How The Shattered Sanctum event works

Summary for those who do not know how it works:

In both felucca and trammel, a random city is invaded


all enemies have a % to give you a trade item, these renamed items end with 'The Shattered Sanctum',


and to receive the reward there is a trader (I don't know if there are more) in Brit (the bank that doesn't have the arcane circle) where the Clean Up Trader is, the Trader of the event is called 'Darcy The Trader'.



When you have renamed objects, you get a menu to receive points and then once you don't have any renamed object you get the list of rewards.



Enjoy!

Comments

  • ThandorThandor Posts: 38
    How do you know when the town invasion is finished? If you missed killing the boss
  • CookieCookie Posts: 1,537
    Thandor said:
    How do you know when the town invasion is finished? If you missed killing the boss

    Appears above your head.

  • poppspopps Posts: 4,017
    As far as Slayers and type of Damage, does Undead and 100% Fire works for all of the spawn or is there some spawn which needs a different Slayer and type of damage ?
  • ThandorThandor Posts: 38
    popps said:
    As far as Slayers and type of Damage, does Undead and 100% Fire works for all of the spawn or is there some spawn which needs a different Slayer and type of damage ?
    I noticed that the skele steeds have high resists and Ai works better on them rather than fire double axe.


  • MariahMariah Posts: 3,239Moderator
    It works the same as every other treasures of event we've had for the past few years, details of where to hand in the artifacts and what the rewards are can be found, as usual for these events, in the wiki under 'seasonal event's.

  • mismis Posts: 168
    popps said:
    As far as Slayers and type of Damage, does Undead and 100% Fire works for all of the spawn or is there some spawn which needs a different Slayer and type of damage ?
    yes it works, I carry a weapon Undead Slayer, regarding fire there is an alternative, whoever has Chivalry can use the Consecrate Weapon spell that attacks at lower resistance.
  • mismis Posts: 168
    *** Only for players in Europe ***

    Although there will be many runotecas, inform that who needs to go directly to a town, in the Arcane Magic store there is an atlas to all the towns of Trammel, it is just to the right of the table, I copy old link for the location in case it helps someone.

    An alternative is if you have Crystal Portal use it, in the RAA castle there is one at the door, it is a faster alternative.

  • OreoglOreogl Posts: 421
    Thandor said:
    popps said:
    As far as Slayers and type of Damage, does Undead and 100% Fire works for all of the spawn or is there some spawn which needs a different Slayer and type of damage ?
    I noticed that the skele steeds have high resists and Ai works better on them rather than fire double axe.


    If you use chivalry cast consecrate weapon for the skeleton mares.


  • mismis Posts: 168
    *** For new/inexperienced players who don't want to waste time ***.

    I recommend doing the event in Trammel, in Felucca you can be attacked for others players in the town that the event is active and not be protected by the guards.

    The event in Felucca I simply see it to promote PvP, there are hidden players waiting for you to pass to dismount/attack you and others who directly in the open attack you, they will not do the event, they simply play the role of villains.

    If your intention is to get renowned items to get rewards, Trammel is the best option.
  • LilyGraceLilyGrace Posts: 934
    Nice thread, thanks @Mis

    Re the Rogue's role, I'm enjoying it. The slow pace of stealthing along isn't for everyone but I love it. As much or more than mowing down mobs at the THunts. Which is also a total blast!

    It's a little discouraging to watch the long trains of toons (can't call them characters) that kill everything so quickly.   I've yet to see a boss fight despite being at the town invasions for quite a few hours yesterday.

    Regarding rogue loot. It ain't great and here's why IMO. I understand risk vs reward. I'll match a rogue's risks vs rewards against a player stringing along their train of toons for sure!  :D They never die. lol

    I always look at the amount of time it takes to, as a rogue/thief, collect some equitable and reasonable rate of rewards compared to fighters. If you're going after these chests it's a slow process. It just is. That's the mechanics of it. And it makes sense.  However, how the deck is stacked against rogues with the traps is not balanced or fun. And there's not enough of a reward for the time and effort put in.

    In this event you're set up to fail on poison traps. First you breathe a sigh of relief the trap didn't go off, like five or six times in a row. Then you're handed your fail at removing the poison trap. Then you're poisoned with an impossible to cure poison. Cure spells, cure potions, and orange petals have 0 effect. 

    So, you stand there with your life under 1/3 for a dog's age waiting for it to wear off. Nothing to be done other than keep re-hiding using hide skill, invisible spell, and potions (and you'll need all three) until it passes and you can cast a heal spell on yourself. Letting the poison wear off before you can continue is doable for the most part. It's peppered with deaths where you're just not able hide fast enough and a monster takes you down. But the process! It just takes tooooo long and you shouldn't have to go through it on EVERY chest.

    This time sink on top of the time sink of using Stealth and Detect Hidden to find the chests is out of whack. If you're GM Remove Trap that's all ya got! We can't be better at it than that! So why is the best not good enough 98% of the time? 

    A paragon chest off of anything at a higher level than a zombie blows up on you. My understanding is, when the trap goes off an item is lost in the paragon chests. I've no idea if that's true. And I've no idea if that applies to chests spawning in the town invasions as well.

    If this rogue experience is to be any fun and in some way worth the time invested, success rates on removing traps on both paragon chests and these town chests needs to be upped. And rewards need to be bumped up. I never found a single steal-able item in a chest. And the hours I put in yesterday offered only 4 drops to turn in. 

    In addition to the RT failure rate being in the high 90% and the reward drops too low, you've the added component of players trying to loot your chest before you do. Most people are very cool about it. Some, not so cool.

    This would have been a perfect time to include an item that aids remove trap skill. Something akin to mining gloves. Having a rare-ish drop of a remove trap aid in these chests would have been great.
  • mismis Posts: 168
    edited November 20
    LilyGrace said:
    Nice thread, thanks @ Mis

    Re the Rogue's role, I'm enjoying it. The slow pace of stealthing along isn't for everyone but I love it. As much or more than mowing down mobs at the THunts. Which is also a total blast!

    (...)
    Thank you Lily for your appreciation and for sharing your experience.
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