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


Velketor's Labyrinth is unlocked from Great Divide by collecting the four Velketor runes. The zone itself is a compact custom boss zone built around Velketor and his minion-control mechanic.
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 ==


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


* [https://shadowedeclipse.com/?a=item&id=575 Velketor's Cryptic Rune of Frost]
* [https://shadowedeclipse.com/?a=item&id=575 Velketor's Cryptic Rune of Frost]
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* [https://shadowedeclipse.com/?a=item&id=578 Velketor's Cryptic Rune of Earth]
* [https://shadowedeclipse.com/?a=item&id=578 Velketor's Cryptic Rune of Earth]


The turn-in grants the Velketor's Labyrinth zone flag.
== Zone Tuning ==


== Encounters ==
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.


The custom scripts include NPC 1681, NPC 1711, and the default Velketor zone scaling.
== Veraxis, Coven Magister ==


Velketor's script does the following:
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.


* Applies boss stats and raid scaling.
While in combat, Veraxis casts a random cold spell every 30 seconds:
* Spawns an additional helper/minion NPC on spawn.
* Casts random spells during combat.
* Spawns minions around Velketor roughly every 50 seconds.
* Checks for minions and changes Velketor's vulnerability state.
* Uses a soul drain pulse that damages nearby players, bots, and pets.


== Practical Notes ==
* Icebound Feet
* Ice Barrage


Do not ignore the minions. The script is built around minion checks and vulnerability changes, so a simple tunnel-vision burn can stall or punish the fight.
Veraxis stops the spell timer when combat ends.
 
Veraxis can drop:
 
* [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 ==
 
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.