The Great Barrow
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The Great Barrow is a set of three instances roughly South-West of Bree-town, just East of the Old Forest. Quest and loot information may be found at the Dungeon:The Great Barrow page, onto which this page has been transcluded (rebroadcast). This page should be edited here.

Note: At high levels, all non-boss wights in any of the three instances spawn a worm (which spawn cannot be interrupted). The worms breath acid clouds. (I have never run the instance from 35 to 65, but up to 35 wights don't produce worms and they're there at 65).

Contents

History of The Great Barrow instance (legacy section)

The Old Great Barrow instance map
The Old Great Barrow instance (click on the image for a larger version)

The Great Barrow instance cluster used to be one instance before it was split up into three instances as part of the Classic Instances. Formerly, players had to get the quest to kill the two sets of side bosses (Gaerdring & Gaerthel on the South side, and Thadúr on the North side), loot the special items they dropped, then return those items to the quest giver in Bree to have the pieces reforged into the Skull Key, which then could be used to open the skull doors in the instance, allowing access to Sambrog. The Skull Key item remained in a player's inventory permanently. At this point, defeating either set of bosses completes that portion of the two-part deed "Great Barrow -- The Gate to Sambrog". Completing both parts allows access to the Sambrog instance permanently. The skull doors in The Maze and Sambrog's instance are unopenable, while the skull doors in Thadúr's instance open when the nearby mobs have been destroyed. The thick white lines on the map show where the instance was cut to separate it.

The Maze (level 20-65)

The Maze instance map
The Maze instance (click on the image for a larger version)

The Maze is the first part of the three-part Great Barrow instance set. The path shown is the path of least resistance. Players who desire to complete one of the five "optional" quests for a Great Barrow mark will likely want to explore the rest of the instance. It is generally recommended that such exploration happen after the boss battles, though, as most optionals will be mostly or fully completed by that point.

Notable spots

There are crawling arms that spawn at the two points listed "worms" on the map. If you have the optional quest to burn 10 corpses, there are four burnable corpses at the spot labeled "corpses"; the other six are in the Barrow-wight Caller room (labeled "Ancient Barrow-wight" on the map). There are two patrollers (one of whom summons four adds) and ground spawn at the point labeled "patrolling ground spawn"; walking forward slowly and being careful with pulls is recommended if one is not familiar with the instance. Despite the appearance of the map, the fight with the first boss, the Barrow-wight Caller, is mandatory (the solid wall is marked with a red slash).

Barrow-wight Caller

Level: 66 (65) Tier 1
Giant Barrow-crawler
Genus: Spiders and Insects Species: Crawler
Alignment: Neutral 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: 21.285
Max Power: 1.799
Mitigation:
Common: Superior
Fire: Good
Frost: Good
Shadow: Good
Light: Good
Ligntning: Good
AncientDwarf: Good
Beleriand: Average
Westernesse: Good
Level: 66 (65) Tier 1
Barrow-wight Caller
Genus: The Dead Species: Wight
Alignment: Evil Type: Elite Master
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: Good
Max Morale: 47,300
Max Power: 2,999
Mitigation:
Common: Remarkable
Fire: Remarkable
Frost: Remarkable
Shadow: Remarkable
Light: Superior
Ligntning: Remarkable
AncientDwarf: Remarkable
Beleriand: Remarkable
Westernesse: Remarkable

There are several patrolling mobs around the Barrow-wight Caller (marked as Ancient Barrow-wight on the map). He summons two more wights from the ground when he's aggroed. If he runs up to the top of the stairs leading to his room, he resets, which tactic may be used if he is accidentally pulled while clearing out the patrollers. When he is about to die, his morale bar turns green (signifying that he is unattackable) and he summons some Giant Barrow crawlers, which then summon smaller barrow crawlers, which proceed to breath lots of acid clouds. Keep the original worms targetted and burn them down first or they'll just keep summoning more worms. If the thick green clouds prevent you from finding them, try standing back, using [tab] to find them. Both the Barrow-wight Caller and the Giant Barrow-crawlers have knockback. If they knock a person back up the stairs then follow, the fight may reset.

Gaerdring and Gaerthel

Level: 21 () Tier 1
Gaerthel
Genus: The Dead Species: Wight
Alignment: Evil Type: Elite Master
Combat Effectives:
Melee Def: Average
Tactical Def: Average
Ranged Def: Average
Conjunctions: False
Stun/Mez: True
Root: True
Resistances
Cry: Feeble
Song: Feeble
Tactical: Feeble
Physical: Feeble
Max Morale: 5,333
Max Power: 1,671
Mitigation:
Common: Average
Fire: Average
Frost: Average
Shadow: Average
Light: Poor
Ligntning: Average
AncientDwarf: Average
Beleriand: Average
Westernesse: Feeble
Level: 21 () Tier 1
Gaerdring
Genus: The Dead Species: Wight
Alignment: Evil Type: Elite
Combat Effectives:
Melee Def: Average
Tactical Def: Average
Ranged Def: Average
Conjunctions: False
Stun/Mez: False
Root: False
Resistances
Cry: Average
Song: Average
Tactical: Average
Physical: Average
Max Morale: 5,227
Max Power: 1,671
Mitigation:
Common: Fair
Fire: Fair
Frost: Fair
Shadow: Fair
Light: Average
Ligntning: Fair
AncientDwarf: Fair
Beleriand: Fair
Westernesse: Poor

Gaerdring and Gaerthel are wight types, but it is to be understood that when "wights" are mentioned here, it is the ground spawn wights which are referenced. All spawned adds (arms and wights) despawn when both Gaerdring and Gaerthel are dead. The Challenge (which can only be attempted if the instance is run at level 65) is to kill 20 arms (every arm which dies buffs nearby wights), while not killing any of the wights. This will trigger Gaerdring to start the battle (normally he activates when Gaerthel dies). Players must then kill them both, while still refraining from killing any wights.

Gaerdring and Gaerthel can both switch from melee to ranged at will. They can buff each other with the following (meaning they can't appear until both bosses are up):

Image:Protection of Gaerthel skill icon.jpg Protection of
Gaerthel
Gaerthel protects his brother.
+1000000% Common Mitigation
-20% Attack Duration
+25% Run Speed
Image:Aura of Brotherhood.jpg Aura of
Brotherhood
Gaerdring and Gaerthel provide
a strong defense when near
each other
Level: 66 (65) Tier 1
Gaerthel
Genus: The Dead Species: Wight
Alignment: Evil Type: Elite Master
Combat Effectives:
Melee Def: Average
Tactical Def: Average
Ranged Def: Average
Conjunctions: False
Stun/Mez: True
Root: True
Resistances
Cry: Fair
Song: Fair
Tactical: Fair
Physical: Good
Max Morale: 71,660
Max Power: 5,997
Mitigation:
Common: Remarkable
Fire: Remarkable
Frost: Remarkable
Shadow: Remarkable
Light: Superior
Ligntning: Remarkable
AncientDwarf: Remarkable
Beleriand: Remarkable
Westernesse: Fair
Level: 66 (65) Tier 1
Gaerdring
Genus: The Dead Species: Wight
Alignment: Evil Type: Elite Master
Combat Effectives:
Melee Def: Average
Tactical Def: Average
Ranged Def: Average
Conjunctions: False
Stun/Mez: True
Root: True
Resistances
Cry: Fair
Song: Fair
Tactical: Fair
Physical: Good
Max Morale: 70,241
Max Power: 5,997
Mitigation:
Common: Fair
Fire: Poor
Frost: Fair
Shadow: Fair
Light: Average
Ligntning: Fair
AncientDwarf: Fair
Beleriand: Fair
Westernesse: Poor

When either one uses the /roar emote, it means that he's putting one or both of the following buffs on himself (same icon):

Image:Fortitude of the Dead skill icon.jpg Fortitude of the
Dead
Attacks made against this
creature will heal it.
On any damage:
Receive effect:
Restores 5% of maximum Morale
Duration 15s
Image:Fortitude of the Dead skill icon.jpg Vengeance of the
Dead
Attacks made against this
creature will reflect back on
their source.
On any damage:
Return 100% of damage
Duration 15s

In short, if you see the big blue shield, attack at will (just don't use a weapon that deals common damage). If you see the thinner white shield, STOP attacking.

Image:Aura of Brotherhood.jpgAnguish
The loss of a decayed has
driven this tomb-wight into a
frenzy.
+50% Melee Damage
+50% Ranged Damage
+50% Tactical Damage

Thadúr (level 22-65)

Thadúr instance map
Thadúr instance (click on the image for a larger version)

Thadúr is the second part of the three-part Great Barrow instance set. There is no path shown because there is only one possible path. All mobs in the instance must be eliminated to continue.

Notable spots

There is a summoning patroller who patrolls the very long hallway after the first static group (he paths through the second static group). To start the "lights" portion, players must kill the group marked, "killing this group spawns the lights". Players are advised to clear the lights room first. 1 light spawns and when it is dispatched two lights spawn, which then yield three lights, then four lights. The first spawns in the center, the rest spawn somewhere towards the corners of the room. If one light is killed before all the lights in that wave are aggroed, the wave is failed. It is said that the timer for each light spawn is not necessarily killing the lights, but instead to aggro them and pull them into the middle of the room (where the first light respawns), however solo testing suggests that there is also a timer for aggroing the lights. Killing the lights triggers the boss to call you to defeat him, but first players must clear one final room, the one labeled, "This room opens after the lights are defeated".

Thadúr

Level: 23 () Tier 1
Thadúr the Ravager
Genus: Ancient Evil Species: Gaunt Man
Alignment: Evil Type: Elite Master
Combat Effectives:
Melee Def: Average
Tactical Def: Average
Ranged Def: Average
Conjunctions: False
Stun/Mez: True
Root: True
Resistances
Cry: Poor
Song: Poor
Tactical: Poor
Physical: Poor
Max Morale: 6,180
Max Power: 1,816
Mitigation:
Common: Average
Fire: Average
Frost: Average
Shadow: Average
Light: Average
Ligntning: Average
AncientDwarf: Average
Beleriand: Poor
Westernesse: Poor
Level: 66 () Tier 1
Thadúr the Ravager
Genus: Ancient Evil Species: Gaunt Man
Alignment: Evil Type: Nemesis
Combat Effectives:
Melee Def: Average
Tactical Def: Average
Ranged Def: Average
Conjunctions: False
Stun/Mez: True
Root: True
Resistances
Cry: Fair
Song: Fair
Tactical: Good
Physical: Fair
Max Morale: 94,600
Max Power: 11,995
Mitigation:
Common: Remarkable
Fire: Remarkable
Frost: Remarkable
Shadow: Remarkable
Light: Superior
Ligntning: Remarkable
AncientDwarf: Superior
Beleriand: Good
Westernesse: Superior

Thadúr the Ravager is one of the five Gaunt-lords. During the fight, he periodically summons waves of adds. When there are any adds still in his room, he negates all incoming damage from any source (including AoE and DoT damage). The Challenge (which can only be attempted at level 65) is to quickly light a brazier immediately after each wave of adds is summoned, before the adds are destroyed. Some summoned mobs are capable of stunning. Additionally, Thadúr can drop multiple diseases; one of them, a timed disease, will (upon expiration) stun the player and remove 21,000 power. Each lit brazier buffs Thadúr.

  • First brazier buff

Image:Thadur - Incomprehensible strength.jpg

  • Second brazier buff

Image:Thadur - Fell-Ward.jpg

  • Third brazier buff

Image:Thadur - Uncontrolled Frenzy.jpg

Sambrog (level 24-65)

Sambrog instance map
Sambrog instance (click on the image for a larger version)

Sambrog is the third part of the three-part Great Barrow instance set. There is no path shown because there is only one possible path. Almost all mobs in the instance must be eliminated to continue (except the optional points marked on the map).

Notable spots

The purple lines mark the spots that are impassable until all nearby mobs are defeated. The areas labeled "optional" and marked off with a yellow line do not need to be explored to open the nearby skull door (the purple line for that area). The "variable spawn" location contains variable spawn points -- wights erupt from various points, one or two at a time. One of the optional areas contains a brazier for the "light the braziers" quests. The room marked "spirits and worms" contains both worms and spirits. Those with the defeat spirits quest will be comforted to know that there are more of both later on.

A lot happens at the spot marked, "Too much to say to fit here". First, two ground spawn wights. Their spawn locations are marked with faint glowing red lines on the ground and players are advised to approach cautiously to avoid triggering the casting wights in the center of the room. There are one to three patrolling/guard spirits in the room (depending on level). There are two more wights, one by each stairway, who will put their hands in the air as players approach and begin "casting". As each of these two wights are triggered, more and more mobs will spawn at the back of the hallways down each staircase and come running if any players are near the area where the casting wights are. Mobs will continue to respawn upon death until these casting wights are dead (the respawning mobs can be crowd control, although the mobs are of beast, insect, and dead types). Players are advised not to pull the casting wights before their hands are raised or there will be no trigger to stop the respawning mobs from respawning (they'll just keep coming). If the players are not in the area upon respawn, the mobs will not attack. Once the casting wights are destroyed, the doorway out of the room is opened and a new wight is spawned in front of the open doorway. When that wight is aggroed, two spirits will spawn near where the casting wights were.

The room labeled, "spirits then worms" contains four spirits. Players may run their characters through the middle of the room, around the pillar there, and avoid aggroing the spirits if desired. If the spirits are aggroed and destroyed, worms will spawn in the center of the room. The final room is the room containing Sambrog.

Sambrog

Level: 25 () Tier 1
Sambrog
Genus: The Dead Species: Wight
Alignment: Evil Type: Nemesis
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: 9,696
Max Power: 4,914
Mitigation:
Common: Good
Fire: Fair
Frost: Good
Shadow: Good
Light: Good
Ligntning: Good
AncientDwarf: Good
Beleriand: Good
Westernesse: Average
Level: 66 (65) Tier 1
Sambrog
Genus: The Dead Species: Wight
Alignment: Evil Type: Nemesis
Combat Effectives:
Melee Def: Average
Tactical Def: Average
Ranged Def: Average
Conjunctions: False
Stun/Mez: True
Root: True
Resistances
Cry: Fair
Song: Fair
Tactical: Fair
Physical: Good
Max Morale: 95,546
Max Power: 14.993
Mitigation:
Common: Remarkable
Fire: Remarkable
Frost: Remarkable
Shadow: Remarkable
Light: Superior
Ligntning: Remarkable
AncientDwarf: Remarkable
Beleriand: Remarkable
Westernesse: Fair

Sambrog is a Wight-lord (not to be confused with a Gaunt-lord), the Lord of Othrongroth. He has four respawning spirits which heal him when they are out (there is a very visible green line going from the healing spirit to Sambrog). The Challenge (which may only be attempted at level 65) is to "use" (disturb) his tomb, located in the center of the room. This triggers Sambrog to repeatedly summon wights (when the wights are about to die they drop who spawn acid clouds, as do all high-level wights in the instance). Some of the summoned wights are themselves summoners and can stun players. Players do need to disturb the tomb before triggering Sambrog, or the challenge will autofail.

Sambrog can vomit disease and throw down fear-based purple clouds.

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