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== Velketor's Labyrinth Guide ==
== Velketor's Labyrinth Guide ==


Velketor's Labyrinth is a shorter custom Velious stop with a boss/minion style script layered over the normal dungeon. The important scripted NPCs are 1681 and 1711, with 1711 acting as the heavier encounter.
Velketor's Labyrinth is a compact Velious dungeon built around two main scripted named encounters, ice traps that turn into crystal shard fights, orb hazards, and a shared Velious loot table. This guide only covers scripts in the root `quests\velketor` folder and the items dropped by those scripted NPCs.


== Access ==
== Access ==


Velketor access comes after Great Divide's rune step. Bring the four Velketor's Cryptic Runes to the Great Divide envoy before treating Velketor as open progression.
Velketor access comes from Great Divide. Bring the four Velketor runes to the Great Divide envoy before treating Velketor as your next progression stop:


== Main Scripted Encounters ==
* [https://shadowedeclipse.com/?a=item&id=575 Velketor's Cryptic Rune of Frost]
* [https://shadowedeclipse.com/?a=item&id=576 Velketor's Cryptic Rune of Fire]
* [https://shadowedeclipse.com/?a=item&id=577 Velketor's Cryptic Rune of Air]
* [https://shadowedeclipse.com/?a=item&id=578 Velketor's Cryptic Rune of Earth]


'''NPC 1681''' runs a periodic spell timer every 30 seconds while in combat. It stops that timer when combat ends.
== Zone Tuning ==


'''NPC 1711''' starts by spawning NPC 1713, then on combat runs several timers:
The root Velketor default script applies Shadowed Eclipse Velious tuning to the zone. Boss-name encounters are treated as heavy targets, while standard mobs are scaled lower. In practice, expect Velketor to hit harder than its small layout suggests: mobs are factioned together, see invisibility and hide, run quickly, assist each other, and use raid scaling.


* Random spell every 60 seconds.
== Veraxis, Coven Magister ==
* Minion spawn every 50 seconds.
* Minion checks every 10 seconds.
* Soul drain every 60 seconds.


During the encounter it can spawn NPC 1683 near itself. On death it stops the encounter timers. Plan for adds and periodic pressure rather than a single-target burn.
Veraxis, Coven Magister is one of the two main root-scripted named encounters. On spawn, Veraxis is set up as a Velious boss target with high health, high mitigation, strong melee output, broad resists, see-invis behavior, and raid scaling.


The old Velketor scripts also include dwarf NPC dialogue and signal behavior for Bledrek, Kerdelb, Bjoron Axefall, Brumen Firehammer, Frekka Alebringer, and Khlem Alestone, but the active custom progression is concentrated in 1681/1711 and the default scaling script.
While in combat, Veraxis casts a random cold spell every 30 seconds:


== Notable Drops ==
* Icebound Feet
* Ice Barrage


Velketor shares the Velious general drop pool:
Veraxis stops the spell timer when combat ends.


* [https://shadowedeclipse.com/?a=item&id=523 The Coin of Fate] from many spawned NPCs.
Veraxis can drop:
* [https://shadowedeclipse.com/?a=item&id=530 precious metal] as Philosopher's Stone fodder.


Check named loot as you go; this zone has many standard Velketor item tables plus the custom timed encounters. If an item has a click effect, verify the Alla item page before vendoring it.
* [https://shadowedeclipse.com/?a=item&id=599 Magister's Relentless Fury]
* [https://shadowedeclipse.com/?a=item&id=607 Piece of the Key to Floor 3]
* [https://shadowedeclipse.com/?a=item&id=87398 Clawed Earring of the Tomb]
* [https://shadowedeclipse.com/?a=item&id=87399 Mirrored Clawed Earring of the Tomb]
* [https://shadowedeclipse.com/?a=item&id=87400 Shard of the Scales]
* [https://shadowedeclipse.com/?a=item&id=87401 Mirrored Shard of the Scales]
* [https://shadowedeclipse.com/?a=item&id=87388 Mirrored Tunic of the Tower]
* [https://shadowedeclipse.com/?a=item&id=523 The Coin of Fate]
* [https://shadowedeclipse.com/?a=item&id=530 precious metal]
 
== Velketor The Sorcerer ==
 
Velketor the Sorcerer is the heavier scripted encounter in the root Velketor folder. When he spawns, Nyseria's Guard is also spawned nearby. Velketor uses the same high-end Velious boss tuning as Veraxis, then adds multiple timed mechanics once combat begins.
 
During combat, Velketor:
 
* Casts either Icebound Feet or Ice Barrage every 60 seconds.
* Spawns a frozen ward near himself every 50 seconds.
* Checks for living frozen wards every 10 seconds.
* Becomes invulnerable while a frozen ward is alive.
* Uses Soul Drain every 60 seconds, shouting a warning and dealing heavy damage to players, bots, pets, and bot pets within short range.
 
Kill frozen wards quickly. Leaving one alive causes Velketor to stay protected, and Soul Drain punishes groups that stack too close for too long. When Velketor dies, Nyseria's Guard is cleaned up if still present.
 
Velketor can drop:
 
* [https://shadowedeclipse.com/?a=item&id=531 Mold to a Key]
* [https://shadowedeclipse.com/?a=item&id=598 Vermilion Orb of Torrefaction]
* [https://shadowedeclipse.com/?a=item&id=87398 Clawed Earring of the Tomb]
* [https://shadowedeclipse.com/?a=item&id=87399 Mirrored Clawed Earring of the Tomb]
* [https://shadowedeclipse.com/?a=item&id=87400 Shard of the Scales]
* [https://shadowedeclipse.com/?a=item&id=87401 Mirrored Shard of the Scales]
* [https://shadowedeclipse.com/?a=item&id=87388 Mirrored Tunic of the Tower]
* [https://shadowedeclipse.com/?a=item&id=523 The Coin of Fate]
* [https://shadowedeclipse.com/?a=item&id=530 precious metal]
 
== Ice Trap Encounters ==
 
Several root-folder Lua scripts are trap-style encounters. They look like environmental text or harmless objects until combat starts, then they emote and spawn a large crystal shard before despawning themselves.
 
These include:
 
* A chill
* A stalagtite
* A tentacle
* From no where
* Ice
* Something seems
* TerrorSpawner
* The hair
* The walls
* You are
 
The spawned large crystal shard and the trap entries share the utility drop pool:
 
* [https://shadowedeclipse.com/?a=item&id=491 AA 5 Point Scroll]
* [https://shadowedeclipse.com/?a=item&id=523 The Coin of Fate]
* [https://shadowedeclipse.com/?a=item&id=530 precious metal]
 
== Orb Hazards ==
 
Two root-folder orb scripts are proximity hazards:
 
* a glimmering orb casts Telekinesis when a player enters its area.
* a shimmering orb casts Nulling Void when a player enters its area.
 
These orbs also use the same utility drop pool when killed:
 
* [https://shadowedeclipse.com/?a=item&id=491 AA 5 Point Scroll]
* [https://shadowedeclipse.com/?a=item&id=523 The Coin of Fate]
* [https://shadowedeclipse.com/?a=item&id=530 precious metal]


== Practical Route ==
== Practical Route ==


Enter only after the Great Divide rune chain is complete. Clear normally until the scripted encounters are available, then treat 1711 as the real check: it has random spells, soul drain, timed minion spawns, and minion maintenance.
Enter after finishing the Great Divide rune access step. Clear carefully instead of assuming the zone is only a short boss hallway: traps can spawn shard fights, orbs punish careless movement, and the named encounters use timed spell pressure. For Velketor himself, assign fast swaps to frozen wards so his invulnerability drops before Soul Drain overwhelms the group.

Latest revision as of 14:26, 30 June 2026

Velketor's Labyrinth Guide

Velketor's Labyrinth is a compact Velious dungeon built around two main scripted named encounters, ice traps that turn into crystal shard fights, orb hazards, and a shared Velious loot table. This guide only covers scripts in the root `quests\velketor` folder and the items dropped by those scripted NPCs.

Access

Velketor access comes from Great Divide. Bring the four Velketor runes to the Great Divide envoy before treating Velketor as your next progression stop:

Zone Tuning

The root Velketor default script applies Shadowed Eclipse Velious tuning to the zone. Boss-name encounters are treated as heavy targets, while standard mobs are scaled lower. In practice, expect Velketor to hit harder than its small layout suggests: mobs are factioned together, see invisibility and hide, run quickly, assist each other, and use raid scaling.

Veraxis, Coven Magister

Veraxis, Coven Magister is one of the two main root-scripted named encounters. On spawn, Veraxis is set up as a Velious boss target with high health, high mitigation, strong melee output, broad resists, see-invis behavior, and raid scaling.

While in combat, Veraxis casts a random cold spell every 30 seconds:

  • Icebound Feet
  • Ice Barrage

Veraxis stops the spell timer when combat ends.

Veraxis can drop:

Velketor The Sorcerer

Velketor the Sorcerer is the heavier scripted encounter in the root Velketor folder. When he spawns, Nyseria's Guard is also spawned nearby. Velketor uses the same high-end Velious boss tuning as Veraxis, then adds multiple timed mechanics once combat begins.

During combat, Velketor:

  • Casts either Icebound Feet or Ice Barrage every 60 seconds.
  • Spawns a frozen ward near himself every 50 seconds.
  • Checks for living frozen wards every 10 seconds.
  • Becomes invulnerable while a frozen ward is alive.
  • Uses Soul Drain every 60 seconds, shouting a warning and dealing heavy damage to players, bots, pets, and bot pets within short range.

Kill frozen wards quickly. Leaving one alive causes Velketor to stay protected, and Soul Drain punishes groups that stack too close for too long. When Velketor dies, Nyseria's Guard is cleaned up if still present.

Velketor can drop:

Ice Trap Encounters

Several root-folder Lua scripts are trap-style encounters. They look like environmental text or harmless objects until combat starts, then they emote and spawn a large crystal shard before despawning themselves.

These include:

  • A chill
  • A stalagtite
  • A tentacle
  • From no where
  • Ice
  • Something seems
  • TerrorSpawner
  • The hair
  • The walls
  • You are

The spawned large crystal shard and the trap entries share the utility drop pool:

Orb Hazards

Two root-folder orb scripts are proximity hazards:

  • a glimmering orb casts Telekinesis when a player enters its area.
  • a shimmering orb casts Nulling Void when a player enters its area.

These orbs also use the same utility drop pool when killed:

Practical Route

Enter after finishing the Great Divide rune access step. Clear carefully instead of assuming the zone is only a short boss hallway: traps can spawn shard fights, orbs punish careless movement, and the named encounters use timed spell pressure. For Velketor himself, assign fast swaps to frozen wards so his invulnerability drops before Soul Drain overwhelms the group.