User:Raine Valen/Musings/Lyssa's Court

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Lyssa's Court[edit]

All mobs are level 20 in Normal Mode unless otherwise noted.

Quests:[edit]

There are a total of 11 quests:

Quest 1: To Please the Court[edit]

Objectives:

  • As honored guests, your failure to attend the coronation would be seen as an insult to the new self-appointed Lord of Chaos. Show up, and do it on time.
  • It looks like the guards didn't get the note that you would be attending. You have no time to waste; make your way around, through, or over them.
  • Present your offering to the Chaos Lord.

This quest is given automatically upon entrance to the Court.
To complete it, you may either (1) kill the mobs (Physical Pressure group) at the main entrance or (2) sneak in through a hidden side entrance. The quest is completed when you arrive in the throne room and take a place near the throne.
The party will watch as other attendees present their gifts to the King. When the player's turn to present a gift comes up, they will, of course, find that they do not have a gift. Some lesser members of the court (Discord Spike group) will pull the players to the side to counsel them. Thus begins the second quest:

Quest 2: A Gift for the King[edit]

Objectives:

  • How could you not bring a gift?! These trinkets and candies and whatnot will do for now, but you WILL return with a more suitable offering, or one will be made of your heads! Which will it be?!
    • "Wasn't there a gift shop on the way in?"
    • "I think your head would make a better gift!"

At the initial dialog, all consumables are removed from party members' inventories, all consumable effects on the party are removed, and any items on the ground are destroyed.
Depending on the party leader's choice, players will either roam about in search of a suitable gift (though there are many items that may be presented, none of them will be considered "suitable") or the enemy group (Discord Spike) will become hostile.

Quest 3: The Blood-Red Carpet[edit]

Objectives:

Quest 4: An Act of Diplomacy[edit]

Objectives:

Quest 5: Royal Assassination[edit]

Objectives:

Quest 6: Flee the Scene[edit]

Objectives:

gtfo the castle without being killed by a random assortment of random mobs and find Lyssa's supporters outside of the grounds. These supporters are plotting to reinstall Lyssa onto the throne, and you will help them do this. Their plans entail crafting some new gear for themselves and the party, which will give them some previously-unhad advantage over the new Chaos Lord. This will require some rare material which the party will be able to find in The Dragon's Horde, a trove of loot stolen over the ages.
Unfortunately, you've got some immediate concerns: there are groups of Khezse supporters approaching the rebel camp.

Quest 7: Black Knights[edit]

Objectives:

Wave after wave of ridiculously powerful dervishes &co (Derv Smite group) will approach the party.
This quest is straightforward, and ends when the groups have been defeated, at which point the Lyssa supporters will expound on what you must do for the next quest:

Quest 8: The Dragon's Horde[edit]

Objectives:

The main goal of this quest is to steal certain items from the Dragon Assassin's chamber. This will, ultimately, involve killing him.
The first thing that goes wrong is the group of raiders (Sway group) already intent on plundering the treasure cache. You get the pleasure of dealing with a 10-man Sway. After not dying horribly, the party may proceed into the treasure room, where they will pick up some of the materials that they need and consequently be confronted by Kazenji.
Kazenji says some stuff briefly, then goes hostile. If the party is unprepared, they will most certainly die. Barring that, they will take their plundered materials back to Lyssa's supporters, where the next quest begins.

Quest 9: The Arms Race[edit]

Quest 10: Castle Under Siege[edit]

Objectives:

This quest entails carving through walls of foes to make your way into the throne room.
It will be very hard.
Upon reaching the throne room, and defeating all other foes, you will be confronted by Khezse's inner circle (Elite Balanced Group). This quest ends on their defeat, where Khesze will be the only foe left standing.

Quest 11: Usurping the Throne[edit]

Objectives:

This is the big one. Your party v Khezse, the mother of all imba mesmers.

Foes:[edit]

Group 1: Discord Spike[edit]

Chaotic Jester:[edit]

  • Attributes: 15 Domination Magic, 11 Fast Casting, 8 Restoration Magic
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Wastrel's Worry.jpg
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Signet of Disruption.jpg
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Signet of Distraction.jpg
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Signet of Disenchantment.jpg
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Signet of Weariness.jpg
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Ether Signet.jpg
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Keystone Signet.jpg
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Death Pact Signet.jpg
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Chaotic Count:[edit]

  • Attributes: 16 Death Magic, 10 Restoration Magic, 9 Soul Reaping, 8 Curses
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Discord.jpg
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Chilblains.jpg
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Weapon of Warding.jpg
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Weapon of Shadow.jpg
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Protective Was Kaolai.jpg
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Foul Feast.jpg
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Signet of Lost Souls.jpg
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Flesh of My Flesh.jpg
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Chaotic Defender:[edit]

  • Attributes: 15 Spawning Power, 16 Communing, 3 Inspiration Magic
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Soul Twisting.jpg
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Union.jpg
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Shelter.jpg
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Displacement.jpg
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Signet of Binding.jpg
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Vital Weapon.jpg
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Boon of Creation.jpg
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Mantra of Resolve.jpg
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Chaotic Cleric:[edit]

  • Attributes: 16 Healing Prayers, 11 Inspiration Magic, 6 Divine Favor
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Healer's Boon.jpg
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Heal Party.jpg
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Heal Other.jpg
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Jamei's Gaze.jpg
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Auspicious Incantation.jpg
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Power Drain.jpg
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Leech Signet.jpg
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Ether Signet.jpg
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Spawns as follows:

  • 1 Me/Rt Jester
  • 4 N/Rt Count
  • 1 Rt/Me Defender
  • 2 Mo/Me Cleric

Group 2: Physical Pressure[edit]

Chaotic Knight:[edit]

  • 16 Swordsmanship, 15 Strength
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Bull's Strike.jpg
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Gash.jpg
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Body Blow.jpg
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Sun and Moon Slash.jpg
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Hundred Blades.jpg
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Flail.jpg
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Rending Touch.jpg
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Resurrection Signet.jpg
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Chaotic Archer:[edit]

  • 16 Marksmanship, 15 Expertise, 3 Restoration Magic
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Barrage.jpg
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Forked Arrow.jpg
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Volley.jpg
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Savage Shot.jpg
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Dual Shot.jpg
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Pin Down.jpg
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Lightning Reflexes.jpg
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Death Pact Signet.jpg
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Chaotic Cultist:[edit]

  • 15 Curses, 12 Blood Magic, 10 Soul Reaping
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Rip Enchantment.jpg
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Strip Enchantment.jpg
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Barbs.jpg
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Mark of Pain.jpg
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Barbed Signet.jpg
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Cultist's Fervor.jpg
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Infuse Health.jpg
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Resurrection Chant.jpg
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Chaotic Weaponmaster:[edit]

  • 16 channeling Magic, 12 Channeling Magic, 9 Spawning Power
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Wielder's Zeal.jpg
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Splinter Weapon.jpg
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Sundering Weapon.jpg
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Essence Strike.jpg
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Cruel Was Daoshen.jpg
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Winnowing.jpg
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Predatory Season.jpg
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Symbiosis.jpg
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Chaotic Witchdoctor:[edit]

  • 12 Restoration Magic, 16 Energy Storage
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Spirit Transfer.jpg
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Mend Body and Soul.jpg
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Soothing Memories.jpg
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Life.jpg
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Energy Blast.jpg
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Blind Was Mingson.jpg
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Glyph of Lesser Energy.jpg
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Ether Prism.jpg
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Spawns as follows:

  • 2 W/D Knight
  • 2 R/Rt Archer
  • 1 N/Mo Cultist
  • 1 Rt/R Weaponmaster
  • 2 E/Rt Witchdoctor

Group 3: Derv Smite[edit]

Black Chaotic Knight:[edit]

  • 16 Scythe Mastery, 13 Mysticism
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Banishing Strike.jpg
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Reaper's Sweep.jpg
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Wearying Strike.jpg
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Eremite's Attack.jpg
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Protector's Strike.jpg
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Heart of Fury.jpg
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Rush.jpg
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Resurrection Signet.jpg
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Chaotic Wizard:[edit]

  • 16 Air Magic, 13 Energy Storage
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Invoke Lightning.jpg
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Chain Lightning.jpg
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Blinding Flash.jpg
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Windborne Speed.jpg
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Air Attunement.jpg
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Aura of Restoration.jpg
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Glyph of Sacrifice.jpg
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Light of Dwayna.jpg
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Chaotic Bishop:[edit]

  • 16 Channeling Magic, 12 Smiting Prayers
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Signet of Spirits.jpg
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Ancestors' Rage.jpg
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Splinter Weapon.jpg
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Smite Condition.jpg
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Smite Hex.jpg
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Strength of Honor.jpg
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Holy Wrath.jpg
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Zealot's Fire.jpg
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Elite Chaotic Demagogue:[edit]

  • 16 Blood Magic, 11 Curses, 9 Soul Reaping
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Jaundiced Gaze.jpg
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Dark Fury.jpg
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Order of Pain.jpg
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Order of Apostasy.jpg
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Blood is Power.jpg
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Offering of Blood.jpg
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Lively Was Naomei.jpg
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Restoration.jpg
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Chaotic Priest:[edit]

15 Mysticism, 12 Healing Prayers, 3 Wind Prayers

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Healer's Boon.jpg
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Dwayna's Kiss.jpg
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Infuse Health.jpg
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Patient Spirit.jpg
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Cure Hex.jpg
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Protective Spirit.jpg
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Heal Party.jpg
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Vow of Piety.jpg
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Chaotic Cardinal:[edit]

15 Mysticism, 12 Pritection Prayers, 3 Wind Prayers

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Life Sheath.jpg
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Aura of Stability.jpg
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Guardian.jpg
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Spirit Bond.jpg
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Reverse Hex.jpg
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Aegis.jpg
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Shielding Hands.jpg
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Vow of Piety.jpg
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Spawns as follows:

  • 2 D/W Black Knight
  • 1 E/Mo Wizard
  • 1 Rt/Mo Bishop
  • 1 N/Rt Elite Demagogue
  • 1 D/Mo Priest
  • 1 D/Mo Cardinal

Group 4: Ele Ball[edit]

Steel Soul:[edit]

16 Scythe Mastery, 15 Mysticism, 4 Wind Prayers

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Wounding Strike.jpg
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Mystic Sweep.jpg
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Zealous Renewal.jpg
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Heart of Fury.jpg
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Watchful Intervention.jpg
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Attacker's Insight.jpg
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Stun on Critical Hit.jpg
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"We Shall Return!".jpg
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Magma Soul:[edit]

16 Fire Magic, 11 Earth Magic, 9 Energy Storage

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Double Dragon.jpg
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Flame Burst.jpg
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Inferno.jpg
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Lava Font.jpg
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Flame Djinn's Haste.jpg
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Kinetic Armor.jpg
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Fire Attunement.jpg
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Glyph of Elemental Power.jpg
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Icewind Soul:[edit]

16 Water Magic, 11 Air Magic, 9 Energy Storage

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Gust.jpg
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Deep Freeze.jpg
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Chilling Winds.jpg
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Frozen Burst.jpg
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Armor of Mist.jpg
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Water Attunement.jpg
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Glyph of Elemental Power.jpg
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Lively Was Naomei.jpg
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Stone Soul:[edit]

16 Earth Magic, 12 Restoration Magic, 3 Energy Storage

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Shockwave.jpg
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Aftershock.jpg
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Grasping Earth.jpg
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Ward of Stability.jpg
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Kinetic Armor.jpg
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Earth Attunement.jpg
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Glyph of Elemental Power.jpg
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Flesh of My Flesh.jpg
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Healing Soul:[edit]

16 Healing Prayers, 10 Protection Prayers, 9 Earth Magic, 4 Divine Favor

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Healing Ring.jpg
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Healing Ribbon.jpg
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Dwayna's Kiss.jpg
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Cure Hex.jpg
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Kinetic Armor.jpg
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Glyph of Lesser Energy.jpg
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Aegis.jpg
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Healer's Boon.jpg
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Spawns as follows:

  • 2 D/E Steel Soul
  • 3 E/D Magma Soul
  • 2 E/Rt Icewind Soul
  • 2 E/Rt Stone Soul
  • 3 Mo/E Healing Soul

Group 5: Sway[edit]

Elite Chaotic Bandit:[edit]

16 Expertise, 12 Dagger Mastery

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Jagged Strike.jpg
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Fox Fangs.jpg
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Shattering Assault.jpg
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Moebius Strike.jpg
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Trampling Ox.jpg
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Exhausting Assault.jpg
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Escape.jpg
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Lightning Reflexes.jpg
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Elite Chaotic Trapper:[edit]

16 Wilderness Survival, 15 Wilderness Survival

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Oath Shot.jpg
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Distracting Shot.jpg
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Smoke Trap.jpg
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Spike Trap.jpg
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Escape.jpg
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Nature's Renewal.jpg
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Tranquility.jpg
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Quickening Zephyr.jpg
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Elite Chaotic Lance:[edit]

15 Spear Mastery, 14 Leadership, 9 Command

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Cruel Spear.jpg
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Spear of Fury.jpg
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Crippling Anthem.jpg
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"Save Yourselves!".jpg
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"There's Nothing to Fear!".jpg
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"Go for the Eyes!".jpg
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Soldier's Fury.jpg
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"We Shall Return!".jpg
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Elite Chaotic Preserver:[edit]

16 Communing, 15 Spawning Power

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Union.jpg
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Shelter.jpg
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Displacement.jpg
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Ritual Lord.jpg
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Soul Twisting.jpg
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Brutal Weapon.jpg
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Spirit Channeling.jpg
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Expel Hexes.jpg
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Elite Chaotic Restorer:[edit]

16 Restoration Magic, 15 Spawning Power

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Spirit Light Weapon.jpg
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Xinrae's Weapon.jpg
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Weapon of Remedy.jpg
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Mend Body and Soul.jpg
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Preservation.jpg
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Wielder's Zeal.jpg
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Spirit Channeling.jpg
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Spirit Transfer.jpg
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Spawns as follows:

  • 3 R/A Elite Bandit
  • 2 R Elite Trapper
  • 2 P/W Elite Lance
  • 1 Rt/Me Elite Preserver
  • 2 Rt Elite Restorer

Boss: Kazenji, Dragon Assassin[edit]

Boss-like foe: Level 27 Assassin. 35 base Energy, 3000 Health, 4 Energy Regeneration, 70 Armor. 20 Critical Strikes, 20 Dagger Mastery.
Monster skills:

  • Black Dragon Strike:

5 Energy12 Recharge time Lead Attack. Deals +60 damage and causes knockdown (4 seconds) to target and adjacent foes if target foe is hexed.

  • Coffin Nail:

10 Energy2 Activation time15 Recharge time Hex Spell. (30 seconds.) You steal half of target foe's Health each second. Initial effect: steal half of target foe's Health. Must follow a dual attack.

  • Conjure Dragonflame:

10 Energy3 Activation time20 Recharge time Enchantment Spell. (60 seconds.) Your attacks inflict Burning and Deep Wound conditions (10 seconds). Whenever you attack, all nearby foes take 40 Fire damage and begin burning (3 seconds).

  • Dragon Scales:

5 Energy8 Recharge time Skill. (4 seconds.) You block attacks against you and spells against you fail. Block effect: all nearby foes take 40 damage and are knocked down.

  • Golden Dragon Fangs:

10 Energy1 Activation time Dual Attack. Deals +80 damage and inflicts Deep Wound (20 seconds). If you are enchanted, all nearby foes take 120 Fire damage and are knocked down (3 seconds). Must follow a lead attack.

  • Phoenix Cloak:

5 Energy1 Activation time8 Recharge time Enchantment Spell. (10 seconds.) You gain 300 Health each second, but you cannot attack. Initial effect: shadow step to a location out of earshot directly away from target foe; lose all hexes and conditions.

  • Shrouded Prison:

5 Energy1 Activation time8 Recharge time Hex Spell. (5 seconds.) Also hexes nearby foes. 90% slowed movement. These foes cannot be enchanted. Initial effect: shadow step to target foe.

  • Way of the Dragon:

5 Energy12 Recharge time Stance. (20 seconds.) You move and attack 33% faster. Damage you take is reduced by 90%.

Boss: Khesze, Chaos Lord[edit]

Boss-like foe: Level 30 Mesmer. 55 base Energy, 5000 Health, 5 Energy Regeneration, 60 Armor. 20 Fast Casting (does NOT receive universal HCT).
Monster skills:

  • Blade of the Chaos Lord:

5 Energy2 Activation time8 Recharge time Enchantment Spell. (15 seconds.) Lose all hexes and conditions. You move and attack 50% faster and have +60 Armor and 75% chance to block attacks. Whenever you hit with an attack, your target and all adjacent foes lose 5 Energy and take 10 damage per point of Energy lost.

  • Chaotic Surge:

5 Energy6 Activation time20 Recharge time Spell. Target foe and foes in the area lose all Energy. These foes take 10 damage per point of Energy lost.

  • Chaotic Visions:

10 Energy5 Activation time4 Recharge time Hex Spell. (3 seconds.) Also hexes nearby foes. Whenever a hexed foe uses a skill or attacks, all nearby foes take 50 damage. After 3 seconds, hexed foes and nearby foes take 100 damage. Ends if a hexed foe uses a skill.

  • Cry of Chaos:

10 Energy¼ Activation time Spell. Interrupts a skill. Interrupt effect: All nearby foes are knocked down, take 80 damage, and interrupted skills are disabled for +10 seconds.

  • Feast of Chaos:

5 Energy3 Activation time8 Recharge time Spell. Steal all Energy from target foe. Gain 30 Health per point of Energy stolen. That foe regains all Energy and takes 5 damage for each point of energy gained.

  • Mentality Besieged:

5 Energy2 Activation time5 Recharge time Hex Spell. (30 seconds.) Target foe has +100 maximum Energy and cannot use skills. End effect: target foe regains all Energy and takes 5 damage for each point of Energy gained; target's skills are recharged and they take 50 damage for each skill recharged in this way. Ends if that foe's energy reaches 0.

  • Terror's Grasp:

10 Energy4 Activation time20 Recharge time Hex Spell. (12 seconds.) Also hexes foes in the area. Whenever a hexed foe uses a skill, all other foes in the area are interrupted. Interrupt effect: steal 10 energy from each interrupted foe.

  • Void's Siren Song:

10 Energy3 Activation time8 Recharge time Hex Spell. (6 seconds.) Also hexes adjacent foes. The next time each hexed foe uses a skill, that skill is disabled. After 6 seconds, each hexed foe takes 1000 damage. Ends if a hexed foe uses a skill.