez/snare
39) two an arena champions (Battlemaster Rhioris/mino) flurries, 1750ish
40) four an arena champions (froglok ghosts), flurries, 1650's, flagged as undead, no mez, no snare/root
41) one an arena champion (eyeball), 2100, rampages, flurries--two adds at 75/50/25% (mezzable, no snare), adds flurry
____________________________
Lyssabeth
Thane of Tunare
Pastry Chef
RE: Changes or random
# May 29 2006 at 6:25 PM Rating: Decent
The max hit numbers posted here are a wet dream. Sony must have thought this was too easy:

36) three drachnids - 2250
37) frost giant - 2367
38) big cougars - 2280
39) battlemaster model - 2396
40) froglok ghosts - 2240

These were just the max hits I saw scrolling up after each fight, they may actually hit a bit harder. Also, I had 12% shielding at time (15% shielding for frost giant...cleric aura). Fun fun.

Edited, Wed May 31 17:29:36 2006
RE: Changes or random
# Sep 18 2006 at 7:17 PM Rating: Decent
I didn't get hit once for over 2k on any of the waves, 3k ac 43% shielding (cap is 35) anguish geared warrior
RE: Changes or random
# May 05 2006 at 5:39 PM Rating: Excellent
*
68 posts
We did this again on Wednesday. On wave 38 someone died and was rezzed back, but not until the second mommy cougar was dead (her babies were still up). When asking for the next wave we got the same one back. On the first round the babies were not mezzable but rootable. On the second round they were mezzable, so many of these seem to be just random whether or not and how they can be controlled.
____________________________
Lyssabeth
Thane of Tunare
Pastry Chef
RE: Changes or random
# May 22 2006 at 4:21 PM Rating: Decent
Something I have noticed ... the adds sometimes even though they have the same name, are under different rules for root/mez/snare.

Last night i encounterd one of the waves with 4 adds ... all the adds had the same name, but 2 were rootable and 2 were not.
Can you continue on in this mission?
# May 03 2006 at 3:34 AM Rating: Decent
Tried this with a group of 4 people. We wiped on wave 23. We all dropped task, and I went back and entered the task again, and it looked like I was right back at this wave.

My question is, if the 4 of us go back, and try it with 2 other people who haven't attempted this task, do we pick right back up at wave 23, or do we have to start over?
RE: Can you continue on in this mission?
# May 04 2006 at 12:34 AM Rating: Decent
44 posts
Hello Reg

The arena event always starts from the wave of the lowest person in the group. So if you add two people who have never done it before, the event starts from wave 1.

Greetings Gukak Kluelezz
Corpse
# Apr 27 2006 at 7:45 AM Rating: Default
Do your corpses pop out if you die or do you have to go to lobby and summon? 15 mins and counting now and still nothing
RE: Corpse
# May 06 2006 at 5:17 PM Rating: Decent
Avatar
**
654 posts
Havn't actually waited for the mission to ever end as it lasts a good 20+ hours I think.

But you can re zone in by just telling the npc in Freeport again.
____________________________
http://www.magelo.com/eq_view_profile.html?num=744646
----------------
ShadowSoldier
Antonius Bayle
some corrections
# Apr 21 2006 at 4:09 PM Rating: Default
wave 28: the adds are mezzables

and most of the time, flurry means rampage and vice versa.
also the event is very nice and becomes challenging, i find it lacking diversity.
You allways deal with adds, all mobs are pure melee, no AEs, no traps etc etc.

Edited, Fri Apr 21 18:07:56 2006
The Lich's Fun abilities
# Apr 18 2006 at 12:04 AM Rating: Good
*
76 posts
Wave 10, the Lich rampages and flurries, though infrequent, just got finished soloing, knocked unconscious when he was at 5% too :)
Great Event
# Apr 16 2006 at 10:52 PM Rating: Decent
Heard more to come on this one..

Edited, Sun Apr 16 22:47:39 2006
Great Event
# Apr 16 2006 at 10:51 PM Rating: Decent
Very long and unique content - took 8 hours start to finish plus a little but a number of AFK's etc for food and breaks .. Thanks SOE for fun event.
Rotating Resists
# Apr 03 2006 at 9:48 PM Rating: Decent
As a side note, we just finished the 28th fight and learned a funny thing. We had to do it 3 times, once cause of LD, once cause of wipe and third time we won. The first time no mez/charm but we could root, second we could charm with no root/mez, and third we could mezz but no charm/root.

We moved on to the 29th fight and won then moved to the 30th which again had adds. The above key said they should be mezzable but they were NOT. Instead they were rootable. Which leads me to believe that they are resistant to 2 of the 3 every fight and susceptible to one, which rotates in the order of root/charm/mez. I am a chanter, so wasn't able to test to see how snare factored in so someone else may want to post that info.

Edited, Mon Apr 3 22:10:32 2006
Trouble starting Arena event
# Mar 25 2006 at 1:49 PM Rating: Decent
Am able to get mission. Am able to zone in. But then I say ready or tried resume, event dosen't start. Even tried beginning to restart and nothing. Have tried getting mission with hole group, (same people we started wtih last time) with new charm eguipped. Have tried to give new charm to anyone that will take it, with no luck. Made it to level 24 1st run and wondering if it is down or broken? If your wondering wasn't invis.
Re: Charm Stats
# Mar 21 2006 at 9:37 AM Rating: Decent
Do these stats only stay on your charm while you are in the zone or do they remain on charm permanently once you beat the waves?
RE: Re: Charm Stats
# May 05 2006 at 12:58 PM Rating: Decent
**
421 posts
The stats are permenent untill you beat waves further into the progression than you already have been.
More info on fight
# Mar 19 2006 at 5:09 PM Rating: Decent
The info on the number of mobs and what they hit for I found to be accurate. However, we did the first 24 waves first twice and what is snareable/mezzable can change. So take the info with a grain of salt.
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