Wednesday, May 13, 2009
Guild Wars - Guide to choosing secondary profession
The guide is designed keeping PvE in mind, for PvE see my upcoming Guide about designing builds.
As always there is no best option for which secondary to choose, the game is very balanced in this aspect too. When picking secondary later on into the game you will mostly be doing so depending on your builds. What I'm covering here is aimed to cover the basics for picking secondary the first time and not later on into the game. I've ignored some of the skill combinations that can be acquired later on into the game as taking those into account would be stupid considering that you by the time you can acquire those you can change secondary profession. So here we go.
Warrior
Ranger
Offers some defensive stances as well as a few ways of applying conditions.
Monk
Warriors with Monk secondary are usually called Wammos, which is a harassment rather than just a statement. The reason why W/Mo has became declared worthless or equal is because of some players to pick bad skills for their Warrior.
Picking a Monk secondary is mostly for the healing skills they offer, this can be good to pick as a beginner as it can greatly aid you in battles by allowing you to keep yourself alive.
Necromancer
Not a good option to pick. The Necromancer skills tend to be quite energy heavy for a Warrior resulting in that you either don't pick any skills from this line or that you run out of energy quickly.
Mesmer
Won't render much usefulness until you can acquire some of the defensive stances that Mesmers got access too.
Elementalist
Snares and damage boosters can be acquired if you pick Elementalist secondary, however keep in mind that it takes quite some time before you can actually get these skills.
Assassin
Features a few decent self heals some snares, interruptions and some skills to increase your running speed. May be viable option.
Ritualist
The Weapon spells Ritualist secondary offer can increase your damage quite a lot, however that's the only thing a Ritualist secondary will offer.
Paragon
Allows you to use a spear instead of an axe, hammer or sword. A few other shouts and chants can also prove good.
Dervish
Due to some Scythe Mastery attacks not being Scythe attacks only you can use this attacks with other primary weapons, making this a good choice. A few other skills for better survivability are also accessible.
Ranger
Warrior
The most commonly picked secondary if you want to play as a "thumper", but that's mainly useful and possible at higher levels.
Monk
Allows for good condition removal, healing and reusable resurrection skills.
Necromancer
Usually not a very good due to the energy heavy skills in necromancer line. Can't truly take advantage of the skills until later into the game.
Mesmer
Some ways for condition spreading otherwise not much offered here.
Elementalist
Wards may be used for some party wide support, a few damage boosting skills however it takes some time to acquire these skills.
Assassin
Allows for reduction of the energy cost of assassin's attack skills, making them more spammable.
Ritualist
Good reusable resurrects and some weapon spells for more damage.
Paragon
Some skills for more damage otherwise not very much offered here.
Dervish
Offers much more effective ways of spreading conditions. Also offers some defensive skills.
Monk
Warrior
Defensive stances allows for more survivability.
Ranger
Defensive stances allows for more survivability, although not as useful as some Warrior ones.
Necromancer
For some offense. Not much use.
Mesmer
Combined with some interruption skills that give back energy upon successful interruption the monk got much better energy management.
Elementalist
Some defensive skills, energy management ones and snares can be used should you choose this as your secondary.
Ritualist
More healing.
Assassin
Allows for much more survivability thanks to skills from the Shadow Magic attribute.
Paragon
May be used for some extra party support.
Dervish
Allows for more survivability.
Necromancer
Warrior
Not a good choice, lack of synergy.
Ranger
Not a good choice, lack of synergy.
Monk
Good option to heal your minions or your party, especially thanks to the energy gain Necromancers can maintain (thanks to Soul Reaping).
Mesmer
Both are hex heavy classes. Tend to be a common combination to punish the foe.
Elementalist
Energy management.
Assassin
Allows for good healing thanks to energy (Soul Reaping) and heals from Restoration Magic attribute.
Paragon
Some shouts affect minions.
Dervish
Allows for more survivability and health regeneration allowing for more spamming of some skills that requires sacrificing health.
Mesmer
Warrior
Not a good choice, lack of synergy.
Ranger
Not a good choice, lack of synergy.
Monk
Allows for support through healing(even if you'd be better off with a monk). Can also provide some spammable signets from Smiting Prayers.
Necromancer
Many hexes combine very well allowing for more punishing.
Elementalist
Energy management and reduced casting time of otherwise long time casting spells (Fast Casting).
Assassin
Not a good choice, lack of synergy.
Ritualist
Allows for offensive and defensive support.
Paragon
Not a good choice, lack of synergy.
Dervish
Allows for more survivability.
Elementalist
Warrior
Not a good choice, lack of synergy.
Ranger
Not a good choice, lack of synergy.
Monk
Due to Elementalists energy management skills and large energy pool they can provide the team with lots of healing without running out of energy.
Necromancer
Due to Elementalists energy management skills and large energy pool they can spam hexes that otherwise would be too energy heavy for other classes.
Mesmer
Allows for some more energy management.
Assassin
Shadowsteps may prove useful to quickly get close to targets and unleash skills that have short range.
Ritualist
Due to Elementalists energy management skills and large energy pool they can provide the team with lots of healing and spam out energy heavy spirits without trouble.
Paragon
Condition removal can be accessed, otherwise not much synergy,
Dervish
Allows for more survivability.
Assassin
Warrior
Allows for an IAS (Increased Attack Speed), which can greatly boost your damage output.
Ranger
Not a good choice, lack of synergy.
Monk
Allows for more survivability.
Necromancer
Not a good choice, lack of synergy.
Mesmer
Not a good choice, lack of synergy.
Elementalist
Conjures can be acquired, however keep in mind that these takes some time to acquire.
Ritualist
Weapons spells can boost the Assassin's damage output.
Paragon
Due to Paragons being located in the Nightfall campaign these aren't possible to choose as a secondary profession until later into the game
Dervish
Due to Dervishes being located in the Nightfall campaign these aren't possible to choose as a secondary profession until later into the game
Ritualist
Warrior
Not a good choice, lack of synergy.
Ranger
Spawning Power affects Nature Rituals as well, although that is hardly any help.
Monk
Allows you to play as a good healer.
Necromancer
Spawning Power affects minions you animate, making them get more health and armor.
Mesmer
Allows for hex removal, something that Ritualists otherwise lack.
Elementalist
Energy management.
Assassin
Not a good choice, lack of synergy.
Paragon
Due to Paragons being located in the Nightfall campaign these aren't possible to choose as a secondary profession until later into the game
Dervish
Due to Dervishes being located in the Nightfall campaign these aren't possible to choose as a secondary profession until later into the game
Paragon
Warrior
Due to both professions using adrenaline skills this combination tends to be a good one due to a "natural" synergy.
Ranger
A pet allows for more energy gain from their main attribute (Leadership).
Monk
Not a good choice, lack of synergy.
Necromancer
Not a good choice, lack of synergy.
Mesmer
Due to Paragons role of being a support class that relieves allies of pressure Mesmers are sometimes picked due to their hex removal.
Elementalist
Conjures can be acquired, however keep in mind that these takes some time to acquire.
Assassin
Due to Assassins being located in the Factions campaign these aren't possible to choose as a secondary profession until later into the game
Ritualist
Due to Ritualists being located in the Factions campaign these aren't possible to choose as a secondary profession until later into the game
Guild Wars - Farming Elemental Swords
2- Take your Elemental/Assassin to the Remains of Sahlaja (A/E also works but I prefer the Ele). Need two quests active, "A Show of Force" and "Requiem for a Brain" . Second one is not required, but better for lightbringer/sunspear farming. Yea I know everyone does it but they go in groups of 5 to 8 solely for lb/ss points. You will be taking heros and henchies for the quests but stop at the temple. Check wiki for info on the quests. There are videos on you tube for this already but thought I'd post it here anyway.
Herere's your build: Earth-16, Shadow Arts-12, Energy Storage-rest. Skills:
Shadow Form (E), Death Charge, Glyph Elem Power, Sliver, Aftershock, Crystal Wave, Deadly Paradox, Shadow of Haste.
Equipment: 20% enchant weapon. +12 energy offhand. I use straw effigy with health +30 and Half skill earth skill recharge. Doesn't really matter just need the energy.
Once at the temple, flag your heros at the res shrine. They may not be grey from where you start but they will turn grey once in the shrine whichmeans ALL the LOOT is yours. Beats splittingit with 5 other people. About 2 aggro bubble distance from the shrine with all the Monoliths cast Shadow of Haste. (It's a stance that lasts 34 seconds that when it ends, returns you where you activated it. It is what allows you to kill em all wthout being constantly rez'd)
Edge up closer to the shrine where your aggro bubble doesn't yet touch any red dots. Then cats Shadow Form and run to the far shrine on the right and trigger it. I usually do the lastone on right and the second to the last on the right, then use Deadly Paradox to cancel the stance and return. Once all recharged repeat with the last 2 shrines on the left. Keep activating shrines from the far end working closer until you have all but the last one on the left active. I do the first shrine on the right (springs the 3 Margnite bosses) last. Don't activate all the shrines (leave 1) or else you will have to abandon and retake the quest.
Now for the killng. Again, Shadow of Haste, edge close to the shrine wthout aggroing, cast Glyph of Elemental Power, Shadow Form and then Death Charge to a nice target in middle of mob. Now cast Sliver, Aftershock, Crystal Wave. You should see a screen full of yellow #'s flying aroud and you slaughter the mobs. When Shadow Form starts to flash, use Deasdly paradox to cancel SoH and return safely to repeat again until all the mob is gone. As the number of foes drops, the killing rate slows so I like to get all the monoliths first over the Margonites. Sometimes, I get bored and finish of the last 2 or 3 with my henchies in Wurms.
Notes: Margonite Reapers penetrate Shadow Form with Mystic Twister which can kill you. As you are popping shrines, if I see a Reaper has popped, I will target him on the next run versus popping more shrines. 2 Reapers can kill you, 3 will definitely kill you so don't let too many of them pop-up before you kill 1 off.
The 3 bosses drop good loot. I like to pop them last and kill them first. Then back to the Monoliths. Once done, bring lots of lockpicks. I always use the Locked Chest that spawns for this quest for a chance at some great loot.
If you die, no big deal, dp goes away fast. I just flag my heros and henchies into the mob where they are slaughtered. Then you all rez back at the shrine since you mostl likely died in the middle of the mob. There is a small spot of sulfurous haze on the right side of the entrance that you can flag your hero's to. A little tricky but when they die here, no dp accrues. Remember if your whole party gets to 60 dp, then no res at the res shrine, booted from the area without your loot. Again, should not be a problem since 3 kills solo and 15 dp is gone. I got 12 skill points in 3 runs from all the exp.
Age of Conan - The Age of Conan Vault
Age of Conan - Tortage Walkthrough: Levels 1-20
Hello all, this article is a detailed walkthrough of the first 20 levels of Age of Conan. This is a followup of a review I wrote of AoC entitled Age of Conan: The Review. "A great Game with a fatal". The first levels are a bit of a departure from most MMOs since a significant portion of it can be done in solo play. Although there are significant multiplayer elements in the Tortage area this article will focus as much as possible on solo, also known as Tortage: Nighttime.
Note that you will level faster if you spend as much time in the solo-play instances as possible. This walkthrough is detailed and from the standpoint of starting as a Rogue class. Although there are several minor changes between the Rogue and other classes in the Destiny Quest line, the quests are basically the same with small alterations. You will be able to use this walkthrough no matter what class you choose.
source:- http://conanvault.ign.com/wiki/index.php/Tortage_Walkthrough:_Levels_1-20Guild Wars - EotN Complete Armor Guide v1.0
Welcome to the updated Eye of the North armor gallery. Although most of this information is available on the two wikis by this point, I thought it would be benefical to have everything in one place.
DISCLAIMER: I claim no credit for any of the following armor pictures, they have been posted by players elsewhere and were only compiled (and sometimes cropped) by me. Likewise, all crafter information is word-of-mouth, since I have not been able to access any of the armor crafters so far.
The images for this guide are hosted on our guild's website. I request that you go gentle on my guild leader's bandwidth- in other words, if you think you're going to be referring to certain pictures a lot, save them to your computer. No direct linking either, please.
EotN Armor Facts
- Every profession has three full armor sets, plus a fourth set that is actually a collection of stand-alone pieces (see Dwarven armor, below). Warriors are the exception, with five sets.
- All EotN armor is inscribable and is at the maximum armor level.
- All EotN armor is considered "elite" armor, meaning it can be added to your Monument of Resilience if you have the chestpiece, gloves, leggings, and boots of that set. Note that stand-alone pieces (including all armor from the Dwarven armor crafter) cannot be added to the Hall of Monuments.
- There are stand-alone gloves and headgear that can be worn by any profession, such as spectacles or the Dragon Gauntlets. These armor pieces change their stats to match the profession they are crafted for.
- All crafted armor requires you to have achieved the fifth rank of the title track associated with that race, which requires 26,000 reputation points.
Armor Categories
There are five different ways to acquire armor in EotN:
Norn Armor
Norn armor is crafted by Radi in Gunnar's Hold. You must be a Slayer of Wurms (26,000 Norn reputation) in order to purchase armor. The crafter has a full armor set for each profession, along with two stand-alone headpieces: the Norn Woad and Highlander Woad.
Asuran Armor
Asuran armor is crafted by Klub in Rata Sum. You must be Not Too Annoying (26,000 Asura reputation) in order to purchase armor. The crafter has a full armor set for each profession, along with three stand-alone headpieces: the Spectacles, the Slim Spectacles, and the Tinted Spectacles.
Monument Armor
Monument armor is crafted by Brett in the Eye of the North. You must be a Shadow Agent (26,000 Vanguard reputation) in order to purchase armor. The crafter has a full set for each profession, but no stand-alone pieces.
Dwarven Armor
Dwarven armor is crafted by Gobrech Stonefoot in the Central Transfer Chamber, which is the final town you visit before completing the EotN storyline. You must be a Bold Delver (26,000 Deldrimor reputation) in order to purchase armor. Unlike endgame armor in previous games, the armor crafter is in a town, meaning you can access storage and don't have to bring materials into the final mission.
Unlike the other three crafters, Gobrech has a collection of stand-alone pieces instead of a full set. Each profession has three to four pieces (chest, legs, boots, and sometimes gloves) that match together as a set, but have different names. There are also several profession-generic stand-alone armor pieces: the Bandanna, the Stone Gauntlets, the Dragon Gauntlets, and the Chaos Gloves. Note that none of the armor at this crafter can be added to the Monument of Resilience, since they are all stand-alone pieces.
Warriors also have access to a fifth full armor set, the Silver Eagle set. This armor set is purchased in the same place as Dwarven armor. Even though this is a full armor set, it cannot be added to the Hall of Monuments either. According to developer Emily Diehl, the Silver Eagle set was a leftover concept set that they decided to throw in at the last minute- there are currently no plans to create Silver Eagle armor for the other nine professions.
Collector Stand-Alone Armor
There are several stand-alone gloves and headgear offered at collectors throughout the game. All of these stand-alone pieces can be used by any profession.
All profession-specific armor uses the following ratios for crafting materials:
- Chest piece: 150 common materials, 15 rare materials
- Leg piece: 100 common materials, 10 rare materials
- Headgear, gloves, and boots: 50 common materials, 5 rare materials
Warrior Armor
Norn Armor: Male pic | Female pic
Pieces: All
Common Material: Iron Ingots
Rare Material: 3 Monstrous Fangs, 2 Monstrous Claws
Asuran Armor: Male pic | Female pic
Pieces: All
Common Material: Iron Ingots
Rare Material: Steel Ingots
Monument Armor: Male pic | Female pic
Pieces: All
Common Material: Chitin Fragments
Rare Material: Steel Ingots
Dwarven Armor: Male pic | Female pic
Pieces: Chest, Gloves, Legs, Boots
Common Material: Iron Ingots
Rare Material: Deldrimor Steel Ingots
Silver Eagle Armor: Male pic | Female pic
Pieces: All
Common Material: Feathers
Rare Material: Deldrimor Steel Ingots
Ranger Armor
Norn Armor: Male pic | Female pic
Pieces: All
Common Material: Tanned Hide Squares
Rare Material: Fur Squares
Asuran Armor: Male pic | Female pic
Pieces: All
Common Material: Tanned Hide Squares
Rare Material: Leather Squares
Monument Armor: Male pic | Female pic
Pieces: All
Common Material: Tanned Hide Squares
Rare Material: Leather Squares
Dwarven Armor: Male pic | Female pic
Pieces: Chest, Legs, Boots
Common Material: Tanned Hide Squares
Rare Material: Leather Squares (chest/boots), Bolts of Damask (legs)
Monk Armor
Norn Armor: Male pic | Female pic
Pieces: Chest, Gloves, Legs, Boots
Common Material: Tanned Hide Squares
Rare Material: Fur Squares
Asuran Armor: Male pic | Female pic
Pieces: All
Common Material: Bolts of Cloth
Rare Material: Leather Squares
Headgear Materials: 10 Rolls of Parchment, 5 Vials of Ink
Monument Armor: Male pic | Female pic
Pieces: All
Common Material: Bolts of Cloth
Rare Material: Bolts of Damask
Headgear Materials: 10 Rolls of Parchment, 5 Vials of Ink
Dwarven Armor: Male pic | Female pic
Pieces: Chest, Gloves, Legs, Boots
Common Material: Bolts of Cloth
Rare Material: Bolts of Damask
Necromancer Armor
Norn Armor: Male pic | Female pic
Pieces: All
Common Material: Tanned Hide Squares
Rare Material: 3 Fur Squares, 2 Monstrous Fangs
Headgear Materials: 10 Rolls of Parchment, 5 Vials of Ink
Asuran Armor: Male pic | Female pic
Pieces: All
Common Material: Scales
Rare Material: 3 Monstrous Fangs, 2 Monstrous Claws
Headgear Materials: 10 Rolls of Parchment, 5 Vials of Ink
Monument Armor: Male pic | Female pic
Pieces: All
Common Material: Tanned Hide Squares
Rare Material: Steel Ingots
Headgear Materials: 10 Rolls of Parchment, 5 Vials of Ink
Dwarven Armor: Male pic | Female pic
Pieces: Chest, Gloves, Legs, Boots
Common Material: Tanned Hide Squares (chest/gloves/legs), Bones (boots)
Rare Material: Leather Squares (chest/gloves/boots), Bolts of Silk (legs)
Mesmer Armor
Norn Armor: Male pic | Female pic
Pieces: All
Common Material: Bolts of Cloth
Rare Material: Fur Squares
Asuran Armor: Male pic | Female pic
Pieces: All
Common Material: Bolts of Cloth
Rare Material: Bolts of Silk
Monument Armor: Male pic | Female pic
Pieces: All
Common Material: Bolts of Cloth
Rare Material: Bolts of Silk
Dwarven Armor: Male pic | Female pic
Pieces: Chest, Legs, Boots
Common Material: Bolts of Cloth
Rare Material: Bolts of Silk
Elementalist Armor
Norn Armor: Male pic | Female pic
Pieces: Chest, Gloves, Legs, Boots
Common Material: Tanned Hide Squares
Rare Material: Fur Squares
Asuran Armor: Male pic | Female pic
Pieces: Chest, Gloves, Legs, Boots
Common Material: Tanned Hide Squares
Rare Material: Steel Ingots
Monument Armor: Male pic | Female pic
Pieces: Chest, Gloves, Legs, Boots
Common Material: Bolts of Cloth
Rare Material: Bolts of Silk
Dwarven Armor: Male pic | Female pic
Pieces: Chest, Gloves, Legs, Boots
Common Material: Bolts of Cloth
Rare Material: Bolts of Silk
Assassin Armor
Norn Armor: Male pic | Female pic
Pieces: All
Common Material: Bolts of Cloth
Rare Material: Fur Squares
Asuran Armor: Male pic | Female pic
Pieces: All
Common Material: Tanned Hide Squares
Rare Material: Steel Ingots
Monument Armor: Male pic | Female pic
Pieces: All
Common Material: Scales
Rare Material: Leather Squares
Dwarven Armor: Male pic | Female pic
Pieces: Chest, Gloves, Legs, Boots
Common Material: Tanned Hide Squares
Rare Material: Monstrous Fangs (chest), Deldrimor Steel Ingots (gloves/boots), Leather Squares (legs)
Ritualist Armor
Norn Armor: Male pic | Female pic
Pieces: All
Common Material: Tanned Hide Squares
Rare Material: Fur Squares
Asuran Armor: Male pic | Female pic
Pieces: All
Common Material: Bolts of Cloth
Rare Material: Vials of Ink
Monument Armor: Male pic | Female pic
Pieces: All
Common Material: Tanned Hide Squares
Rare Material: Vials of Ink
Dwarven Armor: Male pic | Female pic
Pieces: Chest, Legs, Boots
Common Material: Bolts of Cloth (chest), Scales (legs), Tanned Hide Squares (boots)
Rare Material: Deldrimor Steel Ingots (chest), Fur Squares (legs), Leather Squares (boots)
Paragon Armor
Norn Armor: Male pic | Female pic
Pieces: Chest, Gloves, Legs, Boots
Common Material: Tanned Hide Squares
Rare Material: Fur Squares
Asuran Armor: Male pic | Female pic
Pieces: Chest, Gloves, Legs, Boots
Common Material: Tanned Hide Squares
Rare Material: Leather Squares
Monument Armor: Male pic | Female pic
Pieces: Chest, Gloves, Legs, Boots
Common Material: Iron Ingots
Rare Material: Leather Squares
Dwarven Armor: Male pic | Female pic
Pieces: Chest, Legs, Boots
Common Material: Tanned Hide Squares
Rare Material: Leather Squares
Dervish Armor
Norn Armor: Male pic | Female pic
Pieces: All
Common Material: Tanned Hide Squares
Rare Material: Fur Squares
Asuran Armor: Male pic | Female pic
Pieces: All
Common Material: Tanned Hide Squares
Rare Material: Leather Squares
Monument Armor: Male pic | Female pic
Pieces: All
Common Material: Bolts of Cloth
Rare Material: Steel Ingots
Dwarven Armor: Male pic | Female pic
Pieces: Chest, Legs, Boots
Common Material: Iron Ingots (chest), Tanned Hide Squares (legs/boots)
Rare Material: Deldrimor Steel Ingots (chest), Leather Squares (legs/boots)
Stand-Alone Armor Pieces
Norn Woad
Crafted By: Radi
Crafted At: Gunnar's Hold
Cost: 10k, 5 Rolls of Vellum, 5 Vials of Ink
Highlander Woad
Crafted By: Radi
Crafted At: Gunnar's Hold
Cost: 10k, 5 Rolls of Vellum, 5 Vials of Ink
Crown
Given By: Hagwin Ironskull
Given At: Gunnar's Hold
Item Needed: 5 Bison Championship Tokens
Notes: You are given a Bison Championship Token every time you defeat Magni the Bison in the Norn Arena, except for the first time (he gives you the Bison Cup instead).
Spectacles
Crafted By: Klub
Crafted At: Rata Sum
Cost: 10k, 50 Glittering Dust, 5 Tempered Glass Vials, 5 Steel Ingots
Slim Spectacles
Crafted By: Klub
Crafted At: Rata Sum
Cost: 10k, 50 Glittering Dust, 5 Tempered Glass Vials, 5 Steel Ingots
Tinted Spectacles
Crafted By: Klub
Crafted At: Rata Sum
Cost: 10k, 50 Glittering Dust, 5 Tempered Glass Vials, 5 Steel Ingots
Dread Mask
Given By: Lars Bridgeater
Given At: Cathedral of Flames 1st Floor
Item Needed: 25 Golden Rin Relics
Notes: It is unconfirmed how Rin Relics drop. It is rumored that they drop from the chest at the end of the Cathedral of Flames.
Blindfold
Given By: Dextarr Dirtdigger
Given At: Cathedral of Flames 1st Floor
Item Needed: 50 Diessa Chalices
Notes: Diessa Chalices drop from monsters in the Cathedral of Flames.
Ninja Mask
Given By: Vael (must complete his quest first)
Given At: Grothmar Wardowns, outside Longeye's Ledge
Item Needed: 250 Superb Charr Carvings
Bandanna
Crafted By: Gobrech Stonefoot
Crafted At: Central Transfer Chamber
Cost: 10k, 50 Bolts of Cloth
Glacial Gauntlets
Given By: Hildir
Given At: Jaga Moraine, near center of area
Item Needed: 100 Glacial Stones
Notes: Glacial Stones are dropped by Vaettir.
Destroyer Gauntlets
Given By: Odon Scragglebeard
Given At: Central Transfer Chamber
Item Needed: 250 Destroyer Cores
Notes: Destroyer Cores are dropped by Destroyers.
Stone Gauntlets
Crafted By: Gobrech Stonefoot
Crafted At: Central Transfer Chamber
Cost: 10k, 250 Scales, 250 Granite Slabs, 10 Lumps of Charcoal
Dragon Gauntlets
Crafted By: Gobrech Stonefoot
Crafted At: Central Transfer Chamber
Cost: 10k, 250 Scales, 50 Deldrimor Steel Ingots, 4 Monstrous Claws, 4 Monstrous Eyes
Chaos Gloves
Crafted By: Gobrech Stonefoot
Crafted At: Central Transfer Chamber
Cost: 10k, 250 Glittering Dust, 75 Globs of Ectoplasm
As in Nightfall, there are three versions of armor.
- Standard armor is worn by heroes by default when you acquire them.
- Brotherhood armor is crafted by Master Armorer Kor in the Central Transfer Chamber. You must bring him a Cloth of the Brotherhood, which drops at the end of Glint's Challenge.
- Deldrimor armor is crafted by Gunnar Poundfist in Gunnar's Hold. You must bring him a Deldrimor Armor Remnant, which drops at the end of Slaver's Exile.
EotN heroes cannot be given armor from Nightfall, and vice versa for Nightfall heroes.
To add a statue of a hero to your Hall of Monuments, you must have given Brotherhood or Deldrimor armor to that hero.
Glint's Challenge
Where: Central Transfer Chamber
What to do: The mission requires you to defend a baby dragon from waves of Destroyers. Their are six waves, each with their own group compositions.
Rewards: One Cloth of the Brotherhood for every party member.
Slaver's Exile
Where: Verdent Cascades. You must have completed the primary quest A Time For Heroes in order to enter.
What to do: There are five floors: the starting level, three mid levels that can be done in any order, and the boss level. Each mid level has a boss, and the final level contains Duncan the Black. You must defeat Duncan to complete the dungeon.
Rewards: Chest with golds/greens/gems from each boss, plus one Deldrimor Armor Remnant for every party member.
The official wiki has official pictures of all of the standard and Deldrimor hero armor sets. Unfortunately, those images are the property of ANet, so I can't use them here. I can, however, suggest you check out their gallery: http://wiki.guildwars.com/wiki/Hero_...orth_armor_art
Since that page has all the hero armors already, and I don't have un-copyrighted images for every set, it'd be pointless to post a gallery of my own when I can just direct you there
Credits
- Eohjay, TEL Guild Leader, for hosting the images on the guild website.
- Darkest Vengeance, for getting high-quality shots of the mesmer armors for me, and offering to model his heroes for me (even though that idea fell through).
- All the others who posted screenshots and crafting costs here, in other threads, and on the wikis.
- All those brave souls who were the first to buy armor, not knowing what it would look like, so the rest of us would.
- ArenaNet, for creating Eye of the North and designing these armor sets.
Version History
v1.0 (Sept 2nd - Sept. 7th)
- All armor images and crafting costs are now uploaded.
- Added hero armor section, with link to the official wiki
- Added credits section
- Rearranged and reformatted the guide, changed some filenames
v0.5 (Aug. 31st - Sept. 1st)
- Created listing of armors, not all images or crafting materials found yet
- Added section on general EotN armor notes and armor categories
source:- http://guildwars.incgamers.com/showthread.php?t=463521
Guild Wars - Nightfall Complete Armor Guide v2.0
Welcome to version 2.0 of the Nightfall Armor Guide. Already many people have beaten Nightfall and purchased some of the new armor sets available in Elona, others are still struggling through and looking ahead to see what armors will be available to purchase. The purpose of this guide is to provide a complete gallery of all the armors available in Nightfall, as well as where to get them and what they cost.
Note that these pictures are NOT mine, this is simply a compilation of images posted by people on GWO and GWG, as well as a few submitted specifically for the guide. If any of the images are not displaying, my Imageshack bandwidth has probably been exceeded- wait a while and then try again. Please be considerate of your fellow forumgoers and not waste my bandwidth by direct-linking an image or loading it over and over- instead save it to your computer if you need to use it for reference. All images are clickable thumbnails, click to see the full version of the image.
There are seven types of armor available in Nightfall, plus new Obsidian armor sets for the Paragon and Dervish:
- Istani armor: Available throughout Istan, as well as the Sunspear Sanctuary.
- Sunspear armor: Available throughout Istan, as well as the Sunspear Sanctuary.
- Elonian armor: Available throughout Istan, as well as the Sunspear Sanctuary.
- Elite Sunspear armor: Available at the Sunspear Sanctuary.
- Vabbian armor: Available at the Kodash Bazaar.
- Ancient armor: Available at the Bone Palace.
- Primeval armor: Available at the Throne of Secrets following the final mission.
- Obsidian armor: Available at the Temple of War in the Fissure of Woe.
Note that all armor sets are NOT available to all professions:
Core professions (W, R, Mo, E, N, Me) have two 1k armor sets (Istani and Sunspear), all four elite armor sets (Elite Sunspear, Vabbian, Ancient, Primeval), and Obsidian armor.
Nightfall professions (P, D) have all of the above armor sets, plus a third 1k armor set, Elonian.
Factions professions (A, Rt) only have the Vabbian and Ancient armor sets, plus Obsidian.
You can jump straight to each section using the following links:source:- http://guildwars.incgamers.com/showthread.php?t=428744
Guild Wars - The Underworld FAQ
- Introduction / Background Information
- General Tips and Strategies
- Quests of the Underworld
- Clear the Chamber
- Unwanted Guests
- Escort of Souls
- Restore the Monuments of Grenth
- Wrathful Spirits
- Servants of Grenth
- Demon Assassin
- The Four Horsemen
- Imprisoned Spirits
- Terrorweb Queen
- Bestiary
- Regular Monsters
- Quest-Specific Monsters
- Monster Breakdown by Region
- Monster Drops & Phantom Chests
- Additional Underworld Lore
- Frequently Asked Questions
- Acknowledgements / Contact
I. Introduction / Background Information
The Underworld is a high-risk, high-reward area filled with powerful monsters
who can easily make short work of any unprepared group. There are multiple
quests offered by various NPCs, all of which are repeatable with every trip
into the Underworld. There is no in-game map to aid you in the Underworld,
similar to the catacaombs in pre-searing, so you'll have to rely you're
natural navigational skills. Or you can use the wonderful map compiled by
Alexander Fries located in the Cartography section of GWOnline.net.
Alternatively, PatMan from Guild-Hall.net is also compiling an awesome UW map
which outlines the paths you can take in addition to everything else.
The Underworld is one of two areas only accessible when the server you are on
has the favor of the gods. To enter either of these areas, your character must
be ascended and it is highly recommended that you also have the the highest
level armor. There are two locations from which you can access the Underworld:
(1) the Temple of Ages and (2) Lornar's Pass. Though it is possible to gain
entrance in Lornar's Pass it is much more convenient to enter from the Temple
of Ages. After you /kneel in front of the Statue of Grenth, a Voice of Grenth
will appear. Pay a tribute of one platinum and you will then be sent to the
Underworld.
As a player who frequents the Underworld, I've decided to compile a FAQ
consisting of information related to quests, monsters, items, etc. found in the
Underworld. My hope is that this FAQ will improve the overall performance and
cooperative play of groups challenging the Underworld whether they it is a team
of guild mates, friends, or random pick-ups. Keep in mind that this is not a
step-by-step guide as that would be both a bore to write and to read. I expect
parts of this FAQ to change over time according to any adjustments made by Anet.
Whenever such changes occur, I will do my best to keep this FAQ up-to-date.
This FAQ follows GameFAQs.com general requirement of 80 cpl. I am posting this
FAQ on the following sites and ask that you receive prior consent before
posting elsewhere:
- GWOnline.net
- GuildWarsGuru.com
- Guild-Hall.net
- Using Teamspeak/Ventrillo allows your team to effectively communicate without
typing and also allows for any immediate tactical changes. - Do not take any quests from any NPC without first consulting the team. Many
trips have been cut short by at least one person taking a quest such as
Unwanted Guests at the wrong moment. - Energy management goes a long way in the Underworld as several engagements
may potentially last for several minutes. Similarly, casting characters
should bring an anti-interrupt skill such as Mantra of Resolve to ensure that
critical spells are forced through. - When using a designated tank to mitigate aggro management, be sure that all
soft targets, monks included, stay outside of said tank's aggro circle until
all target enemies have properly focused solely on the tank. Conversely, make
sure that the designated tank does not pull a group of monsters to the rest
of the team, but rather park and do not move to prevent the monster from
switching targets. - If your team is planning for an extended stay in the Underworld, it is
recommended that you clear your inventory and bring a Superior ID kit and
Superior Salvage Kit or multiple ID kits and multiple Expert Salvage kits. - While the majority of people going into the Underworld are already level 20,
they might not need the experience. However, it is a good idea to wisely use
the quest rewards as a tool to recover from multiple death penalties. That
is, once you finish a quest, save it and cash in only when you need to erase
any DP. As a guideline, a DP of less than 20% is easy to recover from through
the use of scrolls so save the quest rewards for times when you have more
than that. - Protection in the form of bonding (i.e. Life Barrier, Life Bond) is not
something I would recommend as enchantments will be regularly stripped
throughout the Labyrinth, Ice Wastes, and parts of the Forgotten Vale and
Bone Pits. Health degeneration is arguably a larger problem in areas such as
the Chaos Plains and Bone Pits since a simple Protective Spirit can manage
any direct damage. - For goodness sake, do not bring an invinci-monk to manage the first areas of
the Underworld. I can't stress how much of a poor decision this is as it will
severely hinder your group in the later areas of the Underworld that are
are filled with enemies who can shatter your enchantments, pile on several
DoT spells, and increase the casting time of your spells by 100%. Do not
bring a solo character into a team build.
III. Quests of the Underworld
[Quest Name]
[NPC:]
Character who offers the quest
[Objective:]
Goal(s) that must be accomplished in order to complete the given quest.
[Background Information:]
Lore provided by the NPC offering the quest.
[Reward:]
The good stuff.
[Additional Notes:]
Any observed information during the quest (i.e. monster spawns, patrol routes,
helpful tips, etc.).
____________________
[i. Clear the Chamber]
[NPC:]
Lost Soul
[Objective:]
- Clear the chamber of any grasping darkness. You have 3-0 groups remaining.
- Destroy the Terrorwebs around the statue of Grenth
[Background Information:]
It's odd. I thought after you died, you were sent to the Hall of Judgment so
that Grenth could choose your eternal fate. At first, I was relieved to find
myself here instead, but...I don't want to be stuck here for eternity either.
I'd like to explore around a bit, but the other side of this chamber is full
of those terrible grapsing darkness creatures, servants of the Terrorwebs
demons if I remember my lore right. One of us tried to go past them, and they
struck him down and swallowed his soul! Please help us. Clear this chamber of
these phantoms and their Terrorweb masters!
[Reward:]
5,000 Experience
[Additional Notes:]
There are three separate groups of Grasping Darkness. Each group consists of
three to four Grasping Darkness. Eliminate them and the Terrorweb Dryders
who guard the statue of Grenth.
[ii. Unwanted Guests]
[NPC:]
Reaper of the Labyrinth
[Objective:]
- Clear the Labyrinth of the invading Dryder force. You have 6-0 remaining.
[Background Information:]
The stench of the Terrorwebs still linger in the Labyrinth. The Vengeful Aatxe
have been enchanted by a Keeper of Souls. No blade, hamer, or spell in any
world can do harm to them while the Keeper lives. Kill the Keeper to disable
his potent magics, and the Vengeful Aatxe will follow him into death. If you do
this, the death god will look upon your actions and smile.
[Reward:]
10,000 Experience
[Additional Notes:]
Accepting this quest will spawn six different groups located throughout the
Labyrinth. Each group consists of one Keeper of Souls, three Terrorweb Dryders,
and 3 Vengeful Aatxe. Don't even bother targeting the Vengeful Aatxe since they
are invincible. Instead, either eliminate the Keeper of Souls directly, or the
patrolling group of Terrorweb Dryders if they are preventing you from safely
reaching the Keeper of Souls. Once the Keeper of Souls is dead, the Vengeful
Aatxe should also die without any effort on your part. If they do not, have the
tank continue tanking while the rest of the party moves to a safe location. One
everyone is out of danger, have the tank follow so that the Vengeful Aatxe
break aggro and watch them fall.
The best approach to this quest it to first activate both the Reaper of the
Forgotten Vale and the Reaper of the Ice Wastes. Then accept the quest and use
the teleport function to attack the Keeper of Souls from behind. Be sure to
study the patrol patterns of the monsters if you aren't familiar with them.
[iii. Escort of Souls]
[NPC:]
Reaper of the Labyrinth
[Objective:]
- Escort the souls to Mayor Alegheri in the Forgotten Vale.
[Background Information:]
The grasping darkness have been banished, and the rightful order of things is
beginning to return to the Underworld. New souls who wish to pledge their
eternal devotion to Grenth arrive every minute. Lead them to the Forgotten Vale
and introduce them to Mayor Alegheri. Do this to help restore Grenth's Realm to
its rightful state.
[Reward:]
10,000 Experience
[Additional Notes:]
Accepting this quest will spawn four New Souls who will follow your party as
you move. As of consequence, three separate groups of Mindlbade Spectres are
also triggered. One group of six Mindblade Spectres is in the area immediately
following the descending staircase on the path towards the Forgotten Vale from
the Labyrinth. A hidden group of three Mindblade Spectres will appear in the
area just before reaching the bridge after the ascending staircase. The final
group of six Mindblade Spectres, whom you need not dispose of to complete this
quest, is located in the room with the Lost Soul. If any of the four New Souls
die, then the party will be sent back to the Temple of Ages.
My usual preference for completing this quest is to first teleport to the
Reaper of the Forgotten Vale and work back toward the Reaper of the Labyrinth
so that there is no worrying about the New Souls dying. And yes, those
Mindblade Sepctres do target the New Souls.
[iv. Restore the Monuments of Grenth]
[NPC:]
Reaper of the Labyrinth
[Objective:]
- Summon the Reaper of the Chaos Planes
- Summon the Reaper of the Ice Wastes
- Summon the Reaper of the Bone Pits
- Summon the Reaper of the Spawning Pools
- Summon the Reaper of the Forgotten Vale
- Summon the Reaper of the Twin Serpent Mountains
[Background Information:]
The Terrorwebs have imprisoned the Reapers of this Underworld. Without them,
the statues of Grenth are not active, and the death god's control of this realm
grows weaker. Reawaken the six reapers and help them return to their statues.
Once the statues are active, you will find travel through the Underworld much
easier.
[Reward:]
10,000 Experience
[Additional Notes:]
Each statue is guarded by a specific group of three Terrorweb Dryders.
Eliminating a group will activate the reaper in that region of the Underworld.
Without a doubt, the most time consuming quest in the Underworld as it requires
that you travel to each and every statue of Grenth in the remaining six regions
of the Underworld. You'll literally be slogging your way through hundreds of
enemies just in order to reach each of the statues. Be prepared to spend at
least a couple of hours to complete this quest. One advantage you gain by
working on this quest as you explore is that you will be able to teleport your
entire party, including dead bodies, between activated monuments. This means
that should your party find itself with just one person standing, you can
safely resurrect the entire party assuming that the remaining person has a
permanent resurrection skill or can resurrect someone with a permanent
resurrection skill.
[v. Wrathful Spirits]
[NPC:]
Reaper of the Forgotten Vale
[Objective:]
Eliminate the Wrathful Spirits before they destroy all the villagers.
[Background Information:]
What destruction have the demons wrought during my imprisonment? Unable to
respond to my Master's directives, I allowed many spirits to be sent to the
wrong fate. Even now, new spirits are coming to my village. Spirits never meant
for this place. Like so many of the dead, they will be hateful and full of
malice. You must eliminate these Wrathful Spirits before they destroy those who
have come to find their rightful resting place within the Forgotten Vale.
[Reward:]
10,000 Experience
[Additional Notes:]
Five groups of about three Wrathful Spirits each will spawn throughout the
nearby village. As long as at least one Tortured Spirit survives, you can still
complete the quest. This quest poses no real difficulty unless you completed
Escort Souls before taking this quest. If you already completed Escort of Souls
before accepting Wrathful Spirits, do be careful to not let any of the New
Souls die or else you find yourself back in the Temple of Ages.
[vi. Servants of Grenth]
[NPC:]
Reaper of the Ice Wastes
[Objective:]
- Defend the Ice King while he summons new Ice Elementals
- Protect the Reaper of Ice
[Background Information:]
The ranks of the ice elementals which serve as Grenth's palace guard have been
depleted by this latest attack by the Terrorwebs. I will call for the Ice King
to summon a new defensive force. You are needed to protect the Ice King during
his ritual and to ensure that the Terrorwebs do not use this opportunity to
strike at me once again.
[Reward:]
10,000 Experience
[Additional Notes:]
Approximately three to four waves of six Terrorweb Dryders each spawn in the
open area to the NE of the Reaper of the Ice Wastes. Each wave then splits into
two groups of three Terroweb Dryders each and one group will advance towards
the Ice King while the other group advances towards the Reaper of the Ice
Wastes. The Level 28 Ice King has four Level 28 Ice Elementals to provide some
protection, however, they are quite fragile to the Terroweb Dryders' fire
spells if no one is converting or reducing the damage via Winter, bonds, or
other healing spells. Each wave of Terrorweb Dryders will spawn after a set
amount of time, so they will continue to pile up unless you quickly dispose of
each wave.
The difficulty in this quest lies in the short intervals of approximately one
to two minutes between each new wave. Be sure to plan accordingly since, in my
opinion, this is the second most difficult quest in the Underworld. The most
difficult quest being the Four Horsemen.
[vii. Demon Assassin]
[NPC:]
Reaper of the Twin Serpent Mountains
[Objective:]
- Protect the Reaper of the Twin Serpent Mountains from the Slayer.(*)
[Background Information:]
These demons are relentless. I can see that they are preparing to attack me
once again. My Lord Grenth has granted me power over spirits, but I have little
defense against the sort of bone creature they will likely use. If you have
come to the underworld to gain favor with Grenth, then do not abandon your
cause now.
Hurry down the path and destroy the Slayer before it reaches me.
[Reward:]
10,000 Experience
[Additional Notes:]
Depending on which path you cleared and the proximity of the Obsidian
Behemoths, the Slayer may or may not become stuck on it's path to the Reaper.
Either way, you must slay a total of five enemies: one Slayer, and two waves
each consisting of two Keeper of Souls. This quest is rather simple as long as
the tank(s) holds the attention of the Slayer. If the Keeper of Souls reach you
before you have defeated the Slayer, I suggest having the ranged attackers
switch their focus to the Keeper of Souls while the tank(s) keep the Slayer
preoccupied.
[viii. Imprisoned Spirits]
[NPC:]
Reaper of the Bone Pits
[Objective:]
- Protect the Release Spirits until they reach the Reaper of the Bone Pits.(*)
[Background Information:]
While I was trapped by the Terrorwebs, many souls which should not have been
consigned to such a fate were cast down into the pit. Most have been lost
forever, but a few remain who have not yet been driven to madness. I shall
make it possible for them to escape the realm of torment. Do not allow these
Released Spirits to be destroyed.
[Reward:]
10,000 Experience
[Additional Notes:]
Approximately three waves of three Terrorweb Dryders spawn near the entrance
to the Bone Pits and proceed along the path towards the Reaper of the Bone
Pits. After accepting the quest, run down to the Imprisoned Spirits and fend
off the Terrorweb Dryders as the Imprisoned Spirits slowly walk towards the
Reaper of the Bone Pits. The quest is quite direct as the only thing you need
to do is camp an area and make sure nothing gets past you, similar to the
Demon Assassin quest.
[ix. The Four Horsemen]
[NPC:]
Reaper of the Chaos Plains
[Objective:]
- Destroy the four horsemen of Dhuum
- Don't die =P(*)
[Background Information:]
Before the time of Grenth, when death was ruled by a cruel and unjust god,
there stood a tower and a throne on this very plain. But Grenth rose up and
destroyed the one called Dhuum and shattered down his tower, leaving only these
storms of chaos as a reminder of the power that once held dominion here.
My vigil over these lands was broken for a time, and I can feel a resurgence of
the old taint. Four horsemen approach, riders of Dhuum. Destroy them before they
can reclaim this place and throw the underworld into chaos!S
[Reward:]
10,000 Experience
[Additional Notes:]
Consider this a much more compact and intense version of Thunderhead Keep and
you'll have an idea of how frustratingly difficult this quest it. Having said
that, let me move onto the specifics of this quest:
Four separate groups spawn across the Chaos Plains and make their way toward
the Reaper of the Chaos Plains in two different stages. Each group consists of
one Banished Dream Rider and three Terrorweb Dryders. During the first stage of
the assault, the four groups proceed from their spawn point and merge into two
larger groups about one radar diameter away from the Reaper. In the second
stage of the assault, the two groups will perform a pincer attack on the
Reaper, effectively forcing your party to fight the battle on two fronts.
I do not know if killing one of the four horsemen will spawn a group of
Mindblade Spectres as I have yet to participate in a group which has stayed
long enough to tackle this quest. Though I wouldn't be surprised if Minblade
Spectres do spawn after each fallen horseman.
[x. Terrorweb Queen]
[NPC:]
Reaper of the Spawning Pools
[Objective:]
- Destroy the Terrorweb Queen
[Background Information:]
The source of this trouble draws near. The more we turn the tide of battle
against the demons, the more desperate they become. It will not be long before
a Terrorweb Queen arrives, anxious to strike down that which has destroyed so
much of her brood. When she arrives, you must destroy her.
[Reward:]
10,000 Experience
[Additional Notes:]
Currently there is a glitch in the quest in which if you clear the Spawning
Pools before you accept the quest, then the quest will already be complete
after you accept it. This does not change change the quest itself as the
Terrorweb Queen and four surrounding Obsidian Guardians will still spawn.
Considering the effort required to reach the Reaper of the Spawning Pools,
one would expect a quest of at least equal difficulty. It's quite the opposite,
however, as you simply need to eliminate a stationary group of monsters. Do
note, however, that it will take some time to kill them all simply because they
are surrounded by wards and use Obsidian Flesh.
Name of Monster
- Profession / Level
- Monster Type / Skin
- List of skills used by monster
- These are all of the skills that I have observed. There is a possibility
that a monster may have other skills than the ones listed.
i. Regular Monsters [Alphabetically Arranged]
[Banished Dream Rider]
- Mesmer / Level 28
- Horseman (i.e. Necrid Horseman)
- Skills:
- Energy Drain {E}
- Power Drain
- Power Spike
- Empathy
- Shatter Enchantment
Mindblade Spectres in a 3-6-9 fashion.
[Bladed Aatxe]
- Warrior / Level 29
- Minotaur
- Skills:
- Sever Artery
- Savage Slash
- Gash
- Deadly Riptose
- Riptose
- Elementalist / Level 26
- Drake (i.e. Sand Drake)
- Skills:
- Ward Against Harm {E}
- Shard Storm
- Frozen Burst
- Maelstrom
- Aura of Restoration
- Rust
- Necromancer / Level 22
- Damned Cleric
- Skills:
- Rend Enchantments
- Elementalist / Level 27
- Phantom (i.e. Eidolon)
- Skills:
- Chain Lightning
- Lightning Orb
- Shock
- Whirlwind
- Aura of Restoration
- Necromancer - Level 27
- Flesh Golem
- Skills:
- Well of Power {E}
- Animate Bone Horror
- Life Siphon
- Shadow Strike
- Necromancer - Level 27
- Flesh Golem
- Skills:
- Feast of Corruption {E}
- Mark of Pain
- Suffering
- Parasitic Bond
- Faintheartedness(?)
- Necromancer / Level 18
- Nightmare (i.e. Fog Nightmare)
- Skills:
- Rend Enchantments
- Warrior / Level 26
- Phantom (i.e. Eidolon)
- Skills:
- Skull Crack {E}
- Distracting Blow
- Flurry
- "Fear Me!"
- Mesmer / Level 27
- Phantom (i.e. Smoke Phantom)
- Skills:
- Migraine {E}
- Conjure Phantasm
- Energy Tap
- Clumsiness
- Power Drain
- Ignorance
are spawned from defeated Banished Dream Riders and in the Escort of
Souls quest.
[Obsidian Behemoth]
- Ranger / Level 26
- Behemoth
- Skills:
- Barbed Trap
- Flame Trap
- Healing Spring
- Nature's Renewal
- Monk / Level 24
- Scarab
- Skills:
- Shield of Judgment {E}
- Zealot's Fire
- Reversal of Fortune
- Divine Intervention
- Smite Hex
- Elementalist / Level 24
- Drake (i.e. Sand Drake *miniature*)
- Skills:
- Aftershock
- Ward against Melee
- Earth Attunement
- Aura of Restoration
- Elementalist / Level 28
- Dryder
- Skills:
- Immolate
- Fireball
- Meteor Shower
- Mark of Rodgort
- Aura of Restoration
- No profession / Level 28
- Wraith
- Skills:
- No skills observed
ii. Quest-Specific Monsters [Alphabetically Arranged]
[Horseman of Dhuum]
- Mesmer / Level 30(?)
- Horseman (i.e. Necrid Horseman)
- Skills:
- Energy Drain {E}(?)
- Power Drain(?)
- Power Spike(?)
- Empathy(?)
- Shatter Enchantment(?)
* I did not note the exact names of these monsters.
[Keeper of Souls]
- Necromancer / Level 26(?)
- Skills:
- Lingering Curse {E}
- Well of Blood
- Rigor Mortis
quests.
[Obsidian Guardian]
- Elementalist / Level 26
- Behemoth
- Skills:
- Obsidian Flesh {E}
- Ward Against Harm {E}
- Ward Against Melee
- Ward Against Foes
- Ward Against the Elements
| ||||
- Warrior / Level 30
- Hellhound
- Skills:
- "I Will Survive!"
[Terroweb Queen]
- Elementalist / Level 30
- Dryder
- Skills:
- Ward Against Harm {E}(?)
- Immolate
- Fireball
- Meteor Shower
- Aura of Restoration
- Mark of Rodgort
[Vengeful Aatxe]
- Warrior / Level 30
- Minotaur
- Skills:
- Sever Artery
- Savage Slash
- Gash
- Deadly Riptose
- Riptose
attack this monster as it is invulnerable to physical damage, conditions,
hexes, and other spells.
[Wrathful Spirit]
- Mesmer / Level 15
- Human Spirit
- Skills:
- Illusionary Weaponry {E}
- Illusion of Weakness
- Illusion of Haste
____________________
iii. Monster Breakdown by Region
[Region 1: Labyrinth]
Normal: Bladed Aatxes, Dying Nightmares, Grasping Darkness
Quest: Keeper of Souls, Terrorweb Dryders, Vengeful Aatxe
[Region 2: Forgotten Vale]
Normal: Coldfire Nights, Dying Nightmares, Grasping Darkness, Obsidian
Behemoths, Stalking Nights
Quest: Terrorweb Dryders, Wrathful Spirits
[Region 3: Ice Wastes]
Normal: Coldfire Nights, Dying Nightmares, Smite Crawlers
Quest: Terrorweb Dryders
[Region 4: Twin Serpent Mountains]
Normal: Charged Blackness, Obsidian Behemoths, Dying Nightmares (occasionally)
Quest: Keeper of Souls, Slayer, Terrorweb Dryders
[Region 5: Chaos Plains]
Normal: Banished Dream Riders, Mindblade Spectres, Wailing Lords
Quest: Terrorweb Dryders, Horsemen of Dhuum
[Region 6: Bone Pits]
Normal: Chained Souls, Dead Collectors, Dead Threshers
Quest: Terrorweb Dryders
[Region 7: Spawning pools]
Normal: Charged Blackness, Terrorweb Dryders
Quest: Obsidian Guardians, Terrorweb Dryders, Terrorweb Queen
Here is a list of monsters who drop the "premium" goods from my observations:
Terrorweb Dryders:
Storm Bows, Eternal Bows, Eternal Shields, Ghostly Staves, Globs of Ectoplasm
Smite Crawlers:
Storm Bows, Eternal Bows, Eternal Shields, Ghostly Staves, Globs of Ectoplasm
Keeper of Souls:
Storm Bows, Eternal Bows, Globs of Ectoplasm
Bladed Aatxe, Mindblade Spectres, Dead Threshers, Dead Collectors:
Globs of Ectoplasm
All Monsters:
Phantom Keys
As you can see, there are many monster types who have some vaulable items on
them, but not all of them drop those items at the same rate. For instance, in
my experience, I've seen that Terroweb Dryders drop rare items much more often
than Smite Crawlers. Though I've no numerical evidence to support my claim so
don't take my word as the final say.
There are usually four to five Phantom Chests spread throughout the Underworld.
You can typically find one in each region of the Underworld (Forgotten Vale,
Ice Wastes, Chaos Planes, etc.) though sometimes you might find two Phantom
Chests within the same region or none at all. Phantom Chests are similar
to all other chests in that there is a wide range of items that may drop from
one. Keep in mind that the rarity of the first item dropped from a chest will
also determine the rarity of items dropped thereafter. For instance, if a
purple item dropped from a chest, then items after that will also be purple.
[Reaper of the Labyrinth]
The Labyrinth is home to the Aatxe, a bestial race of demonic guardians that do
not look lightly upon trespassers. Take these words of warning: tread through
these halls carefully. Those who find themselves lost are seldom found alive.
This is no place for the weak or the slow.
You wish to travel through the Rift. Where is it that you desire to go?
[Reaper of the Forgotten Vale]
There are those who meet with death on an even playing field. And there are
others who are caught off their guard. It is these souls, who die so quickly
that they do not notice the transition from life into unlife, who wind up here
in the Forgotten Vale. There are perhaps the most tragic of all the spirits
trapped here, for they do not truly understand what is happening around them.
You wish to leave this place. Where in the Rift would you like to travel?
[Reaper of the Ice Wastes]
These are the Ice Wastes, home to Grenth's eternal servants. It is said that
the first worshipers of the god of death were rewarded for their fealty with
icy immortality. They wander this place, forever on guard against intruders to
the Underworld. In this frozen afterlife, the ice golems exist for nothing more
than to serve their god. Be careful that you do not incur their wrath, for
little more than a touch is enough to destroy even the most fiery of mortals.
You come to me to be transported from this place? Where do you wish to go?
[Reaper of the Twin Serpent Mountains]
Long ago, the god of death was challenged to a duel by two brothers. Grenth was
so angered by these two mortals, that instead of simply granting them the sweet
peace of death, he turned them into twin serpents and forced them to serve him
in the Rift for the rest of eternity. This mountain stands as a reminder to all
those who serve Grenth. Be careful that you do not incur such a punishment.
You wish to leave Twin Serpent Mountain. Where would you like me to take you?
[Reaper of the Chaos Plains]
The vast emptiness that surrounds you is known as the Chaos Plains. All spirits
without valor or redemption eventually find their way to this place. It is no
pleasure to be sent here, but do not take pity on those you encounter. If a
soul finds himself here, there is no doubt in this world or any other that he
got what he deserved.
This location displeases you. Where would you like me to take you?
[Reaper of the Bone Pits]
Deep inside the Bone Pits, a magical essence takes hold of the rancid flesh and
broken skeletons of those who have traveled through here without success,
lifting them once again into a sort of in-between life. They are neither alive
nor dead, merely animated piles of human refuse, shambling abominations of what
they once were.
The Bone Pits do not please you. Where in the Rift would you prefer to go?
[Reaper of the Spawning Pools]
There are even more foul things to be found in the bubbling deep. It is said
that before a child has a nightmare, the beast must first be created here in
the Spawning Pools, for only if it truly exists can it inspire fear in the
mortal realm. It is right for you to be afraid. If there ever was a place on
this world or the next to be feared, this would be it.
You petition me for travel across the Rift. Where would you care to travel?
[All Reapers]
I can only send you to others who serve Grenth. Tell me where you would like to
go.
Teleporting your whole party is dangerous. It requires a large amount of spirit
energy, energy that creatures here are hungry for. The chance of them swarming
our destination is great. Are you sure you want me to continue?
[Sarah & Benton]
S: Gwen! My poor baby...Gwen, where are you?
B: This is not at all what I expected. I was a great Warrior once. I gave my
life defending the Wall. Is this my reward?
S: I...I'm sorry, did you sway something? I'm looking for my daughter. She's
just a little girl. Have you seen her?
B: Nay, lady, I'm sorry to say I haven't. May the gods be with you, if they yet
live.
[Anson & Renault]
R: I just feel so...transparent.
A: I know what you mean. Just once I'd like to see the real me.
R: I see you, Anson.
A: Thanks.
R: Anson, do you remember getting here?
A: Not really. I just recall blinding flashes of light and fire falling from
the sky. I think the world ended, but I'm not sure.
[Lost Soul]
I remember darkness and cold...and then a light that seemed to be calling to
me. What about you? What is on your mind?
[Mayor Alegheri]
Welcome to the Forgotten Vale. What's on your mind?
VII. Frequently Asked Questions
How do I get a Black Widow Spider?
There are a total of seven potential Black Widow Spiders throughout the
Underworld. One Black Widow Spider, along with a chest, will spawn next to each
Reaper after you have successfully completed the quest that the Reaper offers.
The quickest way to obtain a Black Widow is to first complete the Clear the
Chamber quest. Then accept the Restore the Monuments of Grenth quest and
activate the Reaper of the Forgotten Vale. Complete the Wrathful Spirits quest
and a Black Widow will spawn. However, do keep in mind that all not Black Widow
Spiders are the same since the prefix given to the spawned Black Widow is
random. For more information about Pet prefixes, I suggest you look around.
Though if I remember correctly, there are five total prefixes which are
"Playful," "Hearty," "Aggressive," "Dire," and "Elder."
Is there an armor crafter in the Underworld?
To my knowledge, no such crafter exists within the Underworld. Having completed
all but The Four Horsemen quest, the only possibility that I see for unlocking
a crafter would be to complete every single quest in the same run, a task which
would make even the most hardcore of players groan.
Is Gwen in the Underworld?
Again, as far as I can tell, this is just an unbased rumor. I've brought the
Tapestry Shred, Tattered Cape, Broken Flute, and nearly 60 Red Iris Flowers in
hope of triggering a special event but with no such luck. As unfortunate as it
may be, I think we'll have to wait until Chapter 2 for any possible resolution
to the fate of Gwen.
Can you salvage a Glob of Ectoplasm from Demonic Remains/Phantom Residue?
I've tried to salvage Globs of Ectoplasm, but from the hundreds of remains and
residue that I went through, I never was able to manage even one Glob of
Ectoplasm. If it is possible to salvage ectoplasm from either item, then it
certainly isn't worth the trouble.
VIII. Acknowledgements / Contact
I would like to specifically thank Phlemster, Kahlan, Valeria, Angel Death,
Ranger W, Void, and Savior for your time spent in the Underworld. Also, here's
a thank you to all of those who I teamed with, even those who took all the
quests prematurely since you are the primary reason why I want to improve the
quality of teams venturing into the Underworld.
If you'd like to contribute helpful tips, strategies, or criticism, feel free
to post. However, please keep general "Thank you" posts and all similar posts
to yourself as I'd much rather prefer keeping this thread relatively free of
clutter. As an alternative, I'd appreciate it if a moderator can do periodical
sweeps so that the majority of the posts are actually helpful to those reading
it. If you want to flame, hate, troll, or just be generally disruptive,
LiveJournal.com is the place where you want to go.
sourcE:- http://guildwars.incgamers.com/showthread.php?t=372857