Last updated: 123.0.0 |
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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
and the Tome of Holy Protection.
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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.
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.
Frequently found between Sarcophagi chambers, along with the turrets.
Trap/Switch | Notes |
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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. |
Hazard |
Projectile |
Damage |
Condition
Effects |
Speed
(tiles/sec) |
Range
(tiles) |
Comments |
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10-100 |
Paralyzed for
1.4s |
4 |
12 |
Piercing
Fires in 2 directions, rotating |
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10-80 |
Paralyzed for
1.4s |
20 |
20 |
Piercing
Appears in the center of a room
Fires in 4 directions |
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30-70 |
Armor Broken for
2s |
10 |
5 |
Fires at nearby player |
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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 |
Eagle Sentry | Lion Archer | Jackal Priest: |
Jackal Lord | Jackal Warrior | Jackal Veteran | Jackal Assassin |
Bloated Mummy | Scarab |
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. |
Half-Boss | Facts |
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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 From:
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