User:Krschkr/Inclusive Underworld Community Project

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The Underworld – for any player and all professions!
This is the international branch of the Wartower community project UW Für echte Spieler und alle Klassen. We complete the underworld (including Dhuum) with a classic team build that allows any player and all professions to partake.
A run usually takes about 90 to 120 minutes.

The organisation is currently done by User:Krschkr. You can enrol either on this talk page, in the wartower thread or via the current reddit thread.

The Rules

1. All players have to be in the spanish district of the temple of ages at the arranged time.
  • If you know in advance that you might be late, inform us in time.
  • If you do not have the temple of ages unlocked and can't do so in time until the run, inform us in time.
  • When we don't have 8 real players the run will be cancelled.
2. You are expected to prepare your build and minimum equipment in advance, to be able listen in TS³ and to bring a couple of scrolls of resurrection.
  • The TS server is provided by the organizer.
  • Build changes and other deviations should be discussed in advance.
3. Benched players are asked to come to the outpost aswell and stay for a few minutes after the agreed time in case someone from the main roster can't show up (in time).
  • This ensures that we can start timely in case someone doesn't make it in time, but we don't want to enforce any strict rules here. However, it's considered appropriate to be available for 10 minutes when you signed up for a run that takes 90 minutes.
  • It happened in the past that people who signed up for the bench would not show up or not log in at all, so runs had to be cancelled when players from the core roster were unexpectedly unavailable and the benched players didn't come either.
4. Enrolment is only possible when there's already a date for the next run.
  • We want to avoid that too many spots are reserved before a run to keep the procedure fair.
5. You can only enrol for a run on this talk page, in the wartower thread or via the current reddit thread. Private messages and ingame messages will not be considered.
  • See #Enrolment for the information you need to supply to sign up successfully.
  • Players who do not (want to) provide their ingame name can sign up, but are automatically put on the bench.


  • Leave a message on this talk page, in the wartower thread or via the current reddit thread.
  • Tell the organizer, which of the positions you'd be prepared to play and which position(s) you prefer. If possible, you'll get to play your preferred position.
  • Please provide which run you're signing up for (date + time). There often are multiple runs planned in parallel, so we need to know exactly which run(s) you'll be playing.
  • Provide your ingame name.
    • Alternatively you can sign up for the bench, which does not require an ingame name. Just be there in time.

Next Run: No Date Given

There's not yet a date for the next run.
Core roster:




The Builds

Main team Variant 1
Warrior  Position 1    

'Save Yourselves!'.jpg'To the Limit!'.jpgHundred Blades.jpgWhirlwind Attack.jpgSun and Moon Slash.jpg'For Great Justice!'.jpgEnraging Charge.jpg'I Am Unstoppable!'.jpg

"Save Yourselves!"
"To the Limit!"
Hundred Blades
Whirlwind Attack
Sun and Moon Slash
"For Great Justice!"
Enraging Charge
"I Am Unstoppable!"
   OR   Ranger  

Death's Charge.jpgWhirling Defense.jpgLotus Strike.jpgJagged Strike.jpgFox Fangs.jpgDeath Blossom.jpg'Together as One!'.jpg'I Am Unstoppable!'.jpg

Death's Charge
Whirling Defense
Lotus Strike
Jagged Strike
Fox Fangs
Death Blossom
"Together as One!"
"I Am Unstoppable!"
Assassin  Position 2

Ebon Battle Standard of Honor.jpgDeath's Charge.jpgWay of the Assassin.jpgJagged Strike.jpgFox Fangs.jpgDeath Blossom.jpgCritical Eye.jpg'I Am Unstoppable!'.jpg

Ebon Battle Standard of Honor
Death's Charge
Way of the Assassin
Jagged Strike
Fox Fangs
Death Blossom
Critical Eye
"I Am Unstoppable!"
Dervish  Position 3

Death's Charge.jpgEremite's Attack.jpgPious Assault.jpgTwin Moon Sweep.jpgPious Renewal.jpgPious Fury.jpgAura of Holy Might.jpg'I Am Unstoppable!'.jpg

Death's Charge
Eremite's Attack
Pious Assault
Twin Moon Sweep
Pious Renewal
Pious Fury
Aura of Holy Might
"I Am Unstoppable!"
Paragon  Position 4

'To the Limit!'.jpg'For Great Justice!'.jpg'Save Yourselves!'.jpg'There's Nothing to Fear!'.jpg'They're on Fire!'.jpgHeroic Refrain.jpg'Fall Back!'.jpg'We Shall Return!'.jpg

"To the Limit!"
"For Great Justice!"
"Save Yourselves!"
"There's Nothing to Fear!"
"They're on Fire!"
Heroic Refrain
"Fall Back!"
"We Shall Return!"
Ritualist  Position 5

Ancestors' Rage.jpgBloodsong.jpgSignet of Spirits.jpgSpirit Siphon.jpgGreat Dwarf Weapon.jpgPain Inverter.jpgSummon Spirits.jpgStrength of Honor.jpg

Ancestors' Rage
Signet of Spirits
Spirit Siphon
Great Dwarf Weapon
Pain Inverter
Summon Spirits
Strength of Honor
Necromancer  Position 6

Order of the Vampire.jpgMark of Pain.jpgBlood Bond.jpgWeaken Armor.jpgTechnobabble.jpgGreat Dwarf Weapon.jpgMindbender.jpgFlesh of My Flesh.jpg

Order of the Vampire
Mark of Pain
Blood Bond
Weaken Armor
Great Dwarf Weapon
Flesh of My Flesh
   OR   Mesmer

Lyssa's Aura.jpgArcane Echo.jpgShatter Hex.jpgGreat Dwarf Weapon.jpgWaste Not, Want Not.jpgMistrust.jpgCry of Frustration.jpgWastrel's Worry.jpg

Lyssa's Aura
Arcane Echo
Shatter Hex
Great Dwarf Weapon
Waste Not, Want Not
Cry of Frustration
Wastrel's Worry
Monk  Position 7

Healing Burst.jpgDwayna's Kiss.jpgVigorous Spirit.jpgProtective Spirit.jpgSeed of Life.jpgCure Hex.jpgDismiss Condition.jpgSelfless Spirit.jpg

Healing Burst
Dwayna's Kiss
Vigorous Spirit
Protective Spirit
Seed of Life
Cure Hex
Dismiss Condition
Selfless Spirit
Elementalist  Position 8

Aura of Restoration.jpgEther Renewal.jpgBreath of the Great Dwarf.jpgInfuse Health.jpgSpirit Bond.jpgProtective Spirit.jpgLife Attunement.jpgHoly Veil.jpg

Aura of Restoration
Ether Renewal
Breath of the Great Dwarf
Infuse Health
Spirit Bond
Protective Spirit
Life Attunement
Holy Veil

For more build variants see the section alternative builds.




General Procedure

  • The organizer will explain the order and way in which quests are done during the run. If you want to inform yourself in advance that's appreciated (although not necessary). You can do so in the walkthrough section.
  • Combat is usually done this way:
    • The second frontliner (position 2) positions himself near a wall or corner so no foes can squeeze through between the object and the frontliner.
    • The first frontliner (position 1) takes foe aggro and drags foes through the second frontliner.
    • The foes get stuck at the second frontliner and ball up.
    • Now apply Mark of Pain and spike your targets.
    • You can alternatively use ritualist spirits instead of the second frontliner for the blocking.
    • It won't hurt too badly if you don't ball foes and just pummel them down casually.
  • Second frontliner (position 2) and third frontliner (position 3) are responsible to dispatch skeletons of Dhuum quickly. They deal a lot of damage which can't be reduced by any means of protection, so it is important to remove them rather quickly.
  • Please move out of Meteor Showers.


Accepting quests can have drastic consequences; therefore, one does not simply accept an underworld quest. The following table tells you which quests anyone can accept once the entire team is ready and near the reaper – marked with (accept). It also notes which quests are not to be accepted until the organizer decides that the time has come. These quests are marked with (don't accept) and are usually accepted only by a single player.

Quest order: Difficulty Map
  1.   Clear the Chamber (accept) Low
  2.   Restoring Grenth's Monuments   (accept) Low
  3.   Wrathful Spirits* (accept) Low
  4.   Escort of Souls* (don't accept)    Low to High   
  5.   Demon Assassin (accept) Low
  6.   The Four Horsemen (don't accept) High
  7.   Terrorweb Queen (accept) Medium
  8.   Imprisoned Spirits (don't accept) Medium
  9.   Unwanted Guests (don't accept) High
  10. Servants of Grenth (don't accept) Medium
  11. The Nightman Cometh (don't accept) Medium
*Experienced teams do Escort of Souls prior to Wrathful Spirits.

Clear the Chamber

Difficulty: Low

Three additional groups of Grasping Darknesses are spawned. They are no threat, so you can accept the quest right away. Once the extra spawns are defeated gates to the surrounding areas are opened. Proceed through the central path that leads to the Labyrinth's monument of Grenth, the central hub for all quests in the underworld. The reaper, your quest giver, spawns once you have killed the three Terrorweb Dryders at the monument.

Accept Restoring Grenth's Monuments and proceed to the village in the Forgotten Vale. Experienced teams also accept #Escort of Souls and do it on their way.


Restoring Grenth's Monuments

Difficulty: Low

This quest allows to spawn the other reapers. This means...

  • You'll be able to accept their quests.
  • You'll get access to their teleport system that allows to teleport to any unlocked reaper.
  • The reapers may get killed, which results in an instant mission failure.
    • However, completing a reaper's quest turns him immortal.

To spawn a reaper proceed to a monument of Grenth and kill the three Terrorweb Dryders that loiter in the area. To avoid that a reaper is killed please pay attention that:

  1. You kill patrols in the area. this is important in the Labyrinth (first reaper) where patrolling Bladed Aatxes may aggro the reaper.
  2. You do not kill all dryders until other foes in the area are defeated. This is important in the chaos plains (quest giver for #The Four Horsement).

You'll complete this quest alongside the general run.

Wrathful Spirits

Difficulty: Low

Upon accepting the quest hostile Tortured Spirits spawn throughout the village and attack friendly tortured spirits. To complete the quest you need to

  1. Protect at least one friendly spirit. They already wander around before you start the quest (after killing grasping darknesses) so your main team may position itself near one of these spirits before accepting the quest to guarantee that at least one spirit is going to survive.
  2. Kill all hostile spirits.

Accept the quest, go back to the village center and straight forward kill all foes. Hostile spirits appear in groups of three. Defeating all three spirits of a group activates a second, and that one's defeat triggers a third group. There is a total of five points where you need to defeat three groups of three spirits each.

When you've completed the quest, teleport back to the Labyrinth.


Escort of Souls

width=167px Difficulty: Low to High

(Low: If you already cleared the path to the Forgotten Vale and completed Wrathful Spirits.
High: If you do the quest without clearing the path to the Forgotten Vale in advance.)

A group of New Souls spawns that walks from the reaper of the Labyrinth to the village in the Forgotten Vale. They move slowly, but won't stop when they're under attack. Accepting the quest also spawns a couple of extra foes on the way to the village. They are no threat by themselves, but if the bladed Aatxes and skeletons of Dhuum are still alive aswell you may not kill all foes in time before the new souls are at risk. Therefore:

  • The safe approach is to clear the path first, do the quest Wrathful Spirits and then proceed with Escort of Souls.
  • The fast approach for experienced teams is to do Escort of Souls without clearing the path and doing Wrathful Spirits afterwards.

Once the path to the village is clear(ed again), the new souls will find their way themselves and you can proceed with the next quest without waiting for them.

After Escort of Souls and Wrathful Spirit are completed, teleport back to the Labyrinth and proceed south into the Twin Serpent Mountains, where you go for the quest Demon Assassin. Note: Before passing through the gate to the twin serpent mountains you'll see a group of three skeletons of dhuum to your right. Kill them now to ease one of the harder quests later on.

Demon Assassin

Difficulty: Low

Accepting the quest spawns the Slayer, a not too impressive foe, that will move towards the reaper. Simply go back the way you came and wait for him at the fork. Killing the slayer completes the quest and turns the reaper immortal.
Attention: The quest also spawns a couple of dryders and soul keepers that slowly move towards the reaper. You may not even see them. Eventually, they will reach the (now immortal) reaper. Do not teleport into twin serpent mountains again, as the foes will immediately proceed to attack you.
Once the slayer is dead, go back east on the path you came and then turn south to the Chaos Planes.


The Four Horsemen

width=167px Difficulty: High

This is one of the more dangerous quests. Therefore, additional steps of preparation are taken to reduce the risk of failure.
Whenever you kill a Banished Dream Rider in the Chaos Planes, additional foes are spawned. First, a group of three Mindblade Spectres will spawn. Once they are defeated, a second group of six spectres appears and lastly, once they are dealt with, a final group of nine spectres. Do not advance until you defeated all spectres triggered by a dream rider's demise. The following areas are to be cleared of dream riders before you do the quest The Four Horsemen:

  • The area between spot (1) and (2).
  • The area between spot (1) and the monument.
  • The area around spot (4).

After this has been done, the team is split up:

  • Position 1 waits in the area of the blue circle. Your job during the quest is to survive as long as possible and delay the advance of foes coming to your position. Stay in your shield set and do not attack.
  • Position 8 (E/Mo) waits at the reaper.
  • The rest of the team positions itself at spot (1).

Once everyone is in position and ready, the E/Mo accepts the quest. Now do the following:

  1. The main team kills only the Horseman at spot (1).
  2. The main team walk over to spot (2) and again, only kills the Horseman. Inform the E/Mo once you've killed the Horsemen.
  3. The E/Mo teleport the team to the Labyrinth and back to the Chaos Plains once the main team has killed two Horsemen.
  4. The entire team now advances to spot (4) and kills the two Horsemen on that side. They still have priority, as once they're dead, the reaper turns invulnerable and the quest is completed. Dryder can still be killed afterwards.

Depending on how well the main team fares against the Horsemen, the E/Mo may have to change the plan to secure the run.

  • After teleporting out of the Chaos Planes and back the surviving foes from spots (1) and (2) keep advancing on the reaper. The E/Mo keeps an eye on the reaper and protects him if the fight at spot (4) takes long enough for foes to reach the reaper.
  • If the main team fails to kill the Horsemen at spot (1) and (2) quickly, the E/Mo leaves his reaper and assists position 1 (tanking frontliner). Keep him alive so your main team can deal with all foes at spots (1) and (2) and then come to spot (4) by foot and finish the quest.

The quest is done once all four Horsemen are slain. Proceed west to the Spawning Pools for the next quest.

Terrorweb Queen

Difficulty: Medium

Accepting the quest spawns several foes in the centre of the Spawning Pools (that's in safe distance from the monument). In the very centre waits your quest target, the Terrorweb Queen, procted by dryders, skeletons of Dhuum and behemoths. Kill her to complete the quest. This is not too difficult, but be cautious nonetheless:

  • Dispatch skeletons of Dhuum with priority.
  • Moving in the tar reduces movement speed by 33%. Melees should keep an eye on the compass and avoid overextending.
  • It's a bit difficult to move out of meteor showers in time. Try to do so anyway.

Once the quest target is neutralized, teleport back to the chaos planes and proceed north to the Bone Pits.


Imprisoned Spirits

width=167px Difficulty: Medium

With a bit of preparation this quest is not too risky.

  • Clear the main team area broadly.
  • Clear the area of position 1/8 broadly.

This quest is not accepted by the team. Leave position 6 back at the monument. Everyone has to be in position 'prior to accepting the quest:

  1. Position 1 and 8 safeguard the northern pass.
  2. The main team holds the southern pit.
  3. The ritualist patrols between both points: Place your spirits (and don't use summon spirits) and provide the frontliners with Great Dwarf Weapon.

Once everyone is in the right spot position 6 accepts the quest and joins the main team.
Once no more foes spawn the excort NPCs are safe. Ideally you escort them all the way to the reaper, as they'll attack the chained souls and waste time.

Once the quest is done, teleport back to the Labyrinth.

Unwanted Guests

Difficulty: High

This quest is not accepted by the team. Only position 6 accepts the quest and only when the organizer tells them to do so. Some important points about the quest:

  • Accepting the quest spawns foes throughout the Labyrinth, fortifying six places.
  • Each of these quest locations is guarded by two groups of Vengeful Aatxes, which are immortal. Aggroing such a group makes immediate action mandatory: Do not run back to the reaper, but push onward to the actual quest target:
  • In the centre of each quest location you'll find a Soul Keeper. Killing this foe automatically eliminates all dryders and Vengeful Aatxes of this location, leaving only the skeletons of Dhuum alive.
  • Therefore, when doing this quest, avoid vengeful Aatxes and give killing the soul keepers absolute priority.

Once everyone knows how the quest works, the team positions itself at quest location (1) and position 6 accepts the quest at the reaper. Proceed as follows:

  1. Kill the first soul keeper right where you stand in the beginning.
  2. Wait until the Vengeful Aatxes have patrolled away from the stairs (else they might body block the entire team). Dash towards the soul keeper and eliminate him.
  3. Position 1 aggroes the Aatxe and lures them to the left wall. The rest of the team can now dash through to the soul keeper without getting body blocked.
  4. Return to quest location 1. Observe the movement of your foes. Wait until the group of Aatxes to your right have patrolled far enough to be left of your stairs, sneak past them and dash towards the soul keeper.
  5. Attack from south and use the path where you killed three skeletons of Dhuum on your way to Demon Assassin.
  6. Return to quest location 4 and move northeast to the last soul keeper. The dryders will usually body block the path. If you have two frontline characters with a shadow step, that won't be an issue as they can bypass the block. If you only have one shadow step (or none at all), it is safer to first return to quest location 3. From there, you can bow pull the dryders away from location 6 when their aatxes patrol towards location 4. That takes care of the body-block problem. You can rush the keeper during the same gap in the next patrol cycle.

Once all six soul keepers are dead, follow the path north and then west into the Ice Wastes.


Servants of Grenth

width=167px Difficulty: Medium

Clear the northern path of skeletons of Dhuum. Also position your main team between the northern path and the monument prior to accepting the quest. Once everyone is ready, position 6 accepts the quest. In the area of the main team there spawn three waves of foes. Once they are defeated you've completed all regular quests of the Underworld and can commence the Final Battle.

The Nightman Cometh (Final Battle)

Difficulty: Medium
Accept the quest from King Frozenwind from the quest Servants of Grenth. Once all party members enter Dhuum's halls the battle begins. Prior to doing that, you should know how that fight works and what everyone is supposed to do. To win this battle, two conditions must be met:

  1. Dhuum's health points are depleted (25% left).
  2. Dhuum's Rest (mission progress bar) is filled.

Each team member has their own responsibilities in this fight.

  • Position 1, 2 and 6.
    • Die.
    • To do so, undress and tease Dhuum.
    • When you're killed, you're teleported into the Forgotten Vale and receive a new set of skills. Put your armour back on.
    • Wait until all three of you have arrived in the Forgotten Vale. A bug may sometimes cause one of you to get killed in the Forgotten Vale and the only way to return this character to the team is to resurrect him with a scroll of resurrection.
    • Return to the main team together by talking to Ahlari.
    • Stand on the platform together with the rest of your team.
    • Spam skill 1.
    • Remove death penalty from party members with skill 4.
    • If you're bored, heal the reapers with skill 2.
    • Once Dhuum's Rest is filled, use skill 5 instead of skill 1.
  • Position 3.
    • Kill Dhuum's Minions.
    • When there are no minions, attack Dhuum.
    • If Dhuum's health points drop to 25% but Dhuum's Rest is not yet filled, die and join position 1/2/6.
  • Position 4, 7 and 8.
    • Position yourself on the podest and don't die. Keep yourselves and position 5 alive.
  • Position 5.
    • Position yourself on the podest.
    • Place your spirits.
    • Wait until Dhuum uses the skill Dhuum's Judgment. When he does this, immediately cast pain inverter. This is your team's main source of damage. Try to use it timely.

Good luck at the chest.


Alternative builds

The main team is designed to fit in all player professions so any player could tag along. Depending on available player professions and personal preference changes to the team layout are possible. The following list presents tested team build variants. For builds that have been proposed but not yet tested see WIP: Alternative Builds.

WIP: Alternative Builds

Untested additional build ideas for increased flexibility of the team build.

Note: Position 6 is moved to position 3 for the english project branch, so positions 3–5 are moved one spot further back in the team. The following position nomenclature follows the english branch.

Position 1

Position 2

Position 3

Position 6

Position 7

See also