Tomb of the Ancients (Rev. 3)

Last updated: 123.0.0

The Tomb of the Ancients, believed by many to be the place where the Divines were imprisoned by Oryx, is where the very first sentient beings to ever live in the Realm have buried their dead. They have since been slain, but their primitive and weak cousins -- the low desert sandmen -- live on. Many of the original sandmen live on within the nigh impregnable tomb, protected by their combat prowess, traps, necromancy, and eldritch monsters. They are also protected by powerful deities. But the tomb has legendary treasures...

To open the Tomb of the Ancients, you must defeat the realm Event God: Grand Sphinx, who when killed, sometimes opens a portal to the Tomb. (or you could use a key) The portal stays open for 30 seconds.



Tomb of the Ancients (Tomb) is the most complex and difficult dungeon as of build 123. It has unique dungeon mechanics such as indestructible towers that causes various status effects, quicksand that slows etc.
The Grand Sphinx, which opens the tomb, only spawns once per realm. This dungeon will remain a staple experience as it's the only location that drops Tomb Rings, Life Pots, and the Tome of Holy Protection.

Contents

 

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Pictures

Map of the Tomb

 

Example of the highly sought after 4 gold room tomb:

 

The Dungeon

You enter the Tomb in the boss room. However, the bosses are inactive until you complete the dungeon quests; killing all the Sarcophagi. The Sarcophagi are scattered throughout the Tomb. To reach them, you must deal with quick-sand, indestructible traps, and a host of unique (and deadly) minions - all with significant health, damage, and crowd-controlling abilities. Each tomb has 5 "event" rooms where there will be either sarcophagi or treasure with a minimum of 1 sarcophagi in each tomb. IE, if there were 3 sarcophagi's destroyed and the tomb bosses have activated, there must be 2 treasure rooms left somewhere.

Once all Sarcophagi are destroyed, the Bosses will become active and the remaining players will have to deal with most challenging encounter as of Build 121.

 

Strategies

Fast Clear - the fastest way to clear the Tomb is to have a Rogue run-and-cloak to bypass all the intermediate rooms between the Sarcophagi. This allows the remainder of the group to teleport to the quests. This strategy will also involve leaving at least one person near the dungeon entrance, allowing the group to quickly engage the bosses after the last Sarcophagus is killed. The beauty of this strategy is it can be accomplished with very small groups, avoiding in otherwise epic amount of time wasted on lesser minions.

 

Bomb Trap

Frequently found between Sarcophagi chambers, along with the turrets.

Trap/Switch Notes
Bomb Trap Up to 8 in a room Laid out in a circle pattern Toss grenades endlessly No-aim 120 damage per grenade Fires every 1.5s
Trap Bomb Switch Found in the center of room Stand on it for 3 sec will turn off all the Bomb Traps in the room.

 

Indestructible Turrets

Hazard
Projectile
Damage
Condition Effects
Speed (tiles/sec)
Range (tiles)
Comments
10-100
Paralyzed for 1.4s
4
12
Piercing Fires in 2 directions, rotating
10-80
Paralyzed for 1.4s
20
20
Piercing Appears in the center of a room Fires in 4 directions
30-70
Armor Broken for 2s
10
5
Fires at nearby player
20-60
Armor Broken for 2s
8
6.4
Appears in the center of room Fires in 3 directions
70
Slowed for 2s
8
11.2
Aims at nearby player
60
Slowed for 4s
4
7.2
Appears in the center of room Fires in 5 directions

 

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Tomb Gang

 

Eagle Sentry Lion Archer Jackal Priest:

 

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Tomb Jackals

These are known for being brutal killers that will abuse hiding behind walls for a surprise attack or taking advantage of you when you're in quicksand.  
Jackal Lord Jackal Warrior Jackal Veteran Jackal Assassin
 
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Bloated Mummy Scarab
 
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Active Sarcophagus Worshipping Priest Worshipping Priestess
 
Treasure Sarcophagus: 50,000 HP 100 def Doesn't attack Doesn't appear in every tomb, very often 1 but even 4 are possible. Drops T9-T10 equipments, Paramount rings and Stat potions (Except life and Mana pots of course). Canopic Jar: 1 HP Doesn't attack Spawned by Treasure Sarcophagus by damaging it, up to 8 may be spawned. Drops health and magic potions. Sometimes a lone scarab spawns of it, reminding you to always keep vigilant in the vicinity of the Ancients.
 

Swarms

Masters have 3000hp, Minions have 200hp
Swarm Type Damage/Effects
Red Masters 80 damage 40 damage, armor pierce 60 damage, armor pierce
Red Minions 20 damage, armor pierce
Yellow Masters 40 damage, Blind for 4 second 80 damage, Confuse for 2 second
Yellow Minions Blind for 1 second
Blue Masters 60 damage 100 damage, Weak for 1.2 second
Blue Minions Weak for 1.2 second
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Half-Boss:

Half-Boss Facts
  • This is a Sarcophagus
  • It has only one attack: Shoots multiple projectiles that stun for 6-8 seconds
  • It has 8 sentries. They have 4 attacks : one weakens, the other three cause significant damage.
  • Killing off these "sentries" one by one is the best way because they continuously heal the sarcophagus by 200 HP per second.
  • Sarcophagus drops tinctures
 

Bosses:

Boss Facts
  • This is BES
  • He's a Tank
  • His Silver Shield stuns - It looks similar to the white stun of the Sarcophagus.
  • His Fire Boomerang - breaks armor.
  • Stationary on rage phase, but will chase if you get too close.
  • Drops Potion of Life, Ring of the Pyramid, Tome of Holy Protection & Wine Cellar Incantation (Soulbound)
  • This is NUT
  • She's a healer and crowd-controller.
  • You will see: Slow, Blind, Weak, Quiet, Paralyze, and Armor Break.
  • Most of these effects come from boomerang bullets and arrows.
  • Each phase there are more status-effecting bullets.
  • Watch out for an arrow with green feathers at final phases. It causes the most significant damage + paralyze.
  • She is stationary during rage phase, but will quickly chase you if you're in range.
  • A rogue's cloak will prevent some targeted attacks. It will not negate damage or status effects.
  • Drops Potion of Life, Ring of the Sphinx & Wine Cellar Incantation (Soulbound)
Dat Wizard~
  • This is GEB
  • His role is a damage dealer
  • His grenades hurt. There are more grenades for each phase
  • Watch for Darkness Bullets (280hp per hit, ouch), more bullets for each phase. They also pierce. Other bosses also use the Darkness Bullets. They all hurt but not quite as much as Geb's.
  • Stationary on rage phase, but will back up if you get too close.
  • Charges forward approximately every 8 seconds if a player is in range during rage phase.
  • Drops Potion of Life, Ring of the Nile & Wine Cellar Incantation (Soulbound)
The Fight: All bosses are activated together and circle the center of their room. Each boss has different phases based around their total HP. Each phase typically entails more bullets, damage, crowd-control, different movement speed, and different boss positioning. The natural kill order is shown in the above table from top to bottom (due to Pyramid Artifacts and Bes' abilities being the least deadly of the three bosses) Build 121 Fight Changes: The room has a lot more quicksand and now has 4 large pillars and 4 small pillars to hide behind for the fight. The addition of more quicksand makes the fight harder than the previous build.
 

Bosses - Detailed

Geb

-Attacker. 90,000 HP 30 def Dark Gray Spinner: No DMG, Weak for 10 seconds Green Boomerang: 100 DMG, Slow for 5 seconds Fire Magic: 30 DMG, Armor Pierce Black Small Magic: 200 DMG. Long Range. Black Magic: 280 DMG. Long Range. Weak Nuke: 40 Damage with an insane AOE like 8-10. Grenade: 70 DMG. With same AOE as traps. Grenade: 120 DMG. Same AOE as medusas. Fireball: 80 DMG, These surrounding him when he's at 50% HP, these also multi-hit. -Summons: Scarabs at range of 4-8. 3 of them, 5 when 20% hp. Nile Artifact: 180 DMG, Triangle Shot, summons when nearing death.  
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Bes

-Defender. 100,000 HP 50 def Dark Gray Spinner: No DMG, Weak for 10 seconds Silver Shield: 2 types, one does 160 DMG the other does 60 DMG, both Stun for 1.2 seconds. Red Boomerang: 150 DMG, Armor Break for 5 seconds (0 def for 5 seconds gets you killed faster, beware!). Black Magic: 240 DMG. Long Range. -Summons: Pyramid Artifact: Very fast Tri-shoot. 40 DMG, Weak for 2 seconds.  
**
 

Nut

-Supporter/Healer. 80,000 HP 15 def Dark Gray Spinner: No DMG, Weak for 10 seconds Black Arrow: 40 DMG, Armor Break for 3 seconds Green Quiver Arrow: 200 DMG, Paralyze for 1.4 seconds Blue Bullets: 50 DMG, Paralyze for 1 second Grey Boomerang: 40 DMG, Quiet for 1 second Blue Boomerang: 40 DMG, Weak for 5 seconds Green Boomerang: 40 DMG, Slow for 5 seconds Purple Boomerang: 40 DMG, Blind for 5 seconds Charge Stage: (Added skills only during charge stage [10% HP]) Black Magic: 180 DMG. Long Range. Heals Geb and Bes 100 HP per heal. This can also be 40 HP depending which phase Nut is in. -Summons: Sphinx Artifact: Shoots 2 types of green stars: 80 DMG, Slow for 3 seconds. 120 DMG, Slow for 5 seconds, bigger size.  
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  Taunts(Bosses)

Geb

Awakening (After all the Sarcophagus are destroyed) "ENOUGH OF YOUR VANDALISM" During Battle: "Nut, protect me at once!" Artifact Phase: "My artifacts shall destroy you from your soul to your flesh!" Before Charge/Critical Phase: "Argh! You shall pay for your crimes!"

Bes

Awakening: "THIS WILL NOW BE YOUR TOMB!" Battle: "Impudence! I am an immortal, I needn't take you seriously." "The others use tricks, but I shall stun you with my brute strength!" "Awe at my wondrous defense!" "Nut, disable our foes!" Artifact Phase: "My artifacts shall prove my wall of defense is impenetrable!" Before Charge/Critical Phase: "The end of your path is here!"

Nut

Awakening: "YOU HAVE AWAKENED US!" During Battle: "Bes, become my wall of defense!" "Geb, eradicate these cretins from our tomb!" Artifact Phase: "My artifacts shall make your lethargic lives end much more switfly!" Before Charge/Critical Phase: "This cannot be! You shall not succeed!"  

 

 

 

 

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[Coming from someone who solos Tombs]: From a first hand perspective, I can say that the Kill Order listed above is sound; however, if you are, say, in a group and your companions or you "accidentally" awaken all three bosses, your best shot is to kill Nut. As a rogue, I have chosen to stay behind after everyone else in my group abandoned the dungeon, and found it immensely difficult to dodge either Weak Bursts, or the attacks of all three Ancients at once. In this case, openings are rare on Bes, and the damage I did with my high Dex (83) and decent attack (~40) still couldn't keep up with Nut's constant healing. If your group abandons you, and if you choose to remain and solo, I strongly advise leaving Bes and Geb alone, and focusing on Nut. Remember though, when she is raging, she charges at the nearest player. Keep your finger on the Nexus key!, and good luck.
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Drops of Interest

Item
Drops From:

 

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