Gauntlet: Difference between revisions
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<br>Kill priority: [[Vibrant Shadow]] > [[Virindi Rival]] | <br>Kill priority: [[Vibrant Shadow]] > [[Virindi Rival]] | ||
* Void mages should focus on the shadows using slayer the whole time. | * Void mages should focus on the shadows using slayer the whole time. | ||
* | * [[Vibrant Shadow]]s should not be imperiled or vuled as they counter protect. Even so, all damage types besides nether and offensive life magic appear to do little damage. | ||
* War mages, melees and archers should kill the Virindi and | * War mages, melees and archers should kill the [[Virindi Rival]]s and [[Hollow Pawn]]s, then use sladow slayers wands and offensive life magic on the shadows. | ||
'''[[Gauntlet Stage 7 (Eldrytch Web)|Stage 7]]''' | '''[[Gauntlet Stage 7 (Eldrytch Web)|Stage 7]]''' | ||
<br>Spawn 1 - [[Mukkir Predator]], [[Ruuk Ranger]] | <br>Spawn 1 - [[Mukkir Predator]], [[Ruuk Ranger]] | ||
Line 113: | Line 113: | ||
<br>Spawn 4 - 2 [[Guruk Grunt]]s, 2 [[Ruuk Ranger]] | <br>Spawn 4 - 2 [[Guruk Grunt]]s, 2 [[Ruuk Ranger]] | ||
<br>Kill priority: [[Mukkir Predator]] > [[Ruuk Ranger]] > [[Guruk Grunt]] | <br>Kill priority: [[Mukkir Predator]] > [[Ruuk Ranger]] > [[Guruk Grunt]] | ||
* Guruk | * [[Guruk Grunt]]s are resistant to 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. | * [[Guruk Ruuk]]s 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 at all times, Ruuk until Guruk becomes vulnerable and then switch to Guruk. Use burun slayer and nether blast. | * Void mages should focus on the burun at all times, Ruuk until Guruk becomes vulnerable and then switch to Guruk. Use burun slayer and nether blast. | ||
* | * [[Guruk Grunt]]s and [[Ruuk Ranger]]s are both immune to life vulns and destructive curse. | ||
* Non-mages should use Burun slayer wands and offensive life magic (tugaks and hecatombs) on the | * Non-mages should use Burun slayer wands and offensive life magic (tugaks and hecatombs) on the [[Guruk Grunt]]s and [[Ruuk Ranger]]s, which have no magic resistance when vulnerable. War mages should use Soul Bound (or another rend). Void mages should also use Burun Slayer wands with void blasts/rings/arcs. | ||
* Due to extremely high health (~150k) the | * Due to extremely high health (~150k) the [[Guruk Grunt]]s and [[Ruuk Ranger]]s take a very long time to kill. Unclear if there's a better strategy. | ||
'''[[Gauntlet Stage 8 (Eldrytch Web)|Stage 8]]''' | '''[[Gauntlet Stage 8 (Eldrytch Web)|Stage 8]]''' | ||
<br>Spawn 1 - [[Crazed Olthoi]], [[Hollow Pawn]]s | <br>Spawn 1 - [[Crazed Olthoi]], [[Hollow Pawn]]s | ||
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<br>Kill priority: [[Crazed Olthoi]] > [[Hollow Pawn]] | <br>Kill priority: [[Crazed Olthoi]] > [[Hollow Pawn]] | ||
* Mages should Imperil and bludge vuln all olthoi. Melee/Missile should us CS blunt weapons | * Mages should Imperil and bludge vuln all olthoi. Melee/Missile should us CS blunt weapons | ||
* All magics do very little damage, and should focus on imperil/vulns and the virindi/ | * All magics do very little damage, and should focus on imperil/vulns and the virindi/[[Hollow Pawn]]s. | ||
'''[[Gauntlet Stage 9 (Eldrytch Web)|Stage 9]]''' | '''[[Gauntlet Stage 9 (Eldrytch Web)|Stage 9]]''' | ||
<br>Spawn 1 - [[Baby Snow Tusker]]s | <br>Spawn 1 - [[Baby Snow Tusker]]s |
Revision as of 00:59, 31 January 2015
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 three 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 4 waves of spawns. An exception is stage 5. Recommended group composition is as many missile and void hybrids as possible, with secondary consideration to specialized life mages.
Stage 1
Spawn 1 - Hollow Pawns, Corrosive Archer
Spawn 2 - Hollow Pawns, Virindi Rival, Corrosive Archer
Spawn 3 - Virindi Rival, Tumerok Savage
Spawn 4 - Tumerok Savage
Kill priority: Corrosive Archer >Tumerok Savage > Virindi Rival > Hollow Pawns
- Tumerok Savages are extremely vulnerable to lightning damage. CS melee and missile weapons are very effective and recommended over slayers.
- Virindi Rivals are vulnerable to lightning and fire.
Stage 2
Spawn 1 - Virindi Rival, Hollow Pawns, Corrosive Archer
Spawn 2 - Lugian Launcher
Spawn 3 - Virindi Rival, Lugian Launcher
Spawn 4 - Hollow Pawns, Lugian Launcher
Kill priority: Lugian Launcher > Virindi Rival > Hollow Pawns
- Lugian Launchers have very high magic resistance. It is recommended all mages use spectral life rares, and then imp and lightning vuln. Missile/Melees should use CS lightning weapons, or a rend.
Stage 3
Spawn 1 - Torment Wisps, Corrosive Archer
Spawn 2 - Torment Wisps
Spawn 3 - Torment Wisps
Spawn 4 - Torment Wisps, Corrosive Archer
Kill priority: Corrosive Archer > Torment Wisps > Hollow Pawns
- Torment Wisps should be imperiled and pierce vuled (slash does comparable damage). Melees and archers should us a slash or pierce AR weapon.
- Adding an acid vuln to increase summoned pets' effectiveness is recommended.
Stage 4
Spawn 1 - Lugian Launcher, Corrosive Archer
Spawn 2 - Tracking Fireball, Vicious Remoran Sapper
Spawn 3 - Hollow Pawns, Vicious Remoran Sapper
Spawn 4 - Vicious Remoran Sapper
Kill priority: Vicious Remoran Sapper > Virindi Rival > Hollow Pawns
- Do not stand in SW corner as a group of remoran spawns there.
- Vicious Remoran Sappers stand still and chain-cast war spells. Bring lots of dispell gems for this room.
- Vicious Remoran Sappers should NOT be vuled; they should be imperiled.
- Melee/Missiles should use a blunt or fire rend. Mages should focus on imperils, and then use arcs (void) or Tusker Fists (war).
Stage 5
Spawn 1 - Pike Grievver, Grievver Darter
Kill priority:Pike Grievver > Grievver Darter
- Upon entering, your group will be split (at random) between two separate rooms. You will only be able to return to the same room you started in if you die or recall so each group is responsible for clearing their own room.
- Pike Grievvers and Grievver Darters should be imperiled and slash vulned. Melee/Missiles should use a slash Armor Rending weapon. War mages should use CS slash.
- The door is triggered by killing all of the Pike Grievvers in each room. When a Pike Grievver dies two Grievver Darters spawn. You can ignore them.
- 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 - Vibrant Shadow, Virindi Rival
Spawn 2 - Vibrant Shadow, Virindi Rival
Spawn 3 - Vibrant Shadow, Virindi Rival
Spawn 4 - Hollow Pawns, Vibrant Shadow, Virindi Rival
Kill priority: Vibrant Shadow > Virindi Rival
- Void mages should focus on the shadows using slayer the whole time.
- Vibrant Shadows should not be imperiled or vuled as they counter protect. Even so, all damage types besides nether and offensive life magic appear to do little damage.
- War mages, melees and archers should kill the Virindi Rivals and Hollow Pawns, then use sladow slayers wands and offensive life magic on the shadows.
Stage 7
Spawn 1 - Mukkir Predator, Ruuk Ranger
Spawn 2 - Mukkir Predator, Guruk Grunt
Spawn 3 - 2 Guruk Grunts, 2 Ruuk Ranger
Spawn 4 - 2 Guruk Grunts, 2 Ruuk Ranger
Kill priority: Mukkir Predator > Ruuk Ranger > Guruk Grunt
- Guruk Grunts are resistant to 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 Ruuks 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 at all times, Ruuk until Guruk becomes vulnerable and then switch to Guruk. Use burun slayer and nether blast.
- Guruk Grunts and Ruuk Rangers are both immune to life vulns and destructive curse.
- Non-mages should use Burun slayer wands and offensive life magic (tugaks and hecatombs) on the Guruk Grunts and Ruuk Rangers, which have no magic resistance when vulnerable. War mages should use Soul Bound (or another rend). Void mages should also use Burun Slayer wands with void blasts/rings/arcs.
- Due to extremely high health (~150k) the Guruk Grunts and Ruuk Rangers take a very long time to kill. Unclear if there's a better strategy.
Stage 8
Spawn 1 - Crazed Olthoi, Hollow Pawns
Spawn 2 - Crazed Olthoi
Spawn 3 - Crazed Olthoi
Spawn 4 - Crazed Olthoi, Virindi
Kill priority: Crazed Olthoi > Hollow Pawn
- Mages should Imperil and bludge vuln all olthoi. Melee/Missile should us CS blunt weapons
- All magics do very little damage, and should focus on imperil/vulns and the virindi/Hollow Pawns.
Stage 9
Spawn 1 - Baby Snow Tuskers
Spawn 2 - Baby Snow Tuskers, 1 Tundra Tusker, 2 Crystal Shards
Spawn 3 - 2 Tundra Tuskers, 2 Crystal Shards
Spawn 4 - 4 Tundra Tuskers, 2 Crystal Shards
Kill priority: Tundra Tusker > Crystal Shard > Baby Snow Tusker.
- Crystal Shards have 50k HP and cannot be Tusker Fisted
- Tundra Tuskers are vulnerable to void and offensive life magic. All chars should focus on them until they're all dead before killing the Crystal Shards and/or Baby Snow Tuskers.
Stage 10
Spawn 1 - Stinging Armoredillos
Spawn 2 - Stinging Armoredillos
Spawn 3 - Stinging Armoredillos, Virindi Rivals
Spawn 4 - Stinging Armoredillos, Virindi Rivals
Kill priority: Stinging Armoredillos > Virindi Rivals
- Armoredillos have extremely high magic resistance. A spectral life magic rare is recommended for all non archer/melees who should focus all their effort into landing an imperil
- Armoredillos appear to have a shield-like effect when being hit in the front. Arranging your fellow so half of your archers/melees are always hitting them in the back is recommended.
Stage 11
Spawn 1 - Wight Sages
Kill priority: Wight Sage
Portals
- Surface Portal.
- Gauntlet Arena
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
- Gauntlet Coins are used to purchase items from Wreen (CH), Zabien (RB) and Vellum (EW).
- The Gauntlet Vault Key unlocks the Gauntlet Vault.
- The Gauntlet Treasure Key is used to open a Gauntlet Magic Chest, Gauntlet Weapon Chest or Gauntlet Armor Chest in either of the society Gauntlets.
Room | Title | XP | Luminance | Coins | Keys | Mini-Boss Access |
---|---|---|---|---|---|---|
1 | None | ?? (??% up to level ??) |
2,500 | - | ||
2 | None | 50,000,000 (??% up to level ??) |
5,000 | - | ||
3 | None | 50,000,000 (??% up to level ??) |
7,500 | - | ||
4 | None | ?? (??% up to level ??) |
10,000 | ?? | ||
5 | Coin Collector | 100,000,000 (??% up to level ??) |
12,500 | 1 x Gauntlet Coin | ||
6 | Society Savage | 125,000,000 (??% up to level ??) |
15,000 | 1 x Gauntlet Coin | 1 x Gauntlet Treasure Key | |
7 | Brutal Barbarian | 150,000,000 (??% up to level ??) |
17,500 | 2 x Gauntlet Coin | 1 x Gauntlet Treasure Key | |
8 | Soldier of Fortune | 200,000,000 (??% up to level ??) |
20,000 | 3 x Gauntlet Coin | 1 x Gauntlet Treasure Key | Access granted to Gauntlet Boss Tremb'Orh |
9 | Wily Warrior | 300,000,000 (??% up to level ??) |
30,000 | 3 x Gauntlet Coin | 2 x Gauntlet Treasure Key | |
10 | Gauntlet Gladiator | 350,000,000 (??% up to level ??) |
35,000 | 4 x Gauntlet Coin | 2 x Gauntlet Treasure Key | Access granted to Gauntlet Boss Holcha |
11 | ?? | ?? (??% up to level ??) |
?? | ? x Gauntlet Coin | ? x Gauntlet Treasure Key |
- 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
Gauntlet Ticket Gauntlet Ticket Stub
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
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
Images
Click image for full size version.
-
Celestial Hand Society Gauntlet.
-
Celestial Hand Gauntlet Arena
-
The Lair of Holcha
Lore & Dialog
Master of the Gauntlet says, "Arena One is now available for new warriors!"
The Completion of Stage 7
Master of the Gauntlet gives you Gauntlet Treasure Key.
You've earned 150,000,000 experience.
You've earned 17,500 Luminance.
You have won two Gauntlet Coins!
Master of the Gauntlet gives you 2 Gauntlet Coins.
The Completion of Stage 8
Master of the Gauntlet gives you Gauntlet Treasure Key.
You've earned 200,000,000 experience.
You've earned 20,000 Luminance.
You have won three Gauntlet Coins!
Master of the Gauntlet gives you 3 Gauntlet Coins.
The Completion of Stage 9
Master of the Gauntlet gives you 2 Gauntlet Treasure Keys.
You've earned 300,000,000 experience.
You've earned 30,000 Luminance.
You have won three Gauntlet Coins!
Master of the Gauntlet gives you 3 Gauntlet Coins.
The Completion of Stage 10
Master of the Gauntlet gives you 2 Gauntlet Treasure Keys.
You've earned 350,000,000 experience.
You've earned 50,000 Luminance.
You have won four Gauntlet Coins!
Master of the Gauntlet gives you 4 Gauntlet Coins.
The Completion of Stage 11
Master of the Gauntlet gives you ??? Gauntlet Treasure Keys.
You've earned ???,000,000 experience.
You've earned ??,000 Luminance.
You have won ??? Gauntlet Coins!
Master of the Gauntlet gives you ??? Gauntlet Coins.