EpicGuides:Guides by Sletch
Understanding Oradrin’s Chosen
An overly-wordy guide by Sletch
Oradrin’s Chosen is a short, fast-paced epic, great for learning some of the mechanics used in the harder epics. The purpose of this guide is to introduce new runners to epic etiquette and procedures, as well as specifically ‘how and why’ of the various stages in OC. The area repops every 11 hours, so there are plenty of chances to join and start your journey with epics on Aardwolf! Typical run time with a group of 20+ will often only take 10 minutes, longer if you have a smaller group size of 14-16.
OC recommended stats and prep
15-20k hp, ideally 50k+
Max SH stats
True Seeing / Underwater Breathing, Party heal,
Remove curse, Dispel magic or Dampening field
Starting room: rt Oradrin;run d / gate or door naps;run ed
speedwalk from Aard hotel: run u10n32ed
Generally speaking for epics set:
Autoassist ON - Autoloot ON - Autosac/consume OFF
(Leader may call for autoassist ON/OFF for various epics)
First off- Be prepared to die in epics. These areas are designed to be difficult, the mobs hit hard and there are sometimes other environmental or mob prog factors at play. All epic area rooms are flagged ‘morgue’ so that when you die, no corpse is dropped. You will be at 1 hp, but wearing your equipment. Do not complain about deaths in epics, it’s just a part of the game. Each epic varies on how and when you can rejoin.
For OC, do not take the time to heal to full- the priority is rejoining the group as quickly as possible so you aren’t left behind. Do not do a full spellup. Cast true, cast underwater, quaff a potion if you must, then rejoin per the instructions at the end of this guide. Cast ‘party heal’ when you get back to the group.
Goal information
In the center starting room of the area is a mob called the ancient storyteller. Listen to this mob to open the goal. This is all you need to do before a run to start getting credit.
To complete the tasks- Kill mobs in the upper 3x3 square of rooms for 5 randomly dropped runes: Solar, Shadow, Wave, Heart, Star. This can be done any time outside of the epic. Give these one by one to the storyteller and wait for his story to finish to close 5 tasks. The rest of the tasks will close as you complete a run, and if you are present when Asvarian dies at the end.
Running the epic
Cliffnotes:
4 sections- the Outer Gates, the Deep, the Hall of the Chosen, final boss Asvarian.
First section: the leader coordinates 4 groups to bring down 4 boss mobs, timing the deaths to within ~1 minute. Second section: leader hunts a path through the maze, clearing mobs, building the path in the group title. Avoid aggro’ing the keeper in the last room. Third section: clear a small loop of mobs with 3 roaming minibosses. Fourth section: Kill Asvarian, …, profit!
Between each section, a mob called the Arbiter will give you (or upgrade) a special Signet ring. This ring serves to track your progress through the stages of the epic, and is ultimately turned in for your reward at the end. You will ONLY receive/upgrade this ring if you are in the room with the party when the leader progresses from one section to the next. If you’re new- please let the epic leader/group know.
The Outer Gates
The goal of the first section is to kill 4 boss mobs, located below the rooms N/E/S/W from the storyteller. These 4 mobs need to die within ~1 minute of each other for the gates to fall. If we miss this timing, dead bosses will respawn and we will need to reset/start again.
Before tackling the 4 bosses at the gates, their rooms will need to be ‘cleared’ of extra mobs. Don’t worry about this if you’re just starting out, but here’s the info:
North boss, Arizan has 3 guardians and 2 Acolytes. Kill these mobs but leave 1 Acolyte alive, or Arizan will spawn 2 new Acolytes. Not the end of the world, but it can interfere with killing him cleanly. Overachievers can clear the rooms west and east of Arizan, but it’s not necessary..
East boss, Lai has 2 guardians. Seems simple to clear, but Lai will do massive prog damage every few rounds. Same story, extra credit for clearing the side rooms, but not necessary.
South boss, Joshua has 2 guardians in his room, and a couple in the side rooms. These mobs need to be cleared as well, as Joshua has a prog to knock people away into the adjacent rooms. No lazyclear, here. All 3 of these rooms are noquaff.
West boss, the spirit of Sherizai, has no guardians. No need to pre-clear this side.
Once the guards are cleared, the leader will announce “All to area; pick a side”. The party will split up into 4 groups, one group above each boss room N, E, S and W from the center. Once the split looks good, the leader will start the W boss. This is by far the tankiest boss, and spawns extra mobs as its health drops. Usually these mobs are ignored and handled after the main boss dies, but if your group is small you may need to aim and clear them first. Leader will use this mob’s health to determine when the other groups should start their boss. Watch for the calls “South go” and “All go”, then move D to kill the boss. If you are on N side, be sure to aim Arizan, so damage isn’t split to the Acolyte(s).
Clear the room, and the area will announce when each side falls. If successful, the last boss to fall will give someone in that room an Emerald. If you get the emerald, c remove curse (or uncurse if you have the wish) then give emerald to the leader as soon as possible. After the doors unlock, the leader will gather the party in the middle room, with the first Keeper.
The Deep
Once the leader gives the emerald to the Keeper, the group will be teleported to the room above the next section, the maze. The leader will then announce the command down. As you move into the maze, the Arbiter will give you a green Signet ring. Wear this ring as you progress through the epic- it will be upgraded as you complete each section, and traded with the Treasurer at the end for your reward.
The leader then guides the group through the Deep, clearing each room. Dispel and blast mobs, rescue tank if you have the stats for it. No area/aoe spells- especially in the last room of the maze, or you will aggro the second Keeper. The leader will add the correct path through the maze to the group name as each room is cleared. Once the group reaches and clears the last room, this time a sapphire will drop from the last mob. Give sapphire to the leader. The leader will give the sapphire to the Keeper to summon the Arbiter.
The next command is wear sig;bow arb. If you are wearing the right Signet (green at this point), the Arbiter will take your ring from you and upgrade it to the next color, blue. Important to note: The Arbiter will leave shortly after the leader summons him. Once he is gone and the second Keeper returns, if you missed upgrading your ring you cannot continue with the group. Keep your signet ring in case you need to join late on a different run.
The Hall of the Chosen
This area is very straightforward, 3 roaming mini bosses (D’vinara, Zavin, and Arkeld) and some extra mobs. D’vinara does the most damage. Zavin is magic immune- swap to a physical damtype for him. Arkeld is just kinda tanky. All 3 of these mini bosses can be assassinated by a bandit- The priority is usually Zavin/Dvin/Ark. The last miniboss to fall will drop a ruby- same as before, give ruby to the leader as soon as you can. The party clears the area and then gathers at the third Keeper. There is another wear sig;bow arb call- The Arbiter will take your blue ring and give you a red one, then transport you to the room above the final boss.
Final Boss: Asvarian
If you have less than 50k hp, sit immediately after being transported. Wait for the rest of the group to go down to Asvarian. The final boss deals a fair amount of damage and summons extra mobs as his health drops. The current prevailing strategy is for the group to ‘dispel’ or ‘damp’ his sanctuary, then just nuke him down to 0, ignoring the extra mobs. If you have 30k-ish hp, or you are trying to complete the last goal task, it may be safe to join the group once “blast” is called. When in doubt, it’s safer to wait than to risk dying and slowing the group down at the end of the run. The leader will ask for the diamond and rune once Asvarian is dead. Pass these items to the leader. If you waited- that call will be your cue to stand and move down to rejoin the group.
Once the group is all together, the leader will turn in the diamond and announce the commands to finish the epic- wear sig;bow arb;wear sig;nod treas. This upgrades your red signet to a diamond one, then turns the ring in to the treasurer for your reward!
Rewards
The rewards are random, but generally you will get some combination of trains, gold, some tier-leveled equipment, or if you’re lucky a piece of rank1 or rank2 epic gear. In addition, you will get 1 qp per 25 total runs completed, up to a max of 20 qp per run. Once you have completed 500 runs, you receive a special gem that can be used to upgrade the quality of a single piece of OC rank gear one time.
There is also a portal to the area, made from a set of the 4 runes that can drop from Asvarian. Ask an epic leader if you need one- with how often this epic is run, there are usually plenty to spare.
List of OC rank gear and base stats:
https://mb.aardwolfboot.com/elapetitil
Example of a full run, for reference:
(to be added)
Shaelynne’s OC guide:
https://www.watchmenclan.com/index.php/EpicGuides:Oradrin%27s_Chosen
Dying/rejoining details
At the transition point between each section of the epic, there is an invis mob called the ‘Keeper’. If you die or need to recall out/rejoin the group, this mob will transport you from one section to the next, but only if you are wearing the signet ring for completing that section. This process becomes familiar the more times you practice it, but here’s the cheat sheet.
The first keeper is always at:
rt oradrin/c door naps, run ednds (nds from ancient storyteller)
If you are wearing a green ring or better, nod keep will take you to the start of the maze.
To get to the second keeper or to rejoin the group if the maze section is underway:
The leader generally keeps the path in the group title.
run (path in the group title, sometimes listed after EDNDS:)
If you are wearing a blue ring or better, nod keep to progress to the third section.
To get to the third keeper:
run ned
If you are wearing a red ring, nod keep to progress to the final boss section.
run d to move to Asvarian’s room, and the final keeper.