Erinys Charm
Classes that can use: CAB, NECR, SORC, THEUR, WIZ, ANI, BAIN, ELD, ENCH, MENT, BD, RM, SM, WARL
Artifact XP: Anywhere
Type: Jewel
Comments on Solo, Grouped, or Battlegrouped: This has been done with 2 groups.
| Artifact
Level |
Abilities
Gained
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Comments/Pictures
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0
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Hits +40
Intelligence +15
Constitution +15
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1
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Crush 5%
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3
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Spirit 5%
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5
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permanent health regen 4 spell. Lasts until you unequip the charm.
Energy 5%
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7
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Bonus to spell range: 5%
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10
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Reduces enemy target's resistances versus all magic damage by 5%. Only resists gained from items are reduced.
Permanent power regen 2 spell. Lasts until you unequip the charm.
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Stats
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The regens do stack with the sorc buff/minny song, and the health regens stack with the cleric buff/minny song.
Feb 9
Credits: Loa, Garek SteelWolf,
Ieritl Deathfruit, Chaynal, Rueun, Mxyzsptlk
Leveling the Artifact:
Strategy:
There are 6 named you need to kill, once you kill one of them a 'charm' appears.
You right click the charm and it'll follow you around. As 'soon' as the
named dies the charm will stay for 18 minutes, not one hour. So once
the first named dies you have 18 minutes to collect the 5 other charms
then take them to the 'stasis' point.
Because of the time limit, and the difficulty of the mobs
even doing it with 2 full groups can be a challenge. The way we did it
was, I would body pull the Siam-he's out of group.. and just run my ass
off kiting them. Our Paladin would agro the named only while it chased
me and kill it then move to the next camp. Each named has two adds
attached to him that chased me continually until the named itself died.
If you get that far, Samut the named guy will port over
and attack you. We did it with 2 rather strong groups, he hits in the
800 - 1300 range, can proc a very strong DD and double hits opun
occasion.
The Siam-He's:
Each camp has a large amount
of purple mobs, with the titles: Warrior, Warlock, and Preist. You can
guess what each of those mean as far as spells.
The Different Camps:
There are six camps as I mentioned; Setau, Thagulsa (sp), Ausar, Kakhet, Neckbane, and Sethnor (sp).
Going in the order I beleive works best:
Setau : Pretty basic camp except these Warriors have a small chance to
proc a 1000ish DD, I personally beleive you should start with this one
for the fact the way it's setup it's /very/ hard to get the named
without a large amount of adds.
(I died repeadtly trying to body pull the named out of the
hut here) So it's advisable to start here, clear the adds out and then
just pull the named and kill it then move.
Thagulsa (sp) : This may have the hardest actual mobs...
this is the camp where they all ahve Sa' pets which proc a Heat DD.
(Confusion is great on the Sa's)
Have your 2 groups stand fairly far away from the camp on
the lava side and let your body puller agro the named and run. The
reason you want your group a fair distance from the camp is the named
has a tendancy to just sit in his hut and nuke if you're too close.
Kill the named, move on.
'''Now you move inland abit, setting up at kind of the
centre of the four other camps. Doing it this way also allows you the
shortest distance possible to where you need to take the charms after
you have them all '''
Ausar: Nothing special at all, very easy camp.. just have
your out of group body puller grab the named and however many adds and
kite them around while you kill the named. They'll stop chasing, grab
a heal or forty then move to the next camp...
Kakhet: Full camp of Siam He-s with the Triple-Weild
ability. They look really nifty but are about as easy as they come.
Very easy to pull the named and his two adds here due to where Kakhet's
actual tent is...
Sethanor (sp): Another camp of very easy ones with
nothing special to mention, and the named is at an easy spot to get
just him and a couple of adds to kite around.
Neckbane : This camp isn't too hard to actually pull from
but you might get alot more adds then the last 3 camps. One thing
about this camp... all the caster mobs including the named are
Theurgists with a large affinity for Earth Pets. I died pulling this
camp when we did it, due to a large amount of Preists near Neckbane's
hut that nuked me down. Our Paladin was able to salvage the pull from
my death however, since the named was out of his hut long enough for a
taunt shout.
Assuming you have all six charms now and everything went
flawlessly you need to boogy South (I think, I'll check the directions
later and correct myself if needed) between Neckbane' and Sethanor's
camps towards the lava edge. I don't have the exact loc but run
between those two camps right to the lava edge, exactly opposite a
small island across where you can just see Samut.
Setup fields, buff etc etc (The charms don't run fast) and
as soon as the charms get there they will float into a circle and Samut
will port over.
Kill him, loot up, look at the awesome non rog gloves he
drops, ponder at +Quickness being on the caster version, and go
activate Erinys Charm.
This encounter ain't easy. Feb 25
- Zxae Sorrow
After Samut enters the fray you will now have much more time to
do battle with him. Samut's Charm effect will now always vanish after
Samut perishes. Additionally, the charms will remain with Samut until
he perishes after the battle begins.
(1.68 patch, Feb 19, 2004)
Once you start fighting the big guy, can you attack the charms or it doesn't really matter?
- Darko
The charms were still not attackable. That's a good question. It
was hard to track what they were doing during the fight with all the
spells going off, otherthan that they surrounded him. Jan 15
- Garek SteelWolf
Tips:
Well, after 2 previous failed raids over the past week, my guild
got this one done on friday night. We did the "kill box" method
instead of splitting people into two separate groups. That allowed us
to drop heal nodes and power nodes and maximize our power to drop the
camp bosses fast. Our successful attempt had 19 people. Charm
collection probably took 12-14 mins.
Here are the quick points of how we pulled it off:
Earth wizard did manual ground targeting to pull each boss. Adds were
cleared first. It was the job of the main tank to yell when the camp
boss was at 50% health so the puller could start the next wave.
We decided to set up our kill box in the ground between
the four western camps. There tend to be lots of orange con wandering
plebians in this area, so our first step was to clear as many plebians
as we could. After that we had our perfecters drop their nodes at a
point that seemed equal to the NW, N-Central, and S-Central camps.
Earth Wizard pulled the boss from the SW camp (the most
distant camp from the drop zone) with gtaoe in his hut. Back at the
kill box area, a shield tank engaged that camp boss while everyone else
killed the adds that came with him. Good idea to have a rezzer midway
incase the puller gets nuked to death on way back. At this point no
bosses are dead but the SW camp boss is dancing with a shield and,
therefore, the timer hasn't started.
Pulled NW camp (one with all the fire elemental things).
Was a tough fight due to the adds and the caster guy stayed out of our
kill box, but he was pulled out of his camp because we were far enough
away. When all adds were dead, we killed the first boss we pulled (the
one that had been engaged) and then took out the caster boss from the
NW camp. The first 2 bosses were probably killed within a minute of
each other. Timer starts.
Pulled North-Central camp. Get some priests but pretty straight up fight.
Pulled South-Central camp. Easy to pull, just lots of earth pets from the camp that are hard on pbt. Dropped him fairly fast.
Then we moved and set up a new kill box that was just west of the NE
camp and north of the SE camp. Both camps seemed to be standard fights
with no particular tricks. After that we ran to the dropoff zone and
prepared to fight Samut.
I think it took our team of 19 about 30 mins to kill Samut (was a tank
heavy team with a mixture of pallies and mercs). We also had 3 clerics
and a friar, if I remember right, along with a smattering of other
casters. The perfecter power nodes were a key to winning the fight
because our clerics were kept extremely busy. I think every one of the
clerics died at some point but they were there to rez each other. A
few commented that they thought the dragon was easier. The 1000
pt dds got our attention but it was the triple wield attacks that made
the tanks scream. One merc was hit for over 2000 pts in one round.
Especially with his 5% heal proc, it felt like climbing a mountain but
everybody was thrilled to death when we finally dropped him. The mp
gloves he drops are very nice (and vary by class). Thank goodness
there was some good tank loot that dropped so we talk them into coming
back. I think one pally said his shield went from 92 to 44 condition
during the course of this whole encounter (including the camps).
Mar 1
- Verol Faithbringer
Samut hits extremely hard even against max resist, is very difficult to
hit without to-hit bonus, and the charms seem to give him a very hefty
regen. It would take a very long time to wear him down, if you could
even get past that regeneration, and he hits hard enough that you
couldn't keep aggro off your healers. Jan 15
-
Kenolil Bladewreath
Drops:
Erinys' Charm, 5 or 6 pairs of q100 non-ROG gloves, all with an 80 hp
heal reactive, a q100 recurve bow, q100 piercer, and q100 dagger. The
weapons were all ROG items without procs, the gloves were designed
drops with special names and used the graphics for volcanian armor. Jan 15
- Garek SteelWolf
Scroll pieces:
Song of Erinys
Piece 1 of 3
Setau Siam-he priest, Ausar Siam-he priest, Taharga Siam-he priest
Piece 2 of 3
Nebkare Siam-he warlock, Sahathor Siam-he warlock, Ausar Siam-he warlock, Kakhet Siam-he warlock
Piece 3 of 3
siam-he plebian, siam-he prema, Setau Siam-he warrior, Taharga Siam-he warrior
- off a siam-he plebian in
Volcanus. We were farming them in the area of 36k, 48k.
Nov
17 - Shachza
- off
the Siam-he warriors that have the Sa pets, so I would assume all
Siam-he warriors have a chance to drop it. Dec 23 - Kubar
- off of siam-he plebians at 39k 43k in typhons reach. Jan 1 -
Ecthelion
All three scrolls for this artifact drop in ML7 dungeon, from the feuding MOBs.
Feuding Shaitans, Fauding, vologourgon, Feurding hepbastiens and the Feuding <snake people>. Jun 10 2004
- Herjulf Hornbrytare
The combined scrolls read:
##The Erinys' Charm reads, "Erinys is the most beautiful woman in
Atlantis, I, and every other muse decrees. This charm she wears round
her neck, these evanescent beads that change with every gown she dons,
they were made for her, a gift from the gods, I speculate, for no other
jewels in Atlantis do what these beads do, and who, upon seeing the
beauty of Erinys, would not wish to grace her with a gift, the gods
surely are not immune.Will you help Anselm rescue his sister?"
##The Erinys' Charm reads, "Ah, to be the lucky artist that painted the
neck of this lovely creature, the one portrait before she was given the
charm. I would love to find that picture, but it is hidden away by some
secret collector who fears it's theft, no doubt! I can not blame the
owner, but oh, one look at that work! It is said to be the most priceless!"
##The Erinys' Charm reads, "Oh I have been to dinner at the palace, and
I have spoken with Erinys! Those beads round her neck, how they change
to match her gown, and somehow I swear I see them in her eyes! Many
women must envy her beauty, but just as many surely envy that charm she
wears round her neck! Oh what magic it must posses, what power to woo
men's hearts!"
Last modified: 6:24 AM Wednesday, October 25, 2006