Ikkinz Group Trial #2: Twin Struggles  

Quest Started By:Description:
Maximum Level:115
Monster Mission:No
Can Be Shrouded?:No
Quest Type:Quest
Quest Goal:
  • Advancement
  • Loot
Related Zones:
Related Creatures:
Related Quests:
Era:Gates of Discord
Group Size:Group
Min. # of Players:2
Max. # of Players:6
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Sat May 13 01:10:42 2006
Modified: Thu Jul 23 16:24:25 2020

Requesting the Expedition

If this is your first time doing this Ikkinz trial, you will need to first speak with Kevren Nalavat (click for map image) in Kod'Taz, the Broken Trial Grounds, as part of Gates of Discord Progression.

If you follow his dialogue and say "Twin Struggles", he directs you to see Maroley Nazuey (click for map image), who gives out this expedition (/loc -1965, -625, -430 -- far southeastern part of the zone).

If you've already done progression, you can bypass Kevren Nalavat and speak directly Maroley Nazuey.

You say, 'Hail, Maroley Nazuey'

Maroley Nazuey says 'At last you have arrived. I have heard that you passed the trial at the Temple of Singular Might without any problems and I congratulate you on your achievement. Do not believe for a moment that you are done! Your next trial will be more difficult than the last. Are you ready to hear [what's in store] for you beyond the temple exterior?'

You say, 'What's in store?'

Maroley glances toward the temple. 'The Muramites have sent priests to this temple. These priests are not ordinary, in fact, they are terrible, horrific beings sent to collect artifacts for a singular purpose. What this purpose is we are not clear on, but we believe it has something to do with a summoning of some sort. If you're willing to [test your mettle] in this trial, now is the time for action.'

You say, 'Test my mettle?'

Maroley Nazuey says 'The rumor we have been investigating suggests that the summoning will be a beast of war that is far more destructive than anything we may have seen so far. The Muramite [priests] working inside this temple are gathering artifacts of corporeal power that will grant the beast an unusual physical strength when it is conjured. We must make sure that they do not finish this summoning.'

You say, 'What about the priests?'

Maroley Nazuey says 'I nearly forgot. You must venture inside to an entrance to the inner chambers of the Temple of Twin Struggles and enter there. Once inside you must find the Malevolent Priests. We have begun referring to them thusly because of their torturous looks and ways. They are very unpleasant and work cooperatively. You must get to them and [recover the artifacts] they have been gathering before they are allowed to move them to another temple nearby.'

You say, 'Recover the artifacts?'

Maroley Nazuey says 'This is your moment, _____. Now is the time to prove your worth to the brotherhood. I bid you good luck and hope that the strength you showed in the first trial will aid you again in your second one. When you are [ready to enter the temple] and have a group with you, return to me and I shall set you on your way.'

You say, 'I am ready to enter the temple'

Maroley Nazuey says 'Good luck then, _____. Perhaps I will see you again soon and, by that time, I hope you have the artifact in your possession.'

The direction to the entry to your instanced zone(s) have been marked on your compass.
Ikkinz, Chambers of Twin Struggles is now available to you.

The instance is entered via the temple just northeast of Maroley Nazuey's location (it's the western instance entrance inside that temple).

Lockout Timers

As soon as you request the expedition, you receive a 1-hour lockout timer. If you kill a loot-dropping named in the instance, you receive an 8-hour lockout timer. If you kill the two Malevolent Priests, you receive a 17-hour lockout timer. (All timers are from the point of request.)

Named Mobs

Named mobs that are confirmed to spawn in this instance:

Hexxt Deathaim
Pixtt Airstrangler
Pixtt Neuromancer
Pixtt Venomblade
Rav Deathfang
Rav Interceptor

Named mobs have a chance to be up as soon as you zone in.


General mob population here tend to hit for a max ~1,450 while named (loot dropping) mobs tend to hit for a max ~2,400.

The first thing you'll see upon entering the zone is a locked door guarded by three ukuns. The middle ukun is immune to mez and stun while the others are susceptible to crowd control. Once all three are dead, the door unlocks.

From here, you need to make your way to the first room on the left. The two closed-off chambers house the Malevolent Priests, so don't enter them yet. Clear the room of mobs first, and then when ready for the final encounter, you can let the priests spot you.

Once the Malevolent Priests see you, they begin casting spells on your party:

Malevolent Priest says 'I can feel your distress as you defend against this malevolent assault!'
Malevolent Priest begins to cast a spell. <Malevolent Assault>

Malevolent Priest says 'May your soul be torn by this spiteful vexer!'
Malevolent Priest begins to cast a spell. <Malevolent Vex>

Malevolent Priest says 'Our combined powers shall destroy you!'
Malevolent Priest begins to cast a spell. <Coordinated Strike>
Malevolent Priest begins to cast a spell. <Coordinated Strike>

Coordinated Strike: Single Target, Unresistable (0)
1: Decrease Hitpoints by 1500

Malevolent Assault: Single Target, Unresistable (0)
1: Decrease HP when cast by 750
2: Decrease STA by 100

Malevolent Vex: Single Target, Unresistable (0)
1: Decrease Hitpoints by 150 per tick (20 minutes)
2: Increase Curse Counter by 90

Around the two priests are 9x "Constrained Servitor". These mobs are rooted in place and don't attack back. Kill them to activate the priests. Note that the priests will attempt to heal them:

Malevolent Priest says 'We mustn't allow these slaves to be harmed!'
Malevolent Priest begins to cast a spell. <Discordant Light>

Constrained Servitor has been slain by _____!
The constrained servitor is allowed to rest at last. The priests he was serving have been weakened by his death.

Each Servitor death weakens the Malevolent Priests by 10% health. Once all nine are dead, the priests become attackable (both are at 12%).

The Malevolent Priests each hit for a max ~2,000. They do NOT summon and they are NOT aggro-linked, so you can kill them one at a time; however, once one is killed, you have 60 seconds to kill the other one, or else the original gets a resurrection from the remaining priest (it respawns).

Malevolent Priest has been slain by _____!
The Malevolent Priests have been defeated! Though the legion may send replacements, you have finished what you sought out to do and delayed their progress for a time! Congratulations!

Once both priests are dead, 2x "a pile of bones" spawn. The one in the south cubby contains one item of loot. The one in the north cubby contains a "Stained Stone Chalice" for each group member. (used as part of Gates of Discord Progression).

Repeating the Trial

You can repeat the trial at any time by speaking with Maroley Nazuey again:

You say, 'Hail, Maroley Nazuey'

Maroley Nazuey says 'Though you have already completed the second trial, we will allow you to continue to hone your skills in the temple. If you would like to [test your mettle] against the priests again, tell me so, and I will begin preparations for you. You must be warned once more that we have no control over the strength of the beasts that lay inside these temples.'

This leads into the same text as above.
Send a Correction
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Unlisted drop
# Jan 31 2009 at 11:13 PM Rating: Decent
85 posts
Platinum Hoop of Disharmony came from this trial today.
Godslayer Talif Yourgirllovesme, Chosen of the Gods
105 Wizard, Drinal, Undivided Faith
doesn't need 3 to start anymore
# Sep 11 2008 at 12:36 PM Rating: Decent
158 posts
I started it with 2 today.
# Nov 19 2007 at 4:14 PM Rating: Default
Bring a ranger
lock out?
# Oct 23 2006 at 5:19 PM Rating: Decent
Is there a lock out on these trials? i dont recall /
lock out?
# Oct 23 2006 at 6:20 PM Rating: Decent
nm =) no lock out
lock out?
# Dec 10 2006 at 10:26 AM Rating: Good
385 posts
Not true. There's a one-hour lockout when you request the instance, and a 20-hour lockout when you win. If you don't enter the instance within 15 minutes or so of requesting it, the instance poofs but you keep the one hour lockout.
Sir KyrosKrane Sylvanblade
Luclin (Veeshan) Server
Lord, Lightbringer, and Redeemer in the service of Erollisi Marr
Master Artisan (300 + GM Trophy in All)
Master Fisherman (200 + 5%) and maybe Master Drunk (2xx + 20%, too drunk to tell!)
# Jul 25 2006 at 10:10 AM Rating: Decent
136 posts
Why does the text up top decribe the type of group that you need for this and then I look at group size and it says "solo"???

Ima 'fused!
Sam and Dan
EQ2 Greaterfae D'Ark, Warlock
EQ2 Baole Seasaber, Swashy
Legion of the Damned Unrest
EQ1 Atomickitty, Shaman Epic 1.5
EQ1 Tyroniusrex, Ranger Epic 1.0
Proudly of Debeo Amicitia Bertoxx
# Jul 25 2006 at 11:25 AM Rating: Excellent
Ungainly Ninja
6,998 posts
SamAndDan wrote:
Why does the text up top decribe the type of group that you need for this and then I look at group size and it says "solo"???

Ima 'fused!

"Solo" is the default setting for group size for our quests under the new system. Correcting the settings for all the quests in the database would be a massive undertaking, so we are endeavoring to correct them over time instead.

This one is now fixed. Thanks for the heads-up. Smiley: grin
Damage Shields
# May 16 2006 at 7:00 AM Rating: Decent
iirc the Servitors have a pretty strong damage shield on them.
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