Gauntlet: Difference between revisions

From Drunkapedia
Jump to: navigation, search
imported>Sucamarto
imported>Sucamarto
Line 58: Line 58:
Most stages have 3 waves of spawns. An exception is stage 5. Recommended group composition is 2-3 void mages, 2-3 war mages, and the rest melee/archer.
Most stages have 3 waves of spawns. An exception is stage 5. Recommended group composition is 2-3 void mages, 2-3 war mages, and the rest melee/archer.


'''Stage 1'''<br>
'''[[Gauntlet Stage 1 (Eldrytch Web)|Stage 1]]'''
<br>Spawn 1 -
<br>Spawn 1 -
<br>Spawn 2 -
<br>Spawn 2 -
Line 65: Line 65:
* Tumeroks are melee and archer fodder, imperil and slash vul, use tumerok slayer. Mages should also use the slayer but do far less damage. Void mages focus on keeping dots on what the melees and archers are attacking.
* Tumeroks are melee and archer fodder, imperil and slash vul, use tumerok slayer. Mages should also use the slayer but do far less damage. Void mages focus on keeping dots on what the melees and archers are attacking.
* Virindi tend to stand still and cast lightning rings so meeles beware.
* Virindi tend to stand still and cast lightning rings so meeles beware.
'''Stage 2'''<br>
'''Stage 2'''
<br>Spawn 1 -
<br>Spawn 1 -
<br>Spawn 2 -
<br>Spawn 2 -
Line 71: Line 71:
<br>Kill priority: [[Hollow Pawns]] > [[Virindi Rival]] > [[Lugian Launcher]]
<br>Kill priority: [[Hollow Pawns]] > [[Virindi Rival]] > [[Lugian Launcher]]
* At least one mage should use a spectral life rare and imperil the lugians. Melees and archers use light rend. Lugians have very high resistance and are also resistant to spell damage itself, including void.
* At least one mage should use a spectral life rare and imperil the lugians. Melees and archers use light rend. Lugians have very high resistance and are also resistant to spell damage itself, including void.
'''Stage 3'''<br>
'''Stage 3'''
<br>Spawn 1 -
<br>Spawn 1 -
<br>Spawn 2 -
<br>Spawn 2 -
Line 78: Line 78:
* Spread out (e.g. along the edge of the room) because the wisps cast waves that can kill multiple people at once, especially if stacked.  
* Spread out (e.g. along the edge of the room) because the wisps cast waves that can kill multiple people at once, especially if stacked.  
* Wisps should be imperiled and slash vuled but mages tend to do more damage to them. This spawn appears to take a very long time to kill. Unclear if there is a better strategy.
* Wisps should be imperiled and slash vuled but mages tend to do more damage to them. This spawn appears to take a very long time to kill. Unclear if there is a better strategy.
'''Stage 4'''<br>
'''Stage 4'''
<br>Spawn 1 -
<br>Spawn 1 -
<br>Spawn 2 -
<br>Spawn 2 -
Line 87: Line 87:
* Remoran should NOT be vuled. They counter protect. Instead mages should use Tusker Fists with bludge rend. Void mages can get dots on them to increase fist damage, and also use volleys.
* Remoran should NOT be vuled. They counter protect. Instead mages should use Tusker Fists with bludge rend. Void mages can get dots on them to increase fist damage, and also use volleys.
* Remoran can be imperiled and melees and archers can use bludge or fire rend.
* Remoran can be imperiled and melees and archers can use bludge or fire rend.
'''Stage 5'''<br>
'''Stage 5'''
<br>Spawn 1 -
<br>Spawn 1 -
<br>Spawn 2 -
<br>Spawn 2 -
Line 94: Line 94:
* Upon entering, your group will be split (at random) between two separate rooms. It's a race. The group that clears their room first will open the way for both groups.
* Upon entering, your group will be split (at random) between two separate rooms. It's a race. The group that clears their room first will open the way for both groups.
* The room is small, and has a central column. Flame waves shoot along the outer edges of the room so don't stand there.
* The room is small, and has a central column. Flame waves shoot along the outer edges of the room so don't stand there.
'''Stage 6'''<br>
'''Stage 6'''
<br>Spawn 1 -
<br>Spawn 1 -
<br>Spawn 2 -
<br>Spawn 2 -
Line 102: Line 102:
* Shadows should not be vuled as they counter protect. Even so, all damage types besides nether appear to do little damage.
* Shadows should not be vuled as they counter protect. Even so, all damage types besides nether appear to do little damage.
* War mages, melees and archers should kill the mukkir.
* War mages, melees and archers should kill the mukkir.
'''Stage 7'''<br>
'''Stage 7'''
<br>Spawn 1 -
<br>Spawn 1 -
<br>Spawn 2 -
<br>Spawn 2 -

Revision as of 05:15, 7 March 2014

Related topics: Gauntlet Bosses, Societies

Walkthrough & Notes     Dungeons & Maps     Rewards     Images     Dialog     Update History
Gauntlet
Level: ??
Type: Locked Fellowship
Starts At: ??
Time to Complete: 1 hour
Repeat: ??

Quest Overview

You need to be a member of a Society to participate.

  • Enter either the Celestial Hand Gauntlet, Eldrytch Web Gauntlet or Radiant Blood Gauntlet
  • Important: Rare gems are not allowed - you will not be able to enter the Gauntlet if you have a Rare gem in your inventory. Any active rares will also be dispelled upon entry. However, you can enter with Spectral Rares.
  • There are three distinct dungeons accessed in front of each society stronghold but you can enter any one of them irrespective of what society you belong to.
  • To initiate the event one must be in the society hosting the event rooms.
  • Each Society may have two concurrent groups attempting the event at the same time for a total of six possible concurrent groups.
  • There are Gauntlet Bosses that can be accessed after you complete a certain number of stages.
  • Required Slayers include Tumerok, Virindi, Mukkir, Shadow and (for void mages) Burun.

NPCs

Walk Throughs

Here is a rough set of notes. Note that some spawn information is incomplete and so is the detailed breakdown of the spawn waves:

Most stages have 3 waves of spawns. An exception is stage 5. Recommended group composition is 2-3 void mages, 2-3 war mages, and the rest melee/archer.

Stage 1
Spawn 1 -
Spawn 2 -
Spawn 3 -
Kill priority: Hollow Pawns > Virindi Rival > Corrosive Archer > Tumerok Savage

  • Tumeroks are melee and archer fodder, imperil and slash vul, use tumerok slayer. Mages should also use the slayer but do far less damage. Void mages focus on keeping dots on what the melees and archers are attacking.
  • Virindi tend to stand still and cast lightning rings so meeles beware.

Stage 2
Spawn 1 -
Spawn 2 -
Spawn 3 -
Kill priority: Hollow Pawns > Virindi Rival > Lugian Launcher

  • At least one mage should use a spectral life rare and imperil the lugians. Melees and archers use light rend. Lugians have very high resistance and are also resistant to spell damage itself, including void.

Stage 3
Spawn 1 -
Spawn 2 -
Spawn 3 -
Kill priority: Hollow Pawns > Torment Wisps

  • Spread out (e.g. along the edge of the room) because the wisps cast waves that can kill multiple people at once, especially if stacked.
  • Wisps should be imperiled and slash vuled but mages tend to do more damage to them. This spawn appears to take a very long time to kill. Unclear if there is a better strategy.

Stage 4
Spawn 1 -
Spawn 2 -
Spawn 3 -
Kill priority: Hollow Pawns > Virindi Rival > Vicious Remoran Sapper

  • Do not stand in SW corner as a group of remoran spawns there.
  • Remoran stand still and chain-cast war spells. Bring lots of dispell gems for this room.
  • Remoran should NOT be vuled. They counter protect. Instead mages should use Tusker Fists with bludge rend. Void mages can get dots on them to increase fist damage, and also use volleys.
  • Remoran can be imperiled and melees and archers can use bludge or fire rend.

Stage 5
Spawn 1 -
Spawn 2 -
Spawn 3 -
Kill priority:Grievver Darter > Pike Grievver

  • Upon entering, your group will be split (at random) between two separate rooms. It's a race. The group that clears their room first will open the way for both groups.
  • The room is small, and has a central column. Flame waves shoot along the outer edges of the room so don't stand there.

Stage 6
Spawn 1 -
Spawn 2 -
Spawn 3 -
Kill priority: Mukkir Predator > Vibrant Shadow, void mages always focus shadows

  • Void mages should focus on the shadows using slayer the whole time.
  • Shadows should not be vuled as they counter protect. Even so, all damage types besides nether appear to do little damage.
  • War mages, melees and archers should kill the mukkir.

Stage 7
Spawn 1 -
Spawn 2 -
Spawn 3 -
Kill priority: Mukkir Predator > Ruuk Ranger > Guruk Grunt unless Guruk Grunt is vulnerable, in which case everyone should focus on it. Void mages always focus the burun, either the Ruuk or Guruk.

  • Guruk Grunts are resistant to all magic (all damage?) unless they become vulnerable, which appears to occur at random. A level up animation plays, and there is a green chat message. Everyone should switch on them at this point and ignore other spawns.
  • Guruk Ruuk cast a high damage bludge volley (forward cone attack). It does 250-300 damage. A level up animation is played, and there is a chat warning when this occurs.
  • Void mages should focus on the burun all times, Ruuk until Guruk becomes vulnerable and then switch to Guruk. Use burun slayer.
  • Burun are immune to life magic and destructive curse.
  • Unclear if burun slayer would help war mages, archers or melees.
  • Due to extremely high health (~150k) the burun take a very long time to kill. Unclear if there's a better strategy.

Portals

Maps

Dungeon Coordinates Wiki Map ACmaps
Celestial Hand Gauntlet 39.7S 83.6E -- --
Eldrytch Web Gauntlet 24.7N 49.4E -- --
Radiant Blood Gauntlet 12.8N 0.7E -- --

Experience Rewards

Reward Chart

Room Title XP Luminance Coins
1 ?? ?? ?? -
2 ?? 50,000,000 5,000 -
3 ?? ?? 7,500 -
4 ?? ?? ?? ??
5 ?? ?? ?? ??
6 ?? 125,000,000 15,000 1
7 ?? ?? ?? ??
  • Note: You must use the exit door to have completed a room. For example, killing the spawn in room 2 then using the door and entering room 3 counts as having beaten 2.

Quest Items

Quest Items

Gauntlet Ticket Gauntlet Ticket Stub

Rewards

Gauntlet Coin Gauntlet Treasure Key Gauntlet Vault Key Yellow Society Locket Brown Society Locket Blue Society Band Green Society Band Purple Society Band Red Society Band

Gauntlet Coin Gauntlet Leggings Gauntlet Tunic Gauntlet Backpack Spectral Armor Tinkering Mastery Crystal Spectral Weapon Tinkering Mastery Crystal Spectral Item Tinkering Mastery Crystal Spectral Magic Item Tinkering Mastery Crystal Gem of Brilliance Gear Knight Invasion Area Portal Gem Mhoire Forge Portal Gem Neftet Portal Gem Paradox-touced Olthoi Portal Gem Rynthid Portal Gem Hoshino Fortress Portal Gem Gauntlet Gem of Luminance Gauntlet Gem of Knowledge Gauntlet Gem of Vast Knowledge Gauntlet Brutality Amplification Nature's Wrath Amplification Gauntlet Defense Amplification Horizon's Edge Amplification Bracelet of Constitution Exquisite Casino Key Gauntlet Treasure Key Celestial Hand Gauntlet Writ Eldrytch Web Gauntlet Writ Radiant Blood Gauntlet Writ Wishbone Gauntlet Health Kit Gauntlet Stamina Kit Gauntlet Mana Kit Crushing Society Orb Piercing Society Orb Nether Society Orb Slicing Society Orb

Items and Objects

File:Gauntlet Chests Icon.png Gauntlet Chests Gauntlet VaultFile:Gauntlet Arena Icon.png Gauntlet ArenaFile:Gauntlet Arena One Statue Icon.png Gauntlet Arena One Statue

Lore & Dialog

Master of the Gauntlet says, "Arena One is now available for new warriors!"