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Muramite Proving Grounds Guide

This guide to the Muramite Proving Ground trials was prepared by Inque of theRunes.net and is posted here with his permission. The information for Trial of Weaponry was prepared by Zeelot of Fennin Ro.

 

This guide to the Muramite Proving Ground trials was prepared by Inque of theRunes.net and is posted here with his permission. The information for Trial of Weaponry was prepared by Zeelot of Fennin Ro. Inque would also like to thank Diashan, Garbar, Braellain, Ulaas, Psynic and others of Southern Armada on Prexus server, for without them I wouldnt have had the opportunity to partake in these Trials, nor garner their strat info and develop our experiences into the previous write-up.


Trial of Destruction (Projection of Power):

Description:
This Trial lasts 15 minutes, and requires slaying 18-21 mobs minimum to spawn the Master of Destruction. Survive the waves of NPCs, and defeat the Master of Destruction to win. The lockout for a successful win is 24 hours.

Strat:
This will vary depending on group setup. In the group I had, the bard used AoE slow & DOTs. We had a warrior for MT, a paladin for MA, ranger for extra DPS, and enchanter for nukes (and debuffing the final boss). You have 15 minutes to kill 18-21 NPCs. These range from dragorn models to girplans to skeletons. Just bring a LOT of DPS. The mobs usually auto-aggro but its best to have a player run out and aggro (we used the warrior, who kept all the mobs focused on him while the MA targeted a single NPC for the group to focus on).

Keep pulling & killing, until 1 minute remains, then relocate your group (+ any remaining NPCs) to the left corner wall between the entry-ramp (the ramp you entered the Trial from) and the first pedestal by the wall. Kill all remaining mobs and wait for the timer to expire. If you've killed enough mobs any leftovers regardless of their HP will poof. The Master of Destruction will remain and become targetable. If youve positioned your group by the wall, the MoD will not auto aggro. You have approximately 20-30 seconds to recoup. If you wait longer than 20 seconds though, he will become partially slowable and stronger. Have your MT use defensive (if warrior), enchanter will slow, and the rest is pure DPS.

Group-Makeup:
1. Paladin, Bard, Enchanter, Warrior, Cleric, Ranger
2. Warrior, Warrior, Cleric, Enchanter, Ranger, Bard
3. Warrior, Paladin, Druid, Cleric, Enchanter, Rogue
4. Warrior, Cleric, Necromancer, Druid, Enchanter, Rogue
5. Warrior, Shaman, Necromancer, Druid, Enchanter, Shadowknight

Rewards:
Horn of Doomcalling
Tri-Spined Spaulders of Destruction
Eye of the Lightning Lord (60/60/60 Type 8 Aug, Lore)
Greater / Glowing Rune

Misc Info:
NPCs will hit for around 6-800, and are immune to mez / root / snare, at least Dragorns are. AoE Tash is useful but not needed. Use Tepid Deeds occasionally to mitigate damage. You will pull aggro via chain nuking. There is no win / lose message either; if you fail the Master of Destruction will simply disappear, so keep track of the mobs killed. Generally you will kill 20 mobs if your group is good, sometimes more, before time is up.

Also depending on the groups DPS, you may / may not use Gather Mana. Scryers Trespass and Theft of Thought definitely provide their uses, due to the length of fight. While other casters rely on a bard or necro to recover mana as the fight wears on, we can simply click and refresh our mana pool and continue nuking. Many will disagree and say we are piss-poor wizards, but I work with what I'm given, and as a piss-poor wizard in Destruction I'm great.
----------------

Trial of Subversion (Projection of Tactics):

Description:
This Trial lasts 15 minutes, and requires avoiding the NPC patrol while looting chests to spawn the Master of Destruction. Avoid the patrol, loot the chests, and defeat the Master of Destruction to win. The lockout for a successful win is 3 days.

Strat:
The strat will vary depending on group setup. In the group I had, we used a rogue, a druid, and myself to handle the chests while the rest of our group remained on the center podium. You have 15 minutes to reach 300 points and must avoid the Dragorn Guard patrol that roams the Trial room during your venture. The Trial requires an INT caster, a bard / rogue, and a Priest (preferably druid) to open chests corresponding to their class -

Hexxt - Priest chest
Ironbound - Rogue / Bard picklock
Spellbound - Caster chest

The procedure for opening chests is: detect, disarm, unlock, open, and loot. Failure to detect & disarm the chests can result in firing off one of two AoEs (listed below) -

Hazy Cloudcurse (<a href="http://lucy.allakhazam.com/spell.ht...129&source=Live">http://lucy.allakhazam.com/spell.ht...129&source=Live</a>)
Jagged Rust (<a href="http://lucy.allakhazam.com/spell.ht...130&source=Live">http://lucy.allakhazam.com/spell.ht...130&source=Live</a>)

Our group had a paladin, cleric, and druid. It required several RGC, Radiant Cures, and Purebloods to remove the Effects. You can negate Hazy Cloudcurse with an alcohol tolerance of 130 minimum, however the DOT will remain and your temporarily snared. Jagged Rust is the worst of the two, doing 1500dmg per tick, and requires IMMEDIATE cures and heals. The AoE are avoidable if by chance your out of Line of Sight; Because of the placement of chests, the only people standing a remote chance of avoiding AoEs will be other players who may be opening chests out of LoS of where the AoE fired. In the event an AoE lands, everyone should immediately rush to the center podium and begin removal.

You will need your highest level LDON chest spells. You cant win without. They are:

For INT classes:
Wuggans Greater Appraisal
Wuggans Greater Discombobulation
Wuggans Greater Extrication

For Druid & Shaman, you will need:
Reebos Greater Augury
Reebos Greater Cleansing
Reebots Greater Exorcism

For Cleric, you will need:
Ionys Greater Augery
Ionys Greater Cleansing
Ionys Greater Exorcism

The exception to this rule, is Necromancers, who benefit from the Priest & Caster spells. With a necromancer in group, you can have one person open Priest & Caster chests. The upside is freeing an Enchanter from joining. The downside is putting all your eggs in one basket. If your in a tight spot though, Necromancers are an excellent choice if the Priest chests become overwhelming. Don't forget to hotkey a /open button by clicking ALT+M and selecting Open from the hotkey list. Pay attention to chest messages, not all chests are trapped, but most are. You will need a minimum of 12 greater scrying stones per attempt, unless your a rogue or bard. These are purchased from the LDON Magus.

The procedure for opening chests is: detect, disarm, unlock, open, and loot. The order that you use these spells will vary, depending if a chest is trapped or not. Approximately :30 to 1:00 will pass before the Dragorn Guardians patrol. These arent the NPCs next to the MoD himself (Ill discuss later). The roamers will come up the entry-ramp, and circle the center podium around the chests, and every so often step onto a pedestal
next to a chest. The cleric will pacify patrollers as they appear. I (the enchanter) pacified them afterwards, to allow our cleric time to med (in case of emergencies). You should be seeking out the appropriate chests to unlock & following the procedure outlined earlier to get the coins. Copper = 10pts, Silver = 20pts, Gold = 30pts respectively.

You need 300 to spawn the Master of Destruction. In the event you aggro a guard, run to the center platform ASAP and begin killing. Everyone should assist. I want to mention though, if

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