EverQuest

The Planes of Power Guide

The Planes of Power are full of dangers and challenges, waiting for brave players to defile and conquer them.

Ever since this expansion came out, players have been given the opportunity to come face to face with their specific deities in enormous battles of epic proportions, with a common purpose: to be able to set foot in the legendary Plane of Time.

Based on my gaming experience, I have gathered in this guide a number of strategies that work for all the confrontations I have been present for, and of course, lived to tell about.

This guide is a compilation of science and art, complete with maps, screenshots and loot tables, with the purpose to help you plan successful raids and progress effectively through the Planes.

Note: this guide was originally written at the time the PoP expansion was released, where the top level was 65.


Basic Tips for a Successful Raid

Large-scale fights in EverQuest require more attention to detail and organization than ever. There are a few basic guidelines that when followed will make everything go a lot smoother.

First of all, each class should have their own chat channel so they can communicate without cluttering raid or guild chat. This is a very important aspect of organization, since each person's tasks during the raid will be assigned through these channels. For some classes it is very useful to have their own chat channel: clerics will decide in which order to heal, warriors will decide in which order to tank, enchanters and shamans should also gather in their own channel. Most of all, the pulling team will have a channel where they can communicate with the main tanks.

Always have a cleric Complete Heal rotation. According to the damage output of the boss and the number of clerics, this rotation will be faster or slower. (Recommended hotkey would go something like this: Complete Healing %T, <cleric name> is next.)

Set and announce a tank order before starting, so clerics know who to switch heals to when one falls. All tanks will be in defensive when main-tanking.

If you're being hit by rampage, don't forget to call it. Druids or any spare cleric should be in charge of healing rampage targets.

Hotkey what's important: mezzes, slows, heals, rampage, cure request, and call them as needed. Make your key short and to the point, everyone needs to know what was cast and on what, no one wants to spend time figuring out what "Terris Thule has been given the finger!" means.

Form balanced groups if you have to move through a certain area to get to the preparation spot. Many people tend to die on the way to something because they either go by themselves or because their group has no healer whatsoever. This only causes delays, so take the initiative to make a reasonable group before you move out.

Always use top-of-the-line buffs. For fights where mana is the decisive point, casters and healers should use the highest symbol and druid "protection" or Armor of the Zealot series (instead of Conviction and shaman Focus) for mana regen purposes. Don't underestimate the use of horses, and if clerics have time between heals they should also cast Yaulp VI. And remember to have a mage distribute mod rods for big fights, and use your first charge early in the fight.

NEVER train the preparation spot. If you have to die, die nearby and consent someone (preferably a rogue). Casualties lead to more delays and recovery time.

Don't go AFK at crucial times. Waiting for someone to come back or having someone being left behind results in downtime and sometimes unexpected trains and deaths. Warn if you must leave your computer for a few minutes, and in the case of a possible move, have someone on auto-follow. Ninja-AFK is something common, and during raids everyone needs to keep their focus on what they're doing.

For fights where AE's are a great nuisance and you're better off not being hit by them, casters and healers should have an Extended Range item handy, preferably ER IV. The following is a list of some of the best Extended Range items out there.

Ceramic Sword of War (ER IV)
DEX: +10, HP: +30, range and secondary slots, ALL/ALL, pottery item

Small Larvae Carapace (ER IV)
AC: 7, STA: +8, WIS: +10, SV MAGIC: +5, range slot, CLR/ALL, Plane of Valor drop

Diseased Ratskin Mask (ER IV)
AC: 8, CHA: +10, INT: +10, HP: +50, MANA: +50, SV DISEASE: +15, SV MAGIC: +10, face slot, NEC WIZ MAG ENC/ALL

Ivory Claw Necklace (ER IV)
AC: 7, HP: +25, SV MAGIC: +10, RNG/ALL, neck slot, Plane of Nightmare drop from a tar`dak hunter

Prismatic Belt of the Queztocatal (ER IV)
AC: 16, STA: +10, WIS: +15, INT: +15, AGI: +20, HP: +100, MANA: +100, SV FIRE: +12, SV DISEASE: +12, SV COLD: +12, SV MAGIC: +12, SV POISON: +12, PAL RNG SHD BRD BST/ALL, Plane of Air drop from Calebgrothiel, NO DROP

Wind Worn Luckstone (ER IV)
AC: 9, DEX: +10, WIS: +10, HP: +35, MANA: +35, SV FIRE: +5, SV MAGIC: +5, CLR DRU SHM/ALL, range slot, Plane of Storms drop from Dromok Tok Vo`Lok

Tempered Gold Mask (ER IV)
AC: 14, DEX: +4, STA: +4, WIS: +9, INT: +9, HP: +60, MANA: +60, SV COLD: +10, SV POISON: +10, ALL/ALL, Veksar quest from Garudon

Wand of the Ice Storm (ER IV)
DEX: +7, INT: +12, AGI: +7, HP: +100, MANA: +100, SV FIRE: +15, SV MAGIC: +15, NEC WIZ MAG ENC/ALL, primary and secondary slots, Bastion of Thunder drop from Auliffe Chaoswind

Last but not least, once you die, consent your raid/guild/group. Make a hotkey with several consents it makes it all easier. Many times people tend to AFK right after dying, or they sit and wait for someone to say something. Consenting saves times, makes resurrections faster and reduces the possibility of someone ending up in the graveyard.


Plane of Justice

There are six trials in this plane, but only one is needed for further progression into Plane of Storms and Plane of Valor. Which one, it is up to you.

You can find out which one of the Tribunal gives each trial by saying: "I am prepared". Once you and your group are buffed and ready to do a trial, say: "I am ready to begin the (trial name goes here)".

General tips for all trials:

  • Cleric should go in with Divine Aura and Divine Barrier ready to use.
  • Don't sit down.
  • Conserve mana during the first 2 waves.
  • Use your horse if you have one.
  • Kill the mobs before the next wave comes, or you'll have to deal with both waves.
  • Don't let anything get to the prisoners.

Trial of Execution

A few seconds after you port in, an executioner spawns at the far end of the room and you must protect the prisoners at all costs from being executed. There will be 4 waves of mobs to kill, and you need to kill them as fast as you can, since the executioner will be moving towards the prisoners all along. Each wave will be faster than the previous one. Keep in mind that Prime Executioner Vathoch casts Armor Break (point blank AE, decreases AC by 270). When you're finished, you will receive the Mark of Execution.

This is the easiest of all the trials, so if you have a hard time with it, don't try to do the others until you're higher level.

Trial of Flame

This trial teleports you to an open room with a pillar in the center. The type of mobs you need to fight will be fire elementals and imps. You can mez the elementals, but not the imps. Be prepared to deal with three different fire-based AE's:

  • Wave of Heat (point blank AE, 200 dmg per tick, 300 range, fire based)
  • Fiery Death (point blank AE, 400 dmg, cancel magic, 300 range, fire based)
  • Searing Heat (lowers Fire Resistance by 100 during aproximately 6 minutes)
Completing the trial successfully will give you the Mark of Flame.

Trial of Hanging

There will be four waves of mobs consisting of two Spirits of Suffocation and two other mobs (razorbeasts or/and air elementals), but only one Spirit can be up at any given time. You can't mez the razorbeasts, but you can mez the air elementals.

You need to keep killing the Spirits of Suffocation as soon as they spawn. Once you kill the last 2 Spirits in the fourth wave, Gallows Master Teion spawns. He melees for 700, rampages and he's the last thing to kill to loot your Mark of Hanging.

Trial of Lashing

You will be placed in a room with 3 exits: to the left and right there are stairs heading down to two little rooms, and behind you there are stairs going up. You will need to go through 4 waves of 4 mobs, plus 3 spirits which will spawn at the end of each staircase. You will need to kill these spirits for the untargetable Scourge to despawn, but only after the other 4 mobs have spawned. Once you complete the fourth wave, Lashman Azakal will spawn. Kill him to get the Mark of Lashing.

Trial of Stoning

Once you're inside, run to the opposite side from the guard, since that's where the mobs will be coming from.

Aside from the 4 mobs (earth elementals, rockmen and/or spectres) there will be 2 archers which are untargetable and hit for around 100. You can mez the spectres but not the rockmen (try root and blindness on them).

The final boss in this trial is Yurae Zahaleem, who casts Gravel Rain (point blank AE, 250dmg, decrease movement by 41% to 55%, increase curse counter by 72, 300 range, magic based) and drops the Mark of Stoning.

Trial of Torture

You start at a T intersection and on the opposite side of where you start is a door to the center room, so go around to the left into the center room. Four mobs will spawn and two will come from each end of the hallway. Razorfiends can't be mezzed, but the shades are all mezzable. On the last wave, keep one shade mezzed until everyone meds up fully and is ready for the final boss. Punisher Veshtaq can't be snared or slowed, melees for about 700 and casts an annoying 100dmg and knockback AE every 9 seconds. Complete Healing is impossible, so use Supernal Light and Supernal Remedy in between AE casts. Once you kill him, loot the Mark of Torture.

The Seventh Hammer

If you want to get the chance to fight the Seventh Hammer, your raid force will need to do all the six trials and get all the respective marks. Once you have done this, place them in your inventory, and walk up to any of the Tribunal and say: "I seek knowledge". You will then receive the Mark of Justice, which is actually a key.

You can get to the Seventh Hammer by clicking with the Mark of Justice on one of the blue portals.


Plane of Disease

Gryme the Crypt Guardian

Gryme patrols the area outside the locked door (up the stairs and to the left) leading to Grummus's lair, for which he carries the key. He must be aggro'd through the door and pulled outside down the stairs to spot 1 on the map, where the fight will take place. He is unslowable and casts Stench of Decay (AE DoT, 200 dmg per tick, increases Stamina loss by 10, increases Disease counter by 36), which can be counteracted with Paragon of the Spirit (Beastlord AA skill) and helped with Ethereal Elixir.

The use of Extended Range items is advised to keep casters and healers away from the AE, which means less healing/curing to do during the fight and in the end.


Aramin the Spider Guardian

Aramin has about 100,000 HP, rampages for 2x700, is rooted and can be fully debuffed before anyone even gets near. Mobs behind her should be pulled in advance or you will risk getting adds during the fight.

Every 90 seconds or so she casts Plague Silk (300 dmg per tick, decreases Movement by 36% to 65%, increases Disease counter by 9). This can be fully cured with a single cast of Radiant Cure I.

Once she dies 8 to 10 Arachnae Malevelers spawn (they hit for 300-400 and fast) so make sure no one is sitting when this happens, and be ready to take them down. Usually most people die from these than from Aramin herself.

Aramin the Spider Guardian's known loot table is as follows:

Bracer of Rotting Bile (RNG ROG SHM)
AC: 14, HP: +25, MANA: +25, SV FIRE: +13, SV MAGIC: +13

Disease Imbued Greatstaff (SHD)
AC: 10, DEX: +5, STA: +5, INT: +10, HP: +45, MANA: +45, SV DISEASE: +15, SV COLD: +5
2H Blunt, Delay: 38, DMG: 39, Disease DMG: 2

Firebone Notebook (NEC WIZ MAG ENC)
DEX: +10, STA: +5, CHA: +6, INT: +10, HP: +35, MANA: +35
Primary and Secondary Slots, Effect: Summoning Haste IV (Increase Spell Haste by 30%)

Gooey Boots (NEC WIZ MAG ENC)
AC: 6, HP: +20, MANA: +20, SV DISEASE: +13, SV COLD: +13

Signet of Withering Flesh (ALL)
AC: 5, STA: +10, WIS: +10, INT: +10, HP: +50, MANA: +50

Orb of Unidentifiable Pulp (CLR DRU SHM)
AC: 8, DEX: +7, WIS: +7, HP: +45, MANA: +35, SV DISEASE: +15
Range Slot

Grummus

Grummus will be pulled from his spawn point to the previous room and cornered (see number 2 on the map for positioning).

He procs Decay of the Plaguebringer (300 dmg per tick, decreases Attack Speed by 60%, increases Disease counter by 36) which is curable with Abolish Disease.

Grummus casts Stench of Decay (same as Gryme, curable with Paragon of the Spirit) and Plasma Decay (point blank AE, 3800 dmg, 9 curse counters) which is nearly unresistable, but is curable with Radiant Cure I. He also quads for about 1000, so a normal Complete Healing rotation will be set for the main tank.

A shaman and/or druid will be assigned to cure the main tank at his request. The main tank MUST be cured as soon as he calls it, since you don't want him slowed or he will loose agro. A cleric or a pair of secondary healers will be in charge of healing rampages. Casters and healers will be as close to the opposite wall as possible. Extended range items are highly recommended for this fight.

Grummus' known loot table is as follows:

Bone Spiked Crusher (WAR RNG DRU MNK BRD ROG BST)
DEX: +8, STA: +8, WIS: +8, HP: +50, MANA: +50, SV DISEASE: +15
1H Blunt, Delay: 18, DMG: 12, DMG Bonus: 12, Effect: Needlite Fever (Decrease HP when cast by 25 and by 20 per tick while it lasts)

Chunk of Decaying Cloth (WAR PAL RNG SHD MNK BRD ROG BST)
AC: 12, DEX: +10, STA: +10, WIS: +7, INT: +7, HP: +65, MANA: +25, SV DISEASE: +20, SV POISON: +10
Range Slot

Diseased Ratskin Mask (NEC WIZ MAG ENC)
AC: 8, CHA: +10, INT: +10, HP: +50, MANA: +50, SV DISEASE +15, SV MAGIC +10
Effect: Extended Range IV (Increase spell range by 15%)

Fetid Flesh Wristband (CLR DRU SHM NEC WIZ MAG ENC)
AC: 8, DEX: +8, STA: +8, WIS: +8, INT: +8, HP: +35, MANA: +65, SV DISEASE: +11, SV MAGIC: +7

Malarian Leg Ear Stud (CLR DRU SHM NEC WIZ MAG ENC)
AC: 10, STA: +5, CHA: +8, WIS: +8, INT: +8, HP: +65, MANA: +65, SV DISEASE: +12, SV POISON: +12
Effect: Focus of Solusek (Decrease mana cost of detrimental spells by 10%)

Pus Covered Beetle Carapace (CLR DRU SHM NEC WIZ MAG ENC)
AC: 25, STR: +5, STA: +10, WIS: +8, INT: +8, HP: +50, MANA: +50, SV DISEASE: +20
Secondary Slot, Effect: Affliction Efficiency IV (Decrease mana cost of detrimental spells by 25%)

Ring of the Pox Bearer (ALL)
AC: 8, STR: +15, AGI: +10, HP: +80, MANA: +80, SV DISEASE: +15, SV COLD: +10

Runed Lance of Gryme (WAR PAL SHD)
AC: 10, STR: +8, STA: +8, WIS: +12, INT: +12, HP: +75, MANA: +75, SV DISEASE: +20
2H Piercing, Delay: 32, DMG: 35, DMG Bonus: 32, Disease DMG: 3


Plane of Innovation

Manaetic Behemoth

First of all, at this point at least one person should have the flag from Xanamech Nezmirthafen, the mechanical dragon, in order to open the factory gate. Once inside, get the pre-flag from Giwin Mirakon by saying "I will test the machine", he's standing in the right corner of the first room (see number 1 in the map).

The raid force will make its way towards number 2, where buffs will be cast and all preparations will take place. A group of 5 clerics with a bard is the best choice; these will be in charge of healing the main tank while one cleric will heal the entire group. Extended range items are recommended, so the maximum amount of casters and healers stay as far from the AE's as possible.

Four groups will be formed including a secondary tank (paladin or shadowknight), secondary healer (druid) and enchanter. These groups will take their places at the 4 corners around Behemoth's spawn room for spider control (see map). Clockwork Devices are around level 50 and you need to keep killing them until Behemoth becomes targetable. Once he is targetable, the groups will stop attacking the spiders and start mezzing them. You CANNOT let any clockwork device reach the room after you engage in fight with Manaetic Behemoth. If a single Clockwork Device gets through your crowd control groups, it's basically game over: they explode causing Gravity Flux and 4000 damage.

Manaetic Behemoth has several nasty tricks up his sleeve. He will cast only one of the follwing spells, but it's a random choice, so buff up all your resistances:
  • Biomelt IX (targeted AE, 900 dmg per tick, diseased based, 120 seconds recast time)
  • Deathfog IV (point blank AE, 900 dmg per tick, poison based, 120 seconds recast time)
  • Gas Leak (point blank AE, 900 dmg per tick, fire based, 120 seconds recast time)
  • Lyquid Hydrokill (point blank AE, 900 dmg per tick, cold based, 120 seconds recast time)
On the other hand, always count with the following three:
  • Gyrosonic Disruption (point blank AE, decre 600 dmg per tick, magic based, 60 seconds recast time)
  • Wave of White Noise (unresistable AE silence, 45 seconds recast time)
  • Mana Beam (single target, unresistable 2000 HP dmg, 30 seconds recast time)

Charge the room as soon as he is targetable, and corner him. A good idea is to cast an MGB Ethereal Elixir right before running in; it helps with the effects of the first AE. Casters and healers will try to stay away from AE range (mostly 100 range) while being in range of bard songs, and when in need of heals they should back off and ask for one. Due to the silence AE, clerics will have a hard time casting complete heals, so the choice goes for Supernal Light and Supernal Remedy if necessary. A cleric should be casting Supernal Elixir on the main tank occasionally, to help counteract the AE effects. The cleric in charge of healing the cleric group should cast Ethereal Elixir and Word of Replenishment (since it's faster than Word of Redemption, thus has less chances of being interrupted by silence).

This fight should be quick. If you take too long, chances are you won't kill him. Once he is dead, Giwin Mirakon will spawn outside the room (see number 2 on the map), hail him for your flag to Plane of Tactics.

Manaetic Behemoth's known loot table is as follows:

Coil of Twisted Platinum Wire (CLR DRU SHM)
AC: 14, STR: +8, STA: +14, CHA: +5, WIS: +12, AGI: +6, HP: +85, MANA: +85, SV DISEASE: +15, SV POISON: +15
Head slot, Effect: Flowing Thought II (Increases mana regen by 2 per tick)

Glowing Steel Shim (ALL)
AC: 10, STA: +15, WIS: +10, INT: +10, HP: +100, MANA: +100, SV DISEASE: +15, SV POISON: +15
Finger slot, Effect: Anger of Druzzil (Increases instant and detrimental spells effectiveness up to 23%)

Innovators Hammer (WAR RNG DRU MNK BRD ROG BST)
STR: +10, DEX: +15, STA: +10, HP: +85, MANA: +85, SV MAGIC: +12, SV POISON: +12
1H Blunt, Delay: 19, DMG: 15, Effect: Flame Shock (decreases HP from 102 to 110)

Protective Dust Drape (CLR DRU SHM NEC WIZ MAG ENC)
AC: 15, DEX: +10, STA: +5, WIS: +12, INT: +12, AGI: +10, HP: +80, MANA: +100, SV DISEASE: +15, SV POISON: +15
Back slot, Effect: Enhancement Haste IV (Increase Spell Haste by 30%, beneficial spells only)

Self Contained Force Barrier (CLR DRU SHM NEC WIZ MAG ENC)
AC: 40, DEX: +15, STA: +12, WIS: +15, INT: +15, HP: +100, MANA: +100, SV COLD: +18, SV POISON: +18
Secondary slot, Effect: Mana Preservation IV (Decrease mana cost by 10%, Complete Healing and Percentage Heal excluded)


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Plane of Nightmare

The relevant part of Plane of Nightmare is the Maze Trial which is necessary to access the Lair of Terris Thule. Most commonly known as the Hedge Trial, this task is quite easy when the three groups are balanced. At least one warrior (though I've done it with a 65 paladin as tank), one shaman and one enchanter should be included, as well as a pair of clerics.

The purpose is to save Thelin Poxbourne from a never-ending nightmare. You can't lose sight of him nor let him die and have to follow him around closely, since the maze behind you will change.

At certain dead ends (you will recognize them as large square spaces at the end of hallways) a group of 5 or 6 monsters will spawn at the same time, so always be prepared (ravens are quite annoying when they attack in flocks). Thelin will attack some of them, so you will need to keep him mezzed for a while and then use Memory Blur when the fighting is over so you can go on with the trial.

You know you are about to reach the end once you see a large fountain. Everyone should jump right into the fountain and stay near the middle to avoid gaining aggro from the ravens in the corners. Don't move from the fountain and wait for the Construct of Nightmares which will be killed at this spot. Two healers are more than enough for this fight, since the Construct hits for 500-1100 but is slowable. He does have a lot of hitpoints though (around 400k), so it will be a bit until you take him down. Once the Construct dies, wait for the rest of the script and the end to this trial. He also drops the shard which is used to obtain the Terris Thule Bane dagger.

A Construct of Nightmares' known loot table is as follows:

Black Bastardsword (SHD)
AC: +20, STA: +10, INT: +15, SV MAGIC: +20, HP: +75, MANA: +75
2H Slashing, Delay: 38, DMG: 40, DMG Bonus: 40, Effect: Terror of Darkness (Raises you on the target's hate list by 200 points)

Elbow Spiked Arm Plates (WAR CLR PAL SHD BRD)
AC: +28, DEX: +5, CHA: +5, WIS: +6, INT: +6, AGI: +5, SVDISEASE: +7, SV COLD: +7, SV MAGIC: +7, HP: +40, MANA: +40

Skull Lined Amice (NEC WIZ MAG ENC)
AC: 9, CHA: +5, INT: +8, HP: +45, MANA: +65, SV DISEASE: +10, SV MAGIC: +10

Veteran's Chain Leggings (RNG ROG SHM)
AC: 19, DEX: +7, STA: +7, WIS: +6, AGI: +5, HP: +45, MANA: +45, SV FIRE: +10, SV COLD: +10

LAIR OF TERRIS THULE

Even though Terris isn't that hard herself, it's what happens at certain stages of her health that makes this fight interesting. At 70% of her hitpoints, a small army of dream defilers will spawn, at 50% she will cast Direption of Dreams (200 range point blank AE which dispells you completely) and at 30% the four gargoyles will awake. She has around 150,000 HP, quads for 600 and procs Touch of Night (720 dmg lifetap).

First of all, gather at the entrance to the lair, on the wall where a rock marks he spot. This will be your preparation spot and dodge-the-AE refuge. Assign who will cast which MGB buffs after the massive dispell.

Clerics who will heal the main tank should be grouped together along with a bard, casters should have secondary healers, secondary tanks (paladins and shadowknights) will be assigned for each gargoyle and each will have their personal healer for when the time comes. Casters will be in charge of the dream defilers, getting rid of them with AE spells.

Everyone should focus on Terris until she is at 75% of her health. At this point, the AE groups will move to the Southeast corner near the gargoyle and get ready for the dream defilers. Dream Defilers cast Sieve (a 50 mana drain) and this wouldn't be so bad if there weren't about 20 of them casting it at the same time. Main tank and clerics in the healing rotation stay around Terris while the rest takes care of the "butterflies" as fast as they can.

As soon as the dream defilers are all terminated, everyone will focus on Terris again until her hitpoints reach the 52% mark. When this happens, any non-essential classes should run out to the preparation spot and save their buffs (main tanks and clerics in rotation are excluded). Once the dispell happens, clerics will speed up heals and cover with faster spells like Supernal Light and Supernal Remedy. A Supernal Elixir timed just before the dispell can prove to be useful and sometimes a lifesaver.

The rest of the "army" will rush back in, MGBs will be cast under Terris (Virtue, Clarity, Focus and Haste at least) while the gargoyle-assigned tanks and respective healers will assume their positions at this point. Everyone else will help take Terris down.

Once she is down to 30%, the gargoyles become targetable and secondary tanks will acquire their targets. Debuffers should be ready to slow and tash them as soon as this happens. Finishing it off is a breeze.

Terris Thule's known loot table is as follows:

Carved Bone Ring (ALL)
AC: 10, CHA: +20, WIS: +10, INT: +10, AGI: +10, HP: +90, MANA: +90, SV MAGIC: +25
Effect: Mana Preservation IV (Lowers mana cost up to 10%, Complete Healing excluded)

Fearsome Midnight Cloak (WAR PAL RNG SHD MNK BRD ROG BST)
AC: 15, DEX: +10, WIS: +10, INT: +10, AGI: +10, HP: +100, MANA: +75, SV FIRE: +5, SV COLD: +5, SV MAGIC: +20
Effect: Aura of Healing (Regeneration of 2HP per tick)

Indigo Snake Bracelet (NEC WIZ MAG ENC)
AC: 6, DEX: +7, STA: +7, CHA: +7, INT: +12, HP: +85, MANA: +85, SV MAGIC: +15, SV POISON: +15
Effect: Anger of Druzzil (Increases instant and detrimental spells effectiveness up to 23%)

Knucklebone Beaded Veil (CLR DRU SHM)
AC: 12, CHA: +8, WIS: +12, AGI: +8, HP: +100, MANA: +75, SV FIRE: +10, SV MAGIC: +10
Effect: Improved Healing IV (Increases healing by 20%)

Sable Lined Mantle (RNG ROG SHM)
AC: 18, STR: +12, STA: +10, WIS: +8, HP: +75, MANA: +75, SV FIRE: +5, SV DISEASE: +5, SV COLD: +5, SV MAGIC: +5, SV POISON: +20
Effect: Vengeance I (Increases Attack by 5)


Plane of Storms

Bastion of Thunder Key

Consider Plane of Storms as a passing-through zone. Basically, you only need it to get your access to Bastion of Thunder by means of a quest.

For this quest, you will need to find a Storm Giant Head, any 2 of 3 different Esoteric Medallions, a Storm Satuur Sash, a Storm Taarid Bone and a Storm Volaas Beard.

Storm Giant Heads drop randomly from any giant in the zone, they're pretty common. Esoteric Medallions are all named the same but they're identified as Section of the North, Section of the South and Section of the West. The Section of the North medallion drops from Paruek the Strong, Laruken the Rigid and Zertuken the Unweilding (forest giants). The Section of the South medallion drops from Faruek the Bold (ocean giant). The Section of the West medallion drops from Solnebk the Unruly and Pendubk the Turbulent (desert giants).

Storm Satuur Sash is a random drop from forest giants, Storm Taarid Bone is a random drop from desert giants and the Storm Volaas Beard is a random drop from ocean giants.

Once you have all these items, find Askr the Lost in the caves near the zone in, and follow these instructions:

  • Hail Askr the Lost.
  • When he asks to be left alone, hand him the Storm Giant Head.
  • He will ask you who severed the head; say "It was me". When he asks if you're paying attention, reply "I am paying attention".
  • He will then talk about how beautiful this plane was, and tell you about the types of giants. Say "Continue" twice.
  • You will receive Askr's Bag of Verity. Place the Bone, Sash and Beard inside and hit combine. Hand Askr's Sealed Bag of Verity back to him to get a character flag.
  • Ask him "What Bastion of Thunder?"
  • Receive Askr's Bag of Verity again. Place the two Esoteric Medallions in the bag and combine to create Esoteric Meld. Give this to Askr and receive a character flag.
  • Zone in to Bastion of Thunder through the small shrine in the caves where the tornado is.

Plane of Torment

Access to Saryrn's Tower

To begin this quest, you need to attack Baraguj Szuul. Once you do this, you will be teleported into his stomach and will have to journey through his insides to find your way out. Watch out for falling damage when moving down; try to "hug" the wall of the pits. You will need to fight waves of mobs and progress inside of the monster until you reach the Unimaginable Horror.

The Unimaginable Horror has around 95,000 HP and hits for 600 tops. Once you kill it, you will be teleported outside the tower where Baraguj Szuul is, and right into two Kaniz Tormentors. Kill these, and then take down Baraguj. He drops a container called Mouths of Baraguj Szuul.

Now that you have the container, you can search this Plane for the Orbs to make the key: Orb of Anguish, Orb of Agony, Orb of Pain and Orb of Suffering. The Orbs drop from the Avatars by the same name. They all look like Baraguj, and can have placeholders.

Combine the Orbs in the Mouths of Baraguj Szuul to get the key to Saryrn's chamber.

Saryrn

Saryrn AE rampages, so except for the main tank, everyone else should be at maximum melee range.

She will be pulled and placed in corner A (never near the window since she might fall through it and bug the event) while clerics will protect themselves in corner B (see map for positioning).

Every now and again (more or less every 10% of Saryrn's HP), a set of three ravens will spawn in the middle of the room (number 1 on the map). You can kill them right away or charm them and use them against Saryrn. Your raid force will alternate between Saryrn and the adds, as these spawn.

Sorrowsong becomes targetable at 25% of Saryrn's HP. At this point, everyone should concentrate on taking Sorrowsong down, while the main tank stays on Saryrn. He casts an AE silence, so he should be kited away from the clerics and killed as fast as possible. The last set of ravens before her health reaches 25% can be charmed and used against Sorrowsong.

As an alternative, you can stick Sorrowsong in corner 2; clerics will then be protected from Silence by the wall.

Saryrn's known loot table is as follows:

Cape Embroidered with Runes (ALL)
AC: 15, DEX: +12, STA: +5, WIS: +15, INT: +15, HP: +100, MANA: +100, SV DISEASE: +12, SV MAGIC: +12
Effect: Flowing Thought III (Increase Mana regen by 3 per tick)

Greatstaff of Misery (PAL SHD)
AC: 25, DEX: +8, STA: +12, WIS: +13, INT: +13, HP: +100, MANA: +125, SV MAGIC: +20
2H Piercing, Delay: 35, DMG: 46, DMG Bonus: 38, Effect: Wrath of Fire (Decrease Hitpoints by 22 at Lvl 1 to 150 at Lvl 65)

Greater Poleaxe of Sorrow (WAR PAL RNG SHD)
2H Slashing, ATK Delay: 24, DMG: 35, STR: +15, WIS: +8, INT: +8, HP: +100, MANA: +100, SV FIRE: +8, SV DISEASE: +8, SV COLD: +8, SV MAGIC: +8, SV POISON: +8

Orb of Infinite Terror (MAG)
AC: 37, DEX: +15, STA: +10, INT: +15, HP: +100, MANA: +100, SV DISEASE: +12, SV COLD: +12, SV POISON: +12
Secondary Slot, Effect: Burnout V (Increase AC by 23, STR by 80, Atk by 40 and Attack Speed by 85% at Lvl 62)

Twin-blade of Sorrow (WAR RNG BRD ROG)
DEX: +10, STA: +15, WIS: +8, INT: +8, HP: +100, MANA: +75, SV FIRE: +8, SV DISEASE: +8, SV COLD: +8, SV POISON: +8
1H Slashing, Delay: 19, DMG: 15, DMG Bonus: 12, Magic DMG: 1, Effect: Flamesong (Decrease HP by 75)

Unadorned Cloak of Battle (WAR PAL RNG SHD MNK BRD ROG BST)
AC: 18, DEX: +15, WIS: +12, INT: +12, HP: +85, MANA: +85, SV FIRE: +7, SV DISEASE: +7, SV COLD: +7, SV MAGIC: +7, SV POISON: +7
Effect: Vengeance II (Increase ATK by 10)


Plane of Valor

Aerin`Dar

In order to gain access to the lair, at least one person should have done the key quest and obtained A Crystalline Globe. The quest is given by Sergeant Johson Popoah in Plane of Valor, and the three parts you need for the key drop from skeletons, frogs and the Luminii Crawlers.

Preparation should be done in the area inside the secret door, where the teleport down is.

There should be a cleric only group with a bard (one cleric in charge of healing the others) and another bard in the main tank's group for resists purposes.

Your magic resist should be above 300, and if you have a Beastlord handy, be sure to cast Savagery on your main tank. It boosts resistances by 50, stamina by 25, attack by 100 and reduces stamina loss by 10.

This dragon quads for a maximum of 1400, and here's what he casts:
  • Glass Roar (200 range point blank AE, 700 dmg, 500 dmg per tick and Fear, magic based)
  • Glass Shards (single target 3000 dmg, decrease attack speed by 45%, increase disease counter by 16, magic based)
  • Shards of Glass (single target 375 dmg, magic based).

The most difficult part of this fight is dealing with the several Mindless Minions, which should be kited around while fighting Aerin`Dar. They awake by pairs every 10% of Aerin`Dar's HP that goes down and they should be kited far enough so that there's no low HP agro from players being hit by the AE.

When groups are formed and buffs are casted, port down and stay near the back wall. I recommend pulling with a ranger using Weapon Shield and casting a Supernal Elixir on the ranger just before the pull. On the call of incoming, debuffers will do their job and an MGB Ethereal Elixir can be casted as soon as Aerin`Dar reaches the fighting spot (see number 1 on the map). The main tank will be able to get agro while Weapon Shield lasts, since the ranger will parry all attacks.

The best positioning for everyone is right under the dragon, so clerics won't have the main tank out of range and everyone can be within bard song range. It also helps if someone gets low HP aggro since it avoids the ping-pong situation of chasing mobs all over. MGB Elixirs are a good idea during the fight as long as the clerics who do it cast Divine Aura right after, since it generates a great amount of hate.

Once Aerin`Dar is dead, the kiters should bring the Mindless Minions to the fighting spot by pairs (assuming you didn't loose too many people to the dragon).

Aerin`Dar's known loot table is as follows:

Double-edged Greatsword of Visions (PAL)
AC: 40, STA: +10, WIS: +15, AGI: +15, HP: +85, MANA: +85, SV COLD: +15, SV MAGIC: +15
2H Slashing, Delay: 50, DMG: 43, DMG Bonus: 39, Effect: Ethereal Strike (Decrease HP by 75, Stun, decrease Hate by 200 points)

Honorable Longsword (WAR RNG BRD ROG)
DEX: +10, STA: +12, WIS: +12, HP: +50, MANA: +75, SV DISEASE: +11, SV POISON: +11
1H Slashing, Delay: 22, DMG: 30

Honorary Amulet (ALL)
AC: 20, STA: +10, WIS: +12, INT: +12, AGI: +15, HP: +75, MANA: +75, SV MAGIC: +25
Neck Slot, Effect: Improved Damage IV (Increase instant and detrimental spells damage by 20%)

Ring of Nobility (WAR PAL RNG SHD MNK BRD ROG BST)
AC: 15, STR: +15, STA: +10, WIS: +10, INT: +10, HP: +65, MANA: +65, SV MAGIC: +5
Effect: Vengeance I (Increase Attack by 5)

Shoulderpads of the Visionary (NEC WIZ MAG ENC)
AC: 9, DEX: +12, STA: +8, CHA: +10, INT: +10, HP: +60, MANA: +90, SV FIRE: +10, SV COLD: +5, SV MAGIC: +5

Valorious Quarterstaff (WAR RNG DRU MNK BRD ROG BST)
STR: +12 WIS: +12 AGI: +10 HP: +75 MANA: +50 SV FIRE: +11 SV MAGIC: +11
1H Blunt, Delay: 20, DMG: 14, DMG Bonus: 12, Magic DMG: 1, Effect: Ethereal Strike (Decrease HP by 75, Stun, decrease Hate by 200 points)

Wrath of Mithaniel (MNK BST)
AC: STR: +5 DEX: +12 STA: +8 WIS: +15 HP: +85 MANA: +85 SV FIRE: +10 SV DISEASE: +20
2H Blunt, Delay: 25, DMG: 36, DMG Bonus: 33


Plane of Tactics

Vallon Zek

Vallon Zek looks like a messy fight, but it's not really that bad so don't be scared by the splitting Vallons. You will need 5 tanks and at least one cleric assigned for each. You need to kill the fake ones first and leave the real one to last; otherwise you will have more splits. Your tanks will know if they're on the real or fakes by the melee damage they do. The real one does the most damage and the best way to test it is to have the tanks sit down and check the maximum hit. Another good way to know is by what they're casting.

These are the two unresistible spells that the real Vallon casts:

  • Vallon's Precision: point blank AE, 75 range, 100dmg per tick, -60 AC, 40% aggro increase (can be cured with Radiant Cure ability)
  • Vallon's Subversion: single-target proc, 60% aggro decrease

So just from these two spells you know it won't be easy for a main tank to keep aggro on himself. Your tanks will need pre-made hotkeys to announce if they have a real or fake Vallon; the fakes will be pulled aside and killed one by one. The real one will be pulled to a corner near the platform and killed there. Repeat the process for the three rounds and you should have a clean fight.

Vallon's known loot table is as follows:

Furious Hammer of Zek (CLR)
DEX: +20, STA: +15, WIS: +20, HP: +100, MANA: +100, SV FIRE: +13, SV DISEASE: +13, SV COLD: +13
1H Blunt, Delay: 20, DMG: 16, DMG Bonus: 13, Bane DMG: Undead +10, Effect: Hand of the Gods (75 to 150dmg)

Girdle of the Tactician (ALL)
AC: 12, STR: +15, DEX: +10, CHA: +5, WIS: +15, INT: +15, HP: +100, MANA: +100, SV MAGIC: +30
Effect: Floweing Thought III (Increase Mana regen by 3 per tick)

Obsidian Scimitar of War (WAR RNG BRD ROG)
STR: +15, DEX: +10, STA: +12, HP: +100, MANA: +100, SV FIRE: +8, SV DISEASE: +15, SV COLD: +8, SV MAGIC: +8
1H Slashing, Primary and Secondary slots, Delay: 19, DMG: 15, DMG Bonus: 13, Effect: Obsidian Shatter (30dmg, -6 AC)

Pendant of the Triumphant Victor (ALL)
AC: 15, DEX: +10, WIS: +10, INT: +10, HP: +100, MANA: +100, SV FIRE: +18, SV DISEASE: +18, SV COLD: +18, SV MAGIC: +18, SV POISON: +18
Effect: Mana Preservation IV (10% Mana preservation, beneficial spells only, Complete Healing excluded)

Resplendent War Maul (PAL)
STA: +12, WIS: +15, AGI: +18, HP: +120, MANA: +100, SV FIRE: +20, SV COLD: +20
2H Blunt, Delay: 37, DMG: 51, DMG Bonus: 39, Effect: Knight's Blessing (180hp heal)


Tower of Solusek Ro

One of my favorite zones in this expansion, the Tower was a fun place to go late at night with limited numbers, usually 3 or 4 full groups of level 65 players.

You can take on three of the mini-bosses with no problem as long as the key classes are there. Besides, the mini-bosses are a good way to get some Ornate Armor patterns especially chest pieces.

However, Jiva requires a few more enchanters to control the adds comfortably and the Protector is surely an insane encounter on such light numbers.

Always make sure you have pulled everything but the mini-boss out of his room prior to engaging.

Rizlona

Rizlona is a two-in-one fight. You need to kill her half-elf form (which isn't a problem at all) but when you do kill her, she morphs into a dragon.

The Dragon Rizlona casts Flame Song of Ro (850 dmg point blank AE, fire based) and Lava Breath (500 dmg and Cancel Magic, 200 range targeted AE, fire based).

Be prepared with an instant click item (Grim Aura earrings, for instance) and place the effect on your first buff slot. Use the item as soon as the dragon dispells or you'll find yourself buffless in no time.

Rizlona's known loot table is as follows:

Basalt Plated Pauldrons (PAL RNG SHD BRD BST)
AC: 20, STR: +12, DEX: +10, STA: +15, WIS: +9, INT: +9, HP: +115, MANA: +100, SV COLD: +20, SV MAGIC: +20
Effect: Speed of Mithaniel (25% spell haste, beneficial spells only, Complete Healing and Percentage Heal excluded)

Flame Encased Earring (ALL)
AC: 5, DEX: +12, WIS: +12, INT: +12, AGI: +12, HP: +90, MANA: +90, SV COLD: +18, SV MAGIC: +12
Effect: Focus of Solusek (Decrease mana cost by 10%, detrimental only)

Mithril Shod Staff (MNK BST)
2H Blunt, Atk Delay: 20, DMG: 33, Magic DMG: 1, STR: +12, DEX: +15, WIS: +12, HP: +125, MANA: +100, SV COLD: +25

Sun Flare Ear Bob (ALL)
AC: 5, AGI: +12, DEX: +12, WIS: +12, INT: +12, HP: +75, MANA: +75, SV COLD: +18, SV MAGIC: +12
Effect: Focus of Solusek (Decrease mana cost by 10%, detrimental only)

Rizlona also drops a book entitled "The Time Grows Near", which reads the following:

Jiva the Reckless rests now that his work is done.

With the knowledge afforded to him by wise Arlyxir he was able to create a tear in the planes between the Tower of Solusek Ro and The Plane of Fire. Arlyxir has always been trusted go-between for Solusek and his father Fennin. However, Arlyxir has decided to form alliance with Solusek.

The decision of direct confrontation against the populace of Norrath was not an easy one to make. They both know that Fennin would not agree to such a hostile act, because the Pantheon would not condone it.

After many hours of incantations a great well marked with runes of fame appeared and began to pour the very essence of the Plane of Fire into The Tower. The Guardians of Dresolik, the Great Shard, watch over the pulsating crystal has it harnesses the power being syphoned from the Plane the Fire. Only time stands between us now. Those that I once walked with will soon learn of the mistakes in their transgressions.

I can hear Xuzl in his Tower, always working on his conjurings. The crackle of the animated regiment of flaming swords can be deafening. Xuzl does not take any time to rest; for he knows as will all do that the time draws near.

Greater fiends have been constructed by Solusek to spread their curse upon any that survive the initial destructive force from Dresolik. The seven fiends will be generals of the army being conjured by Xuzl. Solusek has also placed his trust in two elemetals. These elementals have coalesced into the form of wyverns. I must say that I am quite partial to their new forms, and have formed a kinship with them. Together with them we will exterminate any dragonkind that are resistant enough to flame to save them from onslaught that Dresolik will provide. Dresolik pulses with extreme power, it will soon be powerful enough to scorch Norrath. I can only hope that my voice and praise of Solusek will be enough to give the others the strengh needed to continue.

Xuzl

Getting to Xzul is a lot more difficult than fighting him. On your way through the caves, you will encounter animated flaming swords (conjured automatons) which hit hard and fast. You will have to be ready to deal with two at the same time (since they are too close to each other and can't be split), twice. They quad for over 1100 but are fully slowable, That doesn't mean the cleric heals can slack, since 5000 damage in a few seconds can have drastic consequences if people aren't paying attention. If you can deal with the swords, Xuzl won't be a problem.

Hitting for 1000dmg isn't a big deal when you can fully slow Xuzl. Basically, just keep going in a circle around the platform, since other things will spawn outside of it. It's a pretty clean fight after slow lands.

Xuzl's known loot table is as follows:

Circular Shield of the Blaze (CLR DRU SHM)
AC: 40, STR: +10, DEX: +12, STA: +5, WIS: +12, HP: +100, MANA: +100, SV DISEASE: +5, SV COLD: +25, SV MAGIC: +5, SV POISON: +5
Effect: Haste of Solusek (15% spell haste, detrimental spells only)

Collar of Corrupted Flame (WAR PAL RNG SHD MNK BRD ROG BST)
AC: 12, DEX: +20, STA: +15, WIS: +10, INT: +10, HP: +100, MANA: +100, SV MAGIC: +20
Effect: Aura of Battle (+2HP per tick, +10 ATK)

Lance of the Flame Knight (PAL SHD)
2H Piercing, Atk Delay: 39, DMG: 50, Fire DMG: 5, STR: +12, STA: +10, WIS: +15, INT: +15, HP: +125, MANA: +125, SV COLD: +25, SV MAGIC: +20

Jiva

The first thing you should know about Jiva is that the fastest you kill him, the less adds you will get. But if you want to increase your chances of looting Ornate Armor patterns, then you definitely want the adds to spawn. Just make sure you have a good raid force (5 full groups at least) to deal with all of them.

Start by casting an Elixir on the main tank just before rushing to the platform. The melee force will stand on the platform while casters and healers will be down and around it. A standard Complete Heal rotation applies, as well as backup healing to deal with the AE damage. Group and/or MGB heals are a good way to go.

Jiva casts Reckless Mutterings (500 dmg, decrease Attack by 50, point blank AE, 200 range, fire based) frequently, which is very annoying.

The adds will spawn around the platform, where enchanters will be ready to mezz them. If you have necros, have them feed the healers and enchanters with mana as they need. And they will need it.

Jiva's known loot table is as follows:

Black Basalt Band (WAR PAL RNG SHD MNK BRD ROG BST)
AC: 10, STR: +12, DEX: +12, STA: +12, AGI: +12, HP: +115, SV FIRE: +15, SV MAGIC: +15 Effect: Vengeance III (+15 ATK)

Jagged Shard of Frozen Flame (WAR RNG BRD ROG)
1H Slashing, Atk Delay: 20, DMG: 17, STR: +15, STA: +10, AGI: +15, HP: +125, MANA: +100, SV FIRE: +7, SV DISEASE: +7, SV COLD: +20, SV MAGIC: +7, SV POISON: +7
Effect: Ember Strike (150 dmg proc)

Ornate Broadsword (PAL)
1H Slashing, Atk Delay: 20, DMG: 26, Fire DMG: 1, Bane DMG: Undead +1, DEX: +12, STA: +10, WIS: +18, AGI: +12, HP: +125, MANA: +100, SV DISEASE: +8, SV COLD: +20, SV MAGIC: +8
Effect: Celestial Remedy (regens 54 to 65 HP per tick)

Rune Etched Bamboo Bo (MNK BST)
2H Blunt, Atk Delay: 28, DMG: 42, AC: 15, STR: +20, STA: +20, WIS: +15, HP: +140, MANA: +140, SV COLD: +25, SV MAGIC: +15
Effect: Claw of Khati Sha (150 dmg proc)

Protector of Dresolik

In order to get to Protector, you have to kill the six named guardians that stand on the way to his room. These guardians all look like Xuzl, they're level 68, they rampage, they hit for about 1100 and single-target charm. They also cast Curse of the Fiend, which is an unresistable point blank AE that does 50 dmg per tick, 9 counter curse and increases fizzle rate (though if you have Spell Casting Mastery at level 3 you won't really notice the difference). It can be cured with Greater Remove Curse.

In case your main tank gets charmed, mezz him and have someone else gain aggro ASAP.

All of these guardians (Balrezu, Naelizar, Veleroth, Quazlith, Instadis, Grezou) have a common drop.

Protector of Dresolik's know loot table is as follows:

Basalt Greatsword of the Protector (WAR PAL RNG SHD)
AC: +40 Dex: +15 Sta: +15 Wis: +15 Int: +15 Cold Resist: +35 HP: +145 Mana: +145
2H Slashing, DMG: 45, Delay: 35, DMG Bonus: 38, Effect: Boiling Blood (24 to 37 dmg per tick)

Gleaming Obsidian Shard (WAR RNG BRD ROG BST)
AC: +10, Dex: +15, Wis: +10, Int: +10, Agi: +15, Disease Resist: +5, Cold Resist: +15, Poison Resist: +5, HP: +100, Mana: +75
Primary and Secondary Slots, Piercing, DMG: 16, Delay: 20, DMG Bonus: 13, Effect: Obsitian Shatter (30dmg, -6 AC)

Mithril Battle Hammer (SHM DRU CLR)
Dex: +8, Sta: +10, Cha: +10, Wis: +15, Agi: +8, Cold Resist: +25, Poison Resist: +10, HP: +100, Mana: +125
Primary and Secondary, 1H Blunt, DMG: 21, Delay: 24, DMG Bonus: 13, Effect: Firestrike (282 to 302 dmg)

Sphere of Encased Flame (NEC WIZ MAG ENC)
AC: +12, Dex: +15, Cha: +10, Int: +20, Agi: +15, Cold Resist: +20, Magic Resist: +10, HP: +100, Mana: +100
Range Slot, Effect: Wave of Health (75hp group heal)

Wand of the Firestorm (NEC WIZ MAG ENC)
Dex: +12, Sta: +12, Int: +18, Cold Resist: +25, HP: +100, Mana: +125
Primary and Secondary Slots, Effect: Vengeance of Time (25% Spell Damage increase)

Solusek Ro, the Burning Prince

Once everyone has all 5 of the mini-bosses pre-flags, make your way to the large pillar of fire coming out of the pot with strange runes. One of these runes is the portal to Solusek Ro's chamber, and it's easy to tell which one it is since it looks different from all the others and has a small square around it.

Everyone should be in their assigned groups, fully buffed and standing by for the call of the "sacrificial paladin". Not always sacrificed, the paladin will be the first to port up while invulnerable, move the first two guards to one side and at this point (about 3 or 4 seconds later) everyone else will port up and kill the guards.

Two main tanks with 2 small cleric rotations will be the best way to take care of them fast. After that, it is easy to single pull each guard as long as the puller sticks close to the walls. Keep in mind that after you kill the last guard you should be ready to take down Solusek Ro, or you might get caught in respawn.

Groups should be slightly changed for Solusek Ro; there will a group of clerics only. One of the clerics will be in charge of healing the rest of the group with a Group Complete Heal after each AE. In between, this cleric can also resurrect some of the fallen between group heals, as long as he/she is equipped with an epic. After the first and second group heals, this cleric can't sit down and will cast Divine Aura to go down on hate list. Sitting right after the first group heal means instant death.

A correct positioning for this healing strategy would be:

Solusek Ro - - - main tank - - - clerics in rotation - - - cleric healing clerics

This way, the cleric in charge of healing the others will be able to avoid the AE completely. Needless to say, Extended Range items are a must.

Casters and healers will use the first charge of their Mod Rods early in the fight. Bards will be positioned one at the clerics and another with the main tank.

Solusek Ro casts Solar Flame (single target 2000dmg, decrease Attack by 20, 24 seconds recast) and Solar Winds (200 range targeted AE, 3 waves of 1000 dmg, 48 seconds recast). Some prefer to have the entire raid force in AE range and use MGB heals instead, but that depends mostly on the number of healers available.

Solusek Ro's known loot table is as follows:

Baroque Half Mask of Solusek Ro (WAR PAL RNG SHD MNK BRD ROG BST)
AC: +20, Dex: +20, Sta: +10, Wis: +8, Int: +8, Cold Resist: +25, Magic Resist: +20, HP: +135, Mana: +115
Effect: Aura of Bravery (Regeneration 3hp per tick, +30 Attack)

Gauntlets of the Burning Prince (CLR DRU SHM NEC WIZ MAG ENC)
AC: +18, Sta: +12, Cha: +10, Wis: +18, Int: +18, Agi: +15, Cold Resist: +30, Poison Resist: +10, HP: +100, Mana: +125
Effect: Speed of Solusek (18% Spell Haste)

Gold Runed Mithril Knife (WAR PAL RNG SHD BRD ROG BST)
AC: +15, Str: +18, Dex: +18, Sta: +10, Disease Resist: +5, Cold Resist: +25, Magic Resist: +5, Poison Resist: +5, HP: +135
Effect: Wrath of Fire (22 to150dmg)
Primary and Secondary, Piercing, DMG: 16, Delay: 19, DMG Bonus: 13, Fire DMG: 1

Raiment of the Fire Son (CLR DRU SHM)
AC: +18, Sta: +12, Cha: +12, Wis: +18, Agi: +15, Cold Resist: +25, Magic Resist: +10 HP: +130, Mana: +130
Back Slot, Effect: Marr's Gift (25% Healing increase except Complete Healing)

The Orb of the Sun (ALL)
AC: +15, Dex: +12, Sta: +12, Cha: +12, Wis: +15, Int: +15, Cold Resist: +25, Magic Resist: +15, HP: +125, Mana: +135
Range Slot, Effect: Fury of E'Ci (30% Spell Damage increase)


Plane of Earth B - Vegarlson, the Earthern Badlands

Ragrax, Stronghold of the Twelve

A heads up for the Rathe Councilmen fight: you need a large healing power, crowd control team and several tanks. We're talking a full raid force, if not more.

Remove Greater Curse is a must, since the DoT must be cured ASAP. You shouldn't use any DoTs or any weapons with DoT procs in order not to break mez.

The first 6 Councilmen will be pulled one by one to the entrance of the cave, where they will be hurt down to 2% of their health. They cast Earthen Vengeance (1000dmg +200dmg per tick, decrease Attack Speed by 20%, increase Curse Counter by 4, 100 range) and they Banish as well. Once they are low enough, they will be pulled to the back of the cave and then mesmerized. Enchanters will keep mezzing them and shamans will keep slowing them while most of the raid force moves out of the cave across the river of mud, where the rest of the process will continue.

One by one the remaining 6 Councilmen will be pulled to the river shore. These can't be mezzed, so you will need a tank for each of them. Pull the first, drop it down to 2%, stick a tank on it with a healer and a slower and the rest will move along the shore to the West. Repeat this process for the next five. When all Councilmen are low and each has its own tank, kill them starting with the last one pulled and working your way back to the ones in the cave. Expect some deaths at this point, especially from the enchanters and shamans controlling the mezzed ones in the cave.

When all 12 are dead, resurrect and rebuff fast, the Avatar of Earth comes next. He casts Marl (100 dmg per tick, increase spell mana cost by 100%, increase curse counter by 36) but if you already handled the 12 Rathe Councilmen, you won't find him that difficult.

Avatar of Earth's known loot table is as follows:

Chestguard of Enchanted Marble (WAR CLR PAL SHD BRD)
AC: 85, STR: +25, DEX: +20, STA: +20, CHA: +12, WIS: +25, INT: +25, HP: +150, MANA: +150, SV DISEASE: +30, SV POISON: +30
Effect: Vengeance VII (+35 ATK), Preservation of Xegony (Decrease mana cost by 15%, Complete Healing and Percentage Heal excluded)

Earthen Bile (WAR PAL RNG SHD MNK BRD ROG BST)
AC: 30, STR: +20, DEX: +20, STA: +20, WIS: +15, INT: +15, HP: +150, MANA: +135, SV DISEASE: +25, SV POISON: +25
Effect: Vengeance IV (+20 ATK), Druzzil's Distance (Increase spell range by 20%)

Earthspined Staff (WAR PAL SHD)
2H Blunt, ATK Delay: 35, DMG: 53, Dmg Bonus: 38, AC: 50, STR: +25, STA: +30, WIS: +18, INT: +18, AGI: +30, HP: +200, MANA: +200, SV DISEASE: +30, SV POISON: +30
Effect: Bite of Bertoxxulos (150 dmg proc)

Essence of Earth (quest item)

Leaf-Twined Guards (CLR PAL RNG SHD DRU SHM BST)
AC: 25, DEX: +25, STA: +20, CHA: +15, WIS: +20, HP: +135, MANA: +150, SV DISEASE: +20, SV MAGIC: +15, SV POISON: +20
Slot: Arms, Wrist. Effect: Flowing Thought IV (+4 mana per tick), Blaze of the Lightbringer (20% spell haste, detrimental only)

Ring of Flowing Stones (ALL)
STR: +25, STA: +25, CHA: +15, WIS: +20, INT: +20, HP: +150, MANA: +150, SV DISEASE: +25, SV POISON: +25
Effect: Regeneration (+5 HP per tick)

Sword of Primordial Power (WAR RNG BRD ROG)
1H Slashing, Atk Delay: 30, DMG: 29, Dmg Bonus: 13, AC: 20, STR: +22, DEX: +18, STA: +20, WIS: +15, HP: +155, MANA: +135, SV FIRE: +7, SV DISEASE: +20, SV COLD: +7, SV MAGIC: +7, SV POISON: +7
Slot: Primary, Secondary. Effect: Runic (+80 HP, absorb 10-100 damage proc)