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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 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 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.


'''[[Gauntlet Stage 1 (Eldrytch Web)|Stage 1]]'''
'''[[Gauntlet Stage 1 (Eldrytch Web)|Stage 1]]'''
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<br>Spawn 3 - [[Virindi Rival]], [[Tumerok Savage]]
<br>Spawn 3 - [[Virindi Rival]], [[Tumerok Savage]]
<br>Spawn 4 - [[Tumerok Savage]]
<br>Spawn 4 - [[Tumerok Savage]]
<br>Kill priority: [[Hollow Pawns]] > [[Virindi Rival]] > [[Corrosive Archer]] > [[Tumerok Savage]]
<br>Kill priority: [[Corrosive Archer]] >[[Tumerok Savage]] > [[Virindi Rival]] > [[Hollow Pawn]]s
* 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 extremely vulnerable to lightning damage. CS melee and missile weapons are very effective and recommended over slayers.  
* Virindi tend to stand still and cast lightning rings so meeles beware.
* Virindi are vulnerable to lightning and fire.
'''[[Gauntlet Stage 2 (Eldrytch Web)|Stage 2]]'''
'''[[Gauntlet Stage 2 (Eldrytch Web)|Stage 2]]'''
<br>Spawn 1 - [[Virindi Rival]], [[Hollow Pawns]], [[Corrosive Archer]]
<br>Spawn 1 - [[Virindi Rival]], [[Hollow Pawn]]s, [[Corrosive Archer]]
<br>Spawn 2 - [[Lugian Launcher]]
<br>Spawn 2 - [[Lugian Launcher]]
<br>Spawn 3 - [[Virindi Rival]], [[Lugian Launcher]]
<br>Spawn 3 - [[Virindi Rival]], [[Lugian Launcher]]
<br>Spawn 4 - [[Hollow Pawn]]s, [[Lugian Launcher]]
<br>Spawn 4 - [[Hollow Pawn]]s, [[Lugian Launcher]]
<br>Kill priority: [[Hollow Pawns]] > [[Virindi Rival]] > [[Lugian Launcher]]
<br>Kill priority: [[Lugian Launcher]] > [[Virindi Rival]] > [[Hollow Pawn]]s
* 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.
* 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.  
'''[[Gauntlet Stage 3 (Eldrytch Web)|Stage 3]]'''
'''[[Gauntlet Stage 3 (Eldrytch Web)|Stage 3]]'''
<br>Spawn 1 - [[Torment Wisp]]s, [[Corrosive Archer]]
<br>Spawn 1 - [[Torment Wisp]]s, [[Corrosive Archer]]
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<br>Spawn 3 - [[Torment Wisp]]s
<br>Spawn 3 - [[Torment Wisp]]s
<br>Spawn 4 - [[Torment Wisp]]s, [[Corrosive Archer]]
<br>Spawn 4 - [[Torment Wisp]]s, [[Corrosive Archer]]
<br>Kill priority: [[Hollow Pawns]] > [[Torment Wisps]]
<br>Kill priority: [[Corrosive Archer]] > [[Torment Wisp]]s > [[Hollow Pawn]]s
* 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 pierce vuled (slash does comparable damage). Melees and archers should us a slash or pierce AR weapon.
* 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.
* Adding an acid vuln to increase summoned pets' effectiveness is recommended.  
'''[[Gauntlet Stage 4 (Eldrytch Web)|Stage 4]]'''
'''[[Gauntlet Stage 4 (Eldrytch Web)|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]]
<br>Spawn 3 - [[Hollow Pawns]], [[Vicious Remoran Sapper]]
<br>Spawn 3 - [[Hollow Pawn]]s, [[Vicious Remoran Sapper]]
<br>Spawn 4 - [[Vicious Remoran Sapper]]
<br>Spawn 4 - [[Vicious Remoran Sapper]]
<br>Kill priority: [[Hollow Pawns]] > [[Virindi Rival]] > [[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.
* 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 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 should NOT be vuled; they should be imperiled.  
* Remoran can be imperiled and melees and archers can use bludge or fire rend.
* Melee/Missiles should use a blunt or fire rend. Mages should focus on imperils, and then use arcs (void) or TuskerFists (war).
'''[[Gauntlet Stage 5 (Eldrytch Web)|Stage 5]]'''
'''[[Gauntlet Stage 5 (Eldrytch Web)|Stage 5]]'''
<br>Spawn 1 - [[Pike Grievver]], [[Grievver Darter]]
<br>Spawn 1 - [[Pike Grievver]], [[Grievver Darter]]
<br>Spawn 2 -
<br>Spawn 3 -
<br>Spawn 4 -
<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 Grievvers]] in each room.  When a [[Pike Grievver]] dies two [[Grievver Darters]] spawn.  You can ignore them.
* 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.
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<br>Spawn 2 - [[Vibrant Shadow]], [[Virindi Rival]]
<br>Spawn 2 - [[Vibrant Shadow]], [[Virindi Rival]]
<br>Spawn 3 - [[Vibrant Shadow]], [[Virindi Rival]]
<br>Spawn 3 - [[Vibrant Shadow]], [[Virindi Rival]]
<br>Spawn 4 - [[Hollow Pawns]], [[Vibrant Shadow]], [[Virindi Rival]]
<br>Spawn 4 - [[Hollow Pawn]]s, [[Vibrant Shadow]], [[Virindi Rival]]
<br>Kill priority: [[Mukkir Predator]] > [[Vibrant Shadow]], void mages always focus shadows
<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.
* 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 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 mukkir.
* War mages, melees and archers should kill the Virindi and Hollows, 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]]
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<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]] unless Guruk Grunt is vulnerable, in which case everyone should focus on it. Void mages always focus the burun, either the Ruuk or Guruk.
<br>Kill priority: [[Mukkir Predator]] > [[Ruuk Ranger]] > [[Guruk Grunt]]
* 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 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.
* 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 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.
* Burun are immune to life magic and destructive curse.  
* Burun are immune to life vulns and destructive curse.  
* Unclear if burun slayer would help war mages, archers or melees.  
* 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.
* Due to extremely high health (~150k) the burun 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]]'''
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<br>Spawn 2 - [[Crazed Olthoi]]
<br>Spawn 2 - [[Crazed Olthoi]]
<br>Spawn 3 - [[Crazed Olthoi]]
<br>Spawn 3 - [[Crazed Olthoi]]
<br>Spawn 4 -
<br>Spawn 4 - [[Crazed Olthoi]], Virindi
<br>Kill priority: [[Hollow Pawn]] > [[Crazed Olthoi]]
<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.
== Portals ==
'''[[Gauntlet Stage 9 (Eldrytch Web)|Stage 9]]'''
* Surface Portal.
<br>Spawn 1 - [[Baby Snow Tusker]]s
* [[Gauntlet Arena]]
<br>Spawn 2 - [[Baby Snow Tusker]]s, 1 [[Tundra Tusker]], 2 [[Crystal Shard]]s
<br>Spawn 3 - 2 [[Tundra Tusker]]s, 2 [[Crystal Shard]]s
<br>Spawn 4 - 4 [[Tundra Tusker]]s, 2 [[Crystal Shard]]s
<br>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 Tuckers.  
'''[[Gauntlet Stage 10 (Eldrytch Web)|Stage 10]]'''
<br>Spawn 1 - [[Stinging Armordillo]]s
<br>Spawn 2 - [[Stinging Armordillo]]s
<br>Kill priority: [[Stiniging Armordillo]]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.


== Dungeons & Maps ==
== Dungeons & Maps ==
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== Rewards ==
== 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).
* The [[Gauntlet Vault Key]] unlocks the [[Gauntlet Vault]].


{{Rewards Table
{{Rewards Table|Collapsed=true
  |      Quest Task = Stage 1
  |      Quest Task = Stage 1
  |      Item Reward =  
  |      Item Reward =  
  |    Max XP Reward = ?? | Percent of Level =  |  Level Cap =  
  |    Max XP Reward = ?? | Percent of Level =  |  Level Cap =  
  | Luminance Reward = ??
  | Luminance Reward = 2,500
  |    Title Reward = ??
  |    Title Reward =  
}}
}}


{{Rewards Table
{{Rewards Table|Collapsed=true
  |      Quest Task = Stage 2
  |      Quest Task = Stage 2
  |      Item Reward =  
  |      Item Reward =  
  |    Max XP Reward = 50,000,000 | Percent of Level =  |  Level Cap =  
  |    Max XP Reward = 50,000,000 | Percent of Level =  |  Level Cap =  
  | Luminance Reward = 5,000
  | Luminance Reward = 5,000
  |    Title Reward = ??
  |    Title Reward =  
}}
}}
{{Rewards Table
{{Rewards Table|Collapsed=true
  |      Quest Task = Stage 3
  |      Quest Task = Stage 3
  |      Item Reward =  
  |      Item Reward =  
  |    Max XP Reward = ?? | Percent of Level =  |  Level Cap =  
  |    Max XP Reward = ?? | Percent of Level =  |  Level Cap =  
  | Luminance Reward = 7,500
  | Luminance Reward = 7,500
  |    Title Reward = ??
  |    Title Reward =  
}}
}}


{{Rewards Table
{{Rewards Table|Collapsed=true
  |      Quest Task = Stage 4
  |      Quest Task = Stage 4
  |      Item Reward =  
  |      Item Reward =  
  |    Max XP Reward = ?? | Percent of Level =  |  Level Cap =  
  |    Max XP Reward = ?? | Percent of Level =  |  Level Cap =  
  | Luminance Reward = ??
  | Luminance Reward = 10,000
  |    Title Reward = ??
  |    Title Reward =  
}}
}}
{{Rewards Table
{{Rewards Table|Collapsed=true
  |      Quest Task = Stage 5
  |      Quest Task = Stage 5
  |      Item Reward =  
  |      Item Reward =  
* {{Icon Link|Gauntlet Coin}} (x1)
* {{Itemlink|Gauntlet Coin|Mode=icon}}
  |    Max XP Reward = 100,000,000 | Percent of Level =  |  Level Cap =  
  |    Max XP Reward = 100,000,000 | Percent of Level =  |  Level Cap =  
  | Luminance Reward = 12,500
  | Luminance Reward = 12,500
  |    Title Reward = Coin Collector
  |    Title Reward = Coin Collector
}}
}}
{{Rewards Table
{{Rewards Table|Collapsed=true
  |      Quest Task = Stage 6
  |      Quest Task = Stage 6
  |      Item Reward =  
  |      Item Reward =  
* {{Icon Link|Gauntlet Coin}} (x1)
* {{Itemlink|Gauntlet Coin|Mode=icon}}
* {{Itemlink|Gauntlet Treasure Key|Mode=icon}}
  |    Max XP Reward = 125,000,000 | Percent of Level =  |  Level Cap =  
  |    Max XP Reward = 125,000,000 | Percent of Level =  |  Level Cap =  
  | Luminance Reward = 15,000
  | Luminance Reward = 15,000
  |    Title Reward = Society Savage
  |    Title Reward = Society Savage
}}
}}
{{Rewards Table
{{Rewards Table|Collapsed=true
  |      Quest Task = Stage 7
  |      Quest Task = Stage 7
  |      Item Reward =  
  |      Item Reward =  
* {{Icon Link|Gauntlet Coin}} (x2)
* {{Itemlink|Gauntlet Coin|Mode=icon}} (x2)
* {{Itemlink|Gauntlet Treasure Key|Mode=icon}}
  |    Max XP Reward = 150,000,000 | Percent of Level =  |  Level Cap =  
  |    Max XP Reward = 150,000,000 | Percent of Level =  |  Level Cap =  
  | Luminance Reward = 17,500
  | Luminance Reward = 17,500
  |    Title Reward = Brutal Barbarian
  |    Title Reward = Brutal Barbarian
}}
}}
{{Rewards Table
{{Rewards Table|Collapsed=true
  |      Quest Task = Stage 8
  |      Quest Task = Stage 8
  |      Item Reward =  
  |      Item Reward =  
* {{Icon Link|Gauntlet Coin}} (x?)
* {{Itemlink|Gauntlet Coin|Mode=icon}} (x3)
* {{Icon Link|Gauntlet Vault Key}} ?
* {{Itemlink|Gauntlet Treasure Key|Mode=icon}}
|    Max XP Reward = ?? | Percent of Level =  |  Level Cap =
| Luminance Reward = 20,000
|    Title Reward = Soldier of Fortune
|    Other Reward = Access to Mini-boss [[Tremb'Orh]]
}}
{{Rewards Table|Collapsed=true
|      Quest Task = Stage 9
|      Item Reward =
* {{Itemlink|Gauntlet Coin|Mode=icon}} (x3)
* {{Itemlink|Gauntlet Treasure Key|Mode=icon}} (x2)
|    Max XP Reward = ?? | Percent of Level =  |  Level Cap =
| Luminance Reward = 30,000
|    Title Reward = Wily Warrior
|    Other Reward = ??
}}
{{Rewards Table|Collapsed=true
|      Quest Task = Stage 10
|      Item Reward =
* {{Itemlink|Gauntlet Coin|Mode=icon}} (x?)
* {{Itemlink|Gauntlet Treasure Key|Mode=icon}} (x?)
  |    Max XP Reward = ?? | Percent of Level =  |  Level Cap =  
  |    Max XP Reward = ?? | Percent of Level =  |  Level Cap =  
  | Luminance Reward = ??
  | Luminance Reward = ??
  |    Title Reward = ??
  |    Title Reward = ??
|    Other Reward = ??
}}
}}
* '''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.


== Images ==
== Images ==

Revision as of 23:40, 28 January 2015

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

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

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 - 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 Tuckers.

Stage 10
Spawn 1 - Stinging Armordillos
Spawn 2 - Stinging Armordillos
Kill priority: Stiniging Armordillos

  • 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.

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

Stage 1
Experience: ?? (??% up to level ??)
Luminance: 2,500
Stage 2
Experience: 50,000,000 (??% up to level ??)
Luminance: 5,000
Stage 3
Experience: ?? (??% up to level ??)
Luminance: 7,500
Stage 4
Experience: ?? (??% up to level ??)
Luminance: 10,000
Stage 5
Experience: 100,000,000 (??% up to level ??)
Luminance: 12,500
Titles: Coin Collector
Items:
Stage 6
Experience: 125,000,000 (??% up to level ??)
Luminance: 15,000
Titles: Society Savage
Items:
Stage 7
Experience: 150,000,000 (??% up to level ??)
Luminance: 17,500
Titles: Brutal Barbarian
Items:
Stage 8
Experience: ?? (??% up to level ??)
Luminance: 20,000
Titles: Soldier of Fortune
Other: Access to Mini-boss Tremb'Orh
Items:
Stage 9
Experience: ?? (??% up to level ??)
Luminance: 30,000
Titles: Wily Warrior
Other: ??
Items:
Stage 10
Experience: ?? (??% up to level ??)
Luminance: ??
Titles: ??
Other: ??
Items:

Images

Click image for full size version.

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

Spring 2014

  • Quest introduced.