Gauntlet: Difference between revisions

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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>
'''Stage 1'''<br>
*Spawn 1 -
<br>Spawn 1 -
*Spawn 2 -
<br>Spawn 2 -
*Spawn 3 -
<br>Spawn 3 -
* [[Hollow Pawns]] > [[Virindi Rival]] > [[Corrosive Archer]] > [[Tumerok Savage]]
* [[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.
* 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 -
*Spawn 2 -
<br>Spawn 2 -
*Spawn 3 -
<br>Spawn 3 -
* [[Hollow Pawns]] > [[Virindi Rival]] > [[Lugian Launcher]]
[[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 -
*Spawn 2 -
<br>Spawn 2 -
*Spawn 3 -
<br>Spawn 3 -
* [[Hollow Pawns]] > [[Torment Wisps]]
* [[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.  
* 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.  

Revision as of 22:09, 5 March 2014

Related topics: Advanced Colosseum Arena, 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 not need to be a Master member of a Society to participate.

  • 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 mini-bosses that can be accessed after you complete a certain number of stages.
  • Required slayers include tumerok, mukkir, shadow and (for void mages) burun.

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 -

  • 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 - 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 -

  • 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.

Maps

Dungeon Coordinates Wiki Map ACmaps
?? ?? -- --

Items

Quest Items

Gauntlet Ticket

Rewards

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

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.

Lore & Dialog

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