Line 44: Line 44:
* '''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.
* '''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]]'''
'''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 52: Line 52:
* Tumeroks are extremely vulnerable to lightning damage. CS melee and missile weapons are very effective and recommended over slayers.  
* 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.
* Virindi are vulnerable to lightning and fire.
'''[[Gauntlet Stage 2 (Eldrytch Web)|Stage 2]]'''
 
'''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 59: Line 60:
<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.  
* 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]]'''
 
'''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
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* 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 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.  
* Adding an acid vuln to increase summoned pets' effectiveness is recommended.  
'''[[Gauntlet Stage 4 (Eldrytch Web)|Stage 4]]'''
 
'''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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* Remoran should NOT be vuled; they should be imperiled.  
* 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).
* 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]]'''
 
'''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]]  
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* 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.
'''[[Gauntlet Stage 6 (Eldrytch Web)|Stage 6]]'''
 
'''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 93: Line 98:
* 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.
* 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.  
* 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]]'''
 
'''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]]
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* 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.   
* 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]]'''
 
'''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]]
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* 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/hollows.  
* All magics do very little damage, and should focus on imperil/vulns and the virindi/hollows.  
'''[[Gauntlet Stage 9 (Eldrytch Web)|Stage 9]]'''
 
'''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
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* Crystal Shards have 50k HP and cannot be Tusker Fisted
* 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.  
* 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]]'''
 
'''Stage 10'''
<br>Spawn 1 - [[Stinging Armordillo]]s
<br>Spawn 1 - [[Stinging Armordillo]]s
<br>Spawn 2 - [[Stinging Armordillo]]s
<br>Spawn 2 - [[Stinging Armordillo]]s
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* 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 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.
* 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


== Dungeons & Maps ==
== Dungeons & Maps ==

Revision as of 15:29, 1 September 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 - 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 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.

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

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 ??
(??% up to level ??)
?? Gauntlet Coin (?) Gauntlet Treasure Key (?) Access to the Gauntlet Boss the Gromnus Champion????

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.