Ancient Ruins
The Ancient Ruins. Before Oryx rose, others sought the same might: deep in the Realm's deserts they built a shrine to call up the spirits of another plane, guarded by an army of clay warriors and great constructs. The spirits grew vengeful in their prison and, in one moment, broke it from the other side. The ruins are found again now, overrun by desert beasts, swallowed by quicksand and watched by the spirits that destroyed them. Rooms of sandstone and brown rock joined by narrow halls; a treasure room may hold a Magic Lamp with a Genie inside it; at the end, the Sandstone Titan, the colossal clay vessel the spirits still wear. Mid-level.
Getting in
- Portal:
Ancient Ruins Portal - Key:
Ancient Ruins Key — type /key ancient ruinsin chat to get one, use it, walk in. - The portal drops from
Sandworn Colossus (100%)
Difficulty
Grade 5 of 10 on this server's dungeon scale: the bosses have 37,000 HP counting defense. Also: the Sandstone Titan's spirit phases are a damage race: spirits left alive heal it and repeat its attacks; quicksand slows, Monoliths silence and heal, Paladins heal the clay army.
How the Ancient Ruins play
A desert shrine older than Oryx, swallowed by sand. Mid-level (grade 5): a level 20 character with decent gear can clear it, and a party clears the boss's spirit phases much faster. The portal drops every time from the realm's
Sandworn Colossus, the giant of the fallen desert court.
Before Oryx clawed his way to power, others sought the same might. Deep in the deserts they built a shrine to call up the spirits of another plane, and guarded it with an army of clay warriors. The spirits grew vengeful in their prison and broke the shrine from the other side. Now the ruins are found again, overrun by desert beasts and watched by the spirits that destroyed them.
- The ruins. Rooms of sandstone or brown rock joined by narrow halls, eight of them between the start and the boss. Quicksand slows and sinks you: cross it on the stone paths. Stay out of crowds of the clay army (
Terracotta Warriors,
Terracotta Knights, always armored, and
Terracotta Paladins, which heal the others: kill the Paladin first).
Desert Scorpions make you bleed,
Giant Antlion bites break your armor for a moment,
Vultures fan feathers,
Sand Elementals keep their distance and slow you. An
Ancient Monolith silences everyone near it (Quiet: no abilities) and heals every enemy around it: break it before the room. - Cactus gardens. A room full of
Cacti and nothing else. A hurt cactus swells and bursts in a ring of thorns, and the cacti round it burst too: hit one from far away and let the chain go off. Don't stand against one, it pricks. They drop Cactus Juice: a big heal and mana, but you hallucinate for a while. - The treasure room (not in every ruin). A
Magic Lamp stands in the middle; walk up to it and a
Genie comes out: "You'll have to prove yourselves against me!" On sand he sways up and down the room streaming wish orbs to both sides, then hops about a grid; on stone he circles the lamp in a spiral, then runs round the room's edge. The lamp throws bombs for him the whole time. Beat him down and he yields; then break the lamp for its treasure. - The Sandstone Titan. It sleeps among nine spirits until you come near; then it takes them into itself and wakes. It attacks with golden arrows (bleeding), lightning bolts (armor break), crescent bashes and slowing boomerang spinners, and throws boulders that become Sand Bombs: they burst, then scuttle about turning the floor to quicksand. At half health it goes untouchable in the middle and lets the spirits out. Kill as many as you can before it takes them back: every spirit left heals it (to 10 % plus 10 % per spirit) and it fights on with the attack for that many spirits. Kill them fast and you skip whole attacks; kill none and it starts over, though it is armor broken until a spirit dies. The spirits silence whoever stands next to them. With no spirits left it falls still: finish it.
The Titan drops a stat potion (not Life or Mana) for everyone who fought, sometimes a second, gear, the four ruins uniques (the Arcane Rapier, a sword whose blade flies out and comes back; the Amber Encrusted Helmet; the Sandstone Seal; and the Titan's Heart, an orb that holds enemies in stasis) and a new tarot card, the Ten of Pentacles.
Boss: Sandstone Titan
| HP | 20,000 (+20% per other player within 20 tiles, up to 6 players) |
|---|---|
| Defense | 34 |
| Level | 20 |
| Hits up to | 115 |
| XP multiplier | 1.0 |
| Immune to | stasis |
The Sandstone Titan. Dormant among nine spirits until someone comes within 9 tiles; then it takes them in and wakes. Each attack ends at 50 % health, 5 % less for every spirit already gone: it goes untouchable in the middle and lets the spirits out. Kill as many as you can before it takes them back (12 s, faster with every kill; from a phase-1 attack no fewer than 4 may be left, from phase 2 no fewer than 1): its health is then set to 10 % + 10 % per spirit left, and it uses the attack for that many. If no spirit dies, it starts the same attack over and is Armor Broken until one does. With none left it falls dormant, Armor Broken and harmless.
Phases
asleepwakefighta9a8a7a6a5a4a3a2a1releasebombafter 1A, no spirit killed: a Sand Bomb, and the spirits come out againdormant
Lines
The spirits... they answer!
Rise, spirits!
Come forth!
Do not let them break the vessel!
The vessel... is empty...
Drops
| Loot | Chance | Bag |
|---|---|---|
| 2.5% | own bag, each player with 2% of the damage | |
| 2.5% | own bag, each player with 2% of the damage | |
| 2.5% | own bag, each player with 2% of the damage | |
| 2.5% | own bag, each player with 2% of the damage | |
| T10 weapon | 10% | own bag, each player with 2% of the damage |
| T10 armor | 10% | own bag, each player with 2% of the damage |
| T9 weapon | 25% | shared bag |
| T9 armor | 25% | shared bag |
| T8 weapon | 35% | shared bag |
| T8 armor | 35% | shared bag |
| T4 ability | 40% | shared bag |
| T4 ring | 15% | own bag, each player with 2% of the damage |
| T3 ring | 30% | shared bag |
| 100% | shared bag | |
| 100% | shared bag | |
| 21% | own bag, each player with 2% of the damage · one of 6, always | |
| 21% | own bag, each player with 2% of the damage · one of 6, always | |
| 21% | own bag, each player with 2% of the damage · one of 6, always | |
| 21% | own bag, each player with 2% of the damage · one of 6, always | |
| 21% | own bag, each player with 2% of the damage · one of 6, always | |
| 21% | own bag, each player with 2% of the damage · one of 6, always | |
| 10% | own bag, each player with 2% of the damage | |
| 1% | own bag, each player with 2% of the damage |
Chance per kill. A shared bag is one roll for everyone. An own bag is rolled separately for every player who did at least that share of the damage, and only they see it: soulbound items and everything that comes in a cyan or better bag drop this way. A tier row splits its chance over every item of that tier. Loot rules
Boss: Genie
| HP | 12,000 (+20% per other player within 20 tiles, up to 6 players) |
|---|---|
| Defense | 20 |
| Level | 20 |
| Hits up to | 40 |
| XP multiplier | 1.0 |
| Immune to | stasis |
Phases
picksand introsand1sand2stone introstone1p2yieldgo
Lines
Oh, adventurers! You have my gratitude for releasing me from that prison.
You see, however, I do not give rewards out to just anyone. You'll have to prove yourselves against me!
Enough! You've proved yourself quite capable. There's some treasure within that lamp. You're free to take whatever you find, adventurers.
Drops
| Loot | Chance | Bag |
|---|
Chance per kill. A shared bag is one roll for everyone. An own bag is rolled separately for every player who did at least that share of the damage, and only they see it: soulbound items and everything that comes in a cyan or better bag drop this way. A tier row splits its chance over every item of that tier. Loot rules
Unique drops
70 MP · Berserk to allies within 5 tiles for 5s · +6 DEF, +6 SPD
From Magic Lamp 1.5%, Sandstone Titan 2.5%
70 MP · Damaging to allies within 5 tiles for 5s · +15 VIT to allies within 5 tiles for 5s · +40 HP, +3 DEX
From Magic Lamp 1.5%, Sandstone Titan 2.5%
80 MP · Stasis on enemies near the cursor for 6s; bosses are Cursed instead (+10% damage taken) · +6 DEF for 6s · +20 HP, +4 DEF
From Sandstone Titan 2.5%
Enemies
| Enemy | HP | DEF | Hits up to | On map | Notes |
|---|---|---|---|---|---|
| 20,000 | 34 | 115 | 4 | The Sandstone Titan. Dormant among nine spirits until someone comes within 9 tiles; then it takes them in and wakes. Each attack ends at 50 % health, 5 % less for every spirit already gone: it goes untouchable in the middle and lets the spirits out. Kill as many as you can before it takes them back (12 s, faster with every kill; from a phase-1 attack no fewer than 4 may be left, from phase 2 no fewer than 1): its health is then set to 10 % + 10 % per spirit left, and it uses the attack for that many. If no spirit dies, it starts the same attack over and is Armor Broken until one does. With none left it falls dormant, Armor Broken and harmless. | |
| 12,000 | 20 | 40 | summoned | ||
| 10,000 | 0 | 80 | 42 | A cactus. Harmless until it is hurt; then it swells and bursts in a ring of thorns, and every cactus within 4 tiles swells too. Don't hug it either: it pricks whoever stands against it. | |
| 3,000 | 0 | – | 3 | The Magic Lamp. A player within 6 tiles lets the Genie out; the lamp can't be hurt while he fights and helps him: on sand, bombs at a player that split in three; on stone, four bombs in an X to the outer room, turning each time, pulled in to the inner room with a fifth at a player once he runs the edge. Break it after. | |
| 2,250 | 50 | – | 8 | A standing stone of the old shrine. When someone comes near it swirls with gold, silences everyone within 6 tiles every few seconds (Quiet: no abilities) and mends every enemy within 10, 200 HP a second. | |
| 2,000 | 5 | – | summoned | The spirits. Nine circle the dormant Titan; it takes them in when it wakes. They stay inside it, unseen and untouchable, keeping whatever damage they took, until it lets them out (its "release" state): then they circle it and burst on themselves, 20 damage and Quiet for 3 s. | |
| 1,750 | 10 | 70 | 22 | A whirl of living sand: keeps its distance, throws slowing sand in pairs and leaves slow dust drifting behind. | |
| 1,000 | 12 | 90 | 27 | Runs you down, its stinger and a spray of poison by turns. | |
| 1,000 | 25 | 90 | 9 | A clay knight in stone plate, always Armored: it stays close and cuts with one blade. | |
| 1,000 | 0 | 60 | summoned | ||
| 950 | 16 | 45 | 25 | Keeps a middling distance and flings four feathers at a time. | |
| 900 | 20 | 85 | 19 | Follows you and bites; a bite leaves you Armor Broken for a moment. | |
| 900 | 25 | 55 | 14 | A clay officer with a gilded helm: keeps a short way off, fans four blades and mends the warriors and knights near it, 75 HP a second. Kill it first. | |
| 800 | 25 | 80 | 24 | A clay soldier: chases you and swings its arcane blade in a V of two. |