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
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

