Last of the Legion  

Status: Incomplete

Quest Started By:Description:
Where:
Who:
Rating:
*****
Information:
Time:4 Hours
Level:70
Maximum Level:125
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Task
Quest Goal:
  • Experience
  • Faction
  • Loot
Time Limit:06:00:00
Factions Raised:
Factions Lowered:
Quest Items:
Related Zones:
Related Creatures:
Era:Depths of Darkhollow
Recommended:
Group Size:Group
Max. # of Players:6
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Sun Jul 16 19:52:24 2006
Modified: Tue Dec 5 05:21:04 2023
Vorgannoth is found slightly south of the Undershore zone line (/loc?).

You say, 'Hail, Vorgannoth'

Vorgannoth says 'I mean you no harm, the shiliskin hisses as he bows deeply. I am Vorgannoth, scout of the Shilgrave Legion from Malgrinnor. Many weeks ago, my legion made an attack against this city in hopes of weakening the grasp of Emperor Draygun. We failed, and I watched from afar as many of my kindred were cut down and dragged off by the undead. I've been hiding here ever since, looking for any survivors from my legion. You're the first living soul I've found, so I have no choice but to ask for your help! Please, gather a [group] of comrades and help me complete my mission.'

You say, 'I have gathered a group.'

Vorgannoth says 'Here is what must be done.'

You are offered:

Last of the Legion 6:00
Last of the Legion (hard) 6:00


You have been assigned the task 'Last of the Legion'.

Vorgannoth says 'Gather your weapons now then. In a moment, we attack the temple gates!'

The task stages are (paraphrased):

Follow Vorgannoth to the Temple of Illsalin 0/1

Make sure your group is gathered around Vorgannoth before starting the mission. As soon as a mission is selected, Vorgannoth becomes targetable and begins walking towards the Temple of Illsalin zone line. Vorgannoth quads for 90 and summons, will agro drachnids, but not your group. You must keep him alive as he makes his way up the hill, into the building, and to the Temple of Illsalin, where the task itself really begins. Vorgannoth can be mezzed, but must be memory blurred afterwards. The best strategy is to pull everything ahead before Vorgannoth paths there, as he will agro any unmezzed.

Vorgannoth first heads southish up the hill and encounters a drachnid. He then turns east up and encounters another drachnid. He continues south onto the platform and turns north where a winged watcher and 2-3 drachnids await. Once inside, three drachnids are against the far wall, there is one wanderer, and many more to the right. Vorgannoth walks in, any drachnids nearby will agro. To the right of the entrance is a rectangle statue. The west side has one drachnid, the south side has one drachnid, and the east side has two. The far corners of the room each have one drachnid. Once past, Vorgannoth continues to the door east.


Vorgannoth says 'Be wary as we cross the main bridge. We'll be exposed to an attack out in the open.'

Outside there are two drachnids on each side of the path. There was no ambush attack when last completed, but it may be random/bugged. Once past these you arrive at the instance.

Vorgannoth says 'At last, the gates of the Korlach Temple! Hurry, get inside before we are spotted!'

Task stage completed!

Enter the Temple of Illsalin and speak with Vorgannoth 0/1

Zone in by clicking on the door.

Once inside, someone needs to hail Vorgannoth. Whoever does so receives 8 x A Dampening Stone, and will be followed by Vorgannoth everywhere they go.


You say, 'Hail, Vorgannoth'

Vorgannoth says 'Welcome to the Temple of Korlach. In his obsession with necromancy, Emperor Draygun befouled this place with the captured ritual altars of our very enemies, the drachnids. Many of my kin's priests whisper that is why the Korlach Leviathan turned on our city all those years ago. Regardless, it is now our responsibility to [disrupt] the dark altars that corrupt this once hallowed temple.'

You say, 'Disrupt?'

Vorgannoth says 'The altars cannot be destroyed by mortal means, but there is hope. Late in the War of Four Crests, our deathshed priests developed dampening stones which interfere with drachnid necromancy. By placing a dampening stone on each altar, we can disrupt the necromantic aura blanketing the once sacred Korlach Temple. Here, take these stones. If I die, it's up to you to finish my mission. Be careful, once we dampen the last altar a great shudder will shake the Temple of Korlach and the entire complex will be alterted to our presence.'

Task stage completed!

Place dampening stones on the altars 0/6

Now, you will need to clear the entire zone to reach all the altars. You can start pulls on either the right or left side. Much like in the 70.2 mission, the mobs will be level 71-73. They hit up to 2k quad. Watch out for bad pathing as well, as it is common in Temple of Illsalin. To place a stone on the altar, the person with stones simply hands them in. The altars look like large stone chests.

Clear the right and left rooms, each of which contain an altar. Clear the center room, which contains an altar, then the two side rooms, each of which contain an altar. Once all these are cleared and "dampened", your group will head down into the pool of water. Clear all witherans as you head east, and you will eventually come out into a room with 4-5 mobs and a final altar. Pull these and kill them. Now, the ONLY things alive in the zone should be your group, Vorgannoth, and the altar. Go back and check if you need.

Now, place the final stone in the altar.


Task stage completed!

Defeat the dark guardian of the altar! 0/1

As a dampening stone is placed on the final altar, a low rumble echoes throughout the Temple of Korlach. Something large and heavy stirs deep within the stone walls.

Once the stone is placed on the altar, a large gargoyle called a Dark Guardian (level 74?) spawns in the pool of water behind and attacks the group. The gargoyle isn't significantly harder than the trash mobs, hitting for around 2k, but rampages often and can gate at 10% or so. This doesn't move him far, but he is healed back to 32%.

An invisible wave of energy rolls out from the Guardian, summoning aid from all corners of the temple.

The Dark Guardian calls all mobs left alive in the zone to assist him in killing you, thus the importance of making sure none are left alive.

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 could not possibly get any better.
Your faction standing with Agents of Dreadspire got better.
You gain party experience!!
Dark Guardian's corpse collapses in a heap of deepening shadows.

As the Guardian falls, the drachnid altars it was created to protect begin to crack and crumble. The final mission of the Shilgrave Legion has been completed at last.

Once the guardian is slain you win the mission and receive the individual reward. The guardian can also drop various loot.

Normal drops:
Illsalin Enforcer Bow
Illsalin Enforcer Symbol
Illsalin Sage Boots
Korlach Temple Fetish

Hard drops:
Gray Iron Chain Arms
Illsalin Templar Shield
Legionnaire Deep Diver Tunic
Light Amphibian Hide Gloves
Luminescent Darkhollow Stone

Normal rewards:
Caster: Illsalin Templar Ring
Melee: Praetorian Earring

Hard rewards:
Caster: Preserved Shiliskin Brain
Melee: Preserved Shiliskin Heart


Need all dialogues; task stages and descriptions; additional quest rewards if any; name, /loc, fight info, faction hits, zones of all quest mobs; additional zones, including instance names as you zone in; missing quest items if any; any missing quest info.
Submitted by: Edyll
Rewards:
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Loot, Setting: Hard - on named
# Feb 15 2007 at 3:42 PM Rating: Decent
5 posts
Setting: Hard, Loot on Named

Luminescent Darkhollow Stone
Augment slot 7,8
HP: +45
Regeneration: +3

Face Neck Shoulders Waist
Required Level 70
Class: ALL
Race: ALL

Solvent XVI
Burning Dark Guardian
# Dec 01 2006 at 10:58 AM Rating: Decent
Has anyone tried setting the 6 stones, zoning and pulling Dark Guardian single? This would be just to farm chest rewards. But after clearing a spot from lake to south room, was curious if you could clear all the mobs agro on your group and just pull boss.

And if all the mobs would then agro on vorganoth and wipe the mission anyway.

Anyone try this?
70.5?!
# Nov 25 2006 at 3:40 AM Rating: Decent
**
449 posts
When I request the hard task from squid face and succor when I port in I land in shadowspine and the script for 70.5 starts "fly in the web yadda yadda" and I hit track and sure enough dragyuns shade is up and all the 70.5 mobs. Thoughts?
Dispell mobs...
# Sep 13 2006 at 8:56 AM Rating: Decent
45 posts
As has been said, the clearing to the instance is probably the hardest part, but, once you get the path he takes down, pre-pulling mobs to him can make things easier.

If you don't want Vorgannoth following you around in the instance, just have the person that said [disrupt] to him zone out and back in, or FD him off (FM doesn't work). He will reset and hang around at the zone-in. If you want to use his DPS, just pull anything near him, but it's not that impressive, so we leave him at the zone-in and move to the south room after clearing a few mobs. NOTE: Pet classes seem to lose control of their pet if they take control of Vorg.

Many of the mobs in the instance cast Bolster, so dispelling it would be a good idea. On normal, I think everything was mezzable except possibly the named, though with their buff on, it made landing mez a bit more difficult. On hard, you will occationally run into an unmezzable mob.

All but ~6 of the mobs in this zone are undead, no respawn. So, Pally tanks and Necros are nice to have around. We did very well with Bard, Cleric, Druid, Necro, Pally, Ranger on Hard; and Bard, Cleric, Druid, Pally, Necro x 2 on Normal. As most of this is undead, I slowed with my Necro and settled for my Bard slow for the few living mobs. Watch for gate, it can make life interesting.

Pathing here can be a pain. If you're pulling anything from the center area to the zone-in, use the south room/door.

Guild group with a mix of EP, Time, Spell Mission, and ToB gear. No serious issues/deaths in the instance.
hopefully this helps
# Aug 23 2006 at 1:33 AM Rating: Decent
we pulled most of the zone but missed a few, and when we did the last chest the ones we missed found us, but was only 2 and easly dealt with, we then swam back to where we first dove into the water and the garg was waiting there. We invised out of the water and pulled him to a ground fight spot. Garg hit fairly hard and ramped hard at times but was usually trying to cast spells. group was never really in danger and this was on hard. Hardest part was the escort, we had 5 adds once but having a chanter saved us and then making sure we awoke one early so vorgonnath wouldn't go running off to find more for us was the key. We tried preclearing but the mobs seemed to respawn fairly fast.
bug
# Aug 15 2006 at 11:35 PM Rating: Default
Another fun fact about this mission... if you fail and wipe on the first part of getting into the temple. when u go back to illsailin, there will be the compas line to the zone in, u zone in and there he is... he will give u the things to corrupt the alters with, u can clear the zone, kill the name will get credit but... u wont get credit for that first step of getting him into the temple and even though he is already in there waiting for u, it doesnt count no cursor rewards no task completion
Couple hints
# Aug 07 2006 at 11:30 PM Rating: Default
Some advice for people doing this.

We did this hard version with 1 war, 1 sk, 1 rang, 1 cler, 1 wiz, 1 monk. No real slower DPoB geared guild group.

OTW to instanced zone you can "help" him out by clearing the path 1 at a time if you keep a steady pull he wont go agro 3 at once and you can split them up.

The instanced zone does not respawn.

We pulled everything to the zone in. Cleared them then went thru water cave and on other side finished the rest.

Named at end single target ramps and hits fairly hard and fast. Hes a giant gargoyle and he swims thru the water towards you, we went and got him to speed it up but our warrior almost died. Pathing is horrid he will prolly warp onto you.

Edited, Aug 8th 2006 at 12:31am EDT by Zeehna
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