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Venril Sathir / The Hole

Venril Sathir's Remain's Owned!

As you close in on the last few steps of the Ranger/Druid Epic Quest, you must take down a hearty mob in the depths of Karnors Castle, Dreadlands, Kunark. This highly contested mob only spawns every 72 hours or so, so you must mobilize atleast 3 good groups, and claim the camp, as soon as he spawns. Venril Sathir's Remains is a watered-down version of the REAL Venril Sathir, (who is known to drop the Kunark Legs for all classes).

He starts out in skeleton form, and can be tracked by a druid/ranger/bard as Venril Sathir's Remains. You can get to him two ways: 1. Go thru the right courtyard and in thru the door in the back of the courtyard, then immediately left thru a locked door, which can only be opened by an experienced lock picker. (One of our high-level rogues, Blenderr, opened the door for us and we made our way to the "prep" room.) Alternatively, 2. You can go thru the left courtyard, and up the stairs, make 2 right turns, and head down the hallway, thru a secret "one-way" wall, which will lead you into the "prep" room. (There is a way out of the prep room, if you don't have a lock picker, but I forget exactly how it's done. I had to use this trick once before, can't remember how I did it at this time.)

To initiate this part of the quest, the druid or ranger summons a Firefly Globe (low level spell), and hands it to VSR, morphing VSR into the Spirit of Venril Sathir. The Spirit of Venril Sathir says something about needing to be ressurrected so that he can fight again. The "main tank" should then, (when everyone is ready), hand the Spirit of Venril Sathir the level 49 (59 for pallies) spell, Ressurrection.

The Spirit of Venril Sathir immediatly morphs into Venril Sathir and starts beating on the person who gave him the Ressurrection spell. My suggestions for the fight are as follows... (Note: This tecnique also works for a fight against the REAL Venril Sathir.)

Once again, have your highest tank hand in the Ressurrection spell, so he gets the brunt of the hits. ONLY the main tank should be fighting VS at this time. If your tank is high enough level, have him use the Defensive Discipline, to take less damage, as he builds up agro. Have all the clerics target the Main Tank because if all goes as planned, he will be the only person needing a heal.

Assign a chanter to chain cast RUNE V on the main tank to absorb the 1500dd proc from Venril Sathir. (This spell costs a peridot per cast, so make sure to pay him/her back for the cost.) This is most important when fighting the REAL Venril Sathir, because he procs a 1500 LIFE TAP, which steals the Hit Points from the offender, and gives them to Venril Sathir, the Rune will stop this transfer of HP.

As the fight begins, the tank is building up agro, and NOBODY else is attacking. The first 2 heals should be done by Paladins in the raid, using Lay of Hands, which inherits zero agro to the Paladin. After the second LoH on the main tank, he should call ATTACK! and everyone will assist him from behind Venril Sathir. When the melee gets Venril Sathir down to 50% health, the Main Tank will call CASTERS ATTACK! and the casters should let loose their powerful Direct Damage spells, while being careful NOT to earn agro from Venril Sathir.

If this is done correctly, Venril Sathir should be dead a few seconds later. Only the druid or ranger doing their epic quest should loot the dead Venril Sathir because the item is of course, NO DROP. The lucky quester will receive a Pulsing Green Stone (Venril always drops 2 stones), which he then can turn into Foloal Stormforest, in Firiona Vie, (along with the Softly Glowing Stone), for a Warmly Glowing Stone in return.

Congratulations to Tamluan and Zabooboo from Soldiers of Destiny on their Glowing Green Stones from Venril Sathir.

Next Step: The Deepest, Darkest Regions of the Dreary Dungeon Called the Hole

Not So Fast...
The next step for a ranger, in their quest for the epic weapon, is to slay Jaeil the Insane, at the bottom of the Hole, Odus. Doesn't sound that hard eh?

We gathered just inside the entrance to the Hole, with 3 full groups, and made our way down thru the Earth Elementals, Rock Golems, Fiends, and Ratmen. There's a point of no return, where you have to drop off a small cliff, and you can't get out, unless you have a "porter", so beware of that when fighting in the Hole.

The eighteen of us dropped in past the point of no return, which would turnout to be a long night to follow.

We made it thru, seemingly endless amounts of mobs, to a pool, where we decided to rest a minute, to let the casters regain their mana.

When ready, Zab gave the word, to pull a few mobs. The puller brought back 7 Golems and 4 Elementals, who proceeded to wipeout the whole raid party. Luckily, we had a cleric camp out in time. We also had a few Halfling rogues, who practices Brell religion, parked in the Hole. They are the only characters who can navigate the Hole without being attacked, because of their race and religion.

The rogues received consent from the dead, and made a neat pile of corpses in the safest spot they could find, and waited for the Cleric to log back in. Three seconds after the cleric logged back in, he died from multiple Golems beating on him. That left us with only one option, to drag the corpses all the way back to the entrance, rez them, and start over from scratch.

As always, after the players were rezzed, some decided they were too scared to continue, and they logged, or went for the very attractive, "XP GRIND" in Karnors, or elsewhere, leaving a few eager Questers with their thumbs up their... nm.

We did not want to quit, so we went ahead with 2 groups of die-hard adventurers, cautiously clearing our path to the same spot, and unfortunately, the same result. Everyone died and we called it quits for another try, another evening.

The next night, another attempt at getting past the city, resulted in yet, another wipeout, many had to log afterwards, and we were left with only 2 groups again. Trying our best, we did everything we could to fight our way past the city, but still died in the process.

Three more unsuccessful attempts followed over the next three nights. Pretty down and frustrated, we vowed to get this mob, if we died 12 more times. (and that we did) After 12 more wipeouts, we called in some high level support. A 60 ranger from EH, named Tunor, and a few of his guild mates decided to join us for one more attempt. Surprisingly, when he pulled the city mobs, (the ones that wiped us out every night for the past week), he successfully brought only 2 at a time, which enabled us to fight them and get past the city, FINALLY!

Not only did we get past the city mobs, but we made it into the tunnel, which leads to the epic mobs, which we so highly sought after.

The first epic mob that we came to, as we traversed the long winding tunnel, was the ranger epic mob, Jaeil the Wretched. Zabooboo snuck up behind him and handed him a shiny tin bowl (which he obtained from previous questing), causing Jaeil to see his reflection and turn into Jaeil the Insane, which we killed with no problems, and Zabooboo looted his Soulbound Hammer.

The next mob we needed to kill on our journey, was the Shaman epic mob, who is situated at the top of the Revnant tower. We stood at the bottom of the tower, with about 60 revnants inbetween us and our goal, taking down High Scale Kirn (and his shaman pet).

We invised to undead, and made our way up to the top. A few people lost invis to undead and perished on the way up, which was a good idea, not to train the raid party. Unfortunately, they attacked us anyway, 7 revenants and a few named mobs stormed the room we were in, at the top of the tower. We were stunned, thinking all was lost, we gave it our best shot, and overcame the villains, with pure brute strength and commitment. The only one lost during the battle, was the chanter, due to a resisted Mesmerization.

After the chanter was ressurrected, we had Serj do his turnin, to the High Scale Kirn. But something was wrong! Kirn did not react to the quest item as he should. We waited a good 2 minutes for a reaction from Kirn, but nothing happened. It was petitioned, and we waited for a response, then pulled Kirn to kill him and see if he dropped the item that Serj needed to finish the shaman epic quest. He dropped nothing =(

The petition is still under question, and we are waiting for a response from the GM to see what they can do for Serj. Best of luck Serj, that's a heartbreak for sure!

EDIT: We went and re-did the epic mob with Serj and since has received his/her epic. Congratulations!



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