Difference between revisions of "The Plaguebringers of Abukir"

From Medivia Online Wiki
m (Added lore and updated monsters)
 
(6 intermediate revisions by 2 users not shown)
Line 1: Line 1:
 
{{Quest2.0|  
{{Quest|  
name=The Plaguebringers of Abukir Quest|
name=The Plaguebringers of Abukir Quest|
known_as=Demise of the Gods|  
category=Quests|
reward=For everyone: [[Quicksand Boots]] and an [[Ancient Backpack]]. Choice between one of three items: [[Soul Emerald]], [[Ancient Crossbow]] and [[Magician's Staff]].|  
image=[[File:Mortem.png]]|
known_as=PoA|  
reward=For everyone: [[Quicksand Boots]] and an [[Ancient Backpack]]. <br>Choice between one of three items: [[Soul Emerald]], [[Ancient Crossbow]] and [[Magician's Staff]].|  
location=[[Abukir]].|
location=[[Abukir]].|
level=100+ (minimum), 150+ recommended|
level=100+ (minimum), 150+ recommended|
monsters= [[Chimera|Chimera]], [[Undead_Dragon|Undead Dragon]], [[Abomination|Abomination]], [[Wight|Wight]], [[Manticore|Manticore]], [[Banshee|Banshee]], [[Lich|Lich]], [[Shattered_Soul|Shattered Soul]], [[Priestess|Priestess]], [[Necromancer|Necromancer]], [[Fire_Elemental|Fire Elemental]], [[Fire_Devil|Fire Devil]], [[Revenant|Revenant]], [[Mons]], [[Ignis]], [[Harenam]], [[Suffocent]], [[Terraemotus]], [[Tempestas]], [[Mortem]].|
monsters= [[Chimera|Chimera]], [[Undead_Dragon|Undead Dragon]], [[Abomination|Abomination]], [[Wight|Wight]], [[Manticore|Manticore]], [[Banshee|Banshee]], [[Lich|Lich]], [[Shattered_Soul|Shattered Soul]], [[Priestess|Priestess]], [[Necromancer|Necromancer]], [[Fire_Elemental|Fire Elemental]], [[Fire_Devil|Fire Devil]], [[Revenant|Revenant]], [[Mons]], [[Ignis]], [[Harenam]], [[Suffocent]], [[Terraemotus]], [[Tempestas]], [[Mortem]].|
legend=The Gods of Abukir have been causing misery and destruction on the people of Abukir for too long. It's time to put a stop to their reign of terror.|
legend=The Gods of Abukir have been causing misery and destruction on the people of Abukir for too long. It's time to put a stop to their reign of terror.|
}}
method=
==='''[https://www.youtube.com/watch?v=IK5T1bz25zE Video of the quest]'''===
 
=='''Requirements'''==
*Rope
*Shovel
*15 [[Ember Coin]]s, 1 [[Life Crystal]], 1 [[Mind Stone]] (daily ritual cost to open the Undead Tree)
*[[Access To Abukir Quest]]
*[[Exploring the Corrupted Island]] (2nd mission)
*[[Lord Azeran Quest]]
*[[How_to_slay_a_Demon_Quest|How to slay a Demon]] (1st mission of The Plaguebringers of Abukir)
 
 
=='''Route to PoA area and entrance part'''==
*[[Media:Routetopoa.png|Route to PoA]]
*[[Media:Poaentrancemap.png|Poa Entrance Map]] - [https://www.youtube.com/watch?v=0aDUDL8GBnY& Video]
<br />You will require [[Key 7009]] and [[Key 7010]] although you can obtain them inside of PoA itself.
 
=='''Mountain Seal & Mons'''==
*[[Media:Mountainsealmap.png|Seal Map]] - [https://www.youtube.com/watch?v=dg_0vW38Ato& Video]
<br />
 
The Mountain Seal is full of [[Gargoyle]]s, [[Stone Golem]]s, [[Ancient Golem]]s, and [[Ancient Colossus]]. Before the locked area, there are only 3 Ancient Colossus, each one guarding a lever you need to pull. Once all 3 levers are pulled the section to the north will open. There is another [[Ancient Colossus]] just past the corridor, and another 2 together by the boss teleport.
<br />
<br />
[[Mons]] is the epitome of easy until you make a simple mistake. He walks slow enough that even a low level can outrun him, but if you do let him get close his melee can easily one-hit a player.
<br />
<br />
A blocker that is inexperienced with [[Mons]] should wear a [[Stone Skin Amulet]] even if they're confident that the boss won't get close enough to melee them as his AOE damage can hit multiple times if you're running away from him.
<br />
<br />
'''Quest Service Help'''<br />
*Be careful when going up the stairs to each of the levers, when players follow you up they may take a lot of damage if the blocker gets stuck near the stairs.
*Make sure the shooters are wearing a [[Stone Skin Amulet]] during the boss fight incase of an agro mishap or get hit by his AOE damage, possibly with spares in their backpacks ready to swap out if the fight takes a while.
 
<br />
=='''Fire Seal & Ignis'''==
*[[Media:Firesealmap.png|Seal Map]] - [https://www.youtube.com/watch?v=ch8JV6UV-cs Video]
<br />
Inside the seal will be numerous [[Fire Devil]]s, [[Dragon]]s, [[Dragon Lord]]s, [[Chimera]]s, and [[Demon]]s. You will be required to defeat 3 bosses before the portal will open:
*[[Combustos]] - The Dragon Lord; a buffed up [[Dragon Lord]]
*[[Fervencus]] - The Fire Elemental; immune to everything except Holy, Ice, and Energy
*[[Vaporas]] - The Demon; comparable damage to [[Ignis]] himself
<br />
<br />
Once these bosses are killed, you can enter [[Ignis]]' chamber. Inside you will fight Ignis until he loses the first 10% of his health, then he will; disappear upstairs, split the arena into 2 sides (left/right), and send 7 waves of creatures to fight you. These waves come 30 seconds apart and consist of (on each side):
#2 [[Dragon Lord]], 1 [[Demon]]
#2 [[Fire Elemental]], 3 [[Dragon]], 2 [[Dragon Lord]]
#6 [[Fire Devil]], 2 [[Demon]]
#1 [[Dragon Lord]], 2 [[Demon]]
#6 [[Fire Devil]], 9 [[Fire Elemental]]
#3 [[Demon]]
#Ignis returns with 4 [[Fire Devil]] and 2 [[Demon]]
<br />
Take Ignis to a side and make him face away from the shooters as his wave is surprisingly wide.
<br />
<br />
'''Quest Service Help'''<br />
*Make sure you have [[Heavy Magic Missile]]s or a couple mages to beam the Fire Elemental boss. Clear all of the islands that you can't reach as they will drain the health/mana of anyone they target.
*In the boss room split the team evenly, preferably before even entering the teleport. Make sure there is at least one blocker on each side to keep the demons away from shooters.
 
<br />
=='''Sand Seal & Harenam'''==
*[[Media:Sandsealmap.png|Seal Map]] - [ Video]
<br />
You are required to play the 6 musical instruments located around the seal. There are numerous [[Banshee]]s, [[Priestess]], [[Sandbeast]]s, [[Lich]], and [[Wight]]s so be prepared to fight multiple of each at the same time. After playing all the instruments, the person who completed this will receive a message telling them the next section is open.
<blockquote>You heard a sound of a sandstone wall moving in the distance.</blockquote>
Be careful when entering the southern section when it opens, as there are 5 [[Wight]]s close together as well as a few extra [[Banshee]]. Hit the lever down the bottom left of that section to open the east walls where another 2 [[Wight]] will be protecting the boss teleporter.
<br />
<br />
Harenam is generally easy. His mechanic is that everyone receives constant damage from the instruments that play, although as his health is relatively low it does not pose too much of a threat. At various points during the fight, the wall on the left side will be replaced by some bars revealing the [[Servant of Harenam]], and a magic beam will connect the servant to [[Harenam]], dealing damage to everyone inside every second. You can sever the connection by locating the instrument on the north or south side of the room playing, and standing on the corresponding tile.
<br />
<br />
'''Quest Service Help'''<br />
*Keep low levels near the entrance while higher levels clear the seal and play the instruments. Be very careful of low levels or mages without mana shield when moving south into the Wight room.
*When killing the boss, keep players close and have a druid use [[Mass Healing]] on them every few seconds.
<br />
 
=='''Tar Seal & Suffocent'''==
*[[Media:Tarsealmap.png|Seal Map]] - [https://www.youtube.com/watch?v=1FsbkfzLl3g Video]
<br />
The constant natural [[Tar Monstrosity|Tar Monstrosities]] can make it difficult unless you have a mage prepared to wave them. There are also many [[Tar Priest]]s although they are simpler to deal with. There are not any surprises in this seal, simply clear it room by room, hit the levers, and keep moving forward.
<br />
<br />
If you are following the seal map above, the following areas are usually where people have the most difficulty due to many [[Tar Priest]]s: 7, 9, 10.
<br />
<br />
[[Suffocent]] is considered one of the easier bosses as long as you have a mage to wave the blocker and kill the monstrosities when they become too much.
 
<br />
'''Quest Service Help'''<br />
*Keep the shooters stacked on the teleport instead of spreading around. If the blocker is in a vertical line from the stacked shooters, the boss will be in range for them to shoot and the blocker in a good position.
 
=='''Earth Seal & Terraemotus'''==
*[[Media:Earthsealmap.png|Seal Map]] - [https://www.youtube.com/watch?v=Kj84AIL6tMc& Video]
<br />
This seal is a giant maze with invisible teleporters spread all over it. There are high amounts of [[Colossal Beast]]s and [[Ancient Scarab]]s with extremely high respawn rates. If you get lost, split up, or take your time, you will find yourself easily being overwhelmed by them. The Colossal Beasts are similar to Titans but just generally stronger and with the ability to heal themselves.
<br />
<br />
[[Terraemotus]] himself is fairly easy - provided you follow 2 simple rules:
*1. Make sure the blocker is in a good position to keep agro of the boss but also not become surrounded by his summons and take  extra damage.
*2. Keep shooters away from the boss' aoe damage
Keeping those in mind, he does not have high combos like some of the other seal bosses have, just a lot of health to power through.
 
<br />
'''Quest Service Help'''<br />
*Place gold coins where players should follow to keep them on the right track.
*In the boss fight use more gold coins, or poison/fire/energy bombs (to prevent pushing) to keep shooters out of the range of his aoe.
 
<br />
=='''Energy Seal & Tempestas'''==
*[[Media:Energysealmap.png|Seal Map]] - [https://www.youtube.com/watch?v=tnjN-TTE-U8 Video]
<br />
The Energy Seal is full of [[Warlock]]s and [[Unstable Electricity]]. The Warlocks go invisible often and have a lot of room to run and hide while shooting the team, while the Unstable Electricity requires coordinated damage in a small time frame before they heal right back to full health.
<br />
<br />
To pass this seal easily without simply being high level, requires a leader to coordinate the team well - to lead them on the correct path, combo the Unstable Electricity efficiently, and to leave no Warlock untouched.
<br />
<br />
The fight with Tempestas is one of the more difficult ones of this quest. There are 2 reasons for this:
*Every second there will be a line of energy along the axis of both an X coordinate and a Y coordinate. Considering the arena is a 15x15 grid, you have about a 13% to get hit for 350 energy damage, each second. This means there is a 0.45% to double hit a specific sqm for 700 damage. Keep in mind this chance is for any individual sqm, and the more sqms your team takes up the higher the chance of someone taking the combo.
*Tempestas himself can deal a significant combo (5000+). It is highly unlikely for him to use all of his abilities together, and even more unlikely for them to all hit for their upper range of damage, but it is possible and you need to prepare for such a time with as much energy resistance as you can. Block him [[Media:Tempestasspot.png|here]], stepping on either the red or green tiles, going diagonal to the yellow, then going diagonal again to the opposite tile. This will make him face either up or down so his beam cannot hit the shooters as well as keeping him in a position that if he changes target he'll be forced to go diagonal and take longer.
<br />
'''Quest Service Help'''<br />
*The seal isn't particularly dangerous for people to help shoot here and there, just mind the invisible [[Warlock]]s and [[Unstable Electricity]]'s aoe damage and fast movement speed.
*When inside [[Tempestas]]' chamber, it is easiest to keep the shooters stacked on the teleport and have someone use [[Mass Healing]] to keep them alive when the stack gets hit.
*As each hit will deal 350 energy damage and it's possible to be hit from both the X and Y axis, low level mages can instantly die in an unlucky combo for 700 damage. If you don't have much firepower, give them a [[Might Ring]] and [[Strange Talisman]] to survive, otherwise just let them use [[Magic Shield]] and pray the boss dies first.
<br />
=='''Death Seal & Mortem'''==
*[[Media:Deathsealmap.png|Seal Map]] - [https://www.youtube.com/watch?v=RBrZ6YvsaSI Video]
<br />
In order to enter this seal you must have completed the previous 6 seals. This doesn't need to be on the same day, just that at some point you need to have completed the other seals.
<br />
<br />
To enter Mortem's chamber you must open the 10 graves (5 on the left side, 5 on the right side) littered around the map. By clicking on each grave, 5-6 monsters will spawn from this list:
*0-3 [[Necromancer]]
*0-3 [[Banshee]]
*0-3 [[Lich]]
*0-3 [[Abomination]]
*0-2 [[Wight]]
*0-1 [[Undead Dragon]]
It's likely that you could find up to 3 of anything on this list, but this is what I have found personally.
<br />
<br />
Once all the graves have been opened, the teleporter in the center of the north will open up. [[Mortem]] doesn't have any crazy mechanics; he has a large aoe similar to that of [[Terraemotus]] or [[Mons]], and he summons various creatures. If you're particularly worried of his damage, kill the Wights he summons.
<br />
<br />
'''Quest Service Help'''<br />
*Keep low levels by the entrance of the seal while a team goes around opening the graves. When you're ready to enter Mortem's chamber guide them north to the teleporter.
*In the boss fight, use fire/poison/energy bombs to signal where Mortem's aoe damage can hit to prevent low levels getting too close.
<br />
 
=='''Reward Room'''==
Upon leaving Mortem's chamber you will find yourself in the reward room. You can take both of the top two items ([[Quicksand Boots]] and [[Ancient Backpack]]), but must choose only one of the below three items ([[Soul Emerald]], [[Ancient Crossbow]] and [[Magician's Staff]]).
<br /><br /><br />}}

Latest revision as of 11:39, 5 June 2024

Mortem.png The Plaguebringers of Abukir Quest
Reward: For everyone: Quicksand Boots and an Ancient Backpack.
Choice between one of three items: Soul Emerald, Ancient Crossbow and Magician's Staff.
Location: Abukir.
Level required: 100+ (minimum), 150+ recommended
Be prepared to face: Chimera, Undead Dragon, Abomination, Wight, Manticore, Banshee, Lich, Shattered Soul, Priestess, Necromancer, Fire Elemental, Fire Devil, Revenant, Mons, Ignis, Harenam, Suffocent, Terraemotus, Tempestas, Mortem.
Legend: The Gods of Abukir have been causing misery and destruction on the people of Abukir for too long. It's time to put a stop to their reign of terror.
Method:
32px-Important Icon.png This article may contain quest spoiling information!

Video of the quest

Requirements


Route to PoA area and entrance part


You will require Key 7009 and Key 7010 although you can obtain them inside of PoA itself.

Mountain Seal & Mons


The Mountain Seal is full of Gargoyles, Stone Golems, Ancient Golems, and Ancient Colossus. Before the locked area, there are only 3 Ancient Colossus, each one guarding a lever you need to pull. Once all 3 levers are pulled the section to the north will open. There is another Ancient Colossus just past the corridor, and another 2 together by the boss teleport.

Mons is the epitome of easy until you make a simple mistake. He walks slow enough that even a low level can outrun him, but if you do let him get close his melee can easily one-hit a player.

A blocker that is inexperienced with Mons should wear a Stone Skin Amulet even if they're confident that the boss won't get close enough to melee them as his AOE damage can hit multiple times if you're running away from him.

Quest Service Help

  • Be careful when going up the stairs to each of the levers, when players follow you up they may take a lot of damage if the blocker gets stuck near the stairs.
  • Make sure the shooters are wearing a Stone Skin Amulet during the boss fight incase of an agro mishap or get hit by his AOE damage, possibly with spares in their backpacks ready to swap out if the fight takes a while.


Fire Seal & Ignis


Inside the seal will be numerous Fire Devils, Dragons, Dragon Lords, Chimeras, and Demons. You will be required to defeat 3 bosses before the portal will open:



Once these bosses are killed, you can enter Ignis' chamber. Inside you will fight Ignis until he loses the first 10% of his health, then he will; disappear upstairs, split the arena into 2 sides (left/right), and send 7 waves of creatures to fight you. These waves come 30 seconds apart and consist of (on each side):

  1. 2 Dragon Lord, 1 Demon
  2. 2 Fire Elemental, 3 Dragon, 2 Dragon Lord
  3. 6 Fire Devil, 2 Demon
  4. 1 Dragon Lord, 2 Demon
  5. 6 Fire Devil, 9 Fire Elemental
  6. 3 Demon
  7. Ignis returns with 4 Fire Devil and 2 Demon


Take Ignis to a side and make him face away from the shooters as his wave is surprisingly wide.

Quest Service Help

  • Make sure you have Heavy Magic Missiles or a couple mages to beam the Fire Elemental boss. Clear all of the islands that you can't reach as they will drain the health/mana of anyone they target.
  • In the boss room split the team evenly, preferably before even entering the teleport. Make sure there is at least one blocker on each side to keep the demons away from shooters.


Sand Seal & Harenam


You are required to play the 6 musical instruments located around the seal. There are numerous Banshees, Priestess, Sandbeasts, Lich, and Wights so be prepared to fight multiple of each at the same time. After playing all the instruments, the person who completed this will receive a message telling them the next section is open.

You heard a sound of a sandstone wall moving in the distance.

Be careful when entering the southern section when it opens, as there are 5 Wights close together as well as a few extra Banshee. Hit the lever down the bottom left of that section to open the east walls where another 2 Wight will be protecting the boss teleporter.

Harenam is generally easy. His mechanic is that everyone receives constant damage from the instruments that play, although as his health is relatively low it does not pose too much of a threat. At various points during the fight, the wall on the left side will be replaced by some bars revealing the Servant of Harenam, and a magic beam will connect the servant to Harenam, dealing damage to everyone inside every second. You can sever the connection by locating the instrument on the north or south side of the room playing, and standing on the corresponding tile.

Quest Service Help

  • Keep low levels near the entrance while higher levels clear the seal and play the instruments. Be very careful of low levels or mages without mana shield when moving south into the Wight room.
  • When killing the boss, keep players close and have a druid use Mass Healing on them every few seconds.


Tar Seal & Suffocent


The constant natural Tar Monstrosities can make it difficult unless you have a mage prepared to wave them. There are also many Tar Priests although they are simpler to deal with. There are not any surprises in this seal, simply clear it room by room, hit the levers, and keep moving forward.

If you are following the seal map above, the following areas are usually where people have the most difficulty due to many Tar Priests: 7, 9, 10.

Suffocent is considered one of the easier bosses as long as you have a mage to wave the blocker and kill the monstrosities when they become too much.


Quest Service Help

  • Keep the shooters stacked on the teleport instead of spreading around. If the blocker is in a vertical line from the stacked shooters, the boss will be in range for them to shoot and the blocker in a good position.

Earth Seal & Terraemotus


This seal is a giant maze with invisible teleporters spread all over it. There are high amounts of Colossal Beasts and Ancient Scarabs with extremely high respawn rates. If you get lost, split up, or take your time, you will find yourself easily being overwhelmed by them. The Colossal Beasts are similar to Titans but just generally stronger and with the ability to heal themselves.

Terraemotus himself is fairly easy - provided you follow 2 simple rules:

  • 1. Make sure the blocker is in a good position to keep agro of the boss but also not become surrounded by his summons and take extra damage.
  • 2. Keep shooters away from the boss' aoe damage

Keeping those in mind, he does not have high combos like some of the other seal bosses have, just a lot of health to power through.


Quest Service Help

  • Place gold coins where players should follow to keep them on the right track.
  • In the boss fight use more gold coins, or poison/fire/energy bombs (to prevent pushing) to keep shooters out of the range of his aoe.


Energy Seal & Tempestas


The Energy Seal is full of Warlocks and Unstable Electricity. The Warlocks go invisible often and have a lot of room to run and hide while shooting the team, while the Unstable Electricity requires coordinated damage in a small time frame before they heal right back to full health.

To pass this seal easily without simply being high level, requires a leader to coordinate the team well - to lead them on the correct path, combo the Unstable Electricity efficiently, and to leave no Warlock untouched.

The fight with Tempestas is one of the more difficult ones of this quest. There are 2 reasons for this:

  • Every second there will be a line of energy along the axis of both an X coordinate and a Y coordinate. Considering the arena is a 15x15 grid, you have about a 13% to get hit for 350 energy damage, each second. This means there is a 0.45% to double hit a specific sqm for 700 damage. Keep in mind this chance is for any individual sqm, and the more sqms your team takes up the higher the chance of someone taking the combo.
  • Tempestas himself can deal a significant combo (5000+). It is highly unlikely for him to use all of his abilities together, and even more unlikely for them to all hit for their upper range of damage, but it is possible and you need to prepare for such a time with as much energy resistance as you can. Block him here, stepping on either the red or green tiles, going diagonal to the yellow, then going diagonal again to the opposite tile. This will make him face either up or down so his beam cannot hit the shooters as well as keeping him in a position that if he changes target he'll be forced to go diagonal and take longer.


Quest Service Help

  • The seal isn't particularly dangerous for people to help shoot here and there, just mind the invisible Warlocks and Unstable Electricity's aoe damage and fast movement speed.
  • When inside Tempestas' chamber, it is easiest to keep the shooters stacked on the teleport and have someone use Mass Healing to keep them alive when the stack gets hit.
  • As each hit will deal 350 energy damage and it's possible to be hit from both the X and Y axis, low level mages can instantly die in an unlucky combo for 700 damage. If you don't have much firepower, give them a Might Ring and Strange Talisman to survive, otherwise just let them use Magic Shield and pray the boss dies first.


Death Seal & Mortem


In order to enter this seal you must have completed the previous 6 seals. This doesn't need to be on the same day, just that at some point you need to have completed the other seals.

To enter Mortem's chamber you must open the 10 graves (5 on the left side, 5 on the right side) littered around the map. By clicking on each grave, 5-6 monsters will spawn from this list:

It's likely that you could find up to 3 of anything on this list, but this is what I have found personally.

Once all the graves have been opened, the teleporter in the center of the north will open up. Mortem doesn't have any crazy mechanics; he has a large aoe similar to that of Terraemotus or Mons, and he summons various creatures. If you're particularly worried of his damage, kill the Wights he summons.

Quest Service Help

  • Keep low levels by the entrance of the seal while a team goes around opening the graves. When you're ready to enter Mortem's chamber guide them north to the teleporter.
  • In the boss fight, use fire/poison/energy bombs to signal where Mortem's aoe damage can hit to prevent low levels getting too close.


Reward Room

Upon leaving Mortem's chamber you will find yourself in the reward room. You can take both of the top two items (Quicksand Boots and Ancient Backpack), but must choose only one of the below three items (Soul Emerald, Ancient Crossbow and Magician's Staff).


Go back to Quests.