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== 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''' <br>Spawn 1 - [[Hollow Pawn]]s, [[Corrosive Archer]] <br>Spawn 2 - [[Hollow Pawn]]s, [[Virindi Rival]], [[Corrosive Archer]] <br>Spawn 3 - [[Virindi Rival]], [[Tumerok Savage]] <br>Spawn 4 - [[Tumerok Savage]] <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 2 - [[Lugian Launcher]] <br>Spawn 3 - [[Virindi Rival]], [[Lugian Launcher]] <br>Spawn 4 - [[Hollow Pawn]]s, [[Lugian Launcher]] <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 2 - [[Torment Wisp]]s <br>Spawn 3 - [[Torment Wisp]]s <br>Spawn 4 - [[Torment Wisp]]s, [[Corrosive Archer]] <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 summoned pets' effectiveness is recommended. '''Stage 4''' <br>Spawn 1 - [[Lugian Launcher]], [[Corrosive Archer]] <br>Spawn 2 - [[Tracking Fireball]], [[Vicious Remoran Sapper]] <br>Spawn 3 - [[Hollow Pawn]]s, [[Vicious Remoran Sapper]] <br>Spawn 4 - [[Vicious Remoran Sapper]] <br>Kill priority: [[Vicious Remoran Sapper]] > [[Virindi Rival]] > [[Hollow Pawn]]s * 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>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 Grievver]] in each room. When a [[Pike Grievver]] dies two [[Grievver Darter]] 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''' <br>Spawn 1 - [[Vibrant Shadow]], [[Virindi Rival]] <br>Spawn 2 - [[Vibrant Shadow]], [[Virindi Rival]] <br>Spawn 3 - [[Vibrant Shadow]], [[Virindi Rival]] <br>Spawn 4 - [[Hollow Pawn]]s, [[Vibrant Shadow]], [[Virindi Rival]] <br>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''' <br>Spawn 1 - [[Mukkir Predator]], [[Ruuk Ranger]] <br>Spawn 2 - [[Mukkir Predator]], [[Guruk Grunt]] <br>Spawn 3 - 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]] * 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''' <br>Spawn 1 - [[Crazed Olthoi]], [[Hollow Pawn]]s <br>Spawn 2 - [[Crazed Olthoi]] <br>Spawn 3 - [[Crazed Olthoi]] <br>Spawn 4 - [[Crazed Olthoi]], Virindi <br>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''' <br>Spawn 1 - [[Tusker Heaver]]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 4 - 4 [[Tundra Tusker]]s, 2 [[Defensive Crystal]]s <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 2 - [[Stinging Armoredillo]]s <br>Spawn 3 - [[Stinging Armoredillo]]s, [[Virindi Rival]]s <br>Spawn 4 - [[Stinging Armoredillo]]s, [[Virindi Rival]]s <br>Kill priority: [[Stinging Armoredillo]]s > [[Virindi Rival]]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 * 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 2 - [[Wight Sage]]s <br>Spawn 3 - [[Wight Sage]]s, [[Vibrant Shadow]]s <br>Spawn 2 - [[Wight Sage]]s, [[Vibrant Shadow]]s, [[Stinging Armoredillo]]s, [[Lugian Launcher]]s, [[Torment Wisps]] <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 2 - [[Blade Lieutenant]]s, [[Blade Captain]]s <br>Spawn 3 - [[Blade Captain]]s, [[Blade Champion]]s <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
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