Anguish, the Fallen Palace

Access to Anquish

To gain access to Anguish you'll need to complete two tasks. The first is the Anquish Signets quest in Riftseekers' Sanctum. This is required by everybody that enters, you can't even be /raided in without this being complete. The second is to complete all 6 Raid Trials in Muramite Proving Grounds. If you get /raided in you can loot a Seal: Mastery of All from any boss which will count as completing all the trials.

Working through the zone you must defeat the first four targets (Keldovan, Jelvan, Ture, and Hanvar) to confront Arch Magus Vangl. Vangl must be defeated to face Overlord Mata Muram. When Keldovan and Jelvan are both defeated, whichever was defeated last will drop a Globe of Discordant Energy for Epic 2.0 quests in addition to their standard loot. Likewise whe Ture and Hanvar are both defeated the last will drop a Globe.

Trash in the zone will occasionally drop Mirrored Mask. The mask only has stats inside Anguish, in any other zone it is just 2 hp/mana. The click effect is used during the Overlord Mata Muram event and you will need at least a dozen folks with the mask by then.

 

 

Minis

After killing 40 trash mobs in Anguish there are five locations which either spawn "a lightning warrior commander" or a Mini-boss, 50% chance each. This randomness means you get anywhere from none to all five per run.

  • Administrator Charial
  • Damlin Lingering Charge
  • First Lieutenant Minas
  • Grenlok the Converter
  • Vilria the Keeper
The five minis are pretty close to the same, hitting upwards of 3800, flurries, and cast 4 spells: The only difference between them are resists, with Vilria the Keeper being immune to fire, Administrator Charial immune to cold, Damlin Lingering Charge resistant to all but diseaes, and the two Dragorns fairly resistant to both fire and cold. Each mini drops one of the following type 8 augments :

The lockout for killing minis only is 2 hours.

Keldovan the Harrier

Upon agro Keldovan spawns numerous chimera and feratha in the pits in his room which hit for just under 2k. You will need to clear one of the pits or Keldovan will have increased power, becoming more resistant to slow, nukes, and melee. Reports are it takes a least 5 kills before his boost is removed, so you're going to have a hard time landing slow at first. Keldovan himself hits for up to 5500, flurries, and has 3 AEs which hit all on his hatelist:

  • Packmaster`s Curse - 300 range, Debuff spell damage by 20%, heals received by 80%, AC by 150, and 100 dot. 16 curse counters.
  • Torment of Body - 100 range, 3k dd, 300 dot, accuracy debuff, and increased fizzles. 24 curse counters.
  • Touch of Anguish - 100 range, Debuff spell damage by 30%, melee skill by 30%, and massive snare. 30 poison counters.
The fight is fairly simple, have a team in a pit keeping adds dead as they respawn, cure Torment of Body on healers and Packmaster on tank, and once 5 adds have been killed in the pit just dps him down.

Keldovan drops two ancient runes, a backflag, one of these for quested armor :

and two of these : The lockout for the raid is ??.

 

Jelvan

For this event you will need to face three tormentors at the same time: Tanthi, Thanho, and Tanthu. They each have hatelist based AEs so it is important to keep your raid separate to prevent any overlap causing you to get more than one at a time. All three tormentors hit for around 2700 with single target rampage.

  • Tanthi the Tormentor spawns to the northwest and casts Wail of Anguish, a 10 second stun and pushback to all on hatelist.
  • Tantho the Tormentor spawns to the northeast and casts Touch of Anguish, a massive snare with 30% reduction to spell and melee to all on hatelist. 30 poison counters.
  • Tanthu the Tormentor spawns to the south and casts Gaze of Anguish, a 4k dd, 300 dot, and 250 per tick mana drain to all on hatelist. 30 disease counters.
If all three tormentors are within 5% health of each other Jelvan will periodically cast Blessing of Jelvan on your tanks, a buff that absorbs 30% on melee damage for up to 5000 total. If the tormentors are out of balance however Jelvan will start casting new hatelist based AEs:

The simple approach is to split your raid into the 3 jail cells, pull the tormentors in, and call in raid chat when to dps 5%. "Take to 95%", when all 95, "Take to 90%", etc... until dead. The faster method is to have all dps burn south to death ASAP. Once it is dead the balance check will only test the two left, so split the raid and take them down equally. Either way, once all three are dead Jelvan's Keepsake spawns containing two ancient runes, a backflag, one of these for quested armor :

and two of these : The lockout for the raid is ??.

Ture

Ture is a fairly direct event. It melees for around 4500, flurries, and has single target rampage. He casts 4 AEs:

  • Swamp Breath - 200 dd, 300 dot. 18 poison counters.
  • Stone Breath - 3 sec stun, 500 dd, and 1 slot dispel.
  • Thunder Breath - 1500 dd and 2 slot dispel.
  • Wanton Destruction - 4k dd, 500 dot, mana cap reduced 1k, 100 mana per tick drain, reduce AC by 60, and attack by 500. 36 curse counters.
In addition he will occasionally go into AE rampage hitting for well over 10k. There are 3 emotes about this:
  • "Ture roars with fury as it surveys its attackers" - This is your 5 second warning.
  • "Ture's eyes roll into its head as it goes into a frenzy." - AE rampage starts
  • "Ture calms and regains its focus." - AE rampage is over

Keep Wanton Destruction cured, keep group heals going, and as long as melee step out before AE rampage goes off the fight isn't bad. Ture drops two ancient runes, a backflag, one of these for quested armor :

and two of these : The lockout for the raid is ??.

 

Warden Hanvar

At the start of the event Hanvar is flanked by 5 dragorns. Hanvar can hit up to 4k with single target rampage and has two spells:

Hanvar can not be brought below 99% health until all 5 dragorn are killed at which point he can be brought to 74%. After a set time (how long?) the dragorn respawn. When the second wave are killed Hanvar can be brought to 49%. A third set will allow him to be brought to 24% and a fourth set will allow you to finally kill him. You can either do each 25% as you go or just offtank Hanvar until four waves are defeated and then take him all the way down, whichever works for your raid force.

Hanvar drops two ancient runes, a backflag, one of these for quested armor :

and two of these : The lockout for the raid is ??.

Arch Magus Vangl

Vangl is the final challenge to access Mata Muram and can only be reached once Keldovan, Jelvan, Ture, and Hanvar are defeated. Vangl hits for around 4k, flurries, and has 3 spells :

  • Gaze of Anguish - a 4k dd, 300 dot, and 250 per tick mana drain to all on hatelist. 30 disease counters.
  • Touch of Anguish - Debuff spell damage by 30%, melee skill by 30%, and massive snare. 30 poison counters.
  • Mark of Death - This has 10 disease counters and must be cured or you will die. Cast on about 10 targets.
It is paramount that Mark of Death is cured or a short time after cast you will be deathtouched. Since it is disease counters just like Gaze of Anguish it can be a challenge to cure it at times. Shield of the Immaculate from Plane of Hate can make it easier to keep yourself cured.

While dealing with his melee, spells, and curing deathtouch "a languished convert"s will periodically spawn. These dragorn don't start off too bad but the longer they are alive the stronger they get, if left alone too long they start hitting for over 100k, so the raid needs to peel off and kill them ASAP. On the left side of the room is an orb, "Vangl`s Focus", which is evidently the spawner of the converts. Reports are it has a nasty short range dot so it is mainly there to prevent you from having someone just sit on the adds spawn location.

Arch Magus Vangl drops two ancient runes, a backflag, a Globe of Discordant Energy, one of these for quested armor :

and two of these : The lockout for the raid is ??.

Overlord Mata Muram

The final showdown. Mata Muram hits for up to 7k, single rampage, and an array of spells from various earlier events :

  • Gaze of Anguish - a 4k dd, 300 dot, and 250 per tick mana drain to all on hatelist. 30 disease counters.
  • Relinquish Spirit - reduces all stats by 100, doubles cast time, and reduces attack by 300. 24 curse counters.
  • Torment of Body - 3k dd, 300 dot, accuracy debuff, and increased fizzles. 24 curse counters.
  • Void of Suppression - 18 second silence!
  • Wail of Anguish - a 10 second stun and pushback to all on hatelist.
  • Mark of Death - This has 10 disease counters and must be cured or you will die. Cast on about 10 targets.
While dealing with all of those spells Mata Muram will also randomly select one person on his hatelist at a time and give an emote:

You feel a gaze of deadly power focusing on you.

Whoever gets this emote must click their Mirrored Mask within a few seconds. If they do so Mata Muram will be stunned and reset his agro. If they fail they will get hit with Mata Muram's Gaze, a spell slow, melee slow, 4k dd, and stat reducer and Mata Muram gains a buff which significantly increases his dps. If 12 or more people on Mata Muram's hate list have a mask only they will get an emote. If less than 12 have it, everybody is fair game. As such you'll want all your dps to have a mask so the tanks and healers can focus on keeping everybody alive. It should be noted that this may have changed as I've received a report that even with 30 masks in raid some without were still getting the emote.

But wait, there's more! Two "Coerced Lieutenant" are also present. These dragorn hit for around 3k but can be charmed by enchanters to provide extra dps. If they are killed they will respawn. Every minute or so an emote will go off :

You hear a buzzing in the distance

This signals that four Frenzied Lasher are about to spawn. These hit for 700ish and have low health, but are fast and need to be killed quickly before they chew through healers. Once Mata Muram reaches 30% or so health a cut-scene of sorts plays out and the raid is ported to Ture's room. Med up and make your way back to the Door, but don't click in. Mata Muram will be cleared of all debuffs and regenerate slowly. When you click in you have a very short window to engage before it will reset. The final fight is the same as the start, with all the spells, deathtouches, gazes, and adds.

When defeated Overlord Mata Muram drops two ancient runes, a backflag, a Globe of Discordant Energy, one of these for quested armor :

and two of these : The lockout for the raid is ??.