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PoR Charm Secret

Vridian

New member
Joined
Feb 20, 2006
RedCents
http://everquest.allakhazam.com/db/quest.html?quest=3403

Arena Champion's Badge
MAGIC ITEM LORE ITEM NO TRADE
Slot: CHARM
AC: 20
STR: +10 DEX: +10 STA: +10 CHA: +10 WIS: +10 INT: +10 AGI: +10 HP: +150 MANA: +150 ENDUR: +150
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Avoidance: +10 Accuracy: +10 Regeneration: +5
Recommended level of 70. Required level of 1.
WT: 0.8 Size: SMALL
Class: ALL
Race: ALL
Slot 1, Type 7

There is a little trick to this. Once in the arena, go north and then east till you get to a big room that has alot of cells around it. Have someone pull the mob after you tell the npc that you are ready for the next match. Kill the mob or mobs ( up to 4 ) that spawn. When the mobs or / mobs that you kill die they spawn more mobs in the previous room. Now you can skip those mobs by leaving and restarting the task and you won't have to kill the multiple adds. Mission starts on the last wave the lowest wave completed of the group members. Some matches don't spawn any adds specially the ones with 2+ during that first wave. If you only have lets say 3 people that want to do this may take a bit longer but a hell of lot safer. Not a bad charm for minimal effort. Btw there are 41 waves in total. Have fun.

The Waves:

1) an arena gladiator (Green con mob)
2) an arena slave
3) an arena beast
4) an arena beast
5) an arena fighter
6) an arena fighter
all enrage at 10% from here on, summon when damaged:
7) an arena beast (light blue con)
8) an arena elemental (blue con mob)
9) an arena gladiator
10) an arena gladiator (lich)
11) an arena gladiator (drachnid)(even con mobs)

12) an arena gladiator (water elemental)--not effected by anti-summoned spells

13) an arena gladiator (earth elemental), two gladiator adds (blue con) -- all are immune to changes in runspeed

14) two arena gladiators (evil eyes)(yellow con), no snare

15) an arena gladiator (Battlemaster Rhioris type, undead), two adds (undead), no snare

16) two arena gladiators (gargoyles), no snare, 2% AA each

17) an arena gladiator (spider), 4 adds (snare/rootable)

18) an arena gladiator (fire elemental) hits up to 1k

19) an arena champion (one giant kick ass Mushroom Man), occational flurry

20) an arena champion (frost viking, undead), 6 adds (undead), two at a time, (snare/rootable) (they jump too!)

21) two an arena champions (froglok ghosts), no snare, two adds per champion (snare/rootable)

22) an arena champion (basilisks), two baby crocs (also basilisks), no snare

23) three an arena champions (drachnids), no snare, undead. Upon aggro, they insta-kill all pets, mounts, and auras; auras will flicker and return, but you must click off your mount buff before you can resummon it. Wait until the drachnids are dead before resummoning mounts or pets.

24) an arena champion (Battlemaster Rhioris)(red con), 4 adds all at once, blue no snare AE flurry

25) an arena champion (baby dragon, undead), TEN no snare blue an arena gladiators adds

26) an arena champion (red colored Seeker, undead), hits up to 1139, rampages

27) an arena champion (rock dervish), 4 blue adds **** MEZZABLE! ****, no snare, all are undead

28) two an arena champions (red colored goblins), flurries, 4 adds per champion (green colored goblins)--blue, no mez/snare

29) an arena champion (squidhead), flurries

30) two an arena champions (mummies)(undead), two blue adds per mummy (mezzable)

31) an arena champion (gargoyle)--two blue arena champion adds every 25% health (but we ended up with 10, they might spawn at 20% but lag delayed them)

32) seven an arena champions (undead orcs)--all spawn at the start, hits up to 1100 but usually 200-600

33) an arena champion (fire imp)--hits for 1300, nothing unusual but started single rampage at 20%

34) two an arena champions--two adds (snare/rootable, no mez), adds were at 80 (one) and 50 (one) on the first, two at 20% on the second.

35) two an arena champions (vampires), hit for 1800+, rampages -- two adds at 80% and 50% (mezzable, no snare/root)

36) three an arena champions (drachnids), hit for 1900, all no mez/snare, only partially slowable, rare AE rampage

37) an arena champions (frost giant), 1850, flurries, stomps! (you have to see it to understand)-- two adds every 25% (mezz and snares!) rampages

38) two an arena champions (big big cougars), 1900+, rampages--two pairs of cubs (maybe 80 and 40%), no mez/snare

39) two an arena champions (Battlemaster Rhioris/mino) flurries, 1750ish

40) four an arena champions (froglok ghosts), flurries, 1650's, flagged as undead, no mez, no snare/root

41) one an arena champion (eyeball), 2100, rampages, flurries--two adds at 75/50/25% (mezzable, no snare), adds flurry

Each wave increase your charm
 
Just quick question so I can gage your cons against mine... what lvl are you
 
Wave 32 consists of 7 mobs that are not mezzable, not rootable, not snareable, all are lvl 74. So as the waves increase the mobs lvl increases as well depending on the difficulty of the wave.
 
Vridian said:
Wave 32 consists of 7 mobs that are not mezzable, not rootable, not snareable, all are lvl 74. So as the waves increase the mobs lvl increases as well depending on the difficulty of the wave.


They are splitable though.
 
I ran through this task at 70 (pally) a few months back. Think it was 32 that was the ball-buster. I kited all the mobs while another pally pulled one at a time off me and the rest of the group killed. That was the only truly hard part, the rest was managable with a good tank.
 
Curious, is it possible to split all the mobs if you have a TOP quality splitter. To give you an idea of what I mean by "TOP", I can split the earth boss in BoT and bring him to port-up single. Never met another person who can do that.

Do the adds spawn on the mob (at the fight) or do they spawn at the mob's spawn point?

You can tell I've never done this event.
 
Yes, they are splittable, but not worth the time. Just kite them, kill named and restart instance. Don't waste peoples' time with vanity splits.

So the definition of "TOP quality splitter" means doing something that any monk who can read a monkly business guide (or non-retarded bard) can do? wtf? That was a really silly statement.
 
Never known a monk or bard who could split them. They've always bought 1 add.

I asked about splitting because my friend and I usually box a group and do these 1 group events. /shrug, I was impressed with myself the first time I managed that split. I was always told 1 could not be split from the other 2, but I managed it. Thought it was something that couldn't be done by the way everyone always talked.

The point of my question is, if they're splitable, they're easily bot-able. Needing to kite isn't easy when the tank plays melee and a dps while I play puller/kiter, healer, debuffer, and dps.
 
I always put group in first room down the hall behind the challenge starter. Stand down the ramp a bit and tell him ready to pop the wave.

On waves with multiple mobs who don't spawn adds just agro them and run up into the bleachers the mobs will follow. Jump down and wait for one to warp down then fade/fd. Agro your single and pull to group and then repeat till wave is dead.

On waves with multple mobs who spawn adds do the same thing but instead of taking each split to the group just run them down the halls and plant them in safe places. Once you have the last mob take it to group and kill. Then pull each mob you placed in the zone and kill them. All the adds will spawn up in the arena with no agro.

You don't have to kill any adds. Just the main mobs spawned when you say ready. If your challenge guy poofs just train past the adds and click out or quit the mission. You still get credit.
 
They are easy to split as a bard, tag, Highsun everything you dont want and fade. Done all the waves a couple of times, single by the time the mobs in camp.
 
PoR Charm Secret

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