Gauntlet: Difference between revisions
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{{Related|Gauntlet Bosses|Societies}} | {{Related|Gauntlet Bosses|Societies}} | ||
{{Quest Summary | {{Quest Summary | ||
| | | Level = 180 | ||
| | | Recommended Level = | ||
| Quest Type = Locked Fellowship | | Quest Type = Locked Fellowship | ||
| Kill Task = | | Society Rank = Initiate | ||
| | | Kill Task = | ||
| Timer = | | Starts With = [[Gauntlet Ticket Vendor]] | ||
| Starts At = [[Celestial Hand Gauntlet]]<br>[[Eldrytch Web Gauntlet]]<br>[[Radiant Blood Gauntlet]] | |||
| Route = | |||
| Repeat Timer = 20 Hours | |||
| Time to Complete = 1 hour | | Time to Complete = 1 hour | ||
| Contracts = | | Contracts = | ||
}} | }} | ||
== | == Overview == | ||
* Enter either the [[Celestial Hand Gauntlet]], [[Eldrytch Web Gauntlet]] or [[Radiant Blood Gauntlet]] | * Enter either the [[Celestial Hand Gauntlet]], [[Eldrytch Web Gauntlet]] or [[Radiant Blood Gauntlet]] | ||
*'''Important:''' [[Rare#Tier_2|Rare]] gems are not allowed - you will not be able to enter the Gauntlet if you have a [[Rare#Tier_2|Rare]] gem in your inventory. Any active rares will also be dispelled upon entry ( | * '''Important:''' [[Rare#Tier_2|Rare]] gems are not allowed - you will not be able to enter the Gauntlet if you have a [[Rare#Tier_2|Rare]] gem in your inventory. Any active creature, or life magic rares will also be dispelled upon entry;Item magic rares (ex: [[Pearl of Blood Drinking]]) will not be dispelled. 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. | * 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 | * You may also enter if you do not belong to any [[Societies|Society]], however you will not be able to access the [[Gauntlet Bosses]]. | ||
* 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. | * Each [[Society]] may have two concurrent groups attempting the event at the same time for a total of six possible concurrent groups. | ||
*There are | * There are [[Gauntlet Bosses]] that can be accessed after you complete a certain number of stages. | ||
* Required [[ | * Required [[:Category:Slayer|Slayers]]: [[Virindi]], [[Tumerok]], [[Mukkir]], [[Olthoi]], [[Shadow]] and [[Burun]]. | ||
;NPCs | |||
* [[Gauntlet Ticket Vendor]] | * [[Gauntlet Ticket Vendor]] | ||
** [[Gauntlet Ticket Vendor (Celestial Hand)]] | ** [[Gauntlet Ticket Vendor (Celestial Hand)]] | ||
Line 54: | Line 37: | ||
** [[Vellum]] - Vendor of the Web | ** [[Vellum]] - Vendor of the Web | ||
== | == Walkthrough == | ||
Here is a rough set of notes. Note that some spawn information is incomplete and so is the detailed breakdown of the spawn waves: | 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. | 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. | ||
* '''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. | |||
''' | '''Stage 1''' | ||
<br>Spawn 1 - [[Hollow Pawn]]s, [[Corrosive Archer]] | <br>Spawn 1 - [[Hollow Pawn]]s, [[Corrosive Archer]] | ||
<br>Spawn 2 - [[Hollow Pawn]]s, [[Virindi Rival]], [[Corrosive Archer]] | <br>Spawn 2 - [[Hollow Pawn]]s, [[Virindi Rival]], [[Corrosive Archer]] | ||
Line 67: | Line 50: | ||
<br>Spawn 4 - [[Tumerok Savage]] | <br>Spawn 4 - [[Tumerok Savage]] | ||
<br>Kill priority: [[Corrosive Archer]] >[[Tumerok Savage]] > [[Virindi Rival]] > [[Hollow Pawn]]s | <br>Kill priority: [[Corrosive Archer]] >[[Tumerok Savage]] > [[Virindi Rival]] > [[Hollow Pawn]]s | ||
* | * Tumeroks are extremely vulnerable to lightning damage. CS melee and missile weapons are very effective and recommended over slayers. | ||
* | * Virindi are vulnerable to lightning and fire. | ||
''' | |||
'''Stage 2''' | |||
<br>Spawn 1 - [[Virindi Rival]], [[Hollow Pawn]]s, [[Corrosive Archer]] | <br>Spawn 1 - [[Virindi Rival]], [[Hollow Pawn]]s, [[Corrosive Archer]] | ||
<br>Spawn 2 - [[Lugian Launcher]] | <br>Spawn 2 - [[Lugian Launcher]] | ||
Line 75: | Line 59: | ||
<br>Spawn 4 - [[Hollow Pawn]]s, [[Lugian Launcher]] | <br>Spawn 4 - [[Hollow Pawn]]s, [[Lugian Launcher]] | ||
<br>Kill priority: [[Lugian Launcher]] > [[Virindi Rival]] > [[Hollow Pawn]]s | <br>Kill priority: [[Lugian Launcher]] > [[Virindi Rival]] > [[Hollow Pawn]]s | ||
* | * Lugians 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''' | |||
<br>Spawn 1 - [[Torment Wisp]]s, [[Corrosive Archer]] | <br>Spawn 1 - [[Torment Wisp]]s, [[Corrosive Archer]] | ||
<br>Spawn 2 - [[Torment Wisp]]s | <br>Spawn 2 - [[Torment Wisp]]s | ||
Line 82: | Line 67: | ||
<br>Spawn 4 - [[Torment Wisp]]s, [[Corrosive Archer]] | <br>Spawn 4 - [[Torment Wisp]]s, [[Corrosive Archer]] | ||
<br>Kill priority: [[Corrosive Archer]] > [[Torment Wisp]]s > [[Hollow Pawn]]s | <br>Kill priority: [[Corrosive Archer]] > [[Torment Wisp]]s > [[Hollow Pawn]]s | ||
* | * 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 | * Adding an acid vuln to increase summoned pets' effectiveness is recommended. | ||
''' | |||
'''Stage 4''' | |||
<br>Spawn 1 - [[Lugian Launcher]], [[Corrosive Archer]] | <br>Spawn 1 - [[Lugian Launcher]], [[Corrosive Archer]] | ||
<br>Spawn 2 - [[Tracking Fireball]], [[Vicious Remoran Sapper]] | <br>Spawn 2 - [[Tracking Fireball]], [[Vicious Remoran Sapper]] | ||
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<br>Spawn 4 - [[Vicious Remoran Sapper]] | <br>Spawn 4 - [[Vicious Remoran Sapper]] | ||
<br>Kill priority: [[Vicious Remoran Sapper]] > [[Virindi Rival]] > [[Hollow Pawn]]s | <br>Kill priority: [[Vicious Remoran Sapper]] > [[Virindi Rival]] > [[Hollow Pawn]]s | ||
* Do not stand in SW corner as a group of | * 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 should be imperiled. | ||
* | * Melee/Missiles should use a blunt or fire rend. Mages should focus on imperils, and then use arcs (void) or TuskerFists (war). | ||
''' | '''Stage 5''' | ||
<br>Spawn 1 - [[Pike Grievver]], [[Grievver Darter]] | <br>Spawn 1 - [[Pike Grievver]], [[Grievver Darter]] | ||
<br>Kill priority:[[Pike Grievver]] > [[Grievver Darter]] | <br>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. | * 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. | ||
* | * Grievvers 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 | * 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. | * 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>Spawn 1 - [[Vibrant Shadow]], [[Virindi Rival]] | <br>Spawn 1 - [[Vibrant Shadow]], [[Virindi Rival]] | ||
<br>Spawn 2 - [[Vibrant Shadow]], [[Virindi Rival]] | <br>Spawn 2 - [[Vibrant Shadow]], [[Virindi Rival]] | ||
Line 108: | Line 95: | ||
<br>Spawn 4 - [[Hollow Pawn]]s, [[Vibrant Shadow]], [[Virindi Rival]] | <br>Spawn 4 - [[Hollow Pawn]]s, [[Vibrant Shadow]], [[Virindi Rival]] | ||
<br>Kill priority: [[Vibrant Shadow]] > [[Virindi Rival]] | <br>Kill priority: [[Vibrant Shadow]] > [[Virindi Rival]] | ||
* Void mages should focus on the | * Void mages should focus on the shadows using slayer the whole time. | ||
* | * 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 | * War mages, melees and archers should kill the Virindi and Hollows, then use sladow slayers wands and offensive life magic on the shadows. | ||
''' | '''Stage 7''' | ||
<br>Spawn 1 - [[Mukkir Predator]], [[Ruuk Ranger]] | <br>Spawn 1 - [[Mukkir Predator]], [[Ruuk Ranger]] | ||
<br>Spawn 2 - [[Mukkir Predator]], [[Guruk Grunt]] | <br>Spawn 2 - [[Mukkir Predator]], [[Guruk Grunt]] | ||
<br>Spawn 3 - 2 [[Guruk Grunt]]s, 2 [[Ruuk Ranger]] | <br>Spawn 3 - 2 [[Guruk Grunt]]s, 2 [[Ruuk Ranger]] | ||
<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 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. | ||
* Void mages should focus on the | * 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 at all times, Ruuk until Guruk becomes vulnerable and then switch to Guruk. Use burun slayer and nether blast. | ||
* Non-mages should use Burun slayer wands and offensive life magic (tugaks and hecatombs) on the | * Burun are immune to life vulns and destructive curse. | ||
* Due to extremely high health (~150k) the | * Non-mages should use Burun slayer wands and offensive life magic (tugaks and hecatombs) on the burun, 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 burun take a very long time to kill. Unclear if there's a better strategy. | ||
'''Stage 8''' | |||
<br>Spawn 1 - [[Crazed Olthoi]], [[Hollow Pawn]]s | <br>Spawn 1 - [[Crazed Olthoi]], [[Hollow Pawn]]s | ||
<br>Spawn 2 - [[Crazed Olthoi]] | <br>Spawn 2 - [[Crazed Olthoi]] | ||
<br>Spawn 3 - [[Crazed Olthoi]] | <br>Spawn 3 - [[Crazed Olthoi]] | ||
<br>Spawn 4 - [[Crazed Olthoi]], | <br>Spawn 4 - [[Crazed Olthoi]], Virindi | ||
<br>Kill priority: [[Crazed Olthoi]] > [[Hollow Pawn]] | <br>Kill priority: [[Crazed Olthoi]] > [[Hollow Pawn]] | ||
* Mages should Imperil and vuln all | * 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 | * All magics do very little damage, and should focus on imperil/vulns and the virindi/hollows. | ||
''' | |||
'''Stage 9''' | |||
<br>Spawn 1 - [[Tusker Heaver]]s | <br>Spawn 1 - [[Tusker Heaver]]s | ||
<br>Spawn 2 - [[Tusker Heaver]]s, 1 [[Tundra Tusker]], 2 [[Defensive Crystal]]s | <br>Spawn 2 - [[Tusker Heaver]]s, 1 [[Tundra Tusker]], 2 [[Defensive Crystal]]s | ||
<br>Spawn 3 - 2 [[Tundra Tusker]]s, 2 [[Defensive Crystal]]s | <br>Spawn 3 - 2 [[Tundra Tusker]]s, 2 [[Defensive Crystal]]s | ||
<br>Spawn 4 - 4 [[Tundra Tusker]]s, 2 [[Defensive Crystal]]s | <br>Spawn 4 - 4 [[Tundra Tusker]]s, 2 [[Defensive Crystal]]s | ||
<br>Kill priority: [[Tundra Tusker]] > [[ | <br>Kill priority: [[Tundra Tusker]] > [[Crystal Shard]] > [[Tusker Heaver]] | ||
* | * 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 Tuckers. | ||
''' | |||
'''Stage 10''' | |||
<br>Spawn 1 - [[Stinging Armoredillo]]s | <br>Spawn 1 - [[Stinging Armoredillo]]s | ||
<br>Spawn 2 - [[Stinging Armoredillo]]s | <br>Spawn 2 - [[Stinging Armoredillo]]s | ||
<br>Kill priority: [[Stinging Armoredillo]]s | |||
* Armordillos 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 | |||
<br>Kill priority: [[Stinging Armoredillo | * Armordillos 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''' | |||
* | |||
''' | |||
<br>Spawn 1 - [[Wight Sage]]s | <br>Spawn 1 - [[Wight Sage]]s | ||
<br>Spawn 2 - [[Wight Sage]]s | <br>Spawn 2 - [[Wight Sage]]s | ||
<br>Spawn 3 - [[Wight Sage]]s, [[Vibrant Shadow]]s | <br>Spawn 3 - [[Wight Sage]]s, [[Vibrant Shadow]]s | ||
<br>Spawn | <br>Spawn 2 - [[Wight Sage]]s, [[Vibrant Shadow]]s, [[Stinging Armoredillo]]s, [[Lugian Launcher]]s, [[Torment Wisps]] | ||
<br>Kill | <br>Kill Priority: [[Lugian Launcher]]s > [[Torment Wisp]]s > [[Vibrant Shadow]]s > [[Stinging Armoredillo]]s > [[Wight Sage]]s | ||
* | * Wight Sages have low-AL shields | ||
''' | * Armordillos 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 | ||
* Armordillos 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 12''' | |||
<br>Spawn 1 - [[Blade Lieutenant]]s | <br>Spawn 1 - [[Blade Lieutenant]]s | ||
<br>Spawn 2 - [[Blade Lieutenant]]s, [[Blade Captain]]s | <br>Spawn 2 - [[Blade Lieutenant]]s, [[Blade Captain]]s | ||
<br>Spawn 3 - [[Blade Captain]]s, [[Blade Champion]]s | <br>Spawn 3 - [[Blade Captain]]s, [[Blade Champion]]s | ||
<br>Spawn 4 - [[Blade Captain]]s, [[Blade Champion]]s, [[Crazed Olthoi]] | <br>Spawn 4 - [[Blade Captain]]s, [[Blade Champion]]s, [[Crazed Olthoi]] [[Vicious Remoran Sapper]], [[Guruk Grunt]], [[Ruuk Ranger]], [[Tumerok Savage]] | ||
<br>Kill priotity: [[Blade Lieutenant]]s > [[Blade Captain]]s > [[Blade Champion]]s | <br>Kill priotity: [[Blade Lieutenant]]s > [[Blade Captain]]s > [[Blade Champion]]s | ||
== | == Dungeons & Maps == | ||
{{Dungeon Table | {{Dungeon Table | ||
| Table Rows = | | Table Rows = | ||
{{Dungeon Maps | {{Dungeon Maps | ||
| Dungeon = Celestial Hand Gauntlet | | Dungeon = Celestial Hand Gauntlet | ||
| Coordinates = 39.7S 83.6E | | Coordinates = 39.7S, 83.6E | ||
| Wiki Map File = | | Wiki Map File = | ||
}} | }} | ||
{{Dungeon Maps | {{Dungeon Maps | ||
| Dungeon = Eldrytch Web Gauntlet | | Dungeon = Eldrytch Web Gauntlet | ||
| Coordinates = 24.7N 49.4E | | Coordinates = 24.7N, 49.4E | ||
| Wiki Map File = | | Wiki Map File = | ||
}} | }} | ||
{{Dungeon Maps | {{Dungeon Maps | ||
| Dungeon = Radiant Blood Gauntlet | | Dungeon = Radiant Blood Gauntlet | ||
| Coordinates = 12.8N 0.7E | | Coordinates = 12.8N, 0.7E | ||
| Wiki Map File = | | Wiki Map File = | ||
}} | }} | ||
}} | }} | ||
== | == Rewards == | ||
* [[Gauntlet Coin]]s are used to purchase items from [[Wreen]] (CH), [[Zabien]] (RB) and [[Vellum]] (EW). | * [[Gauntlet Coin]]s are used to purchase items from [[Wreen]] (CH), [[Zabien]] (RB) and [[Vellum]] (EW). | ||
{|class="wikitable sortable" | {|class="wikitable sortable columnscenter" | ||
!Room | !Room | ||
!Title | !Title | ||
Line 210: | Line 185: | ||
!Keys | !Keys | ||
!Mini-Boss Access | !Mini-Boss Access | ||
|- | |- | ||
| '''1''' | | '''1''' | ||
| None | | None | ||
| ??<br>(??% up to level ??) | | ??<br>(??% up to level ??) | ||
| 2,500 | | 2,500 | ||
| | | None | ||
|- | | None | ||
| None | |||
|- | |||
| '''2''' | | '''2''' | ||
| None | | None | ||
| 50,000,000<br>(??% up to level ??) | | 50,000,000<br>(??% up to level ??) | ||
| 5,000 | | 5,000 | ||
| | | None | ||
|- | | None | ||
| None | |||
|- | |||
| '''3''' | | '''3''' | ||
| None | | None | ||
| 50,000,000<br>(??% up to level ??) | | 50,000,000<br>(??% up to level ??) | ||
| 7,500 | | 7,500 | ||
| | | None | ||
|- | | None | ||
| None | |||
|- | |||
| '''4''' | | '''4''' | ||
| None | | None | ||
| ??<br>(??% up to level ??) | | ??<br>(??% up to level ??) | ||
| 10,000 | | 10,000 | ||
| | | None | ||
|- | | None | ||
| None | |||
|- | |||
| '''5''' | | '''5''' | ||
| [[Coin Collector]] | | [[Coin Collector]] | ||
| 100,000,000<br>(??% up to level ??) | | 100,000,000<br>(??% up to level ??) | ||
| 12,500 | | 12,500 | ||
| | | {{Itemlink|Gauntlet Coin}} (1) | ||
|- | | None | ||
| None | |||
|- | |||
| '''6''' | | '''6''' | ||
| [[Society Savage]] | | [[Society Savage]] | ||
| 125,000,000<br>(??% up to level ??) | | 125,000,000<br>(??% up to level ??) | ||
| 15,000 | | 15,000 | ||
| | | {{Itemlink|Gauntlet Coin}} (1) | ||
| | | {{Itemlink|Gauntlet Treasure Key}} (1) | ||
|- | | None | ||
|- | |||
| '''7''' | | '''7''' | ||
| [[Brutal Barbarian]] | | [[Brutal Barbarian]] | ||
| 150,000,000<br>(??% up to level ??) | | 150,000,000<br>(??% up to level ??) | ||
| 17,500 | | 17,500 | ||
| | | {{Itemlink|Gauntlet Coin}} (2) | ||
| | | {{Itemlink|Gauntlet Treasure Key}} (1) | ||
|- | | None | ||
|- | |||
| '''8''' | | '''8''' | ||
| [[Soldier of Fortune]] | | [[Soldier of Fortune]] | ||
| 200,000,000<br>(??% up to level ??) | | 200,000,000<br>(??% up to level ??) | ||
| 20,000 | | 20,000 | ||
| | | {{Itemlink|Gauntlet Coin}} (3) | ||
| | | {{Itemlink|Gauntlet Treasure Key}} (1) | ||
| Access granted to [[Gauntlet Bosses|Gauntlet Boss]] [[Tremb'Orh]] | | Access granted to [[Gauntlet Bosses|Gauntlet Boss]] [[Tremb'Orh]] | ||
|- | |- | ||
| '''9''' | | '''9''' | ||
| [[Wily Warrior]] | | [[Wily Warrior]] | ||
| 300,000,000<br>(??% up to level ??) | | 300,000,000<br>(??% up to level ??) | ||
| 30,000 | | 30,000 | ||
| | | {{Itemlink|Gauntlet Coin}} (3) | ||
| | | {{Itemlink|Gauntlet Treasure Key}} (2) | ||
| None | |||
|- | |- | ||
| '''10''' | | '''10''' | ||
| [[Gauntlet Gladiator]] | | [[Gauntlet Gladiator]] | ||
| 350,000,000<br>(??% up to level ??) | | 350,000,000<br>(??% up to level ??) | ||
| 35,000 | | 35,000 | ||
| | | {{Itemlink|Gauntlet Coin}} (4) | ||
| | | {{Itemlink|Gauntlet Treasure Key}} (2) | ||
| Access granted to [[Gauntlet Bosses|Gauntlet Boss]] [[Holcha]] | | Access granted to [[Gauntlet Bosses|Gauntlet Boss]] [[Holcha]] | ||
|- | |- | ||
| '''11''' | | '''11''' | ||
| [[Bloodthirsty]] | | [[Bloodthirsty]] | ||
| 350,000,000<br>(??% up to level ??) | | 350,000,000<br>(??% up to level ??) | ||
| 50,000 | | 50,000 | ||
| | | {{Itemlink|Gauntlet Coin}} (4) | ||
| | | {{Itemlink|Gauntlet Treasure Key}} (3) | ||
| None | |||
|- | |- | ||
| '''12''' | | '''12''' | ||
| [[Gauntlet Champion]] | | [[Gauntlet Champion]] | ||
| 500,000,000<br>(??% up to level ??) | | 500,000,000<br>(??% up to level ??) | ||
| 65,000 | | 65,000 | ||
| | | {{Itemlink|Gauntlet Coin}} (5) | ||
| | | {{Itemlink|Gauntlet Vault Key}} | ||
| Access | | Access to the [[Gauntlet Bosses|Gauntlet Boss]] the [[Lair of the Gromnus Champion|Gromnus Champion]] after 10 completions. | ||
|} | |} | ||
{{Item Table|Caption=Gauntlet Rewards | |||
{{Item Table|Caption= | | Gauntlet Treasure Key | ||
| Gauntlet | | Gauntlet Vault Key | ||
| Gauntlet | | Gauntlet Coin | ||
| Scroll of Radiant Blood Recall | |||
| Scroll of Eldrytch Web Recall | |||
| Scroll of Celestial Hand Recall | |||
}} | }} | ||
{{Item Table|Caption=Rewards | {{Item Table|Caption=Gauntlet Vault Rewards | ||
| | | Brown Society Locket | ||
| Yellow Society Locket | | Yellow Society Locket | ||
| | | Green Society Band | ||
| Blue Society Band | | Blue Society Band | ||
| | | Red Society Band | ||
| Purple Society Band | | Purple Society Band | ||
}} | }} | ||
== Images == | == Images == | ||
Click image for full size version. | Click image for full size version. | ||
<gallery | <gallery widths=200px heights=200px perrow=3> | ||
File:Live.jpg|Caption | |||
File:Gauntlet Vault Live.jpg|Gauntlet Vault | |||
</gallery> | </gallery> | ||
== | == Dialog == | ||
{{Dialog| | |||
Master of the Gauntlet says, "Arena One is now available for new warriors!" | |||
| | |||
=== Rewards Dialog === | |||
==== Completing 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. | |||
}} | |||
== Update History == | |||
{{Update History| | |||
[[Spring 2014]] | |||
* Quest introduced. | |||
}} | |||
[[Category:Gameplay]] | |||
[[Category: |
Revision as of 15:23, 11 December 2017
Related topics: Gauntlet Bosses, Societies
Walkthrough & Notes Dungeons & Maps Rewards Images Dialog Update History |
Gauntlet | |
---|---|
Level: | 180 |
Society Rank: | Initiate |
Type: | Locked Fellowship |
Starts With: | Gauntlet Ticket Vendor |
Starts At: | Celestial Hand Gauntlet Eldrytch Web Gauntlet Radiant Blood Gauntlet |
Time to Complete: | 1 hour |
Repeat: | 20 Hours |
Overview
- 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 creature, or life magic rares will also be dispelled upon entry;Item magic rares (ex: Pearl of Blood Drinking) will not be dispelled. 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.
- You may also enter if you do not belong to any Society, however you will not be able to access the Gauntlet Bosses.
- 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: Virindi, Tumerok, Mukkir, Olthoi, Shadow and Burun.
- NPCs
Walkthrough
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.
- 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.
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
- Tumeroks are extremely vulnerable to lightning damage. CS melee and missile weapons are very effective and recommended over slayers.
- Virindi 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
- Lugians 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
- 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.
- Remoran stand still and chain-cast war spells. Bring lots of dispell gems for this room.
- Remoran 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 TuskerFists (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.
- Grievvers 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.
- 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 and Hollows, 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 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 at all times, Ruuk until Guruk becomes vulnerable and then switch to Guruk. Use burun slayer and nether blast.
- Burun are immune to life vulns and destructive curse.
- Non-mages should use Burun slayer wands and offensive life magic (tugaks and hecatombs) on the burun, 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 burun 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/hollows.
Stage 9
Spawn 1 - Tusker Heavers
Spawn 2 - Tusker Heavers, 1 Tundra Tusker, 2 Defensive Crystals
Spawn 3 - 2 Tundra Tuskers, 2 Defensive Crystals
Spawn 4 - 4 Tundra Tuskers, 2 Defensive Crystals
Kill priority: Tundra Tusker > Crystal Shard > Tusker Heaver
- 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 Tuckers.
Stage 10
Spawn 1 - Stinging Armoredillos
Spawn 2 - Stinging Armoredillos
Kill priority: Stinging Armoredillos
- Armordillos 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
- Armordillos 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
Spawn 2 - Wight Sages
Spawn 3 - Wight Sages, Vibrant Shadows
Spawn 2 - Wight Sages, Vibrant Shadows, Stinging Armoredillos, Lugian Launchers, Torment Wisps
Kill Priority: Lugian Launchers > Torment Wisps > Vibrant Shadows > Stinging Armoredillos > Wight Sages
- Wight Sages have low-AL shields
- Armordillos 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
- Armordillos 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 12
Spawn 1 - Blade Lieutenants
Spawn 2 - Blade Lieutenants, Blade Captains
Spawn 3 - Blade Captains, Blade Champions
Spawn 4 - Blade Captains, Blade Champions, Crazed Olthoi Vicious Remoran Sapper, Guruk Grunt, Ruuk Ranger, Tumerok Savage
Kill priotity: Blade Lieutenants > Blade Captains > Blade Champions
Dungeons & 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 | -- | -- |
Rewards
- Gauntlet Coins are used to purchase items from Wreen (CH), Zabien (RB) and Vellum (EW).
Room | Title | XP | Luminance | Coins | Keys | Mini-Boss Access |
---|---|---|---|---|---|---|
1 | None | ?? (??% up to level ??) |
2,500 | None | None | None |
2 | None | 50,000,000 (??% up to level ??) |
5,000 | None | None | None |
3 | None | 50,000,000 (??% up to level ??) |
7,500 | None | None | None |
4 | None | ?? (??% up to level ??) |
10,000 | None | None | None |
5 | Coin Collector | 100,000,000 (??% up to level ??) |
12,500 | Gauntlet Coin (1) | None | None |
6 | Society Savage | 125,000,000 (??% up to level ??) |
15,000 | Gauntlet Coin (1) | Gauntlet Treasure Key (1) | None |
7 | Brutal Barbarian | 150,000,000 (??% up to level ??) |
17,500 | Gauntlet Coin (2) | Gauntlet Treasure Key (1) | None |
8 | Soldier of Fortune | 200,000,000 (??% up to level ??) |
20,000 | Gauntlet Coin (3) | Gauntlet Treasure Key (1) | Access granted to Gauntlet Boss Tremb'Orh |
9 | Wily Warrior | 300,000,000 (??% up to level ??) |
30,000 | Gauntlet Coin (3) | Gauntlet Treasure Key (2) | None |
10 | Gauntlet Gladiator | 350,000,000 (??% up to level ??) |
35,000 | Gauntlet Coin (4) | Gauntlet Treasure Key (2) | Access granted to Gauntlet Boss Holcha |
11 | Bloodthirsty | 350,000,000 (??% up to level ??) |
50,000 | Gauntlet Coin (4) | Gauntlet Treasure Key (3) | None |
12 | Gauntlet Champion | 500,000,000 (??% up to level ??) |
65,000 | Gauntlet Coin (5) | Gauntlet Vault Key | Access to the Gauntlet Boss the Gromnus Champion after 10 completions. |
Gauntlet Treasure Key Gauntlet Vault Key Gauntlet Coin Scroll of Radiant Blood Recall Scroll of Eldrytch Web Recall Scroll of Celestial Hand Recall
Brown Society Locket Yellow Society Locket Green Society Band Blue Society Band Red Society Band Purple Society Band
Images
Click image for full size version.
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Caption
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Gauntlet Vault
Dialog
Master of the Gauntlet says, "Arena One is now available for new warriors!"
Rewards Dialog
Completing 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.
Update History
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