Related topics: Gauntlet Bosses, Societies

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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: 200,000,000 (??% up to level ??)
Luminance: 20,000
Titles: Soldier of Fortune
Other: Access to Mini-boss Tremb'Orh
Items:
Stage 9
Experience: 300,000,000 (??% up to level ??)
Luminance: 30,000
Titles: Wily Warrior
Items:
Stage 10
Experience: 350,000,000 (??% up to level ??)
Luminance: 35,000
Titles: Gauntlet Gladiator
Other: Access to Mini-boss Holcha
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.