Difference between revisions of "Rite of Passage (quest)"

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(Rough draft)
(Added Objective and Reward notes)
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|Area=Arreat Summit
 
|Area=Arreat Summit
 
|Item=None
 
|Item=None
|Reward=Entry to [[Worldstone Keep Level 1|Worldstone Keep]] and 1,400,000 [[Experience]] in Normal if clvl ≥ 20<br>Entry to Worldstone Keep and 20,000,000 Experience in Nightmare if clvl ≥ 40<br>Entry to Worldstone Keep and 40,000,000 Experience in Hell if clvl ≥ 60}}
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|Reward=Entry to [[Worldstone Keep Level 1|Worldstone Keep]] and 1,400,000 [[Experience]] in Normal if clvl ≥ 20<br>Entry to Worldstone Keep and 20,000,000 Experience in Nightmare if clvl ≥ 40<br>Entry to Worldstone Keep and 40,000,000 Experience in Hell if clvl ≥ 60}}
 
{{U|=Every time I hear of you, warrior, your deeds become more legendary.}}
 
{{U|=Every time I hear of you, warrior, your deeds become more legendary.}}
  
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*Level restrictions are only mentioned in 1.08 [[patch]] notes, and have subsequently been corroborated: character will not gain [[Experience]] or access to Worldstone Keep, although it will now be possible to return to Ancients' Way.
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*Level restrictions are only mentioned in 1.08 [[patch]] notes (and have been corroborated): character will not gain [[Experience]] or access to Worldstone Keep, although it will now be possible to return to Ancients' Way.
  
  
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*Casting Town Portal at any time will return Ancients to statues, as will death of character and all other allied players. Upon activating Altar again Ancients will all be reset, so all three must be defeated without leaving Arreat Summit. Ensure character has sufficient ammunition and [[potion]]s before facing them, dropping surplus on floor if need be.
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*Casting Town Portal at any time will return Ancients to statues, as will death of character and all other allied players. Upon activating Altar again Ancients will all be reset and any existing Town Portal(s) will disappear, so all three must be defeated without leaving Arreat Summit. Ensure character has sufficient ammunition and [[potion]]s before facing them, dropping surplus on floor if need be.
  
  
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[[File:Talic.png|center|thumb|250px|[[Talic|{{Ub|=Talic}}]] is armed with sword and shield, and uses [[Whirlwind]]. He is [[Immune to Fire]] (110%) in Hell.]]
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[[File:Talic.png|center|thumb|256px|[[Talic|{{Ub|=Talic}}]] is armed with sword and shield (although he has no [[Chance of Blocking]]), and uses [[Whirlwind]]. He is [[Immune to Fire]] (110%) in Hell.]]
 
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[[File:Madawc.png|center|thumb|250px|[[Madawc|{{Ub|=Madawc}}]] is armed with two throwing axes, and casts [[Shout]]. He is [[Immune to Lightning]] (100%) in Hell.]]
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[[File:Madawc.png|center|thumb|256px|[[Madawc|{{Ub|=Madawc}}]] is armed with two throwing axes, and casts [[Shout]]. He is [[Immune to Lightning]] (100%) in Hell.]]
 
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[[File:Korlic.png|center|thumb|250px|[[Korlic|{{Ub|=Korlic}}]] is armed with polearm, and uses [[Leap Attack]] (fortunately only for closing distance; he does not use it as an attack). He is always [[Immune to Cold]] (150%) in Hell.]]
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[[File:Korlic.png|center|thumb|256px|[[Korlic|{{Ub|=Korlic}}]] is armed with polearm, and uses [[Leap Attack]] (fortunately only for closing distance; he does not use it as an attack). He is always [[Immune to Cold]] (150%) in Hell.]]
 
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*Ancients are all [[Super Unique]], receiving one random [[Unique (monster)|Unique]] bonus in Nightmare and two in Hell. This is one reason why they can be the greatest challenge in the game, with combinations of the following damage-enhancing bonuses having the greatest potential for danger:
 
*Ancients are all [[Super Unique]], receiving one random [[Unique (monster)|Unique]] bonus in Nightmare and two in Hell. This is one reason why they can be the greatest challenge in the game, with combinations of the following damage-enhancing bonuses having the greatest potential for danger:
**[[Aura Enchanted]] with [[Might]]
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**[[Aura Enchanted]] with [[Might]] or [[Fanaticism]]
**Aura Enchanted with [[Fanaticism]]
 
 
**[[Cursed]]
 
**[[Cursed]]
 
**[[Extra Strong]]
 
**[[Extra Strong]]
 
*Also have highest [[Fire Enchanted]] explosion damage in game, which can become even more dangerous when [[Cold Enchanted]] or [[Lightning Enchanted]] (while [[Knockback]] does not apply, Ancients ''can'' be put into [[hit recovery]], although their high life makes this unlikely). Being Cursed or Aura Enchanted with [[Conviction]] would increase explosion damage.
 
*Also have highest [[Fire Enchanted]] explosion damage in game, which can become even more dangerous when [[Cold Enchanted]] or [[Lightning Enchanted]] (while [[Knockback]] does not apply, Ancients ''can'' be put into [[hit recovery]], although their high life makes this unlikely). Being Cursed or Aura Enchanted with [[Conviction]] would increase explosion damage.
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*{{Ub|=Talic}} and {{Ub|=Korlic}} have 0 [[chill effectiveness]], so neither [[Cold Damage|cold length]] nor [[Holy Freeze]] will slow them down.
 
*Also equip the following items:
 
*Also equip the following items:
  
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*[[Affix]]es of these items can dramatically improve Ancient stats, particularly [[defense]], [[damage]] and [[resistance]].
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*[[Affix]]es of these items can dramatically improve Ancient stats, particularly [[defense]], [[damage]] and [[resistance]]: affixes applying Resist +% can result in them becoming [[immune]] when this is added to inherent resistance, even in Normal. {{Warn|=If Ancient can only become immune due to item affixes, immunity is '''not''' displayed.}}
*{{Ub|=Talic}} and {{Ub|=Korlic}} have 0 [[chill effectiveness]], so neither [[Cold Damage|cold length]] nor [[Holy Freeze]] will slow them down.
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*Affixes may result in more than two immunities. Although unlikely, when this occurs it prevents Resist +% from Unique bonus(es) from being applied if doing so would increase any of two or more existing immunities. {{Warn|=However, immunities ''displayed'' correspond to any inherent immunity and first applied by Unique bonus(es).}}
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{|cellpadding=0 cellspacing=0 width=100%
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[[File:Korlic Immune to Poison.png|frame|center|{{Ub|=Korlic}} is not poisoned by [[Rabies]] in Normal as a combination of his own [[Poison Resist]] 70% and PR ≥ 30% from item affixes makes him immune.]]
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[[File:Madawc Immune to Fire.png|frame|center|{{Ub|=Madawc}} isn't damaged by [[Fire Ball]] in Hell as a combination of his [[Fire Resist]] 50% and FR ≥ 50% from item affixes makes him immune.]]
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[[File:Madawc not Immune to Cold.png|frame|center|{{Ub|=Madawc}} ''is'' damaged ''and'' chilled by [[Glacial Spike]] in Hell despite displaying [[Immune to Cold]] as a second immunity has already been applied by item affixes before Cold Enchanted bonus.]]
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|}
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*{{Ub|=Talic}} and {{Ub|=Korlic}} can become [[Immune to Physical]] (120%) when [[Stone Skin]] in Nightmare, but not in Hell (maximum [[Damage Resist]] 90%).
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*None can become [[Immune to Magic]] (although [[Magic Damage Reduced]] affixes may negate small amounts of [[Magic Damage]]).
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*All can become [[Immune to Fire]], [[Immune to Lightning]] or [[Immune to Cold]] as early as Normal due to item affixes, although it is far more likely in Nightmare and Hell due to inherent resistance or immunity and Unique bonus(es).
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*All can also become [[Immune to Poison]] as early as Normal due to item affixes (although this is far less likely for {{Ub|=Madawc}}). All can spawn with [[Poison Length Reduced]] items, although only {{Ub|=Talic}} and {{Ub|=Korlic}} can spawn with PLR ≥ 100% (reducing [[Poison Damage|poison length]] to a single frame).
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*If Unique bonus(es) or item affixes make contest too frustrating, difficult or dangerous, casting Town Portal will return Ancients to statues: activating Altar of the Heavens again will reset them to maximum life and randomly select new Unique bonuses and item affixes.
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*Order in which Ancients should be defeated may vary depending on character and any Unique bonuses: {{Ub|=Madawc}} may be a priority for melee and ranged attackers due to his ability to cast Shout, enhancing defense of all three (he also normally has the lowest defense). Unless Immune to Cold, he is also the most susceptible to cold length and Holy Freeze.
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*If other two are greater priority (for example, if Cursed or Aura Enchanted) then it is possible to position pillar between character and {{Ub|=Madawc}} so that his axes are thrown into pillar. Ledge between entrance from Ancients' Way and cliff can be a good place to be if confident of surviving the other two, or able to escape at will with [[Teleport]], [[Dragon Flight]], [[Leap]] or [[Leap Attack]].
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*Arreat Summit is a comparatively small area, but it is still possible to separate Ancients and fight them one at a time by running around edge of area and waiting until only one Ancient is following: this is particularly useful if reliant on a [[mercenary]] to take their attacks. This is easier when one is [[Extra Fast]] in Nightmare or Hell, but more difficult if two or more are Extra Fast.
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*When Ancient dies, returns to statue (only golden rather than snow-covered).
 
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*Player can now enter [[Worldstone Keep Level 1]] (or return to [[Ancients' Way]]), and receives [[Experience]]:
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*Player can now enter [[Worldstone Keep Level 1]] (or return to [[Ancients' Way]]), and gains [[Experience]]:
  
  
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*Character cannot gain more than one level:  
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*Maximum Experience is only gained when it only results in gaining one character level at most: if it would result in gaining multiple levels, Experience gained is restricted to that normally required to gain second level. For example, level 60 character in Hell with 117,772,849 Experience (minimum required for level 60) becomes level 61 with 129,773,364 Experience after defeating Ancients, a gain of just 12,000,515: this is Experience required to increase from level 61 (128,782,495) to level 62 (140,783,010).
*Higher player counts do not increase Experience, so Ancients should not be spawned in these games unless looking for increased challenge.
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*Experience gained does not change, regardless of player count or character level penalties beyond level 75: Ancients should only be spawned at higher player counts for increased challenge, while players seeking higher levels should avoid completing quest for as long as possible.
 
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Revision as of 16:01, 4 March 2012