The Tomb of the Ancients is an endgame dungeon whose portal has a change of dropping from Grand Sphinx event boss, which spawns once per realm. The portal stays open for 30 seconds.
The tomb is a source of the rare Potions of Life and other powerful untiered items, making the dungeon arguably one of the most popular dungeons in the game for advanced players. The dungeon has several hazards, including indestructible turrets that cause various status effects, quicksand that slows movement the longer players are in it, powerful enemies, and a highly strategic boss fight.
Contents
Layout
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 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.
Enemies and hazards
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
Does not aim at players
120 damage per grenade
Fires every 1.5s
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Trap Bomb Switch |
Found in the center of room
Standing on it for 3 seconds will turn off all the Bomb Traps in the room.
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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 |
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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 |
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70 |
Slowed for
2s |
8 |
11.2 |
Aims at nearby player |
|
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60 |
Slowed for
4s |
4 |
7.2 |
Appears in the center of room
Fires in 5 directions |
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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.
Bloated Mummies and Scarabs
Scarabs are highly aggressive enemies that will chase players and paralyze them and can easily kill characters with low defense or have been armor broken from a flame turret. They spawn from Bloated Mummies.
Sarcophagi
Up to 5 sarcophagi, marked as quest bosses, must be destroyed before the bosses awaken. They are protected by a group of worshiping priests and priestesses which circle the sarcophagus and continuously heal it.
Treasure room
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.
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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 |
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- 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
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Bosses
Boss |
Facts |
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- 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)
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- 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)
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- 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)
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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.
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.
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!"
Drops of Interest
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