Gauntlet

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Revision as of 23:11, 3 September 2016 by imported>Joeblow8579 (added information about shadows, tuskers, burun, and dillos)
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Related topics: Gauntlet Bosses, Societies

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Quest Summary
Quest Type: Locked Fellowship
Start Location: Society Gauntlet Stronghold
Timer: 1 hour
Time to Complete: 1 hour
Level Restrictions: 180+
Level Suggestions: 275
Rewards Summary
Items:
Full details here
Gauntlet Treasure Key Gauntlet Vault Key
1-5 Gauntlet Coins
Max XP:
Full details here
500,000,000
Titles: (see below)
Related Articles
Introduced In: Spring 2014
Updated In: May Patch
May 2015 Hotfix
Related Quests: Gauntlet Bosses,
Paragon Weapons

Quest Overview

You need to be a member of a Society to participate.

  • Enter either the Celestial Hand Gauntlet, Eldrytch Web Gauntlet or Radiant Blood Gauntlet
  • Important: Rare gems are not allowed - you will not be able to enter the Gauntlet if you have a Rare gem in your inventory. Any active rares will also be dispelled upon entry (with the exception of item rares). However, you can enter with Spectral Rares, rare potions, and any Tier 3 or higher rare.
  • There are three distinct dungeons accessed in front of each society stronghold but you can enter any one of them irrespective of what society you belong to.
  • To initiate the event one must be in the society hosting the event rooms.
  • Anyone level 180 or higher can participate, but beating rooms 8, 10, and 12 flag your for the mini bosses is your society's respective gauntlet - no society, no mini bosses.
  • Each Society may have two concurrent groups attempting the event at the same time for a total of six possible concurrent groups.
  • There are three Gauntlet Bosses that can be accessed after you complete a certain number of stages.
  • Required Slayers include Tumerok, Virindi, Mukkir, and appropriate Tusker, Shadow and Burun slayer wands, even for non-mages.

NPCs

Walk Throughs

Here is a rough set of notes. Note that some spawn information is incomplete and so is the detailed breakdown of the spawn waves:

Most stages have 4 waves of spawns. An exception is stage 5. Recommended group composition is as many missile and void hybrids as possible, with secondary consideration to specialized life mages.

There is also a very good Gauntlet Walk Through by drthunder2 located at this link.

Stage 1
Spawn 1 - Hollow Pawns, Corrosive Archer
Spawn 2 - Hollow Pawns, Virindi Rival, Corrosive Archer
Spawn 3 - Virindi Rival, Tumerok Savage
Spawn 4 - Tumerok Savage
Kill priority: Corrosive Archer >Tumerok Savage > Virindi Rival > Hollow Pawns

  • Tumerok Savages are extremely vulnerable to lightning and pierce damage. CS melee and missile weapons are very effective but not recommended over slayers.
  • Virindi Rivals are vulnerable to lightning and fire.

Stage 2
Spawn 1 - Virindi Rival, Hollow Pawns, Corrosive Archer
Spawn 2 - Lugian Launcher
Spawn 3 - Virindi Rival, Lugian Launcher
Spawn 4 - Hollow Pawns, Lugian Launcher
Kill priority: Lugian Launcher > Virindi Rival > Hollow Pawns

Stage 3
Spawn 1 - Torment Wisps, Corrosive Archer
Spawn 2 - Torment Wisps
Spawn 3 - Torment Wisps
Spawn 4 - Torment Wisps, Corrosive Archer
Kill priority: Corrosive Archer > Torment Wisps > Hollow Pawns

  • Torment Wisps should be imperiled and pierce/slash/blunt vulned (the Wisps are equally weak to all three physical damage types). Melees and archers should us an AR weapon, mages a CS.
  • Adding an acid vuln to increase summoned pets' effectiveness is recommended.

Stage 4
Spawn 1 - Lugian Launcher, Corrosive Archer
Spawn 2 - Tracking Fireball, Vicious Remoran Sapper
Spawn 3 - Hollow Pawns, Vicious Remoran Sapper
Spawn 4 - Vicious Remoran Sapper
Kill priority: Vicious Remoran Sapper > Virindi Rival > Hollow Pawns

  • Do not stand in SW corner as a group of Vicious Remoran Sappers spawns there.
  • Vicious Remoran Sappers stand still and chain-cast war spells. Bring lots of dispel gems for this room.
  • Vicious Remoran Sappers should NOT be vulned; they should be imperiled.
  • Remorans are equally resistant to all damage types. Melee/Missiles should use their best rended weapon. Mages should focus on imperils, and then use arcs (void) or Tusker Fists (war).

Stage 5
Spawn 1 - Pike Grievver, Grievver Darter
Kill priority:Pike Grievver > Grievver Darter

  • Upon entering, your group will be split (at random) between two separate rooms. You will only be able to return to the same room you started in if you die or recall so each group is responsible for clearing their own room.
  • Pike Grievvers and Grievver Darters should be imperiled and slash vulned. Melee/Missiles should use a slash Armor Rending weapon. War mages should use CS slash.
  • The door is triggered by killing all of the Pike Grievvers in each room. When a Pike Grievver dies two Grievver Darters spawn. You can ignore them.
  • The room is small, and has a central column. Flame waves shoot along the outer edges of the room so don't stand there.

Stage 6
Spawn 1 - Vibrant Shadow, Virindi Rival
Spawn 2 - Vibrant Shadow, Virindi Rival
Spawn 3 - Vibrant Shadow, Virindi Rival
Spawn 4 - Hollow Pawns, Vibrant Shadow, Virindi Rival
Kill priority: Vibrant Shadow > Virindi Rival

Stage 7
Spawn 1 - Mukkir Predator, Ruuk Ranger
Spawn 2 - Mukkir Predator, Guruk Grunt
Spawn 3 - 2 Guruk Grunts, 2 Ruuk Ranger
Spawn 4 - 2 Guruk Grunts, 2 Ruuk Ranger, Corrosive Archer
Kill priority: Mukkir Predator > Ruuk Ranger > Guruk Grunt

  • Ruuk Rangers cast a high damage bludge volley (forward cone attack). It can do 200+ damage. A level up animation is played, and there is a chat warning when this occurs.
  • Void mages should focus on the Guruk Grunts and Ruuk Rangers at all times Use burun slayer and nether blast.
  • Guruk Grunts and Ruuk Rangers are both immune to life vulns and destructive curse.
  • Non-mages should use Burun slayer wands and offensive life magic (tugaks and hecatombs) on the Guruk Grunts and Ruuk Rangers. War mages should use Soul Bound (or another rend). Void mages should also use Burun Slayer wands with void blasts/arcs. Designating one void mage to cast Corruption/Corrosion on everything with a green garnet tinked wand (non-slayer) is recommended.
  • Due to extremely high health (~150k) the Guruk Grunts and Ruuk Rangers take a very long time to kill.

Stage 8
Spawn 1 - Crazed Olthoi, Hollow Pawns
Spawn 2 - Crazed Olthoi
Spawn 3 - Crazed Olthoi
Spawn 4 - Crazed Olthoi, Virindi Rivals
Kill priority: Crazed Olthoi > Hollow Pawn

  • Mages should Imperil and vuln all Crazed Olthoi. Melee/Missile should Olthoi Slayer weapons.
  • All magics do very little damage, and should focus on imperil/vulns and the Virindi Rivals/Hollow Pawns.

Stage 9
Spawn 1 - Tusker Heavers
Spawn 2 - Tusker Heavers, 1 Tundra Tusker, 2 Defensive Crystals
Spawn 3 - 2 Tundra Tuskers, 2 Defensive Crystals
Spawn 4 - 4 Tundra Tuskers, 2 Defensive Crystals
Kill priority: Tundra Tusker > Defensive Crystal > Tusker Heaver.

Stage 10
Spawn 1 - Stinging Armoredillos
Spawn 2 - Stinging Armoredillos
Spawn 3 - Stinging Armoredillos, Virindi Rivals
Spawn 4 - Stinging Armoredillos, Virindi Rivals
Kill priority: Stinging Armoredillos > Virindi Rivals

  • Stinging Armoredillos have extremely high magic resistance. A Spectral Crystal of the Life Giver rare is recommended for all non archer/melees who should focus all their effort into landing an imperil. Do not expect to have much success imperiling the Dillos with less than ~710 buffed Life magic skill. See Life Magic Mastery (Spell) for spell stacking information to maximize your Life skill.
  • Mages with Life specialized should wield a Focusing Stone and have non-spec-Life characters continually cast Brilliance on them to maximize the chances of landing the crucial imperil spell.
  • Stinging Armoredillos appear to have a shield-like effect when being hit in the front. Arranging your fellow so half of your archers/melees are always hitting the Stinging Armoredillos in the back is recommended.

Stage 11
Spawn 1 - Wight Sages
Spawn 2 - Wight Sages
Spawn 3 - Wight Sages, Vibrant Shadows
Spawn 4 - Wight Sages, Vibrant Shadows, Stinging Armoredillos, Lugian Launchers, Torment Wisps
Kill priority: Lugian Launchers > Torment Wisps > Vibrant Shadows > Stinging Armoredillos > Wight Sage

Stage 12
Spawn 1 - Blade Lieutenants
Spawn 2 - Blade Lieutenants, Blade Captains
Spawn 3 - Blade Captains, Blade Champions
Spawn 4 - Blade Captains, Blade Champions, Crazed Olthoi. Vicious Remoran Sapper, Guruk Grunt, Ruuk Ranger, Tumerok Savage
Kill priotity: Blade Lieutenants > Blade Captains > Blade Champions

Portals

Maps

Dungeon Coordinates Wiki Map ACmaps Other Quests
Celestial Hand Gauntlet 39.7S 83.6E -- -- -- --
Eldrytch Web Gauntlet 24.7N 49.4E -- -- -- --
Radiant Blood Gauntlet 12.8N 0.7E -- -- -- --


Experience Rewards

Reward Chart

Room Title XP Luminance Coins Keys Mini-Boss Access
1 None ??
(??% up to level ??)
2,500 -
2 None 50,000,000
(??% up to level ??)
5,000 -
3 None 50,000,000
(??% up to level ??)
7,500 -
4 None ??
(??% up to level ??)
10,000 ??
5 Coin Collector 100,000,000
(??% up to level ??)
12,500 1 x Gauntlet Coin
6 Society Savage 125,000,000
(??% up to level ??)
15,000 1 x Gauntlet Coin 1 x Gauntlet Treasure Key
7 Brutal Barbarian 150,000,000
(??% up to level ??)
17,500 2 x Gauntlet Coin 1 x Gauntlet Treasure Key
8 Soldier of Fortune 200,000,000
(??% up to level ??)
20,000 3 x Gauntlet Coin 1 x Gauntlet Treasure Key Access granted to Gauntlet Boss Tremb'Orh
9 Wily Warrior 300,000,000
(??% up to level ??)
30,000 3 x Gauntlet Coin 2 x Gauntlet Treasure Key
10 Gauntlet Gladiator 350,000,000
(??% up to level ??)
35,000 4 x Gauntlet Coin 2 x Gauntlet Treasure Key Access granted to Gauntlet Boss Holcha
11 Bloodthirsty 350,000,000
(??% up to level ??)
50,000 4 x Gauntlet Coin 3 x Gauntlet Treasure Key
12 Gauntlet Champion 500,000,000
(??% up to level ??)
65,000 5 x Gauntlet Coin 1 x Gauntlet Vault Key Access granted to Gauntlet Boss Gromnus Champion
  • Note: You must use the exit door to have completed a room. For example, killing the spawn in room 2 then using the door and entering room 3 counts as having beaten 2.
  • Note: 10 wins gives you access to the Gromnus Champion, as well as a recall spell to the Society you got win number 10 from.

Quest Items

Quest Items
Gauntlet Ticket
Gauntlet Ticket Stub


Rewards
Gauntlet Coin
Gauntlet Treasure Key
Gauntlet Vault Key
Yellow Society Locket
Brown Society Locket
Blue Society Band
Green Society Band
Purple Society Band
Red Society Band


Objects
Gauntlet Chests
Gauntlet Vault
Gauntlet Arena
Gauntlet Arena One Statue


Images

Click image for full size version.

Lore & Dialog

Master of the Gauntlet says, "Arena One is now available for new warriors!"

The Completion of Stage 7
Master of the Gauntlet gives you Gauntlet Treasure Key.
You've earned 150,000,000 experience.
You've earned 17,500 Luminance.
You have won two Gauntlet Coins!
Master of the Gauntlet gives you 2 Gauntlet Coins.

The Completion of Stage 8
Master of the Gauntlet gives you Gauntlet Treasure Key.
You've earned 200,000,000 experience.
You've earned 20,000 Luminance.
You have won three Gauntlet Coins!
Master of the Gauntlet gives you 3 Gauntlet Coins.

The Completion of Stage 9
Master of the Gauntlet gives you 2 Gauntlet Treasure Keys.
You've earned 300,000,000 experience.
You've earned 30,000 Luminance.
You have won three Gauntlet Coins!
Master of the Gauntlet gives you 3 Gauntlet Coins.

The Completion of Stage 10
Master of the Gauntlet gives you 2 Gauntlet Treasure Keys.
You've earned 350,000,000 experience.
You've earned 35,000 Luminance.
You have won four Gauntlet Coins!
Master of the Gauntlet gives you 4 Gauntlet Coins.

The Completion of Stage 11
Master of the Gauntlet gives you 3 Gauntlet Treasure Keys.
You've earned 350,000,000 experience.
You've earned 50,000 Luminance.
You have won four Gauntlet Coins!
Master of the Gauntlet gives you 4 Gauntlet Coins.

The Completion of Stage 12
Master of the Gauntlet gives you Gauntlet Vault Key.
You've earned 500,000,000 experience.
You've earned 65,000 Luminance.
You have won five Gauntlet Coins!
Master of the Gauntlet gives you 5 Gauntlet Coins.