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**1 [[Gem]]
 
**1 [[Gem]]
 
**1 [[Rare]] item
 
**1 [[Rare]] item
  +
  +
==Walkthrough==
  +
===Level 1===
  +
The first level is straightforward: Fight your way to the dungeon key and dungeon lock, then proceed to the stairs.
  +
  +
===Level 2===
  +
The second level requires lighting some [[Flame Brazier]]s.
  +
*Defeat the Cursed Brigand in the first area to obtain the [[Unlit Torch]]. Light it and take it into the circular graveyard room. Light all Braziers and a number of [[Shock Phantom]]s and enchanted weapons will spawn. Defeat them and continue.
  +
*Light the Braziers in the tiled room to make another Cursed Brigand spawn. That Brigand has the dungeon key. Proceed to the dungeon Lock and go to level 3.
  +
  +
===Level 3===
  +
*Level 3 has the most groups of undead. Proceed carefully and concentrated, because too much [[DP]] might make it impossible to kill strong groups of 8-10 undead. Use [[consumables]] if necessary.
  +
*There is a single Unlit Torch at the beginning of the level. It is the only one, so take it with you and light all Braziers you find along the way. Some unlit braziers are far apart from the next lit brazier, which might make it difficult to light them before the torch goes out; it is, however, possible without speed boosts.
  +
*Once you have lit all braziers, the Cursed Brigand carrying the dungeon key should spawn near the dungeon lock.
  +
*You will also get the message that a passage has opened when lighting the last brazier. Said passage is located at the very beginning of the level. It leads to a large, mostly empty hall with another Cursed Brigand at the end. Killing that brigand is strictly optional and not required for proceeding, so you might as well abstain from taking that considerable hike.
  +
  +
===Boss fight===
 
To kill [[Fendi Nin]], the final dungeon boss, the party must damage him until his health is completely depleted. At this point he transforms into his "soul" form. You will have the opportunity to damage this form for a short period of time before he changes back into his normal form at full Health. The soul form does not regenerate Health, but whenever it spawns, 6 Channeling Magic Ritualists will spawn as well. Keep away from these, as they can inflict a lot of AoE damage in their area. Killing the soul form is the goal to clear the dungeon.
   
 
==Notes==
 
==Notes==
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* The more troublesome caster groups bunch together tightly making them a perfect target for [[AoE]] skills. The casters should be the priority target for the party.
 
* The more troublesome caster groups bunch together tightly making them a perfect target for [[AoE]] skills. The casters should be the priority target for the party.
 
*The [[Skeleton Wizard]]s carry [[Shock]], and because they want to use it, they are highly aggressive once aggroed and will follow the party a lot further than the rest of their party. That makes them easy prey as soon as their Monks turn back. With this needle sting tactic, most enemy groups can be broken down to managable numbers, especially because Skeleton Wizards carry a lot of knockdown and blinding skills.
 
*The [[Skeleton Wizard]]s carry [[Shock]], and because they want to use it, they are highly aggressive once aggroed and will follow the party a lot further than the rest of their party. That makes them easy prey as soon as their Monks turn back. With this needle sting tactic, most enemy groups can be broken down to managable numbers, especially because Skeleton Wizards carry a lot of knockdown and blinding skills.
* To kill the final dungeon boss the party must damage him until his health is completely depleted at which point he transforms into his "soul" form. You will have the opportunity to damage this form for a short period of time before he changes back into his normal form at full Health. The soul form does not regenerate Health, but whenever he spawns, about half a dozen Channeling Magic Ritualists will spawn as well. Keep away from these, as they can inflict a lot of AoE damage. Killing the soul form is the goal to clear the dungeon.
 
 
*See this article's talk page for build strategies.
 
*See this article's talk page for build strategies.
   

Revision as of 22:51, 11 September 2007

Shards of Orr
Shards of Orr
Basic Info
Campaign: Eye of the North
Type: Dungeon
Part of: Tarnished Coast
Neighbor(s)
Arbor Bay
Map
File:Shards of Orr Map.jpg
(click to enlarge)

Description

The Shards of Orr is a 3 level Dungeon located south of Vlox's Falls placed in Arbor Bay. Though it is geographically much further away from Gadd's Encampment than Vlox's Falls, an asura gate in the Encampment enables you to directly enter it from an outpost. You must have the Lost Souls quest in order to be able to progress past the first floor.

Quests

Bestiary

Monsters

Undead

Enchanted

Boss-like foes

Rewards

Walkthrough

Level 1

The first level is straightforward: Fight your way to the dungeon key and dungeon lock, then proceed to the stairs.

Level 2

The second level requires lighting some Flame Braziers.

  • Defeat the Cursed Brigand in the first area to obtain the Unlit Torch. Light it and take it into the circular graveyard room. Light all Braziers and a number of Shock Phantoms and enchanted weapons will spawn. Defeat them and continue.
  • Light the Braziers in the tiled room to make another Cursed Brigand spawn. That Brigand has the dungeon key. Proceed to the dungeon Lock and go to level 3.

Level 3

  • Level 3 has the most groups of undead. Proceed carefully and concentrated, because too much DP might make it impossible to kill strong groups of 8-10 undead. Use consumables if necessary.
  • There is a single Unlit Torch at the beginning of the level. It is the only one, so take it with you and light all Braziers you find along the way. Some unlit braziers are far apart from the next lit brazier, which might make it difficult to light them before the torch goes out; it is, however, possible without speed boosts.
  • Once you have lit all braziers, the Cursed Brigand carrying the dungeon key should spawn near the dungeon lock.
  • You will also get the message that a passage has opened when lighting the last brazier. Said passage is located at the very beginning of the level. It leads to a large, mostly empty hall with another Cursed Brigand at the end. Killing that brigand is strictly optional and not required for proceeding, so you might as well abstain from taking that considerable hike.

Boss fight

To kill Fendi Nin, the final dungeon boss, the party must damage him until his health is completely depleted. At this point he transforms into his "soul" form. You will have the opportunity to damage this form for a short period of time before he changes back into his normal form at full Health. The soul form does not regenerate Health, but whenever it spawns, 6 Channeling Magic Ritualists will spawn as well. Keep away from these, as they can inflict a lot of AoE damage in their area. Killing the soul form is the goal to clear the dungeon.

Notes

  • The monsters in the dungeon are almost all undead; therefore holy damage as well as fire damage are very useful.
  • The foes will apply many different conditions.
  • The enemy groups are well-rounded and typically consist of Monks, hammer Warriors, air/earth Elementalists, and Necromancers. Sometimes, Mesmers or Rangers join as well.
  • The more troublesome caster groups bunch together tightly making them a perfect target for AoE skills. The casters should be the priority target for the party.
  • The Skeleton Wizards carry Shock, and because they want to use it, they are highly aggressive once aggroed and will follow the party a lot further than the rest of their party. That makes them easy prey as soon as their Monks turn back. With this needle sting tactic, most enemy groups can be broken down to managable numbers, especially because Skeleton Wizards carry a lot of knockdown and blinding skills.
  • See this article's talk page for build strategies.


Dungeons
Arachni's HauntBloodstone CavesBogroot GrowthsCatacombs of KathandraxCathedral of FlamesDarkrime DelvesFronis Irontoe's LairFrostmaw's BurrowsHeart of the ShiverpeaksOola's LabOoze PitRaven's PointRragar's MenagerieSecret Lair of the SnowmenSepulchre of DragrimmarShards of OrrSlavers' ExileVloxen Excavations