Raid Expedition: Atrebe's Vault  

Quest Started By:Description:
Where:
Who:
Rating:
*****
Information:
Level:105
Maximum Level:125
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Expedition
Quest Goal:
  • Advancement
  • Loot
  • Money
Success Lockout Timer: 108:00:00
Quest Items:
Related Zones:
Related Creatures:
Related Quests:
Era:Empires of Kunark
Recommended:
Group Size:Raid
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Thu Feb 9 20:25:21 2017
Modified: Tue Dec 5 05:21:04 2023
Say large force to Praetor Garont in Scorched Woods to trigger the raid. The person triggering must have the Familiar Empires (raid) achievement,including those 4 achievements :
- Di`Zok Royal Seal (Raid)
- Partisan of Lceanium
- Partisan of The Scorched Woods
- Partisan of Chardok

Say ready to enter the raid instance.

This event occurs in Chardok: Royal Assault, after defeating Queen Velazul Di`zok. The event is found in the underground vault area in the northern slaver caves. You will find the Ancient Guardian the Vault roaming around the main vault room, and four untargetable imperial constructs posted at the doors to the chambers off of the main vault. The Ancient Guardian of the Vault has a high-damage environmental aura (meaning it affects you once per second, not per tick) that depletes resources, and he continues to wander while you combat the vault's defenses. The event is started automatically when anybody steps into the main vault room and progresses through timed stages. If you need to wipe the event, all players must leave the main vault room. If anybody remains in the room, even off of aggro (such as through feign death), the event will continue to run.
An unseen voice shouts, 'You will suffer for defiling our sacred vault, Yourname1, Yourname2...'
The empty vault suddenly turns silent. For event wipe.

The design of this raid is to punish you for stacking up on each other, because of various synergistic/viral/overlapping spell effects. You will also need to keep aware of your surroundings, having to constantly dodge the Ancient Guardian's aura. Lastly, all fighting must be done in the main vault room, not in any of the side chambers. If you attempt to fight any mob outside of the main vault, it will: warp into the main room, summon you, strip itself of debuffs, strip most of your buffs with Balance of the Nameless, and reset its aggro.

Weapons Phase
There are three different kinds of animated weapons, and they will spawn in the four corners of the main room. Executioner's Axes are simple melee mobs. Essence Hammers use the Bonk! spell (a frontal cone AE nuke for 75K and short stun) and should be tanked facing away from the raid. Magical Siphons use the Mana Destruction spell (lowers current mana, increases the damage from Bonk! by 300K) and memblurs itself to find new mana-using targets. Because of the damage-amplifying and mana-seeking nature of the siphons, it is recommended to tank them away from the raid and to use Warriors for that purpose. The weapons spawn in several waves, and you have 4 minutes and 30 seconds to complete this phase before the next phase starts automatically.
a magical siphon buzzes and seeks magical power in a new target.

Book Phase
An unseen voice shouts, 'Knowledge is power.'
A Lorenado and several Living Tomes spawn in the side chambers and path into the main vault. The Lorenado uses the Whirling Confusion spell (targeted AE spinstun), and the Tomes use the Hush spell (single target Silence/Amnesia that can viral spread to others). You have 2 minutes and 40 seconds to complete this phase before the next phase starts automatically.

Golem Phase
You hear a hushed groaning sound as the clay guardians spring to life!
The four Imperial Constructs become targetable and go active. They use Golem's Grasp on their main target, which means that the primary tank is leashed to the golem and cannot move it. To move the golem, a secondary tank will need to use an aggro-lock ability to force the golem to chase them. Repositioning the golems is important because all four of them cast Footstomp (large range PB AE nuke for 185K) at exactly the same time, every 20 seconds. You have 4 minutes to complete this phase before the next phase starts automatically.

Dervish Phase
A trio of elemental dervishes descends upon you!
Three elemental dervishes spawn from the same point, on the west side of the main vault. They will roam in different directions, but are aggressive and can attack the same target. The Core of Stone has a Grinding Stones aura (75K DoT, 1K damage to endurance, increases incoming melee damage by 30%). The Core of Lightning casts the Shock of Lightning spell (105K nuke, knockback, 60% snare and melee slow) on its main target every 25 seconds. The Core of Flame has a Burning Ash aura (77K damage and Amnesia effect), and the aura's effects are applied as environmental damage (every second). All three spell effects increase the damage dealt by the other spells by 200K, so the Cores should not be fought near each other. This phase does not progress automatically, but you have a limited amount of time to kill the dervishes or else they respawn. The first window is 90 seconds to kill all three dervishes. Each time you fail to kill all three, the window granted gains 20 more seconds (thus 1:30 for the first attempt, 1:50 for the second, 2:10 for the third, etc).
Because they were not all slain, the trio of elemental dervishes are restored!

The Ancient Guardian
The Ancient Guardian of the Vault regains his vision and attacks!
The Ancient Guardian loses his damaging aura and ceases his aimless wandering, now attacking the raid directly. He casts Rambling Bones (large PB AE 119K DoT that interrupts spells and lowers double attack chance) every 85 seconds and has full damage wild rampages. Rambling Bones can be cured with 45 disease counters.
Your bones start to move, as if trying to leave your body.
At 75%, the Ancient Guardian will go off of aggro to channel summoning a totem.
Ancient Guardian of the Vault chants in a hollow, eerie voice.
22 seconds later, the Guardian will resume combat with his aggro reset.
The ancient undead summons forth a mystical totem.
The Totem of Obedience spawns in the middle of the north chamber at this time. The totem creates a tomb guardian that rushes the raid every 25 seconds. The Circle of Meekness, Circle of Reverence, and Circle of Submission also spawn in the north and two west chambers. An Orb of Meekness, Orb of Reverence, and Orb of Submission are groundspawns that can be found in the middle of the main vault room. Three different people must pick up the Orbs and perform a coordinated, simultaneous activation of them at their corresponding Circles. On a success, the Circles may shuffle locations. Perform the coordinated activation again to completely disable the Totem. If there is a mismatch between an Orb and the Circle it is used on, the Circle will activate and cast an associated spell on the raid, not just the Orb user. Meekness is a 75% reduction in melee damage and a 75% melee slow. Reverence is an unresistable mez for 36 seconds. Submission is an unresistable charm for 18 seconds.
a tomb guardian shouts, 'I am strong!' (add spawned)
The orbs, used together, weaken the Circles of Sympathy. (first success)
The Circles of Sympathy fade and the totem loses all power. (second success)
Every 3 minutes, the Ancient Guardian will start summoning another Totem if you disabled the previous one, repeating the same actions as when he summoned the first Totem, including the loss of aggro and timing to resume combat. Any Orbs in your inventory will be removed, so you'll have to pick up another set from the center of the main room.
The Ancient Guardian will also begin buffing himself with Immaterial Form (70% melee damage reduction) or Skeletal Form (70% spell and DoT reduction).
At 35%, the Ancient Guardian will begin performing mana checks on every player in the event area, regardless of aggro. He performs this check every 65 seconds, and you have 10 seconds to get into the correct range. Mana users must maintain a mana level greater than 30% but less than 70%.
The ancient undead probes your magical essences.
10 seconds later...
The ancient undead uses your excess mana to summon a ghost.
Your mana is too low to prevent the ancient undead from calling a skeleton to attack you.

If your mana is greater than 70%, a ghostly guardian spawns directly on top of you. The ghost casts Soul Drain (99K nuke) and can be killed via kiting. If your mana is less than 30%, a skeletal guardian spawns directly on top of you. The skeleton casts Mana Link (2500 mana tap) and can be killed by offtanking (it self-casts Frenetic Energy if not moving).
As the apparition chases you, it appears to lose some of its solidity.
Defeat the Ancient Guardian before being overrun by undead adds.

Each player earns 10 Ancient Sebilisian Coins and 1 Seal of the Kar`Zok on a win.

The chest drops 2 pieces of Amorphous Velazul armor, 2-4 pieces of other loot, 3-5 Runes of Kunark for Rk. III spells, 2 Ancient Sebilisian Coins, 2 Di`Zok Royal Seals, and a chance for 1 Element of Kunark. "Other loot" includes:
Bond of Scale
Careworn Case
Compressed Copper Stud
Drak, Blade of Scale
God's Eye Amulet
Grace
Hornscale Blade
Moon's Glave
Stone of the Xulous




Submitted by: KoryuRagestorm
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Raid Strat
# Nov 25 2017 at 7:09 AM Rating: Excellent
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583 posts
Message has high abuse count and will not be displayed.
Orb and Totems
# Sep 16 2017 at 12:37 PM Rating: Decent
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251 posts
Killed way to slow but found that he continues to summon totems. I think its actually a 3 minute timer vice % health. As we dealt with 7 of them.

Also seems that if you miss a single click there is no way to recover it and get rid of the totem. The circles say used but the totem is not gone. Getting new orbs does not fix it.
____________________________
The Power of Hate conquers all foes.
Leader of The Silent Minority a Rathe Guild
Orbs and Circles
# Apr 26 2017 at 1:04 AM Rating: Good
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138 posts
Updated with missing info about using the Orbs and Circles to disable the Totem, and what happens if you do it wrong.
Event info
# Apr 11 2017 at 4:06 PM Rating: Good
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138 posts
Updated with event walkthrough. This event still needs more information regarding the 3 Orbs and their interactions with the 3 Circles.
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