Post by Mythryr Took on May 26, 2010 20:45:05 GMT
Shards of Orr – HM with heroes and henchies
Like a lot of people I guess, I hate this dungeon. It takes a long time to get to the boss who is seriously difficult to kill. But I wanted to find a reliable way to get through this dungeon so that other Guild War adventurers don’t have to spend as many frustrating hours as I did in this evil place.
Using the method below and without using consumables, I have got my Ritualist through the dungeon in 1 hour and taken another 49 minutes to kill the boss. It takes a bit of practice as you will need to tank, lure and micro manage heroes but you should be able to complete the job in 2 and a half hours. You should not need it but, if you don’t think it’s cheating, take a powerstone to pretty much guarantee success.
I assume that your objective is to finish the dungeon and not farm the place or maximise Deldrimor points. That is why my walk through does not use Light of Deldrimor and avoids fights wherever possible. Unfortunately, I need 3 other EofTN PvE skills so could not use LofD.
The team
Rit
I am a Ritualist/Smiter with rank 8 in Norn, Asura and Ebon Vanguard skills tooled up with a standard smiting wand with extra energy and the Bison Cup. I also took a bow as an alternative weapon for luring. I used Ghost Forge insignias, a superior rune of restoration, a major rune of spawning power, a superior rune of vigor and runes of attunement. This gave me health of 450, energy of 51, restoration of 14, spawning power of 10 and smiting of 12. The skillbar was as follows:-
Resilient weapon
Resilient was Xiko
“I am Unstoppable”
Vengeful was Khanhei (Elite)
Reversal of Damage
Symbol of Wrath
Pain Inverter
Ebon Vanguard Assassin Support
Essentially this build is a tank with the first 4 skills being used for defence. Symbol of Wrath helps kill the zombies, enchanted weapons and touch wizards that come close, Reversal of Damage kills Fendi Nin, Pain Inverter helps enormously to kill the Soul of Fendi Nin and Ebon Vanguard Assassin Support will distract the Soul while you make a temporary retreat (see last section below).
Hero 1 RofJ smiter with blinding
Ray of Judgement (Elite)
Bane Signet
Castigation Signet
Signet of Rage
Smite Condition
Smite Hex
Spear of Light
Blind was Mingson
I gave the hero a defensive smiting staff of deathbane, a superior rune of smiting, Anchorite insignias, a major rune of vigor and energy runes as fillers. This guy deals damage and, with blinding, is the last line of defence if the melee fighters get past the tank.
Hero 2 Prot Smite
Bane Signet
Castigation Signet
Signet of Rage
Smite Condition
Smite Hex
Protective Bond
Life Bond
Life Barrier (Elite)
I gave the hero Kerrsh’s Staff, superior runes of smiting and protection, 1 major rune of vigor, 2 minor runes of vitae and 5 anchorite insignias. This guy keeps the tank alive and deals a reasonable amount of damage. Protective Bond is only used when fighting Fendi Nin and should be disabled for the rest of the dungeon.
Hero 3 S of J Smite with para defence
Shield of Judgement (Elite)
Bane Signet
Castigation Signet
Signet of Rage
Smite Condition
“Fall Back”
“Never Surrender”
Blessed Aura
This guy is the key to the team. Shield of Judgement cast on the tank kills the zombies in seconds and deals serious damage to the others even if they are casters as they all like to use their staffs or wands to attack. I used Droknar’s Fast Casting staff to get the 20% enchantment modification. With that and Blessed Aura, you can keep SofJ up for 32 seconds. I gave him superior runes of smiting and divine favour, anchorite insignias, 1 major rune of vigor and 2 runes of vitae.
Henchies
I used the two monks Lina and Mhenlo, Cynn the fire elementalist and Lo Sha. I think that the two monks are essential, decided that there was too much blinding in the dungeon for the henchmen attackers to be useful and found Eve’s touch skills broke agro too often. Herta’s Ward against Melee could be useful but she never seemed to use it at the right time.
The Dungeon
Let’s assume you have the quest from Crewmember Shandra in Arbor Bay. Enter the dungeon from Gadd’s Encampment. Otherwise you will have to fight your way across Arbor Bay in Hard Mode from Vlox’s Falls before you reach the main entrance. This is a pain and you need to reserve your focus for the dungeon for which this build has been designed.
Enter from Gadd’s Encampment, touch the beacon, ignore the mob in front of you and turn left.
Cast Life Barrier and Life Bond on yourself disabling the skills so that the hero does not turn them off. Cast Blessed Aura. Disable Blind Was Mingson and Protective Bond. Go to the beginning of the corridor on your left. Position yourself at the corner of the left hand turn and flag your heroes and henchies such that your agro bubble intersects the front line of your heroes and henchies. As the mob approaches you, cast Shield of Judgement on yourself and then Resilient Weapon, I am Unstoppable and Vengeful Was Khanhei. When the mob hits your agro bubble they will charge in. Cast Symbol of Wrath and anyone coming close to you – Zombies or Wizards - will die quickly. Even if you are interrupted by their Illusionist it does not matter as Shield of Judgement and the firepower you have in the heroes and henchies will be enough for the mob’s front line. Just keep up Resilient Weapon and either Vengeful Was Khanhei or Resilient was Xiko. With Resiliant Weapon and Resilient was Xiko you’ll have ample health regeneration to cover any hexes or conditions and an overall armor level of 116. Wait until all the Wizards and Zombies are dead and then unflag your heroes and henchies. They will quickly kill off the rest.
This is the main tactic of engagement and can be used for every encounter that follows except where otherwise stated. If there are no wizards, you won’t need I am Unstoppable. If there is heavy degeneration, you may need Resiliant Was Xiko rather than Vengeful Was Khanei. And you can accelerate the killing using the Assassin or Pain Inverter or Reversal of Damage. But these are minor variations on the basic idea. The key is having your heroes and henchies at exactly the right distance from you. Too far and your monks will have trouble healing you. Too close and the nasties will go straight past you and clobber your bonders. This is easily said and difficult to do but with this build if only one or two nasties go past, there is enough firepower for your team to handle them. Make sure you can handle this first fight and the next two fights easily and certainly without incurring any death penalty. If you can’t, you’re either doing it wrong or have the wrong build. After a bit of practice, your biggest risk is loss of concentration as there are 8-10 encounters of this type on the first level, 7 on the second and 10-12 on the third. And that’s before you reach Fendi Nin.
Continue through the corridor and you have a mob which can either be defeated or, if it is too far to the left, can be avoided by hugging the right hand wall. Go past the poison jets and keep to the left. There are two patrolling mobs but they can be avoided if you go to the beacon and hug the left hand wall. Go to the Cursed Brigand, defeat him and pick up the dungeon key.
There is another poison jet in front of you, a mob behind you and a group of casters in front behind a rock. Avoiding the group behind and the poison jet in front, defeat the mob behind the rock. There is another mob behind the next rock in front of you and they can normally be avoided by hugging the left hand wall. Go through the arch.
Keep to the right and avoid the enchanted weapons. Go straight on and wait for a group of archers and hounds to move off left. There are mobs in elevated positions to your right which you ignore and you go through the arch in fromt of you. A mob will come towards you so assume the main tactic of engagement and you will defeat them. Go right to the beacon and you will be joined by Crewmember Shandra. You are now just by the entrance to Arbor Bay. Do not exit the dungeon.
Turn round and go back to the place where you entered the dungeon ignoring all mobs on the way. Ignore the mob behind the rock and continue south. Crewmember Shandra will have opened a gate in the wall and you will find some enchanted weapons. Defeat them and then open the dungeon door with the key you got from the Cursed Brigand. Flag your heroes by the door.
You will see two mobs patrolling and the trick here is to make sure you agro only one. Wait until they stop moving, cast Shield of Judgement, Resilient Weapon and Vengeful was Khanei on you , equip a bow and then agro the first Zombie in front of you with an arrow. Change back to your wand and then run back to your team again making sure you set your agro bubble in line with your hero front line. The Zombies will chase you and die quickly. Then the wizards will come in and you may have to maintain Resilient Weapon, Vengeful was Khanei or Resilient Was Xiko and Shield of Judgement until the Wizards die. When they do, release your team to finish off the Necros and Healers.
Level 2
Defeat the next two mobs and go to the second level. So far this should have taken you 15-20 minutes and you’ll have a 10% morale boost.
Touch the beacon and to your left is the Cursed Brigand. Don’t forget to get Life Barrier and Life Bond back on you and Blessed Aura back on your SofJ hero. Defeat this group in the usual manner and a chest will appear. Open it and get the unlit torch. Go east and you’ll find another mob at the beginning of a corridor. Defeat them and you’ll come to a brazier which you use to light your torch. There are 4 braziers in the main room on your right and light all 4 going anticlockwise. If you’re unlucky, a mob will spawn on top of you and your party will be wiped out. But mainly they spawn elsewhere. In either event, go outside the room and position your heroes and henchies such that they will just be in range with you standing at the corner of the bend just outside the entrance. Enable Blind Was Mingson which will help if the Enchanted Weapons run past you. Cast Resilient Weapon and, using your bow, agro one of the nasties preferably an enchanted weapon and run back to position yourself at the corner just in range of your heroes. Cast Shield of Judgement on yourself. The wraiths will interrupt you but the spells you most want to keep up are Resilient Weapon and Vengeful Was Khanei or Resilient Was Xiko. Use the Ebon Vanguard Assassin if you can but you should have enough to kill these guys anyway. Apart from the boss, I found this the toughest fight in the dungeon but, if I did not manage to kill them all first time, I could generally kill them the second time after one party wipe.
A door will open to your left. Go through this door taking the unlit torch with you. Kill the group in front of you taking care not to agro a patrol coming from behind. Then kill that patrol. Go right through 3 poison jets and light the torch using the far right brazier ignoring the mob in the middle. Light the brazier in the opposite corner and then the other one to your left. Flag your heroes as far as you can in the corner then defeat the mob and the brigand. Exit past the poison jets and go clockwise round the loop to avoid one mob. Then defeat the mob by the door and go through to level 3. This level should take between 15 and 20 minutes and again you should have a 10% morale boost.
Level 3
Touch the beacon and go west ignoring the mobs to the south. Apply the bonds and defeat the mob in your way. Open the nearby chest and light the torch taking it to light the brazier just past the arch. Move on and flag the heroes a short distance past the arch. You want to lure the next mob back or the mob beyond them will use their healers to help the first mob. Defeat them in the normal way and then do the same to the next two mobs, then the enchanted weapons and finally a patrol that is nearby. Go back to your torch just outside the arch and light the next brazier. You then have a long run south west to the next Brazier which is possible without any speed boosts but is a breeze with your hero casting “Fall Back”.
Defeat the mob just inside the chamber and then, if there is no room, one of the two mobs which are either side of the chamber. Then light the brazier and light the equivalent at the end of the room. Touch the beacon and defeat the mob just inside the next chamber and then two or three more to give you a clear run lighting the 6 braziers. Make sure that the last one is at the far left of the chamber.
The Brigand will spawn and, after defeating him, you can enter the door into Fendi Nin’s lair. Go past one poison jet and flag your heroes and henchies just in front of the next poison jet. Go through and cast Resilient Weapon, Vengeful Was Khanei and Shield of Judgement on yourself. Agro the dragons and they will kill themselves. You can speed the process up using Reversal of Damage if you like. Move your heroes past the poison spout, flag them and then agro the archers. Do not worry if you have to stand on the poison jet. Resilient Weapon and Resiliant was Xiko will handle all the health degeneration. With Shield of Judgement on you, the archers will go down after about 5 shots.
Go over the bridge and you will see Fendi Nin and his Archers. You should have taken 20 -25 minutes to get from the beginning of level 3 and be ready to face Fendi Nin with a 10% Morale Boost.
Fendi Nin
As it says on Wiki, it is important to understand where the various parties spawn. Fendi Nin and his Archers start in one place and Fendi Nin can only be lured about one agro bubble from this location. When he is killed, the Soul of Fendi Nin will spawn where Fendi Nin dies and his d**ned Crewmen will spawn where the Archers last spawned.
Step 1 Kill the Archers
Make sure that Shield of Judgement, Resilient Weapon and Vengeful was Khanei are cast on yourself and that your heroes and henchies are flagged behind you and then move into agro position. Also make sure that Blind Was Mingson is disabled. The archers will fire off about 5 volleys and die.
Step 2 Kill Fendi Nin
You will have no energy but allow yourself to recharge. If you need to maintain anything it’s Resiliant Weapon. By this time Fendi Nin will not be casting spells but using his staff to attack. Move your team back in unison until Fendi Nin is about one bubble diameter from his original location – he won’t go any further on the first spawn but will on subsequent spawns. Make sure you keep Shield of Judgement, Resilient Weapon, Vengeful Was Khanei and Reversal of Damage as much as possible. Fendi Nin will die. Do not wait until the Soul spawns as he will be too close to his d**ned Crewmen. Just run back to the bridge and flag your heroes just past the top of the bridge.
Step 3 Lure Fendi Nin to the fire spouts at the bottom of the bridge and kill him
You will now see Fendi Nin and his archers wandering about. Add Protective Bond just in case Fendi manages a large spike of damage. I’m not sure that this is necessary but did not want to take any chances. Lure any archers away from Fendi – bring them back to the bridge and your smiters will kill them in seconds. Make sure you have Resilient Weapon on, then lure Fendi as close to the fire spouts as you can. If they set him on fire great but you can still kill him if they don’t. When you get back in range of the heroes and henchies, cast Shield of Judgement, Vengeful Was Khanei and Reversal of Damage. Fendi will kill himself with about 15 attacks.
Step 4 Do as much damage to the Soul as you can but do not wait around until he reverts back to Fendi Nin
Release your heroes and henchies and then move forward to make sure the Soul spawns. As soon as the Soul spawns cast Pain Inverter. Your smiters will cast their signets and you have just enough time for the soul to cast 2 area of effect spells. Together this should deliver 2,500 damage points. After 15 seconds, cast your Ebon Vanguard Assassin and then make sure you and your heroes and henchies run back towards the poison spouts. As the Soul deals with the Assassin, he will break agro and wander back towards the location where Fendi Nin originally spawned.
Repeat Steps 4 and 5
Unfortunately, I reckon the Soul has health points of between 15,000 and 20,000, so you will have to do this between 8 and 15 times depending on how brave you are. The more you engage him the more damage you can do but you do not want to wait too long. If Fendi and his Archers are allowed to spawn when they are in agro range you will probably all die. If you manage to kill Fendi and the Soul with his d**ned Crewmen spawn in agro range, you will definitely all die.
Killing the Soul takes between 45 and 75 minutes. Collect the reward from Crewmember Shandra, open the Dungeon chest and pick up whatever it gives you.
Good hunting.
Roger Rook sometimes known as Mythryr Took
Like a lot of people I guess, I hate this dungeon. It takes a long time to get to the boss who is seriously difficult to kill. But I wanted to find a reliable way to get through this dungeon so that other Guild War adventurers don’t have to spend as many frustrating hours as I did in this evil place.
Using the method below and without using consumables, I have got my Ritualist through the dungeon in 1 hour and taken another 49 minutes to kill the boss. It takes a bit of practice as you will need to tank, lure and micro manage heroes but you should be able to complete the job in 2 and a half hours. You should not need it but, if you don’t think it’s cheating, take a powerstone to pretty much guarantee success.
I assume that your objective is to finish the dungeon and not farm the place or maximise Deldrimor points. That is why my walk through does not use Light of Deldrimor and avoids fights wherever possible. Unfortunately, I need 3 other EofTN PvE skills so could not use LofD.
The team
Rit
I am a Ritualist/Smiter with rank 8 in Norn, Asura and Ebon Vanguard skills tooled up with a standard smiting wand with extra energy and the Bison Cup. I also took a bow as an alternative weapon for luring. I used Ghost Forge insignias, a superior rune of restoration, a major rune of spawning power, a superior rune of vigor and runes of attunement. This gave me health of 450, energy of 51, restoration of 14, spawning power of 10 and smiting of 12. The skillbar was as follows:-
Resilient weapon
Resilient was Xiko
“I am Unstoppable”
Vengeful was Khanhei (Elite)
Reversal of Damage
Symbol of Wrath
Pain Inverter
Ebon Vanguard Assassin Support
Essentially this build is a tank with the first 4 skills being used for defence. Symbol of Wrath helps kill the zombies, enchanted weapons and touch wizards that come close, Reversal of Damage kills Fendi Nin, Pain Inverter helps enormously to kill the Soul of Fendi Nin and Ebon Vanguard Assassin Support will distract the Soul while you make a temporary retreat (see last section below).
Hero 1 RofJ smiter with blinding
Ray of Judgement (Elite)
Bane Signet
Castigation Signet
Signet of Rage
Smite Condition
Smite Hex
Spear of Light
Blind was Mingson
I gave the hero a defensive smiting staff of deathbane, a superior rune of smiting, Anchorite insignias, a major rune of vigor and energy runes as fillers. This guy deals damage and, with blinding, is the last line of defence if the melee fighters get past the tank.
Hero 2 Prot Smite
Bane Signet
Castigation Signet
Signet of Rage
Smite Condition
Smite Hex
Protective Bond
Life Bond
Life Barrier (Elite)
I gave the hero Kerrsh’s Staff, superior runes of smiting and protection, 1 major rune of vigor, 2 minor runes of vitae and 5 anchorite insignias. This guy keeps the tank alive and deals a reasonable amount of damage. Protective Bond is only used when fighting Fendi Nin and should be disabled for the rest of the dungeon.
Hero 3 S of J Smite with para defence
Shield of Judgement (Elite)
Bane Signet
Castigation Signet
Signet of Rage
Smite Condition
“Fall Back”
“Never Surrender”
Blessed Aura
This guy is the key to the team. Shield of Judgement cast on the tank kills the zombies in seconds and deals serious damage to the others even if they are casters as they all like to use their staffs or wands to attack. I used Droknar’s Fast Casting staff to get the 20% enchantment modification. With that and Blessed Aura, you can keep SofJ up for 32 seconds. I gave him superior runes of smiting and divine favour, anchorite insignias, 1 major rune of vigor and 2 runes of vitae.
Henchies
I used the two monks Lina and Mhenlo, Cynn the fire elementalist and Lo Sha. I think that the two monks are essential, decided that there was too much blinding in the dungeon for the henchmen attackers to be useful and found Eve’s touch skills broke agro too often. Herta’s Ward against Melee could be useful but she never seemed to use it at the right time.
The Dungeon
Let’s assume you have the quest from Crewmember Shandra in Arbor Bay. Enter the dungeon from Gadd’s Encampment. Otherwise you will have to fight your way across Arbor Bay in Hard Mode from Vlox’s Falls before you reach the main entrance. This is a pain and you need to reserve your focus for the dungeon for which this build has been designed.
Enter from Gadd’s Encampment, touch the beacon, ignore the mob in front of you and turn left.
Cast Life Barrier and Life Bond on yourself disabling the skills so that the hero does not turn them off. Cast Blessed Aura. Disable Blind Was Mingson and Protective Bond. Go to the beginning of the corridor on your left. Position yourself at the corner of the left hand turn and flag your heroes and henchies such that your agro bubble intersects the front line of your heroes and henchies. As the mob approaches you, cast Shield of Judgement on yourself and then Resilient Weapon, I am Unstoppable and Vengeful Was Khanhei. When the mob hits your agro bubble they will charge in. Cast Symbol of Wrath and anyone coming close to you – Zombies or Wizards - will die quickly. Even if you are interrupted by their Illusionist it does not matter as Shield of Judgement and the firepower you have in the heroes and henchies will be enough for the mob’s front line. Just keep up Resilient Weapon and either Vengeful Was Khanhei or Resilient was Xiko. With Resiliant Weapon and Resilient was Xiko you’ll have ample health regeneration to cover any hexes or conditions and an overall armor level of 116. Wait until all the Wizards and Zombies are dead and then unflag your heroes and henchies. They will quickly kill off the rest.
This is the main tactic of engagement and can be used for every encounter that follows except where otherwise stated. If there are no wizards, you won’t need I am Unstoppable. If there is heavy degeneration, you may need Resiliant Was Xiko rather than Vengeful Was Khanei. And you can accelerate the killing using the Assassin or Pain Inverter or Reversal of Damage. But these are minor variations on the basic idea. The key is having your heroes and henchies at exactly the right distance from you. Too far and your monks will have trouble healing you. Too close and the nasties will go straight past you and clobber your bonders. This is easily said and difficult to do but with this build if only one or two nasties go past, there is enough firepower for your team to handle them. Make sure you can handle this first fight and the next two fights easily and certainly without incurring any death penalty. If you can’t, you’re either doing it wrong or have the wrong build. After a bit of practice, your biggest risk is loss of concentration as there are 8-10 encounters of this type on the first level, 7 on the second and 10-12 on the third. And that’s before you reach Fendi Nin.
Continue through the corridor and you have a mob which can either be defeated or, if it is too far to the left, can be avoided by hugging the right hand wall. Go past the poison jets and keep to the left. There are two patrolling mobs but they can be avoided if you go to the beacon and hug the left hand wall. Go to the Cursed Brigand, defeat him and pick up the dungeon key.
There is another poison jet in front of you, a mob behind you and a group of casters in front behind a rock. Avoiding the group behind and the poison jet in front, defeat the mob behind the rock. There is another mob behind the next rock in front of you and they can normally be avoided by hugging the left hand wall. Go through the arch.
Keep to the right and avoid the enchanted weapons. Go straight on and wait for a group of archers and hounds to move off left. There are mobs in elevated positions to your right which you ignore and you go through the arch in fromt of you. A mob will come towards you so assume the main tactic of engagement and you will defeat them. Go right to the beacon and you will be joined by Crewmember Shandra. You are now just by the entrance to Arbor Bay. Do not exit the dungeon.
Turn round and go back to the place where you entered the dungeon ignoring all mobs on the way. Ignore the mob behind the rock and continue south. Crewmember Shandra will have opened a gate in the wall and you will find some enchanted weapons. Defeat them and then open the dungeon door with the key you got from the Cursed Brigand. Flag your heroes by the door.
You will see two mobs patrolling and the trick here is to make sure you agro only one. Wait until they stop moving, cast Shield of Judgement, Resilient Weapon and Vengeful was Khanei on you , equip a bow and then agro the first Zombie in front of you with an arrow. Change back to your wand and then run back to your team again making sure you set your agro bubble in line with your hero front line. The Zombies will chase you and die quickly. Then the wizards will come in and you may have to maintain Resilient Weapon, Vengeful was Khanei or Resilient Was Xiko and Shield of Judgement until the Wizards die. When they do, release your team to finish off the Necros and Healers.
Level 2
Defeat the next two mobs and go to the second level. So far this should have taken you 15-20 minutes and you’ll have a 10% morale boost.
Touch the beacon and to your left is the Cursed Brigand. Don’t forget to get Life Barrier and Life Bond back on you and Blessed Aura back on your SofJ hero. Defeat this group in the usual manner and a chest will appear. Open it and get the unlit torch. Go east and you’ll find another mob at the beginning of a corridor. Defeat them and you’ll come to a brazier which you use to light your torch. There are 4 braziers in the main room on your right and light all 4 going anticlockwise. If you’re unlucky, a mob will spawn on top of you and your party will be wiped out. But mainly they spawn elsewhere. In either event, go outside the room and position your heroes and henchies such that they will just be in range with you standing at the corner of the bend just outside the entrance. Enable Blind Was Mingson which will help if the Enchanted Weapons run past you. Cast Resilient Weapon and, using your bow, agro one of the nasties preferably an enchanted weapon and run back to position yourself at the corner just in range of your heroes. Cast Shield of Judgement on yourself. The wraiths will interrupt you but the spells you most want to keep up are Resilient Weapon and Vengeful Was Khanei or Resilient Was Xiko. Use the Ebon Vanguard Assassin if you can but you should have enough to kill these guys anyway. Apart from the boss, I found this the toughest fight in the dungeon but, if I did not manage to kill them all first time, I could generally kill them the second time after one party wipe.
A door will open to your left. Go through this door taking the unlit torch with you. Kill the group in front of you taking care not to agro a patrol coming from behind. Then kill that patrol. Go right through 3 poison jets and light the torch using the far right brazier ignoring the mob in the middle. Light the brazier in the opposite corner and then the other one to your left. Flag your heroes as far as you can in the corner then defeat the mob and the brigand. Exit past the poison jets and go clockwise round the loop to avoid one mob. Then defeat the mob by the door and go through to level 3. This level should take between 15 and 20 minutes and again you should have a 10% morale boost.
Level 3
Touch the beacon and go west ignoring the mobs to the south. Apply the bonds and defeat the mob in your way. Open the nearby chest and light the torch taking it to light the brazier just past the arch. Move on and flag the heroes a short distance past the arch. You want to lure the next mob back or the mob beyond them will use their healers to help the first mob. Defeat them in the normal way and then do the same to the next two mobs, then the enchanted weapons and finally a patrol that is nearby. Go back to your torch just outside the arch and light the next brazier. You then have a long run south west to the next Brazier which is possible without any speed boosts but is a breeze with your hero casting “Fall Back”.
Defeat the mob just inside the chamber and then, if there is no room, one of the two mobs which are either side of the chamber. Then light the brazier and light the equivalent at the end of the room. Touch the beacon and defeat the mob just inside the next chamber and then two or three more to give you a clear run lighting the 6 braziers. Make sure that the last one is at the far left of the chamber.
The Brigand will spawn and, after defeating him, you can enter the door into Fendi Nin’s lair. Go past one poison jet and flag your heroes and henchies just in front of the next poison jet. Go through and cast Resilient Weapon, Vengeful Was Khanei and Shield of Judgement on yourself. Agro the dragons and they will kill themselves. You can speed the process up using Reversal of Damage if you like. Move your heroes past the poison spout, flag them and then agro the archers. Do not worry if you have to stand on the poison jet. Resilient Weapon and Resiliant was Xiko will handle all the health degeneration. With Shield of Judgement on you, the archers will go down after about 5 shots.
Go over the bridge and you will see Fendi Nin and his Archers. You should have taken 20 -25 minutes to get from the beginning of level 3 and be ready to face Fendi Nin with a 10% Morale Boost.
Fendi Nin
As it says on Wiki, it is important to understand where the various parties spawn. Fendi Nin and his Archers start in one place and Fendi Nin can only be lured about one agro bubble from this location. When he is killed, the Soul of Fendi Nin will spawn where Fendi Nin dies and his d**ned Crewmen will spawn where the Archers last spawned.
Step 1 Kill the Archers
Make sure that Shield of Judgement, Resilient Weapon and Vengeful was Khanei are cast on yourself and that your heroes and henchies are flagged behind you and then move into agro position. Also make sure that Blind Was Mingson is disabled. The archers will fire off about 5 volleys and die.
Step 2 Kill Fendi Nin
You will have no energy but allow yourself to recharge. If you need to maintain anything it’s Resiliant Weapon. By this time Fendi Nin will not be casting spells but using his staff to attack. Move your team back in unison until Fendi Nin is about one bubble diameter from his original location – he won’t go any further on the first spawn but will on subsequent spawns. Make sure you keep Shield of Judgement, Resilient Weapon, Vengeful Was Khanei and Reversal of Damage as much as possible. Fendi Nin will die. Do not wait until the Soul spawns as he will be too close to his d**ned Crewmen. Just run back to the bridge and flag your heroes just past the top of the bridge.
Step 3 Lure Fendi Nin to the fire spouts at the bottom of the bridge and kill him
You will now see Fendi Nin and his archers wandering about. Add Protective Bond just in case Fendi manages a large spike of damage. I’m not sure that this is necessary but did not want to take any chances. Lure any archers away from Fendi – bring them back to the bridge and your smiters will kill them in seconds. Make sure you have Resilient Weapon on, then lure Fendi as close to the fire spouts as you can. If they set him on fire great but you can still kill him if they don’t. When you get back in range of the heroes and henchies, cast Shield of Judgement, Vengeful Was Khanei and Reversal of Damage. Fendi will kill himself with about 15 attacks.
Step 4 Do as much damage to the Soul as you can but do not wait around until he reverts back to Fendi Nin
Release your heroes and henchies and then move forward to make sure the Soul spawns. As soon as the Soul spawns cast Pain Inverter. Your smiters will cast their signets and you have just enough time for the soul to cast 2 area of effect spells. Together this should deliver 2,500 damage points. After 15 seconds, cast your Ebon Vanguard Assassin and then make sure you and your heroes and henchies run back towards the poison spouts. As the Soul deals with the Assassin, he will break agro and wander back towards the location where Fendi Nin originally spawned.
Repeat Steps 4 and 5
Unfortunately, I reckon the Soul has health points of between 15,000 and 20,000, so you will have to do this between 8 and 15 times depending on how brave you are. The more you engage him the more damage you can do but you do not want to wait too long. If Fendi and his Archers are allowed to spawn when they are in agro range you will probably all die. If you manage to kill Fendi and the Soul with his d**ned Crewmen spawn in agro range, you will definitely all die.
Killing the Soul takes between 45 and 75 minutes. Collect the reward from Crewmember Shandra, open the Dungeon chest and pick up whatever it gives you.
Good hunting.
Roger Rook sometimes known as Mythryr Took