Raid Expedition: Asylum of Anguish  

Quest Started By:Description:
Where:
Rating:
*****
Information:
Level:70
Maximum Level:125
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Expedition
Quest Goal:
  • Loot
Related Zones:
Related Creatures:
Related Quests:
Era:Omens of War
Recommended:
Group Size:Raid
Min. # of Players:6
Max. # of Players:54
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Wed Jul 25 22:59:14 2007
Modified: Tue Dec 5 05:21:04 2023
This expedition is initiated by clicking on the gate in the northwestern part of the Wall of Slaughter. You must have at least 6 and no more than 54 players in your raid.

The full flag for this zone is granted automatically once you reach 68th level. If you are interested in going through the flagging process anyway, see this quest entry.

Trash mobs in this zone hit for ~2,000. There are not many special abilities to be concerned with. Some golems AE rampage for full damage. All mobs run very fast. Some mobs will flee at low health; others will attempt to gate.

There are six raid events within this expedition (for details, see their event entries via the left sidebar):

- Keldovan the Harrier
- Jelvan
- Ture
- Warden Hanvar

- Arch Magus Vangl (at the port-over made active by killing the first four events)
- Overlord Mata Muram (attackable after killing Vangl)

There are also "aug mini" nameds in this zone which spawn after a certain number of trash mobs are killed (usually by the time you are clearing to Jelvan). There are a total of five possible named aug mobs. Usually only two or three spawn. If you get lucky, you may get four:

- Vilria the Keeper
- Grenlok the Converter
- Administrator Charial
- Damlin Lingering Charge
- First Lieutenant Minas

Each of these hit for ~4,500 and cast the following spells:

Axe of the Muramite PB AE 200', Magic (-300)
1: Decrease Endurance by 100
2: Decrease Endurance by 50 per tick

Blade of the Muramite PB AE 200', Poison (-300)
1: Increase Curse Counter by 27
2: Decrease HP when cast by 500
3: Decrease Hitpoints by 100 per tick

Flail of the Muramite PB AE 200', Magic (-300)
1: Decrease Mana by 60 per tick

They are basically one-groupable (although if you are just entering Anguish-level raiding, you may want to bring two groups to be safe).



Click here for a zone map. (The zone-in is the southernmost point on the map.)

Legend:
1. Overlord Mata Muram
2. Arch Magus Vangl
3. Warden Hanvar
4. First Lieutenant Minas
5. Damlin Lingering Charge
6. Administrator Charial
7. Ture
8. Jelvan
9. Grenlok the Converter
10. Vilria the Keeper
11. Keldovan the Harrier
Rewards:
Send a Correction
Post Comment
Minimum Level for Expedition?
# Jul 26 2017 at 3:02 PM Rating: Decent
**
331 posts
For Tacvi, you can have one keyed person in a raid with 5 level 1 characters and get the expedition. The level 1s can't zone in, but they count toward the 6-person raid. Is it the same with Anguish or must everyone be level 68+?
Minimum Level for Expedition?
# Jul 30 2017 at 12:46 PM Rating: Excellent
Narpok the Vile wrote:
For Tacvi, you can have one keyed person in a raid with 5 level 1 characters and get the expedition. The level 1s can't zone in, but they count toward the 6-person raid. Is it the same with Anguish or must everyone be level 68+?


Almost all raid expeditions that allow just a group to zone in, check to see if your group is full (6 players doesn't matter what level) and then checks the level of the people zoning in. I don't know the actual minimum level required to zone in however. This is different however for LDoN's where it requires people of minimum level in the group, at least that is how it works on the progression servers.
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Minimum Level for Expedition?
# May 15 2019 at 8:20 PM Rating: Decent
Let's dig up this old conversation, eh? =P

I just went back to Anguish for an alt. I opened the expedition with 6 toons levels 1 - 110. You just need warm bodies. =)
Lockout lockdown?
# Apr 17 2012 at 9:19 PM Rating: Decent
Anyone know the lockout timers on these guys? Please and thank you
Lockout lockdown?
# Apr 21 2012 at 2:51 PM Rating: Decent
18 posts
4.5 days
questions
# Sep 15 2011 at 12:53 AM Rating: Decent
*
73 posts
Just plan to get 2.0 orbs for friends and myself, got a few questions.

1) Does CoA(or AoA) still requires at least 6 ppl in group to enter?
If so, how could some classes solo this task? Having other ppl stay in task while doing it?


2) Is it still need to pass the trials to access after lv68?
If so, only 1 or all attendants need to do it themselves?


3) As I know, its not allow to use merc in raid instance.
Is it possible for 5 of lv75 to get 2.0 orb then? or how is the recommended level for 1 group it?


Thanks a lot if anyone would like to give us some hints.
questions
# Sep 15 2011 at 3:38 AM Rating: Decent
***
2,689 posts
zight wrote:
1) Does CoA(or AoA) still requires at least 6 ppl in group to enter?
If so, how could some classes solo this task? Having other ppl stay in task while doing it?
Yes, you only need 6 in task, the number of people in zone doesn't matter.

zight wrote:
2) Is it still need to pass the trials to access after lv68?
If so, only 1 or all attendants need to do it themselves?
No. Anyone can enter as long as at least level 68. Trials and Signets in particular are now useless to do, as you can't do the signets turn in or even finish them until level 69.

zight wrote:
3) As I know, its not allow to use merc in raid instance.
Is it possible for 5 of lv75 to get 2.0 orb then? or how is the recommended level for 1 group it?
75 may be possible, but probably only Keldovan and Ture for a single Orb, as they're the easiest pair to do. Jelvan will be rather difficult for a single group of 75s, as there are 3 raid mobs each with a nasty AoE to contend with, and Hanvar takes some dps, and has been buggy with low dps groups leading to a nearly infinite regen (this is somewhat rare, and even when it doesn't occur, it will take quite a while with a low dps force). By 80, a decently well geared group can do most if not all events. Unfortunately, even if you can manage to successfully complete all the events, you will only end up with 4 orbs, and will have to do at least 1 pair of events a second time to get the 5th orb. EDIT: Is it Ture + Hanvar and Keldovan + Jelvan for the pairs? I don't remember, as it's been more than a year since I did AoA for a single orb (or probably even at all).

Doing most of these events with 1 group or less mostly depends on having a well geared and AA'd tank that can take the hits, having cures available, and determining which strategy to use. If the tank is exceptional, many of the strats can be ignored, and the mobs just zerged, otherwise, a strategy to deal with the events scripting will be necessary. As an example, soloers ignore the strat on Keldovan and just zerg him, but he hits much harder without killing 4 of the pit mobs, which is the original strat to lower his dps.

Hope this helps some.

Yther Ore.

Edited, Sep 16th 2011 1:17am by Yther
questions
# Jan 01 2014 at 2:11 PM Rating: Decent
**
530 posts
Yther wrote:
75 may be possible, but probably only Keldovan and Ture for a single Orb, as they're the easiest pair to do.


I agree that Keldovan and Ture are the easiest two encounters, but they're not a pair. Orbs come from the following events, four in total:

Keldovan + Jelvan
Ture + Hanvar
Arch Magus Vangl
Overlord Mata Muram

A single group of 75s, no matter how well geared, would have a rough time getting an orb.
____________________________
Jiriki Sa`Onserei, 120/67k AA Wood Elf Ranger
Anadriel Starfire, 120/46k AA High Elf Mage
Simple Info - Trivial Zone
# Jun 03 2011 at 3:19 PM Rating: Good
Sage
*
54 posts
For those who need 2.0 orbs or chest pieces for clickies, anguish has become a pushover zone in modern group gear. Anguish events have been being soloed for awhile, but as of HoT Paladins, SK's, Mages, and Monks have soloed every event in the zone.

Basically, if you're doing an orb/chest run just bring a couple friends and remember Vangl and OMM have a DT trigger that is disease counters and just plow right through the zone.

If you're going for a single orb, Ture/Hanvar use to be the way to go, because it was easier. Now you may as well just do Keldovan/Jelvan so you don't have to clear as much trash out. Solo Jelvan event was difficult on group geared monk until first mob was burned down, on mage it was completely trivial. With any outside healing at all it would have been just as trivial on monk.

Getting 2.0 orbs was tricky for awhile, trying to get people who were willing to go back to anguish. Chest was even worse, getting people to go through the whole zone. Now it just takes 1 or 2 willing to get through it.

Orbs:
Keldovan the Harrier + Jelvan
Ture + Warden Hanvar
Arch Magus Vangl
Overlord Mata Muram

Chest:
Arch Magus Vangl
Overlord Mata Muram
Crash or time out?
# Jun 06 2010 at 9:35 AM Rating: Good
Is there a timer on an Anguish expedition or did it just crash on AMV because it's unstable?
____________________________
Fight smarter not harder.
RE-getting task
# Sep 03 2009 at 12:14 PM Rating: Default
Original quote "Note that the aug mobs do not have lockout timers." is correct, all you have to do is drop the task after you kill aug named and then re-get and clear the new one, same aug mobs can spawn.
Aug mobs
# Jul 26 2007 at 12:30 PM Rating: Decent
Quote:
Note that the aug mobs do not have lockout timers.




This is incorrect. The aug droppers are on a 2 hour lockout, the same as normal mob respawn.
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