Urgoz's Warren

Objectives

 * Kill Urgoz.

Rewards

 * 1) Excluding Explosive Growth (creature)s, Hopping Vampires and Thought Stealers.


 * The following items can only be obtained in The Deep or Urgoz's Warren, with inscribable versions only being available from Kanaxai's Chest or Urgoz's Chest:
 * Ceremonial Daggers - Random drop, Deep Jade Chests/Stoneroot Chests, and Kanaxai's Chest/Urgoz's Chest.
 * Ceremonial Spear - Kanaxai's Chest or Urgoz's Chest.
 * Crab Claw Maul - Kanaxai's Chest or Urgoz's Chest.
 * Draconic Scythe - Kanaxai's Chest or Urgoz's Chest.
 * Dragoncrest Axe - Random drop, Deep Jade Chests/Stoneroot Chests, and Kanaxai's Chest/Urgoz's Chest.
 * Exalted Aegis - Random drop, Deep Jade Chests/Stoneroot Chests, and Kanaxai's Chest/Urgoz's Chest.
 * Gavel of the Nephilim - Random drop, Deep Jade Chests/Stoneroot Chests, and Kanaxai's Chest/Urgoz's Chest.
 * Ironwing Flatbow - Random drop, Deep Jade Chests/Stoneroot Chests, and Kanaxai's Chest/Urgoz's Chest.
 * Pronged Fan - Kanaxai's Chest or Urgoz's Chest.
 * Serpentine Scepter - Kanaxai's Chest or Urgoz's Chest.
 * Straw Effigy - Random drop, Deep Jade Chests/Stoneroot Chests, and Kanaxai's Chest/Urgoz's Chest.
 * Wayward Wand - Random drop, Deep Jade Chests/Stoneroot Chests, and Kanaxai's Chest/Urgoz's Chest.
 * Zodiac weapons - Random drop, Deep Jade Chests/Stoneroot Chests, and Kanaxai's Chest/Urgoz's Chest.

Additionally, killing Urgoz will make an Urgoz's Chest spawn. The chest drops the following loot for each player:
 * 3 Amber Chunks (6 Amber Chunks in Hard Mode)
 * 1 Mystical Summoning Stone
 * 1 Passage Scroll to Urgoz's Warren (Hard Mode only)
 * One of the following (or two in Hard Mode):
 * A rare inscribable item.
 * Urgoz's Flatbow
 * Urgoz's Longbow
 * Urgoz's Shortbow

Walkthrough
Most sections have Twisted Bark, which emits an Environment Effect, and a Guardian Serpent at the end, which must be killed to open the gate to the next area. This mission can take around 2 hours, but with a proficient party, it can be completed in under 30 minutes.

Condition

 * Weakness: While suffering from this Condition, you deal less damage with attacks and all of your attributes are reduced by 1.

Environment effects

 * : While in the area, foes suffer from -15 Health degeneration.
 * : While in the area, every spell cast by a foe causes Exhaustion.
 * : While in the area, foes suffer from -4 Energy degeneration.

Section 1 (Weakness)
This area has Hopping Vampire and Thought Stealer popups at the start which use Suicide Health and Suicide Energy that either kill the target or take all of the target's energy respectively. They die in the process of using the skill. The easiest way to combat this is to move entire party back out of the corridor into the large room at the start (which you don't start in oddly enough - probably to give parties a chance to run/withdraw from first combats). Send in a Lure and attack from long range. This will reduce the potential damage to the party.

Moving down the corridor you will experience your first Environment Effect (weakness). The best practice to avoid the conditions is to hold the party at the edge of the effect and allow your Lure to bring the enemy patrols to the party. However, the first group of Dredge you encounter you will have to engage in the Environment effect (they will not lure all the way up the corridor), once you have destroyed this group it will initiate patrols that will swarm into the main area to protect the Twisted Bark. Retreat and back up the corridor to the edge of the effect and begin your Luring process to bring groups to your party. Be patient and watch the patrol patterns. Luring two groups at the same time (20-30 Level 28 Dredge) here will often result in the Urgoz run to fail before it begins.

Once you have a clear run to the Twisted Bark, move in for the kill to remove the Environment Effect.

Continue straight on up the stairs. Be careful here, because as soon as you enter this room two patrols will move in from the left and right. You can try pulling back and luring one group down the stairs or when you enter run to the right and move completely out of the room. This will initiate some pops of Greater Blood Drinkers and you will have to engage the patrol of Dredge also. But with a powerful group this is the quicker technique. Then move back to the main room and eliminate the other patrol.

Kill the Guardian Serpent to unlock the doors and move on to the next area.

Section 2 (Health Degeneration)
Hold at the entrance to this area. Do not walk too far past the door as the Environment Effect (15 Health Degeneration, which will cause you to lose up to 20 health per second, due to the -10 Health Degeneration cap) will deal serious health loss to anyone brave or foolish enough to enter. This can kill an entire party very, very quickly.

Once again best technique is to tool up your Lure with Healing Breeze and lay a few healing spirits near the edge of the Environment Effect and allow your Lure to bring as many groups to the edge of the effect. You will be able to lure all the groups in this fashion with some patience. You can even use the corner around the door to good effect so the corner blocks line of site for spells reducing the effectiveness of the enemy ranged attackers. Be mindful that this may also impact on your ability to used ranged attacks and target key enemies (ie Healers).

When the area is clear, make an entire party rush at the Twisted Bark. You should be able to kill it quickly before any party members die.

Do not rush forward at this point. Once again this dungeon provides plenty of underground or ceiling pops that can devastate unwary parties or those who rashly charge in where Angels fear to tread.

Allow your Lure to strafe the area and lure Greater Blood Drinker pops. When the area is clear move forward and eliminate the Guardian Serpent.

Section 3 (no environmental effect)
Once the door is open, lure the big groups of Brooding Thorns and Burning Brushes. Once all of these are dead, you'll see a bridge in front of you.

The best way to continue is to run under the bridge with the full party, and kill the Dredges from underneath the bridge. Call your targets and focus attacks to eliminate single targets quickly. Do not allow your Minion Master or other corpse consumers to use all the corpses on top of the bridge. Once all the dredges are dead, a Player (must be a player) needs to open the gate by using a teleport skill like Consume Corpse or Necrotic Traversal to get on top of the bridge. Use both of the switches located either side of the bridge to unlock the door then return to the party using the teleporter located on the right hand side of the bridge.

If no one has a teleport skill as mentioned above, the party cannot continue.

Section 4 (no environmental effect)
This section consists of a long bridge over a pit, with Fire Flowers along each side. If someone runs on the bridge the Fire Flowers act like turrets and will spit fire at them.

Prep your Lure with Healing Breeze etc and let them run on the bridge until a group of Thorn Wolves pop. Lure them to the party, a speed boost will help or an Assassin with Return or equivalent might also be useful. The Lure often gets caught behind the enemies and killed. Once the Lure reaches the safe spot in the middle of the bridge, Hopping Vampire and Thought Stealer will spawn at the beginning of the bridge. Eliminate this group of enemies and move the full party to the safe spot in the middle of the bridge.

Repeat this process.

Once you make it to the end of the bridge another spawn of Hopping Vampire and Thought Stealer will appear. After you killed these you can safely kill the Guardian Serpent and open the gate to section 5.

At this point it is safe to return across the bridge and revive any dead pets or players safe from the Fire Flowers bombardment.

Section 5 (Exhaustion)
This section has quite a big room with 3 exits, but you only need the one straight in front of you. Let Lure pull the Thorn Wolves that pop up by strafing around the room. These underground pops appear to patrol the room, underground! Lure them back to your party at the gate and finish them off.

Halfway through this room the Environmental Effect kicks in.

Once the room is cleared proceed to the next gate and over the bridge. You can at this point seek out and eliminate the Twisted Bark causing the Environmental Effect or you can proceed through this area under the effects and out the other side.

In this small room you'll see a few Thorn Wolves on the left hand side, you can pass them on the right hand side, because you need to cross the room towards the right hand side anyway. A few groups of Thorn Wolves will pop up in this little room.

On arrival at the next gate, you will notice on the left side of that gate is a tiny hill you can get on, this is the other edge of the Environment Effect. If you are on that little hill you should be clear.

Your Lure can now make another strafing run to the right, towards the next gate, luring all Thorn Wolves pops back to the party on their way.

Once the area is clear, proceed to the next gate.

Section 6 (no effect)
The room in front of you is pretty small, and you only see 3 Brushes, but Thorn Wolves pop here. Let your lure pull them all to the rest of the party who can safely stay back. Straight in front of you is another gate, which leads to the room with giant mushrooms.

Defend this gate while the Lure pulls all the underground Thorn Wolves pops and clears the way to the bridge which is on the right hand side half way through the room. Once on the bridge, you're safe for a moment.

The next room contains a few Thorn Wolves patrols. Use the standard operating procedure to lure them out. In this room you need to make a 270° turn to continue and head down the ramp. This means enter the room and keep as much to the right hand side as possible. Heading down the ramp you enter a room which looks like an area of The Underworld. Follow the path which will take you under the bridge you were just on. There are no pops in the bright room but on your way to the next bridge you will encounter a few underground patrols so do not rush.

Section 7 (Energy Degeneration)
Do this correctly and you can clear this section in 5 minutes.

One of the party members (can be a hero) needs to stay off the bridge and remain on the yellow dot on the map while the rest of the party crosses the bridge and kills the Guardian Serpent. The member who is left behind can only enter the room when the rest of the party has crossed and exited the room.

If all party members are in this room at the same time, a significant number of additional foes spawn inside the room.

Cross the room with the remaining party members on the left hand side. Walk over the bridge in the room and take a sharp turn left towards the Guardian Serpent. Kill it and all of the 11 party members should proceed out of the room and over the bridge.

ONLY when all 11 party members are over the bridge can the remaining party member who stayed behind join up with the party.

Even if your party isn't full, you still need to have one waiting before the bridge.

Section 8 (Exhaustion, Weakness)
This is quite a difficult area where you are under two Environment Effects. Exhaustion to the left hand side and Weakness on the right hand side. It is best to kill the Twisted Bark on the left first to get rid of the Exhaustion.

Lure out the Burning Brushes towards the gate and kill them outside of the Environment Effects. Only a few Brushes will be left, a small group near the Guardian Serpent at the gate in front of you, and a small group on either hill (left and right where the Twisted Barks are) but you can kill them later on. Do NOT rush in and attempt to kill the Guardian Serpent you see directly in front of you until you have eliminated the Twisted Barks.

There are also 4 groups of Wardens left, 2 on each side, patrolling up and down. Lure them outside the room. Lure them one group at a time and focus mainly on the Maddened Song Wardens (healers) and Maddened Earth Wardens (Earth Elementalists).

Once the 4 groups of Wardens are disposed of, proceed to the left hill. Take out the Burning Brushes and the Twisted Bark that caused the Exhaustion.

Once the exhaustion effect is gone proceed over to the opposite hill and eliminate the group on top of it. Take out the Twisted Bark to get rid of the Weakness effect.

Go back to the middle of the room and kill the Guardian Serpent to enter the next section.

Section 9 (no effect)
Section 9 can take some time to clear but can be done quite fast if lured correctly and efficiently. This room is filled with Wardens and Burning Brushes. Lure the first group of Wardens to the top of the stairs. Focus mainly on the Maddened Song Wardens and Maddened Earth Wardens. Then kill the Burning Brushes who are guarding the door on the bottom of the stairs. This door will provide you with an excellent location to launch your attacks on the next set of groups, because the Wardens can be blocked here.

Kill any Burning Brushes as needed, they are guarding their spot and shouldn't move around too much. 3 Groups of Wardens you can kill at the door. The last group (diagonal from where you are) will not follow as far as the door before loosing aggro.

Be careful of the traps the Burning Brush leave behind and kill the last group of Wardens in the middle of the room (there is a big tree where casters can hide behind).

Kill the Guardian Serpent to move on to the next section.

Section 10 (no effect)
This section contains another death trap room. One party member Player or Hero must stay outside of the room at all costs (see map). If the entire party moves into the room the door will close and death will swoop in for the kill!

Let your Lure pull all the groups of Thorn Wolves and Greater Blood Drinkers towards the gate, one group at a time.

The pops are in random locations and the underground patrols appear to roam. Proceed with luring with caution, allow Lure to strafe the room but immediately pull back to the Party once enemies appear.

You will know when the room is clear because the gate will open to the next section when this occurs. Continue to be wary as there are often a few more pops even after the gate is open.

Once you have exited the room, continue down the path and you'll see a Twisted Bark there which causes Life Drain, you can kill it easily as there are no pops here. Ignore the Guardian Serpent on the right and left.

Section 11 (no effect, Urgoz)
Urgoz is in the center of this area, accompanied by two Greater Serpents. Urgoz uses Forest's Binding, which has an extremely long range, damages a foe and hexes them with Binding Chains. If characters get close enough to Urgoz, Explosive Growths will spawn. If it survives for several seconds, an Explosive Growth will die, causing an Exploding Spores effect, which will inflict 300 damage on you. Killing Explosive Growths will prevent the Exploding Spores effect. Don't stand still too long on the same spot or you will die.

Clear out the entrance to Urgoz's room to the east first and then clear and enter via the southern entrance. Just inside the southern entrance is a safe spot with a rock on the right. This is a safe place to flag your heroes, healers and your caster for Edge of Extinction. Take a moment to run a player right up to Urgoz to ensure that Urgoz is in the area of effect for Edge of Extinction.

Each Player can now run into the pop area for Explosive Growths, cast their Urgoz Skill (3 second cast time or less) and then move on and dodge Growths as needed. Keep running around the room using this technique. Once you reduce Urgoz to below 90% health it will start dying faster, but keep the pressure on with your Player characters.

Kill Urgoz and your objective is completed. You can mop up the Greater Serpents at your leisure later.

After Urgoz is defeated, an Urgoz's Chest spawns, the Explosive Growths stop spawning and a teleporter activates at the eastern end of the room. Using the teleporter removes you from the party and returns you to the Urgoz's Warren outpost.

Party considerations
There is no so called "standard build" for Urgoz's Warren, but there are key roles that are frequently used.


 * Lure (Player): Can be anyone with a long range bow although a good Warrior appears to be beneficial as the AI often ignores the tough warrior in preference for weaker spell casters. This can be useful for aggroing targets without being at risk of being mobbed.
 * Runner (Player or Hero): There are no resurrection shrines so if the entire party dies, it is all over and you are teleported back to the Warren's entry point.  Nominate a human player as a runner, a ranged attacker with Rebirth who can hold back and still contribute but runs away at the first sign of trouble.  A speed boost might also be advantageous for this character.
 * Minion Master (Player or Hero): A good Minion Master (MM) is useful and can include the critical skill Necrotic Traversal or Consume Corpse for Section 3. Also include no fewer than 3 minion summons and Rotting Flesh.  The monsters have no way of removing or passing disease back to your party so this skill is exceptionally useful.
 * AoE (Players or Heroes): The bulk of the party will need to be able to dish out plenty of attacks using Area of Effect. There are huge mobs of monsters in the warrens and you must destroy multiple targets at once if you are going to succeed.  Elemental Nukers, Assassin Critical Barragers, Ranger Splinter Barragers are examples of good AOE builds.
 * Healers (Players or Heroes): Usually only two healers are needed for a Normal Mode (NM) Urgoz run. This can be a combination of Protection, Spike Healing, Party Heals, Shout healing etc. depending on your party mix.  If your healers are predominantly Heroes make sure you spread them around the players.
 * Guide (Player): This player may double as another role but given the length and complexity of this mission it is a very good idea to have one player calling all the shots. I.e. verbally (an external Internet Chat tool is very useful for coordinating the party if you have access to one), typing on team chat or drawing on the Compass to give directions.  The Guide needs to have a thorough knowledge of the mission as well as a cool head.  Things will often not go to plan and tempers may flare.  Persistence, patience and good playing skills will hopefully see a party through with a good Guide.
 * EoE (Player or flagged Hero): This player uses a spirit called Edge of Extinction. This is very useful with a lot of AoE, because it damages anyone of the same type under 90% health when something is killed.  Some also kill Urgoz with this spirit, attacking Urgoz until he is under 90% health and then letting the pop ups around him blow themselves up, eventually killing Urgoz.

Other useful party considerations.
 * The more players the better. This can be done with a single player and seven Heroes but more players can speed up the run and makes Urgoz's room easier.
 * When making a party, be aware of skill synergy - for example a paragon with "They're on Fire!" might be extremely useful when you have many elementalists with fire magic in your party. Or a Ritualist with Splinter Weapon with Barrage-rangers.
 * Do not take too many healers as it will reduce your AoE offensive capability. 2 should be sufficient for a Normal Mode run.
 * Taking a minion master or spirit spammer helps occupy a mob while AoE damage destroys it.
 * Check if everyone has minimum 3-4 hours of time. A group has a higher chance of failing if they rush and aggro as much as possible to speed up the mission. Instances of one player running in (towards a chest for example) will endanger the whole mission. Make this clear to the group before starting.

Skill considerations

 * Someone in your party must have Necrotic Traversal or Consume Corpse, otherwise your party will be unable to continue past room 3.
 * Rangers: Barrage or traps
 * Elementalists: Meteor Shower, Mark of Rodgort or Searing Flames
 * Necromancers: Spiteful Spirit and Minions.
 * Edge of Extinction: Place it behind doors or walls so it is not easily destroyed by foes.
 * Heal Party, Light of Deliverance, or Aegis are effective. Ritualist spirits and Paragon shouts that affect the party are also beneficial.
 * Take care of energy management - or ensure that anyone has some form of energy management with them. One way is to take a Necromancer with Blood is Power. If such a necromancer is a 55hp/1hp Necromancer, energy should be no problem.
 * Resurrection Spells: Remember to bring a resurrection spell. Spells used for in combat resurrection spells that resurrect at full health use spells such as Resurrection Chant and for long range resurrection spells in case party is required to run consider using spells like Rebirth.
 * Hex removal skills are useful as Thorn Wolves use Shroud of Silence which can quickly render your monks useless.

General Tips

 * Environment Effects: Try to lure enemy groups to the edge of the Environment Effects. Only enter the area of the Environment Effect when you are sure you can eliminate the Twisted Bark that is causing the effect.
 * Luring: Let your Lure take their time and watch the patrols to lure only one group at a time. The Lure needs to learn the strafing technique - shoot and run backwards running side to side as you retreat.  This ensures groups stay aggro'd and follow.  Also strafing in rooms enables Lure to aggro underground (Thorn Wolves) and ceiling (Greater Blood Drinker) pops.
 * Patience: Listen to your Guide and be patient with your Lure. Also wait for you MM to raise as many Minions as possible after each combat and then regenerate Energy for next combat.  Allow relevant characters to raise Pets post combat also.
 * Ensure Edge of Extinction, Favorable Winds, Wards, Shouts and healing spirits are up at all times. Control your Heroes manually if needed to ensure this.
 * Pets: Bring as many pets as you can, the party size of 12 means a pet shield can be incredibly useful especially since pets do not accrue Death Penalty (DP).
 * Consumables: Bring some items that remove DP or give party bonuses to health and attributes. This is a long mission and even with a good team dying is an occupational hazard a morale boost at critical points can potentially make or break an Urgoz run.
 * Chests and Treasure: Don’t forget to bring keys and lock picks to open chests. Although these are expensive the rewards from this area are worth it. Zodiac items can only be gained from Urgoz’s Warren and The Deep and they are very valuable and popular skins.

Foes
Drinkers Dredge Plants Vampires Wardens Wurms
 * 28 (30) Greater Blood Drinker
 * 28 (30) Maddened Dredge
 * 28 (30) Maddened Dredge Savage
 * 24 (26) Dredge Gardener
 * 24 (26) Dredge Gutter
 * 28 (30) Maddened Dredge Seer
 * 10 (24) Explosive Growth
 * 28 (30) Brooding Thorns
 * 28 (30) Uprooted Malice
 * 30 (32) Twisted Bark
 * 24 (26) Burning Brush
 * 28 (30) Thorn Wolf
 * 10 (24) Hopping Vampire
 * 10 (24) Thought Stealer
 * 28 (30) Maddened Forests Warden
 * 28 (30) Maddened Wind Warden
 * 28 (30) Maddened Song Warden
 * 28 (30) Maddened Mind Warden
 * 28 (30) Maddened Earth Warden
 * 28 (30) Maddened Thorn Warden
 * 28 (30) Maddened Spirit Warden
 * 28 (30) Guardian Serpent
 * 30 (32) Greater Serpent

Boss-like foes
Plants
 * 30 (32) Urgoz

Objects
Chests
 * Gate Lock
 * Fire Flower
 * Stoneroot Chest
 * Urgoz's Chest spawns after killing Urgoz.

Dialogue
Approaching Urgoz:


 * Urgoz: So, you have come at last. I have forseen your arrival...just as I have forseen your doom!
 * Urgoz: The blood drinkers will feast on your corpses!
 * Urgoz: It is your fate to die in this place.
 * Urgoz: You will never escape!
 * Urgoz: Which path shall you follow? They all lead to your demise!
 * Urgoz: Let the wardens put an end to your misery, human.
 * Urgoz: Breathe deeply the corruption of the forest...share its agony!
 * Urgoz: The Kurzicks who lived here long ago knew they could not escape their destinies. You will learn the folly of fighting the inevitable.
 * Urgoz: It is as I have forseen. You WILL die here!
 * Urgoz: I knew you would make it this far...but soon you shall be no more. It is your destiny.

Trivia

 * Prior to the 13th November 2008 update, this mission did not affect the faction cap.