Rings of Fire  

Quest Started By:Description:
Maximum Level:115
Monster Mission:No
Can Be Shrouded?:No
Quest Type:Task
Quest Goal:
  • Advancement
  • Experience
  • Loot
  • Money
Quest Items:
Related Zones:
Related Creatures:
Related Quests:
Era:Call of the Forsaken
Group Size:Group
Min. # of Players:3
Max. # of Players:6
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Tue Jul 15 23:47:13 2014
Modified: Sat Feb 8 15:50:13 2020

Call of the Forsaken Info & Guides: Overview | Progression & Task List | Raiding | Visible Armor

This group mission is the first of two in Argin-Hiz. It begins with Vasser Fayeil (click for map image).

- Level 85
- Completion of "Burning Curiosity"
- Completion of "The Reclusive Collector"
- Completion of "The Keeper's Ring"

Say "find out" to request the task and "head to the hall" to zone in.


Councilor Grael has a chance to spawn after High Keeper Kehlar's death at the end of this task (if the named doesn't spawn, its PH spawns instead, "a bored councilor". Known loot from this named:

Burning Stud of Summoning
Grael's Letter Opener
Grael's Stud of Summoning

You say, 'Hail, Vasser Fayeil'

Vasser Fayeil says 'It's a terrible thing that happened to Faldern, but he did not die in vain. We now know that a Keeper's Ring is the only way to keep the Sol`dal alive outside of the city. I don't understand how it protects the elves, but I intend to [find out].'

You say, 'Let's find out'

Vasser Fayeil says 'The secret to the rings must be hidden within Keeper's Hall. My wife, Evyln, kept journals during her time there. It's possible she may have written something about the ring's power. [Head to the hall] and recover any journals you can find. You should have access with the ring I made, though you won't be welcome.'

You have been assigned the task 'Rings of Fire'.

Vasser needs assistance crafting and enchanting Keeper's Rings.

You say, 'I'll head to the hall'

You have entered Argin-Hiz: Burn Out.

Speak to Vasser Fayeil near Keeper's Hall 0/1 (Argin-Hiz)

You say, 'Hail, Vasser Fayeil'

Vasser Fayeil says 'This is as close to Keeper's Hall as I can get without drawing unwanted attention. You should head into the hall and see if any of the archivists have pages from Evyln's journal, though they likely won't give them up without a fight.'

Recover pages from Evyln's journal 0/4 (Argin-Hiz)

These drop from "a Sol`Dal archivist" mobs in the Keeper's Tower. They hit for a max ~13,000 and are stunnable, but not mezzable, rootable, snareable, or pacifiable (and summon when damaged).

Deliver the journal pages to Vasser 0/1 (Argin-Hiz)

Vasser Fayeil nods thoughtfully as he reads the journal page.

Speak to Vasser Fayeil 0/1 (Argin-Hiz)

You say, 'Hail, Vasser Fayeil'

Vasser Fayeil says 'It appears the rings are imbued with the flame of Ro. The metal used to form the bands is smelted near the fire, absorbing its warmth. The gem then traps the heat, causing a tiny flame to flicker within. This allows the Sol`dal to thrive even if they travel far from the flame, but it also means without a ring, my friends and family will perish when you extinguish the flame.' Vasser begins to read another [journal page].'

You say, 'What's on the other journal page?'

Vasser Fayeil continues, 'The ring has a purpose other than simply protection, however. It is enchanted with a teleportation spell that allows its wearer access to the chamber above the atrium where Ro's flame burns. It appears we need each other's [help] again.

You say, 'Help?'

Vasser Fayeil says 'You need your ring enchanted, and I need the materials to make rings for my loved ones. Raid the shops within the Diamond District and steal enough moltenite to make six rings, but don't forget the selenium from the mines. Once you have the materials, return to me for further instruction.'

Loot Moltenite from Sol`Dal Shopkeepers 0/6 (Argin-Hiz)

Loot Chunks of Solenium from ember miners 0/6 (Argin-Hiz)

Shopkeepers are scattered about the entire northeastern part of the zone. They are immune to mez and root/snare and are usually found among several other types of mobs, so you'll need a puller to single them out, or be prepared to kill more mobs than necessary. And watch the see invis imps scattered about.

Ember miners are found in the mines, and are mezzable and pacifiable, but immune to stuns.

Deliver the Moltenite to Vasser Fayeil 0/6 (Argin-Hiz)

Deliver the Chunks of Solenium to Vasser Fayeil 0/6 (Argin-Hiz)

Speak with Vasser Fayeil 0/1 (Argin-Hiz)

You say, 'Hail, Vasser Fayeil'

Vasser Fayeil thanks you, 'Now that I have the needed items, we should head into the atrium where Ro's flame burns and begin the spell. I will do my best to perform the enchantment, but it will be long and difficult. If you can ensure my safety, I should be able to complete the spell uninterrupted.

Follow Vasser Fayeil to Ro's Flame 0/1 (Argin-Hiz)

Task Window Says: Head into the atrium at the center of Keeper's Hall where Vasser will conduct the spell.

As said, head into the center room of Keeper's Hall. When ready for a fight, walk right up to Vasser Fayeil to update this step.

Task LOCKS at this point.

Protect Vasser Fayeil from attacks as he enchants the rings 0/1 (Argin-Hiz)

As soon as you walk up to his location (or, after having failed this small event, re-hail him), you see this emote:

Vasser Fayeil focuses his gaze on the flame and begins chanting, drawing the attention of keepers nearby.

This signals the spawn of 2x "a keeper of the flame". These mobs appear from either side of the room and charge his location. They hit for a max ~15,000 and are susceptible to mez and stun.

60 seconds after the initial spawn (ready or not), you see the following emote, which indicates another 2x "a keeper of the flame" attacking:

Vasser Fayeil steps closer to the flame as his chants grow louder, drawing more attention from nearby keepers.

After another 60 seconds passes (again, ready or not), you get 3x "a keeper of the flame":

Vasser Fayeil closes his eyes and continues to chant, ignoring the incoming attackers.

Kill all 7x "a keeper of the flame" to update this step, and be ready for an eighth mob after they die (warning: the eighth mob spawns at the doorway).

a keeper of the flame has been slain by _____!
a keeper of the flame sputters, 'How could I be cut down, in my prime?'

Vasser Fayeil continues chanting, drawing the attention of High Keeper Kehlar.

High Keeper Kehlar laughs, 'Come a little closer, and feel the warmth of my rage!'
High Keeper Kehlar laughs uproariously, 'Bask in the warmth of my rage, pathetic one!'

Defeat High Keeper Kehlar 0/1 (Argin-Hiz)

High Keeper Kehlar spawns at the doorway and immediately aggro's. He hits for a max ~15,500; single-target rampages; and spawns adds called "a volatile imp":

a volatile imp says 'I serve the flames. You burn soon.'

These adds appear to be health-based: Maybe 90%, 70%, 50%, 30%, and 10% or thereabouts. 20 seconds after their spawn, you see this emote:

A volatile imp becomes highly unstable.

Shortly after, it despawns, seemingly AE'ing (AE is not known).

High Keeper Kehlar has been slain by _____!
High Keeper Kehlar's corpse says 'My flame cannot be... extinguished!'

Speak to Vasser Fayeil 0/1 (Argin-Hiz)

You say, 'Hail, Vasser Fayeil'

Vasser Fayeil breaths a heavy sigh of relief, 'You did well, _____. I would not have been able to enchant the rings without your protection. The jewelry should allow its wearer to live on even after the task of extinguishing Ro's flame is complete. As for your ring, I've bound it with a spell that will grant you access to the chamber above the atrium, where the flame blazes in all its glory. Speak with me [back] at my shop when you wish to learn how to use it.'

Claim your reward from the Scorched Chest 0/1 (Argin-Hiz)

You protected Vasser long enough so that he could enchant the Keeper's Rings.

225 platinum
Experience (3% in Level 100)

Chest loot includes one item listed below (first list) + 0-1 armor pieces (second list) + 0-1 spells (third list):

Burning Soul Bulwark
Cloak of Inner Flame
Cloak of the Burning Soul
Cloak of Burning Rage
Glimmering Cloak of Ro
Scaled Cloak of Fire
Scepter of the Fire Priest

Armguards of Manifested Ether
Boots of Manifested Ether
Bracer of Manifested Ether
Tunic of Manifested Ether

Tome: Spite of Ronak Rk. II
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7 keepers
# Dec 19 2015 at 2:26 PM Rating: Good
63 posts
Just adding a tip:
with Box SK/Enc/Shm + mercs Cle/wiz/wiz
The main issue I faced were the 7 keepers as they killed the mercs before I mez them all. So 2nd time I burned the wave 2 using my disks so was sure to have only 3 to keepers to mez on the last wave. At least when the 7 are dead you switch to next step and fight does not reset.
I had to rebuff and wait disk back for the boss.

Long mission which looks like an HA with a Crap Xp

Selar - Tunare
Anthem Guild

# Sep 17 2015 at 6:04 AM Rating: Good
2,706 posts
Killed 6 Sol'Dal mobs and got the 4 pages. Very nice drop rate. Yes, it's a challenge to maneuver inside Keeper's Hall because of mobs that see invis, are unmezzable and unsnareable. But they are spaced out pretty well. For the most part you can't avoid fighting two at a time most of the time but at 105 a good group should have no trouble doing that.

The Moltenite dropped 6 out of 6, which was nice, although every Sol`Dal Shopkeeper spawns in a store with 2-3 other mobs nearby. Unless you have a skilled puller plan on fighting 2-3 mobs at once. Finding them isn't that hard with a good invisd scout. Just watch out for the imps who see thru invis.

The Chunks of Solenium from ember miners drop about half the time. Nothing sees thru double-invis in the mines so I suggest scouting till you find some of the bigger rooms that have as many as 4 miners guarded by one or two non-miners. Again, you'll probably have to fight 2-3 at a time but at least the miners are mezzable.

Following Vasser to the atrium: no need to follow him. We just cleared the way to the atrium and set up in the center near Ro's Flame. Sent one toon back to hail Vasser and get him moving and CoH'd that toon back to the atrium to wait for his arrival. Clearing wasn't even needed since nothing aggros onto Vasser and none of the atrium mobs add to the final fights.

The fight with the 7 keepers: as with most such fights it's always easier the second time around when you know what's going to happen. At first we placed the tank near Vasser and kept the rest of the group back a bit but this leads to splitting of the adds who then killed our mage. We followed the advice here, cleared all but one keeper, rezzed the mage and then rebuffed. The keepers resist or are immune to aoe-mez so bewildering them singly is the way to go.

The final fight: the boss spawns within seconds of the death of the last keeper. Again, this can make for a messy fight if the group isn't placed right. We lost both healers which was stupid since the boss isn't that tough at all but we got ping pong aggro. Evac'd. Upon return the High Keeper is standing near the entrance out of agro range. So we rezzed and rebuffed. Now you can set up the group exactly as you want and then pull the named without headaches. No need to hail Vasser. At this point it's just a straight fight with the named and an easy pull. Burned him down in 30 seconds. Other posters are correct that the imps can be ignored but, more importantly, they SHOULD be ignored since when they die they explode and do some aoe damage to the group, not to mention knock players back a bit, thus interrupting spellcasts. Best to leave for the end of the fight. They do NOT despawn so you have to clear them out unless you want to loot the chest with annoying little imps whacking your backside. Smiley: grin

Did not find any collectibles. The zone is too big and complex to check everywhere but we scouted the whole Keeper's area including the fields, figuring there'd at least be one collectible in the area with most of the action. None dropped from the goodly number of mobs we cleared either. Smiley: oyvey

Edited, Sep 17th 2015 10:32am by Sippin
Sippin 115 DRU **** Firionia Vie
Master Artisan (300) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
My crew: 115 WAR ENC CLE MAG WIZ SHD ROG Master Tinkerer & Poison-Maker
Not enough Journal page drops.
# Sep 25 2014 at 10:29 PM Rating: Decent
56 posts
I killed every "a Sol`Dal archivist" that existed and only got 3 of the 4 journal pages.. I continued to kill other mobs to see if maybe something else had it.. No Luck :(
Majique Dangereuse
Agnostic Wizard of The Rathe
Additional information for the guide.
# Sep 25 2014 at 4:56 PM Rating: Decent
2 posts
The key to this mission is proper expectations so if you are reading this BEFORE you even attempt it you will have a better chance of completing it with fewer deaths (if any). First know this is a very difficult task to solo for you triple boxers out there and it is recommended you have at least 2 real players to do this (note: players...not toons...mercs and boxing don't count). I will try to fill in the gaps that the guide has to give a better overall picture of what this mission is all about. I will also skip the parts that entail hailing the npc as that accounts for almost half the task updates involved.

1. Recover pages from Evyln's journal 0/4 (Argin-Hiz).

As the guide states this is an area where you cannot mez or root the mobs (and summon when hurt). What it does not mention is the fact you also cannot pacify or snare (as it falls into the same category as root in terms of changing the mob's run speed) and the assist range for the other mobs is fairly close. Combine this with mobs that hit hard and sometimes hide around a corner and you will find pulling will need to be a bit of an art form unless you have a group of players rather than mercs. Also be advised that the keepers and the gargoyle-type mobs also see invis so you cannot just skip. Just try to keep your pulls to 2-3 at a time if you can using strategic use of invis and position, have stuns ready, and this will help greatly. Also note not every group of mobs requires a fight. You can slip past some that do not have a see-invis with them. Drop rate seems to be 1 in 3.

2. Loot Moltenite from Sol`Dal Shopkeepers 0/6 (Argin-Hiz).

The map provided is very helpful and gives you more room to play around with but the same rules still apply. The gargoyles and keepers see invis so position yourself accordingly. There are also more than the 6 shopkeepers in the area which is important to know because there's at least one that is surrounded by 4-5 mobs that would be happy to assist him in killing you (round building). Also be sure to use Eyes or careful maneuvering to detect if the open buildings in that area do have shopkeepers. They are not hidden, are on the first floor, and in plain view...so if you don't see one then there's no reason to go exploring in the building. Drop rate seems to be 1 in 1.

3. Loot Chunks of Solenium from ember miners 0/6 (Argin-Hiz).

The mines are, actually, are much easier than the first two. Mez and pacify will work and you will not have to go far to kill enough ember miners to get what you need. Skeletons, of course, see invis but not IVU but nothing else does unless you run into a golem. Mobs do roam in here so if you see a mob roam into a room you are going to then be aware that he will come back at some point so it is best to take him out rather than suffer an attack from behind. Drop rate seems to be around 1 in 2.

4. After you gather these components and hand them in to Vasser he will immediately be on the move. He will walk forward, head to the left, enter the door into the tower, and then at that first room he will head right and into the center area. It does not seem to be necessary to clear the way for him first as he walked by a trio of mobs who did not care he was there.

As the description says, one minute after you arrive at the center, 2 keepers will spawn, another set appears 60 seconds later, then 3 for a total of 7. This is how many we fought when we got to this point. Mezzable, slowable, stunnable, etc. It will keep an enchanter (or bard) busy but it's not that difficult. If any deaths occur then be sure to mez the last mob and put it on ice before you engage the last mob so as to give the party member(s) time to recover. When you are ready to proceed then kill the last one and the named will immediately spawn and head in your direction from the doorway. It is recommended to not stand near him unless one likes to view the scene from a detached point of view. As mentioned the imps that spawn are nothing to be concerned about and are fairly distracting to DPS to try to kill so do not bother.

When the named is dead the chest will spawn at the center with something from the listed loot table items.

The bonus named, if there is one, will be in the inner corridor of the tower and will either be the "a bored councilor" or Councilor Grael. He will be found near some of the bookcases the archivists were standing near in that corridor. The guide rather fails to mention that.

Edited, Sep 25th 2014 6:56pm by Olurane
Additional information for the guide.
# Oct 03 2014 at 8:51 AM Rating: Decent
45 posts
Actually i 4 box it,war,bard,rogue,necro all cotf group geared and all maxed but necro aa wise yes the pullin is pain with no paci or snares the miners are easy to get since they arent social with anything around that i found any yet at end just kill keepers as quick as can or can be mezzed and just burned down high keeper
# Jul 31 2014 at 10:20 PM Rating: Decent
151 posts
We did this tonight, and the 7x didnt spawn. Went from the 3x directly to the High Keeper. Imps were no worry; we ignored them and just killed the named.
Buanu Connoy
Champions of Norrath
Additional Drop from Chest
# Jul 19 2014 at 11:55 PM Rating: Decent
29 posts

One note about named .... he appeared to charge into the room, the way you entered. So don't stand in the doorway --- for obvious reasons.

Burning Soul Bulwark dropped tonight.

Bright, fiery graphic
Cloak of Inner Flames
# Jul 17 2014 at 12:50 PM Rating: Good
37 posts
Not see it listed anywhere yet, but had this drop twice for me so far.
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