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**Most groups destroy the right stone due to challenges with DPS and the Enrage timer. If your group has healer issues, it is still possible to clear it by destroying the left pillar, but the DPS must carry the fight.
**Most groups destroy the right stone due to challenges with DPS and the Enrage timer. If your group has healer issues, it is still possible to clear it by destroying the left pillar, but the DPS must carry the fight.


'''Boss 13: ????'''
'''Boss 13: N'Kari'''


Key Mechanics:
Key Mechanics:
*???
*N'Kari, Keeper of Secrets This is the final main boss and has several mechanics.  Kill mobs to get the tablets and start the fight  There are some mobs floating, you need to kill them and they drop these stone tablets. 3 people take the tablets and get an ability to interrupt the channel. Decide on an order of who should click their ability as this needs to happen 3 times and the ability has a cooldown.  180 Cleave  The boss has a 180 heavy cleave so you need to angle her with this in mind. It is also recommended to tank her to the back left and back right of the room (either side of the pool) so you can control the cleave and avoid orbs. If the tank stands to one side and everyone else to the other then you can avoid the big initial cleave.  Frequently 1 - 2 players will get a red pillar of light on them, this means they will spawn a puddle in about 5 seconds. Try to run away from anyone else and place the puddle somewhere out of the way. Avoid blocking the stairs or path ways to collecting orbs.  Purple Puddles = drains ap  Green Puddles = damages  Punts with AOE damage when you land  Similar to other bosses you can get punted directly up in the air. When you land you will cause AOE damage. If you detaunt the boss in the air this can reduce the damage when you land.  Damaging Channel and Orb Buffs  Every 25% of her health she will stand still and start channelling this lightening. It will damage the whole party every second so 1 healer must be roughly centre of the room and keep healing.  Orbs will appear at the entrance (DO NOT stand here or you will accidentally take an orb) and zoom to different places and give different buffs. The most important orb is the Gold orb and the tank MUST take this orb to survive the boss's damage when you cut the channel.  DO NOT chase after red or blue orbs too much - you CANNOT catch up to them even if you flee. The constant damage from the channelling means you can run out of range and LoS of your healers who will be under a lot of pressure and not able to chase you to heal.  When your tank has the Gold Orb, have the 1st person click their ability and interrupt the channel. She will immediately go after the person with the most aggro, hopefully the tank, but they may have had to run to chase the gold orb so be careful of cleave and position her again. Rinse repeat 3 times.  Orbs:  1 Blue Orb = Healing Buff  2 Red Orbs = Damage Buff  1 Gold Orb = Health Buff  Locations the orbs end up:  At the entrance  By the Conduit in the pool at the back  Up the stairs to the right and towards the entrance  Up the stairs to the left and towards the entrance  Kill Ads Spawning after channel ASAP  When you interrupt the channel, a couple of ads will spawn at the entrance. You MUST kill them ASAP.  Conduit powering up the boss  There is a conduit at the back of the room which builds up with power and then empowers the boss. 1 person can click it to dispel the power, but they also get a temporary debuff that stops them from gaining moral. You don't have to click this but it does help if your group is struggling with damage.




(Taken from https://unrealguild.com/lost-vale )


The end of the Middle Wing is extremely challenging, and should not be taken lightly. Good luck!
The end of the Middle Wing is extremely challenging, and should not be taken lightly. Good luck!

Revision as of 07:01, 24 October 2025

Lost Vale

Lost Vale is a Dungeon set on the Isle of Rebirth, and is one of the most challenging Dungeons in Return of Reckoning.

The Lost Vale is one of the largest and most difficult Dungeons in Return of Reckoning.

In this Dungeon, players arrive on the Isle of Rebirth to try and rescue or capture the Everqueen of the High Elves, Alarielle.

This Dungeon was rebuilt by the RoR Team in 2025, and took roughly 7 months to create.

The team rebuilt and restored many of Mythic’s original Dungeon ideas, and also added new mechanics, updated abilities, new armor and weapons, and an entirely updated story with full voice acting.


This Dungeon can be entered in Avelorn by boarding a ship.

  • Order's entrance is located just north of their Avelorn Warcamp (Map Coords: 40.7k/50.5k)
  • Destruction's entrance can is just west of Dark Elf Chapter 12 (Map Coords: 3000/45k).


Before challenging the Dungeon, it is recommended to be in Invader, Bloodlord, or equivalent gear. The Dungeon difficulty is tuned around parties having at least this level of gear when facing the bosses.

Darkpromise Armor

Each of the three Vendors inside the Dungeon offers a different set of Darkpromise Gear, all with unique bonuses.

Lost Vale awards players the Darkpromise Armor set, which, new from previous Dungeons, comes in the form of 3 different sets that a player may choose from. These sets are:

  • Main Spec (Defensive for Tanks, Healer focused for Healers, Damage focused for DPS)
  • Off Spec (Offensive for Tanks, Offensive for Healers, Survival focused for DPS)
  • Hybrid Spec (A mix of both of the above sets, with a special group focused bonus included in the set bonus)


When killing a Boss, a piece of Broken Darkpromise gear can be looted from it. The class this piece is for is randomized, and pulls only from the present classes within your party.

Like other PvE Dungeons, you can also get a guaranteed piece of Darkpromise armor (even if your RNG is bad) by taking the repeatable quests found from NPCs at the very start of the Dungeon. Like Bastion Stair, these require 4 kills of a boss to earn.

This Broken piece can then be taken back to the vendors at the start of the Dungeon on the beach, and traded to them for a piece in the set the player wants to earn. Each Vendor has a different set of armor.


For a full list of the Darkpromise Sets and their set bonuses, please check out the Darkpromise Set armor page.

Influence Rewards

Additional rewards can be earned for defeating bosses and clearing the Dungeon via Influence.

A full run of the Dungeon awards 18,000 Influence, and the reward milestones are:

  • Reward 1: 36,000 Influence (2 runs)
  • Reward 2: 54,000 Influence (3 runs)
  • Reward 3: 72,000 Influence (4 runs)


Rewards 2 and 3 grant quest items which award either a choice of a weapon (reward 2) or a backpiece (reward 3) for the player.

  • Once a player earns a Weapon or a Backpiece, they then unlock a repeatable quest that will allow them to collect additional weapons / backpieces by running the Dungeon further.


After completing the Dungeon once, don't worry if it looks like the influence bar is filling slower than it should. All influence rewards can be earned within 4 runs of the Dungeon.


New Liniments

Ten new liniments can be created in the Dungeon via both the Butchering and Cultivating skills when combined with Apothecary.

Lost Vale adds in a number of new permanent Liniments into the game.

Many of these are 30 minute versions of the previously event exclusive liniments from Pie Week and the Great Feast live events, making it possible now for players to get these even if they aren’t around during the live events.

The ingredients for these new Liniments can be found via:

  • Seeds: 10% Drop chance on all bosses, higher drop chance from Treekin or Dryad bosses
  • Butchering: 100% drop chance from specific bosses, can only be looted once per run


Expand the table below for a full list of new liniments which can be created in the Dungeon:

Liniment Name Effect Produced Via
Liniment of the Mending Touch Wounds +60 & Chance to Critically Heal +5% for 30 Minutes Cultivating + Apothecary
Liniment of the Bastion Toughness +60 & Block Chance +3% for 30 Minutes Cultivating + Apothecary
Liniment of the Unblockable Warrior Melee Crit +5% & Block Strikethrough +3% for 30 Minutes Cultivating + Apothecary
Liniment of the Roiling Storm Magic Power +50 & Disrupt Strikethrough +3% for 30 Minutes Cultivating + Apothecary
Liniment of the Sniper Ballistic Skill +60 & Dodge Strikethrough +3% for 30 Minutes Cultivating + Apothecary
Liniment of Abundant Healing Willpower + 60 & Healing Crit +5% for 30 Minutes Butchering + Apothecary
Liniment of Iron Scales Initiative +60 & Incoming Crit damage reduced by 10% for 30 Minutes Butchering + Apothecary
Liniment of One Hundred Eyes Wounds +60 & Range Power +50 for 30 Minutes Butchering + Apothecary
Liniment of Swirling Magic Intelligence +60 & Decreased chance to be disrupted by 3% for 30 Minutes Butchering + Apothecary
Liniment of the Raging Juggernaut Melee Power +50 & Parry Chance +3% for 30 Minutes Butchering + Apothecary


Like other Liniments, these are unbound and tradeable, and can be gifted or sold to other players.


Rings

New Rings, similar in nature and spec to the Twilight's Tide Rings, can be earned in the Dungeon by acquiring certain materials and items from bosses.

These were added after player feedback requesting a close equivalent to Twilight's Tide rings be added as a permanent addition to the game.

These rings are slightly weaker than the Twilight's Tide versions, but still close in overall stats and they maintain the crit chance or special stat bonus that makes the rings unique for many builds.


Earning Vale Rings

Vale Rings, which include special bonus stats, can be earned by trading in metals and gemstones found from defeated bosses.

Like the Twilight's Tide Rings, players can acquire a metal (which determines a Ring’s magic defense stat) and Gemstones. Unlike the Twilight's Tide event, players do not need to get lucky with a specific Gemstone type, and only need "Vale Gemstones" regardless of the ring they want.

The materials needed per ring are:


Differences between Metal types:

  • Copper offers higher Corporeal resistance
  • Silver offers higher Spiritual resistance
  • Gold offers higher Elemental resistance


As every character in the game deals different types of damage, you can specialize these rings to offer slight damage reductions against the classes you find most troubling to fight in PvP. (Iron and Platinum rings remain Twilight's Tide exclusive.)


  • Specific bosses in the Dungeon will drop the materials needed to trade for these from the vendors, whom are located at the Dungeon's beach entrance.
  • There is a guaranteed amount of materials which will drop per run, which are bound and rolled upon by party members.
    • If you like, your party can funnel ring resources to specific players by passing on them.
  • Players who look for secrets might have a higher chance of earning additional materials.


Finally, every boss in the Dungeon also has a rare chance of dropping an additional material for a ring, even if they have already dropped another.

Hard Mode Achievements

Every boss in the Dungeon also has a special Hard Mode Achievement that players can earn.

Rewards for these achievements are group-based, so if your party accomplishes a Hard Mode achieve, everyone present will earn it.

To see a full list of Hard Mode Achievements, how to earn them, and their rewards, please expand the table below:

Achievement Requirement Rewards
Walk Without Rhythm Rescue your ally from the Darkpromise beast in the opening cutscene Champion's Mark
Hard Boiled Defeat Ahzranok after cracking 5 or fewer eggs. Champion's Mark
Breathe Deep Defeat Malghor with one player having stepped in at least 40 Musks. Title: The Smelly
Bestial Token
Natural Selection Defeat the Darkpromise beast after two or more allies have fallen in battle. Champion's Mark
Hey, that's my aggro Defeat Dralel without a Tank ever using their torch first Title: Plays with Fire
Champion's Mark
Barrels of Fun Take Chul's Barrel of Meat from the cave below him as you start the fight, then defeat the boss. Champion's Mark
Just a lil' guy! Defeat the Butcher after killing 3 or fewer Gnoblars. Champion's Mark
Down to the wire Defeat Gorak after killing Stormspite Champion's Mark
Bite versus Bark Defeat Sarthain without killing any of the Corruptors Champion's Mark
Despite all your Rage Defeat Zaar after leaving allies in cages for a combined total of 2 minutes Title: The Cage Enjoyer
Champion's Mark
Padding the heals Defeat Horgulul without killing either of the Swellspawn Bestial Token
Ain't no party like a Slaaneshi Party Defeat Sechar while only killing 20 or fewer mobs that spawn during the fight Title: Sechar's Least Favorite
Champion's Mark
Taste the Rainbow Defeat the final boss after having a single player pick up one of each type of Desire Title: Bane of (final boss)
Champion's Mark


Dungeon Guide

The following is a list of boss mechanics within the Dungeon.

While the Dungeon is new, this list will explain the earlier bosses in detail, but will not offer guides for later bosses until parties have had time to learn it themselves.

For groups having difficulty with the later fights, there will be a number of player guides created soon after the launch, so don't be afraid to check those!


Key Mechanics (All bosses):

Every boss in the Dungeon has a 6 Minute Enrage timer, shown here.
  • Enrage Timer: Every boss in Lost Vale has a 6 minute Enrage timer. If not met, the boss will enrage and wipe the group.
  • True Damage: Almost every boss in Lost Vale will deal some form of true damage to players, usually the tank. This is damage that cannot be blocked or reduced, and must be healed.


IMPORTANT - BEFORE YOU ENTER THE DUNGEON:

  • Lost Vale is one of the most challenging Dungeons in the game, by design.
  • Some fights, especially near the end of the Dungeon, require strong teamwork and coordination. They are not easy.
  • Almost every fight has a unique mechanic which must be respected.
  • It is possible to clear the Dungeon in Vanquisher gear, but it is strongly recommended not to use any gear weaker than Vanq.
    • Especially in pug groups, going in under-geared will force extra pressure on your team. Make sure your team is OK with this before joining.


Make sure your chance to be Critically Hit is at 0% or negative. Hover over your initiative to see this. Renown Skill Futile Strikes can help get you there.

General Tips:

  • Always ensure your chance to be critically hit is 0% or lower.
    • (The renown Trainer even has custom text to help remind players of this - if they read it!)
  • Always use Armor Potions and Liniments to help reduce the damage you take and increase useful stats.
  • Tanks: Be ready to swap your guard mid-fight. This is especially true for Solo Tanks.
  • If your class has Detaunt, learn how it works and know how to use it. Taking only half damage is huge.


Party Composition: Solo Tank or Dual Tank

  • Every fight in the Dungeon is possible to clear both with a Solo Tank or with a Two Tank setup.
  • Some fights are much easier with a third DPS, and some are much easier with a second Tank and the extra Guard.
  • If running two tanks, an offensive-specced secondary tank can be very useful to help ensure your party meets the 6-Minute Enrage timer per boss.


Left Wing

Boss 1: Ahzranok

The First Boss, Ahzranok, is a giant lizard whose mate Lurquass is never far away...

Ahzranok is a giant lizard that lives on the coast of the Island. This is a fairly straightforward starting fight that requires players to balance both egg mechanics and aggro. Her mate, Lurquasss, is never far and will join the fight after enough time passes.

Key Mechanics:

  • Hatching Eggs
  • True Damage: This boss will periodically deal 50% of the Tank's HP in a single strike.
  • Heal Debuff: The boss will apply a heal debuff onto its current target.
  • Aqua Vortex: AOE damage on the party. This can be interrupted.
  • Lurquass: After a set period of time, Lurquass, Ahzranok's mate, will arrive. A second tank or high wounds player should pick this up.



Boss 2: Malghor Greathorn

Stepping in Musk will instantly spike a player's aggro towards Malghor.

Key Mechanics:

  • Writhing Musk: Stepping in Musk will increase a player's aggro on the boss.
    • Each musk stepped in will also increase their damage taken by 5%, and reduce their Block and Parry chance by 1%. These debuffs stack.
  • Target Swap: Malghor will periodically reset aggro and randomly pick a new target from the party.
  • Crawling Musk: As the fight progresses, additional Musk spawns will appear and move towards random players.


Boss 3: The Darkpromise Beast

Key Mechanics:

  • Infectious Poison: A random player will be infected with Poison. A white light will glow on them to mark them visibly. When the timer ends, they will be given a stack of Weakened Immunities (see below) and the Infection will jump to the nearest friendly player.
  • Weakened Immunities: After being infected, a player's immunities are reduced, dealing damage to them and reducing incoming healing. If then infected a second time, the damage and heal debuff is increased significantly, and if infected a third time, death is almost guaranteed.
  • Knock-up: The tank will be periodically sent flying into the air. When they land, they will deal AOE damage to all friendly targets nearby.


Boss 4: Dralel the Whitefire Matron

The final boss of the left wing is the Spider Queen Dralel. Each parasite that reaches her will increase her damage by 5%.

Key Mechanics:

  • Whitefire Parasites: As the fight begins, small spiders with very little HP will attempt to reach Dralel. For each spider that reaches her alive, she will gain a stacking 5% damage buff.
  • True Damage: Dralel will periodically hit the tank for 50% of their HP.
  • Webbing: As the fight proceeds, Dralel will knock the party back and spin webs around them, preventing them from taking action or moving.
    • These webs can be removed with a special ability.


Right Wing

The Right Wing begins to ramp up the Dungeon difficulty, getting considerably more tricky by the end. Here, the party composition (either solo tank or dual tank) can have a big impact on how your party tackles the upcoming fights.

Darkpromise Blossoms, which appear starting in the Right Wing, grant either a buff or a debuff to one player. There's also a rare (1%) chance of granting a super buff, or alternatively, of instant death!

The Right Wing also introduces Darkpromise Blossoms. These small flowers can be interacted with by a single party member once every 60 seconds, and doing so will roll the dice, granting either a Buff or a Debuff.


Boss 5: Chul Earthkeeper

Key Mechanics:

  • Aggro Reset: Every 10% HP, Chul will throw the highest Aggro target on the list into the waters below, resetting their aggro.
  • Guard-swap: The Tank should swap their guard to the next player to get attacked as the aggro resets. With two tanks, one should always be nearby and available.
  • Detaunt: Chul has intentionally lower auto-attack damage than most other bosses. This means that if a healer or DPS becomes his target, they can use Detaunt to further cut this in half.
  • Bubbling Blood: A red light will appear on a player. A few seconds later, this player will drop Bubbling Blood, a damaging AOE puddle, on their location.
  • True Damage: Chul will periodically deal True Damage to his current target.



Boss 6 (Optional): Larg the Devourer

Larg is an optional boss found in the cave on the right as you progress forward down the river. He has a 100% chance to drop Vale Gemstones, used for the Vale Rings.

Larg also grants 1000 Influence, so be sure to kill him if you're trying to earn the full 18k influence per run for the Influence rweards.


Key Mechanics:

  • Guard-swap: Larg will drool hungrily at a random player, and the same shield icon from T1's Dragonback Pass Dungeon will appear over their head. The tank should swap their guard to this player.
    • The Guard damage from this attack can be mitigated or blocked, so it is possible for the tank to do so and make the healer's job much simpler.
  • Interrupt / Enraged Charge: Larg will charge forward, knocking back all players nearby. This can be interrupted just like a Melee Squig Herder's charge in RvR, so use a tank Taunt or any other interrupt to do so.
  • Shared Cleave: The boss will periodically prepare a massive cleave in the direction of the tank. This is a large amount of damage, but it will be divided by the number of player targets the boss hits.
    • Have the party stand together as the Massive Cleave hits (the screen will shake when it activates) to survive this.


Boss 7: Butcher Gutbeater

Key Mechanics:

  • Tooth Gnoblar: The Butcher will always have a Gnoblar present to help him cook his meals. This Gnoblar can be killed easily but gains damage over time, increasing every 10 seconds. If allowed to continue too long, the Gnoblar will deal massive damage to the group.
  • Not my Gnoblars!: When a Gnoblar is killed, the Butcher will say a random audio line and gain a 20% damage increase to all of his attacks. This will stack for every Gnoblar killed during the fight, so it's best to kill as few Gnoblars as possible.
  • Into the Pot!: Starting at 80% HP and every 20% afterward, the Butcher will call for an ingredient that he wants added to the pot.
    • He will always give the group two ingredient options to choose from, each of which grant a different bonus.
    • Click an ingredient in the far section of the boss room to pick it up, then run it into the Cauldron to add it to the pot.
    • If your party takes too long or if you add the wrong ingredient, the Butcher will enrage, killing the group.
    • Some ingredients are lightweight and some are heavy. Heavy ingredients will slow your speed but usually offer nicer bonuses, whereas lighter ingredients increase your movement speed to the pot.


Boss 8: Gorak the Ancient

Next up is Gorak, a Dragon Ogre and a challenging fight on his own. Be sure to clear out the adds in this room in advance so that your party can take advantage of the wide area to fight in.

Key Mechanics:

  • Dragon's Fury: Gorak will periodically buff himself to increase all outgoing damage by 30%. This can be shattered / stripped, so have your Tank or any player with one strip it quickly.
  • Forward Cleave: Gorak will Cleave your party, so have the Tank face him away at all times just to be safe.
  • Charging Pain: At specific HP thresholds, Gorak will punt players away from him and begin casting lightning on them. This lightning hits each player individually, so SPREAD OUT and DO NOT STACK.
    • As he casts this, he will also place a Lightning Puddle on the floor which will deal additional lightning damage to players who step in it. There is a visual lightning strike effect if this is hitting you, so watch for this in case the puddle does not appear.
  • Stormsting: At 50% HP, Gorak will summon Stormsting to aid him. This is a Chaos-corrupted Manticore which will increase Gorak's damage by 50% if allowed to be near him.
    • If you have a second tank, have this player taunt and pull Stormsting away. If not, consider using a healer or another party member to keep it far from the main boss.
    • If you allow both Stormsting's damage boost and the Dragon's Fury to occur, the boss may begin one-shotting party members during his knockback phases. Be cautious!


While it may be tempting to stack everyone up with their back to a single pillar, avoid doing this or the chain lightning will zap you all into crispy, deep fried death. Instead, let the knockback punt you away from each other, as long as its within range of your healers.


Boss 9: Sarthain the Worldbearer

Key Mechanics:

  • True Damage: Sarthain will hit the tank for a chunk of their total health. This has a long cooldown, so players can time it to avoid other mechanics listed below.
  • Forward Cleave: The boss will deal a high damaging cleave attack every 15 seconds or so.
  • Heartwood Cleave: Every 10% HP (except for 50%), the boss will cast Heartwood Cleave, a Shared Cleave that will divide its damage among the players it hits. The party should stack with the tank to split this damage, then quickly move back behind the boss.
    • If Heartwood cleave hits only a single player, that player will almost always die.
    • The screen will visibly shake and a dust cloud will appear to indicate that the Shared Cleave has been cast.


At 75%, 50%, and 25%, the boss will begin healing due to the three Corruptors standing on the sides of the arena. During this time, three things will occur:


  • Draining Vitality: The boss will cast Sapping Vitality, which visually appears as roots popping out of the ground to hit the players. This deals damage, and each hit increases all incoming damage on the player by 5% for 35 seconds.
    • Draining Vitality only hits players who are on the island near the boss during this phase. Players away from the island will not get hit with this debuff.
  • Heal: The boss will heal up from each of the three Corruptors. Dealing enough damage to these corruptors will pop a bubble back over them, breaking their line of sight and canceling their individual heal. All 3 heals can be stopped in this manner.
    • Heal debuffs can also be used to reduce the amount the boss heals.
  • Creatures of the Vale: If the entire party leaves the island that Sarthain is on, he will call for the creatures of the Vale to attack them.
    • This can quickly overwhelm your group if allowed to continue, so in most cases, try to leave your Tank or another player on the island to prevent this.


It is possible to ignore the Corruptors entirely and burn through the increasing damage stacks, but take note that this does apply to the cleave and Heartwood Cleave damage, making it very dangerous and high-stress for the Tanks and Healers if so.


For most groups, divide up your DPS and have them spread out to handle the Corruptors quickly. Once all three corrupts stop healing, the phase will automatically shift and the boss will stop casting Draining Vitality.


Middle Wing

Once the right wing is clear, players can head directly towards the Middle Wing (entrance is behind the giant Everqueen Statue) and their story NPC will be waiting to mark the correct path.

Boss 10: Zaar the Painseeker

Key Mechanics:

  • Cleave: Zaar has a forward cleave, so be careful to face him away from the party.
  • Cages: At 80% HP, Sechar will throw a random player into one of the four cages in the room. This player cannot use any damaging or healing abilities while caged, and their teammates must break them out of the cage by dealing damage to it.
    • By design, Tank players will always be thrown into these cages last. DPS and Healers will be randomly selected first.
  • At 60% HP, two random players will be thrown into cages. At 40%, three players will be thrown in. And at 20%, four players will be thrown in.
  • In between cage phases, Zaar will summon Darkpromise Sadomasochists which buff Zaar for as long as they remain alive.
    • Focus these down quickly, as they can cause wipes near the end of the fight, especially at the 20% cage phase.
    • Remember this pattern of quickly focusing down the dual adds that appear to weaken the boss, as this mechanic is going to reappear at the end of the Dungeon.


Boss 11: Horgulul

Key Mechanics:

  • Tank: It is highly recommended to position this boss with your back to a wall, rock, or sturdy object. This will help prevent issues during knockbacks.
  • For every 5% of HP lost, Horgulul gains a stacking 5% overall damage increase.
  • At 75%, 50%, and 10%, Horgulul will explode, knocking your party back a large distance, resetting all stacks of her damage increase, and spawning Painlings.
    • In Particular, be wary of the 10% explosion, as this will hit much harder than all the others. It is recommended to use a Morale tank ability (like Bellows or Immaculate Defense) along with Challenge to ensure your party survives this.
  • Painlings are small leeches that should be AOE'd down by your DPS as quickly as possible. If they are not killed fast enough, they will duplicate and continue duplicating until your party is dead.
  • Swellspawn: At 40%, Swellspawn appear. These are large, slow-moving versions of the Painlings and do not attack players, but they do spawn Painlings every few seconds, which can duplicate like the rest.
    • You can either have DPS quickly defeat these or just ignore them and focus the boss.


Boss 12: Sechar the Darkpromise Chieftain

The difficulty spikes with the Sechar fight and remains high through the end of the Dungeon.


Key Mechanics:

  • Aura of Pleasure: At 90%, 50%, and 10%, the boss will trigger the Aura of Pleasure, which deals AOE damage to the party and also causes each player to pulse a heal to any allies nearby.
    • This phase is marked with large, thick beams. During this phase, STACK together to get the most of the healing and apply heal debuffs if you have them to reduce Sechar's healing too.
  • Aura of Pain: At 70% and 30%, the boss will trigger the Aura of Pain, which deals damage to all friendly players around you every time you cast an ability. This is marked by small, thin lines towards players.
    • In this phase, SPREAD OUT slightly to reduce the pressure on your healers. It should still be possible to form a triangle around the boss if you are a melee heavy group, to ensure players can still hit it.
  • Adds: Adds will spawn from the Chaos Portal up the stairs. One add in each spawn will be a champion and can do a small punt on the group.
  • Darkpromise Stones: At 65%, the Darkpromise Stones up the stairs will activate. Here, your party must make a choice:
    • The stone on the right (if facing up the stairs) will slowly reduce your party's outgoing damage, up to a maximum of 40%.
    • The stone on the left (if facing up the stairs) will slowly reduce your party's outgoing healing, up to a maximum of 40%.
    • If you destroy both stones, the boss will enrage, killing the group. Instead, you must choose to either eat the damage or the heal debuff, destroying only one stone and then suffering the rest until the fight ends.
    • Most groups destroy the right stone due to challenges with DPS and the Enrage timer. If your group has healer issues, it is still possible to clear it by destroying the left pillar, but the DPS must carry the fight.

Boss 13: N'Kari

Key Mechanics:

  • N'Kari, Keeper of Secrets This is the final main boss and has several mechanics. Kill mobs to get the tablets and start the fight There are some mobs floating, you need to kill them and they drop these stone tablets. 3 people take the tablets and get an ability to interrupt the channel. Decide on an order of who should click their ability as this needs to happen 3 times and the ability has a cooldown. 180 Cleave The boss has a 180 heavy cleave so you need to angle her with this in mind. It is also recommended to tank her to the back left and back right of the room (either side of the pool) so you can control the cleave and avoid orbs. If the tank stands to one side and everyone else to the other then you can avoid the big initial cleave. Frequently 1 - 2 players will get a red pillar of light on them, this means they will spawn a puddle in about 5 seconds. Try to run away from anyone else and place the puddle somewhere out of the way. Avoid blocking the stairs or path ways to collecting orbs. Purple Puddles = drains ap Green Puddles = damages Punts with AOE damage when you land Similar to other bosses you can get punted directly up in the air. When you land you will cause AOE damage. If you detaunt the boss in the air this can reduce the damage when you land. Damaging Channel and Orb Buffs Every 25% of her health she will stand still and start channelling this lightening. It will damage the whole party every second so 1 healer must be roughly centre of the room and keep healing. Orbs will appear at the entrance (DO NOT stand here or you will accidentally take an orb) and zoom to different places and give different buffs. The most important orb is the Gold orb and the tank MUST take this orb to survive the boss's damage when you cut the channel. DO NOT chase after red or blue orbs too much - you CANNOT catch up to them even if you flee. The constant damage from the channelling means you can run out of range and LoS of your healers who will be under a lot of pressure and not able to chase you to heal. When your tank has the Gold Orb, have the 1st person click their ability and interrupt the channel. She will immediately go after the person with the most aggro, hopefully the tank, but they may have had to run to chase the gold orb so be careful of cleave and position her again. Rinse repeat 3 times. Orbs: 1 Blue Orb = Healing Buff 2 Red Orbs = Damage Buff 1 Gold Orb = Health Buff Locations the orbs end up: At the entrance By the Conduit in the pool at the back Up the stairs to the right and towards the entrance Up the stairs to the left and towards the entrance Kill Ads Spawning after channel ASAP When you interrupt the channel, a couple of ads will spawn at the entrance. You MUST kill them ASAP. Conduit powering up the boss There is a conduit at the back of the room which builds up with power and then empowers the boss. 1 person can click it to dispel the power, but they also get a temporary debuff that stops them from gaining moral. You don't have to click this but it does help if your group is struggling with damage.



(Taken from https://unrealguild.com/lost-vale )

The end of the Middle Wing is extremely challenging, and should not be taken lightly. Good luck!


Custom NPC Interactions

Each faction has a specific moment in the Dungeon where an NPC will deliver a custom line/lines to the party based on the players present. These moments are:


For Order:

  • Spirit of Alarielle, after defeating Ahzranok

For Destruction:

  • Spirit of...?, after defeating Sechar


In each of these segments, the character will speak differently to the party depending on the racial mix of the players.

There are 7 possible variations for each, which are:

  • All Elves (Order) or Dark Elves (Destro)
  • All Empire (Order) or Chaos (Destro)
  • All Dwarfs (Order) or Greenskins (Destro)
  • Two of each race in the faction (Both)
  • Mostly Elves (Order) or Mostly Dark Elves (Destro)
  • Mostly Empire (Order) or Mostly Chaos (Destro)
  • Mostly Dwarfs (Order) or Mostly Greenskins (Dstro)


So, if you're running a race-specific group and it sounds like a line is different or unique... it probably is!


  • Boss Sarthain also has custom dialogue on defeat depending on the faction that defeats him. He will ask Order players to find Alarielle, and will tell Destruction players that the forest will always fight them.


Special Thanks

Voice Acting

The Voice acting talent for Lost Vale features an entirely new cast for almost all key characters, and even some bosses, expanding significantly on the new voicework first added in Dragonback Pass, and making Lost Vale the most voiced Dungeon ever created for the game.

The RoR team would like to offer their sincere thanks to all of the Talent who donated their time and lent their voices to help bring the Dungeon to life. You can find a list of many of them below!:

[Click to Expand - WARNING! Story spoilers!]

Character Voice Talent
Alarielle Emi Jones
N'Kari Luranni
Handmaiden Emrala Kismet Dunkerly
Rolf Brandon Mayo (@yourpalbrandon - Discord)
Dwarf Smith Sammog Zander Heikkila (Twitch - zheiplays, Artstation - zheicreates)
Lielah Eleanore Armani
Lil Git Zippy / Scout Gnoblars Raisintree
Jarlson the Blacksmith, Zaar the Painseeker Hans-Henrik Rottbøll (@Hanthus6215 on Discord)
Hargon, Tyrion Benjamin Lockwood (Luindorf Kessler, kotbs)
Malghor Greathorn, Butcher Gutbeater, Teclis Thornyknight
Sarthain the Worldbearer Vocalsolace (@VocalSolace on Discord)
Gorak the Ancient Taursen
Syndestra Aleondra

Artists

Lost Vale's new items, custom mob skins, and upressed Boss textures would not have been possible without the help of many volunteer artists. The team would like to thank the following artists:

  • ArchExecutor
  • ShevelevAndrew
  • EldrielDeAstora
  • Kaneda
  • Yaliskah
  • Jaffawer
  • YMJAR
  • Flowson


RoR Staff

Finally, special thanks go to the following RoR Staff members who helped Design, Code, Write, and who spent almost seven months bringing the Dungeon to life:

  • Ekalime
  • Emissary
  • R1CH
  • MaxHayman
  • Kabu
  • Zumos
  • Dalen
  • Bejkon
  • Natherul
  • Rubius


Mythic Staff

The team would also like to thank the original Mythic staff who designed and built much of the backbone of this Dungeon. Your design for this area was gorgeous, and this rebuild, both of design and mechanics, would not have been possible without it. Thank you.


Trivia

  • Enola, the hidden cat is named after the real cat of Emrala's VO kizz0, and her meows ruined blessed many line reads. She appears only in instances where Emrala is present. If you pet her, you will hear the actual Enola meowing and purring.
  • Some bosses have hidden ability descriptions for those who look closely enough and read their buff / debuff descriptions. (As an example, have a look at the buff gained by the Darkpromise Beast if it happens to get a kill on a party member.)
  • The Seeds which grow into the new liniments are named after or reference some of the core developers who spent their time working on the Dungeon.
  • Many mobs and bosses within the Dungeon had their original textures upressed for the re-launch. Fury Mobs in the middle wing, Dralel, Sarthain, Horgulul, and the Final Boss all received special love from the artists who increased their visual quality.