The Icy Crevasse
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Revision as of 23:16, 20 October 2011 by Banaticus (Talk | contribs)
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Player Entry
The Icy Crevasse dev map from the dev diary -- click for a slightly larger version

A powerful sorcerer from Angmar seeks to drive the frozen winds of Forochel south into Evendim, freezing the lake and allowing a great army to march on Tinnudir... This is a Skirmish that was part of the Update 3 release.

Contents

Winds of Forochel buff

After entering the skirmish, everyone and everything (all player characters, enemy mobs, skirmish soldiers, pets, and heralds) will have the first Winds of Forochel buff. The buff is upgraded when each objective is completed. Note: This means that counterattacks will always have the next level of the buff (but so will you).

Image:Winds of Forochel 1.jpg Winds of Forochel
- 1
+5% Run Speed
+10% Melee Damage
+10% Tactical Damage
+10% Ranged Damage
Image:Winds of Forochel 2.jpg Winds of Forochel
- 2
+10% Run Speed
+20% Melee Damage
+20% Tactical Damage
+20% Ranged Damage
Image:Winds of Forochel 3.jpg Winds of Forochel
- 3
+15% Run Speed
+35% Melee Damage
+35% Tactical Damage
+35% Ranged Damage
Image:Winds of Forochel 4.jpg Winds of Forochel
- 4
+20% Run Speed
+50% Melee Damage
+50% Tactical Damage
+50% Ranged Damage

Hot Springs

Anyone standing on a hot springs will have their Winds of Forochel buff replaced with a Hot Steam buff:

Image:Hot Steam.jpgHot Steam
The steam from the vent blow
warms your body, dampening
the winds but soothing your
spirit.
+50% Outgoing Healing Modifier
+50% Incoming Healing Modifier

Canny players will position themselves around a hot steam vent so that they have the damage buff but any enemy mob only has the healing buff. Stand on the far side of the vent and let the mobs run to you, so that they are still standing on the vent when they reach you. The mobs will then have the incoming/outgoing healing buff, while you still have the +damage buff. For this tactic to work, you must not be using a soldier that will draw aggro away from you, as soldiers can't really be positioned.

The final bosses, Malgen and Guinokh

Level: 65 (65) Tier 1
Guinokh
Genus: Man Species: Angmarim
Alignment: Evil Type: Elite
Combat Effectives:
Melee Def: Average
Tactical Def: Average
Ranged Def: Average
Conjunctions: False
Stun/Mez: False
Root: False
Resistances
Cry: Fair
Song: Fair
Tactical: Fair
Physical: Fair
Max Morale: 22,011
Max Power: 2,116
Mitigation:
Common: Superior
Fire: Superior
Frost: Superior
Shadow: Superior
Light: Superior
Ligntning: Superior
AncientDwarf: Superior
Beleriand: Superior
Westernesse: Superior
Level: 65 (65) Tier 1
Melgen
Genus: Beast Species: Mammoth
Alignment: Neutral Type: Elite
Combat Effectives:
Melee Def: Average
Tactical Def: Average
Ranged Def: Average
Conjunctions: False
Stun/Mez: False
Root: False
Resistances
Cry: Good
Song: Fair
Tactical: Fair
Physical: Fair
Max Morale: 22,231
Max Power: 2,116
Mitigation:
Common: Superior
Fire: Superior
Frost: Superior
Shadow: Superior
Light: Superior
Ligntning: Superior
AncientDwarf: Superior
Beleriand: Superior
Westernesse: Superior

Malgen and Guinokh are the final bosses. Guinokh is an apparently undead Angmarim sorcerer while Malgen is an undead mammoth rider. Note that Malgen is neutral while Guinokh is evil, which means a Minstrel fear will work on Guinokh but not on Malgen. Pay attention to their racial differences for other class effects and weapon damage titles. Note also that although they appear undead they are not more susceptible to Westernesse damage than to other damage types, it's all the same to them. Malgen is the only attackable boss at first. When he has been brought down some, Guinokh enters the fray. Guinokh has a special attack, a green floor marker that applies the following effect to anyone who stands on it:

Image:Hot Steam.jpgBane of the Frozen
Attacks made against you will
cause your attacker to heal.
On any damage:
reflect effect:
Restores 2% of maximum Morale

Unfortunately, Guinokh appears immune to this effect when he stands on the green floor marker, so if you stay on it you will heal him but if you pull him onto it and step off, you can't make him heal you. The floor marker appears to stick around for a minute or so before despawning. Guinokh retreats after a while, then Malgen comes out, etc. They retreat around the following morale (it's been different each time):

  • Malgen fights until he is below 70% morale (15,541)
  • Guinokh fights until he is below 66% morale (14,527)
  • Malgen fights until he is below 37.5%? (8,354)
  • Guinokh fights until he is somewhere down around 7,409 morale
  • Malgen then fights with Guinokh. You can then kill them.

Reward: A Chest

WARNING: The clickable sled that appears is not a fun sled to slide around on the ice in the instance, it teleports you out of the instance. If you were running solo, the instance will now close. If you didn't loot the chest first, you will have lost the chest.

Optional Encounters

Like most skirmishes, there are usually two randomly chosen optional skirmishes each time the instance is played through.

  • Defeat Míthalagos "A mass of blades and ice swirls to the west" (third canyon)
  • Defeat Kôkas-joku "A roar echoes from the canyon to the north" (third canyon)
  • Defeat Lapa-kita "A pack of sabre-tooths lounge to the south" (fourth canyon)
  • Defeat Coflúg "Soft snoring comes from the north-west" (second canyon)
  • Defeat Crantok "Several Gauredain totems erupt from the ground at the second canyon"
  • Defeat Túgarch "The stench of a rotting corpse flows through the canyon" (fourth canyon)
  • Defeat Veri-torvi "A flash of fur to the north catches your eye" (third canyon)
  • Defeat Mathi "A growl comes from the south" (very first area, Southern-most part).

Title Reward: Icy Crevasser

Level: 65 (65) Tier 1
Veri-torvi
Genus: Beast Species: Snowbeast
Alignment: Neutral Type: Elite
Combat Effectives:
Melee Def: Average
Tactical Def: Average
Ranged Def: Average
Conjunctions: False
Stun/Mez: False
Root: False
Resistances
Cry: Good
Song: Fair
Tactical: Fair
Physical: Fair
Max Morale: 18,342
Max Power: 1,764
Mitigation:
Common: Superior
Fire: Good
Frost: Fair
Shadow: Superior
Light: Superior
Ligntning: Superior
AncientDwarf: Superior
Beleriand: Superior
Westernesse: Superior
Level: 65 (65) Tier 1
Kôkas-joku
Genus: Beast Species: Mammoth
Alignment: Neutral Type: Elite
Combat Effectives:
Melee Def: Average
Tactical Def: Average
Ranged Def: Average
Conjunctions: False
Stun/Mez: False
Root: False
Resistances
Cry: Good
Song: Fair
Tactical: Fair
Physical: Fair
Max Morale: 18,526
Max Power: 1,764
Mitigation:
Common: Superior
Fire: Superior
Frost: Superior
Shadow: Superior
Light: Superior
Ligntning: Superior
AncientDwarf: Superior
Beleriand: Superior
Westernesse: Superior

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