Anguish, the Fallen Palace

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Anguish, the Fallen Palace
A picture of Anguish, taken from the bridge

Contents

[edit] General Information

Anguish is the end-game zone of the Omens of War expansion. It is from within this great asylum that Overlord Mata Muram rules the Muramite army; the army that invaded Taelosia through the gate that Noqufiel opened in Qvic; the army that invaded Kuua and ended the Dragorn empire. All of Mata Muram's greatest generals (and, for that matter, beasts) reside within these walls; generals that are much greater than the Tunat`Muram commanders, such as Tunat`Muram Cuu Vauax, who oversees the siege of Taelosia from Tacvi.

[edit] Access to Anguish

In order for a player to gain access to Anguish, that player must meet two requirements. One is done with a single group or a small handful of characters; the player must retrieve 7 signets from around Kuua and return them to Taromani, an NPC in Riftseeker's Sanctum. The other is done with a raid; the player must own a Seal: Mastery of All; players without the latter can be pushed into Anguish, but push is not possible without the signets completed.

[edit] Signets

In order for a player to zone into Anguish, push or no push, that player must have their signet quest completed. The first step (although this can be performed after the signets are completed, and oftentimes that is what players opt to do, as it's easier to have to clear to her only once, rather than twice) is for players to get Taromani's Insignia Case from Taromani, a Pyrilen NPC found in Riftseeker's Sanctum. This is easily done; players simply need to take a group (or enough to clear the way, a full group isn't necessary) into the fire side of Riftseeker's Sanctum, take the first right, then the second left (a map of this can be found below). Then, after clearing the room, hail Taromani and follow the dialog:

You say, 'Hail, Taromani'

Taromani says 'Greetings, _______. You have certainly traveled far from home. To what does Taromani owe the pleasure of this visit? Have you come to tell me a [story]?'

You say, 'I have come to tell you a story.'

Taromani says 'Splendid! I relish an opportunity to swap tales with mortals. Allow me to go first. In a shattered realm, there existed a twisted overlord that ruled all. He laid waste to entire worlds, destroying or consuming whatever he touched. Those that resisted his influence were quickly annihilated or enslaved. His lands were governed with an iron fist and later abandoned when they no longer served his purpose. This overlord was universally feared and despised. Yet, while his presence was eternally felt, the despot was rarely seen. He had sealed himself away in his citadel in the sky, flanked by his most trusted underlings. None [dared challenge] him there.'

You say, 'Nobody at all dared challenge him?'

Taromani smirks and continues, 'The reason no one challenged the overlord was because his realm was fatal to all but a select few. The forces of chaos magic present there would tear most beings to shreds. Only with the proper protection could a mortal hope to enter the citadel of Anguish and survive the experience. It was the ultimate defense against invasion. However, there was a [flaw] in the overlord's plans.'

You say, 'What flaw?'

Taromani licks her lips and whispers, 'The overlord failed to consider what would occur if a certain race named _______ were to do a few favors for a Pyrilen named Taromani in return for her protection. Now it's your turn to finish the story. How does it end? Does the race assist with the [favors]?'

You say, 'I will do your favors.'
Receive Taromani's Insignia Case, a 7-slot container.

Taromani says 'Very good. A life in Mata Muram's army is a dangerous one - often nasty, brutish and short. He must regularly replenish his ranks, promoting the most talented individuals of the lower tiers to replace those that have fallen. Seek out and eliminate these promising soldiers, the up-and-coming members of his forces. Bring me their insignias in this case to prove completion. This will slow down their progress considerably. When you have done what I have asked, I will follow through with my part of the bargain and provide you with the protection you need to access his citadel.'

Map to Taromani

After receiving the container, the next step (and main body) of the quest is to collect seven signets from around Kuua. The signets are as follows:

Weather-Worn Signet - found in Ruined City of Dranik, dropped by a Dragorn Prodigy.
This spawns near Lirah the Bridgekeeper; it's a bit of a pain to get to, being so far out of the way, but is easy to camp, and shouldn't take long to get.
Tarnished Signet - found in Wall of Slaughter, dropped by a Dragorn Mastermind or a Dragorn Tactician.
These spawn around the wall of fire (near the teleport location) and in the northwest caves. They may also spawn in other camps.
Glimmering Signet - found in Muramite Proving Grounds, dropped by a Dragorn Tactician.
This is also pretty easy to get; it can be found most commonly towards the northeast corner of the zone.
Crystal-Gemmed Signet - found in Riftseeker's Sanctum, dropped by a Dragorn Battlemaster.
At least one of these spawns at most camps in the zone. It's highly common; it shouldn't pose a problem to get.
Two-Toned Signet - found in Dranik's Hollows, dropped by a Shrewd Dragorn.
The only signet hated by players more than this one is the Discolored Signet, from the Sewers of Dranik. This one is very easy, but a huge pain to get to, with little to no experience yielded while camping it, because the zone is geared for lower-level players.
Discolored Signet - found in Sewers of Dranik, dropped by a Cunning Dragorn.
This mob is found in the far back room of the sewers. The crawl to get to it is littered with see invis mobs, and traps that break invis. It's a huge pain, although not very difficult.
Dust-Marred Signet - found in Catacombs of Dranik, dropped by an Insidious Dragorn.
This isn't as bad as the Sewers of Dranik signet; there are two mobs between the zone-in and the Insidious Dragorn's spawn point that can be see invis (but aren't always - it's random). Once the camp is cleared, it's easy to just camp this mob until it spawns.

Once a player collects all seven signets and combines them in Taromani's Insignia Case, the sealed container must then be taken back to Taromani. She can be found in the same place as before, just hand her the box to trigger this dialogue:

Taromani says 'Yes, you haven't disappointed me. This is exactly what I was hoping to see, _______. Mata Muram's forces will be hampered considerably. Now for your reward. . .' She kisses her palm and reaches forward, pressing the hand against your cheek. The skin is warm, almost unbearably so. You feel queasy for a moment, and when the sensation passes she withdraws her arm. 'You'll soon discover that his impenetrable defenses aren't so impenetrable after all. Soon you will be seeing the world through the shroud of Anguish.'

You are now protected from the chaos magic in Mata Muram's citadel.

[edit] Seal: Mastery of All

Map with Projections
A map of Muramite Proving Grounds, including the Projections

The second requirement for entry to Anguish is possession of a Seal: Mastery of All. This can be acquired two ways. The easier way is to be pushed into an Anguish raid and loot a bagflag from any of the greater named mobs in the zone. This, however, poses the obvious problem that it requires the player to be pushed into an Anguish raid; it wouldn't work to get an entire raid flagged for the zone. The "normal" way to gain entry to the zone, for guilds who aren't in Anguish yet, is to complete all six raid trials in Muramite Proving Grounds:

[edit] Raid Events

[edit] Keldovan the Harrier

Keldovan the Harrier is the first major raid event in Anguish. Things to watch out for are the dogs that spawn in the pits, and the AoEs; in particular, the one that reduces the effectiveness of heals cast on you by 80%, known as Packmaster's Curse; tanks need to have this cured (18 curse counters) as soon as it lands. Aside from that, and taking care of the dogs (generally a single group will be down in the pit closest to Keldovan's tanking location handling this), the mob is mostly a spank-and-tank.

Anguish Raid Mobs
Image:Anguish_map_mobs.gif

[edit] Freeing Jelvan

Freeing Jelvan is probably the fourth event in Anguish that a guild will successfully win, although it is the second event players will encounter if they are traveling through the zone in its linear nature. In this event, Jelvan, a high-ranking member of the Dragorn society, is being held captive by Mata Muram, sentenced to constant torture at the hands of three great Zun`Murams in his large, circular cell as they try to break him, and make him one of them. The three Zun`Murams that take part in Jelvan's torture are known as Tanthi, Tantho, and Tanthu. For the event, the three tormentors must be killed in parallel, and kept close together in terms of HP levels. If they grow too far apart, they start gaining power from Jelvan, and firing AoEs other than their own. Once all three tormentors are killed, a chest called Jelvan`s Keepsake will spawn, with the loot for the event.

[edit] Ture

Mata Muram's great chimera beast, Ture, can be found in a pit to the west, about halfway through Anguish. Ture is a simple event to win; mostly a spank-and-tank with a couple elements of finesse. The major event kicker is Ture's emotes, which dictate when it is safe for melee DPS to attack Ture. The emotes are as follows:

Ture roars with fury as it surveys its attackers.
Ture's eyes roll into its head as it goes into a frenzy.
Ture goes on a WILD RAMPAGE!
Ture goes on a WILD RAMPAGE!
...
Ture goes on a WILD RAMPAGE!
Ture calms and regains its focus

All melee DPS must run away from Ture when it gives the "roars with fury" emote; once it gives the "goes into a frenzy" emote, it begins AoE Rampaging almost every round, for up to 16000 damage per round. Once it gives the "calms and regains its focus" emote, it is safe to attack it once again. Note that this only affects melees; healers and ranged DPS, such as Rangers and casters, do not have to worry about it. The other thing to deal with on the event, is Ture's AoEs; in particular, Wanton Destruction, which has a 100 per tick Mana drain. To keep healers out of the way of this, the popular strategy is to place them in one of the holding cells near the event. Ture has other, less significant, AoEs with dispell components; these should be dealt with accordingly.

[edit] Warden Hanvar

Warden Hanvar is a pretty simple fight. It has an obscenely high amount of hit points, and an AoE slow. It spawns adds, although not very quickly. The adds need to be dealt with as they spawn; when there are no adds alive, Hanvar can be attacked and killed. He can be attacked even while the adds are up, but they could pile up quickly and overwhelm the raid. Aside from the simple adds, it's little more than a spank-and-tank. The adds follow a "a(n) adjective guard" naming scheme, and are all Dragorn models.

In its original form the adds that spawn during the Hanvar event would assist Hanvar after a short time and run to his aid. If they reached him they exploded and did heavy AoE damage. This was changed shortly after the first guilds entered Anguish.

[edit] Arch Magus Vangl

Arch Magus Vangl is the last mob before Overlord Mata Muram himself; indeed, he patrols the outer area in Mata Muram's room. The Arch Magus Vangl event introduced a new kicker to raid events in EverQuest; a detrimental spell effect that, upon fading, casts a death touch on its bearer, unless cured. He also spawns adds, whose damage per hit increases over time; the longer an add is up, the more damage it deals. These need to be either killed right away, or rooted away from the raid and killed using ranged attacks when Vangl dies. Aside from that, it's yet another spank-and-tank. Upon Vangl's death, the pod in the center of the room opens up, revealing....

[edit] Overlord Mata Muram

Little is known about Overlord Mata Muram at this time.

[edit] Augmentation Mobs

On the map above, the names marked in green signify spawn points that, once activated (after killing 50 mobs in the zone), can be either lightning warrior commanders, which are abnormally powerful trash mobs, or mobs that drop one of nine augmentations; the augmentations and the mobs are listed below. Each augmentation has 90 HP, 90 Mana, and 90 Endurance, along with an added bonus specific to that augment. The ones that have HP/Mana/Endurance for their bonuses add that bonus in addition to the base 90/90/90. These "aug mobs" are mini-named mobs that can be one to two grouped by a competent group of players, without the four day lockout timer of other Anguish events.

Mobs
Vilria the Keeper
Grenlok the Converter
Damlin Lingering Charge
Administrator Charial
First Lieutenant Minas
Augmentations
Rune of Grim Portents - +10 Combat Effects
Rune of Living Lightning - +50 Attack
Gem of Unnatural Regrowth - +3% DoT Shielding, +5 Regeneration, +5 Mana Regeneration
Stone of Horrid Transformation - +35 HP, +60 Mana, +60 Endurance
Rune of Futile Resolutions - +60 HP, +35 Mana, +35 Endurance
Stone of Planar Protection - +3% Shielding
Rune of Astral Celerity - +15 Avoidance
Abhorrent Brimstone of Charring - +5% Stun Resist
Orb of Forbidden Laughter - +3% Spell Shield
Petrified Girplan Heart - +3% DoT Shielding
Kyv Eye of Marksmanship - +15 Accuracy
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