Sanctum Somnium

Information

Quest giver - Towerguard Raena
Requirements to join: All Tier 3 raids and Sanctum Key
Requirements to request: Morell's Sanctuary, Dreamland Assault, The Key to the Tower, Me Gold, Stash and Go, Morell's Challenge, All Tier 3 raids, Sanctum Key
Request phrase: "leave"
Entry phrase: "fight"

 

 

 

 

Taking the Tower

Summary

  1. Split raid into Green, White, and Red, port into maze
  2. Green - West, East, North, West, East, South, South
  3. White - East, East, South, West, North, South, North
  4. Red - East, North, West, East, East, South, South
  5. Move through maze, kill rotdogs, hit 17k, mezzable. 6 minute timer
  6. Kill Executioner, hits 22k, cure Marked for Death, 25 curse counters
  7. Recover, trigger second half hailing Raena
  8. Kill Watcher, hits 22k, 4 adds at 75% and 25%
  9. Kill Hemlock's guards, hit 20k each, then Hemlock, hits 22k
  10. Kill Lawman Turk, hits 24k, cure Lawman's Blight, 25 disease counters, many adds at 65% and 25%

Phase 1

Split the raid into three groups, each group taking a different color pad. Hail Raena to start and the pads will go to different locations in the maze. Each group will move from room to room fighting 0-3 rotdogs per room before being allowed to continue. They hit 17k each and can be mezzed. The directions are:
  • Green - West, East, North, West, East, South, South
  • White - East, East, South, West, North, South, North
  • Red - East, North, West, East, East, South, South
When you reach the end the groups combine again. You have 6 minutes for all groups to reach the end and engage The Executioner or a zonewide DT goes off. The Executioner hits 22k and casts:
  • Judgment - 250 range PBAE 32k dd and snare
  • Punishment - 87 range PBAE silence and 7k mana drain
Every 30 seconds 4 people get Marked for Death (trigger You have been marked for death), 25 curse counters. If not cured in 10 seconds they get a 120k dd. When Executioner dies everybody (and corpses) are ported to zone in. Progress is saved, you won't have to redo the maze until you get a new instance.

Phase 2

After medding to full hail Raena to start the next phase of three bosses, one at a time with no break between.
The Watcher
Hits for 22k, has a 60% chance to reflect spells and casts a 25 range AE 43k dd with silence every 25 seconds. 4 assassin adds spawn at 75% and 25%, these hit up to 17k, are immune to mez, but can be stunned.
Master Hemlock
Hemlock spawns with 2 guards which hit for 20k each. The longer the guards are up the stronger Hemlock gets and the more often he casts. He hits for 22k, hits 6 people every 30 seconds with a 39k dd and slow, and a 60 range PBAE 30k dd with flux and constant push.
Lawman Rurk
Hits for 24k, casts a 30k dd with fear on 6 people. Every 30 seconds 4 people are hit with Lawman's Blight, a VIRAL 26k dot with 25 disease counters. If cured, the curer takes a 31k dd and 6 second silence. If not cured it becomes a slow, snare, and 2k mana dot.
At 65% and 25% the emote Gnats and mosquitoes begin to swarm around you warns of many adds spawning. Mosquitos can be mezzed, Gnats are immune, but both can be stunned. Adds despawn shortly after Rurk dies.

Loot is 2 Perspicuous Remnants (wrist common), 4 Spell Fragments, a chance at a Lucid Globe of Phantasmic Power, 2-3 of the following:

and a chance at one of the following:

The Essence of Drearms

Summary

  1. Engage Shadow of the Heart, hits 22k, procs mez.
  2. Kite Dream Harvester (spawns at engage), Dream Reaver (spawns at 50%), and Dream Destroyer (spawns at 20%).
  3. Kill adds, Shadow of Dreams, hit 8k, procs mez. 3 spawn every 40 seconds or so.
  4. All adds despawn when Shadow of the Heart dies.

Phase 1

Tell the Herald of Reverie "suffer" to trigger the event. The main target is Shadow of the Heart, hits for 22k and casts:

When you trigger the event you also get 3 Shadow of Dreams adds. These shadows hit for 8k each, immune to mez (need confirmation), and proc Quiet Slumber, a single target 36 second mez. You get an additional 3 Shadows ever 30-40 seconds for the duration of the fight.

You also get Dream Harvester at the start. It hits for 13k, procs Quiet Slumber, and has a single target mana drain. At 50% another mini boss spawns, Dream Reaver. It also hits 13k, procs Quiet Slumber, and has a single target snare, slow, and 25k dot. At 20% the third mini boss spawns, Dream Destroyer. Also 13k, also procs Quiet Slumber, but has a 25 range AE 35k dd. All three have a good bit of health so you can either kite, offtank, or kill them.

Everything in the event has a mez, none with counters, so you are reliant on either general cures (radiant cure, paladin splash, pure spirit), keeping a top buff slot empty for dispel, or waiting them out. When the Shadow of the Heart dies all shadows and mini bosses despawn.

Loot is 2 Perspicuous Remnants (hand common), 4 Spell Fragments, a chance at a Lucid Globe of Phantasmic Power, 2-3 of the following:

and a chance at one of the following:

Under the Sea

Summary

  1. Trigger event and start kiting sharks
  2. Loot 5 items from chests
  3. Give items to corresponding mob to activate them: Shrimp to kraken, Heads to hammerhead, Seal to great white, Herring to anglerfish, Tuna to regrua
  4. Each mini hits 24k, no AEs, can kill in any order
  5. When dead, Leviathan attacks, hits 24k, kill before you drown.

Phase 1

Trigger the event by telling Mersela "save". 3 Hungry Sharks spawn, these respawn quickly if killed so have a kiter pick them up and keep them busy for the duration. In the southeast area are 5 chests, each with a type of bait, each given to a specific target:
  • A Pile of Shrimp - kraken
  • A Sack of Bloody Fish Heads - hammerhead shark
  • A Slab of Seal Meat - great white shark
  • Herring - deadly anglerfish
  • Tuna - hungry regrua
When the bait is given to a target it becomes agro, hitting 24k but no abilities. You need to kill all 5 in any order, no timer (except the poor kiter's sanity).

Phase 2

When the last of the Phase 1 mobs die The Deepsea Leviathan spawns. It hits for 24k and casts: Burn it down before you drown then either gate or tell Mersela "leave" to exit the zone, this removes Drown. The kited sharks will despawn when Leviathan dies, but will respawn and you may need to kite them away to access the loot chest.

Loot is 2 Perspicuous Remnants (feet common), 4 Spell Fragments, a chance at a Lucid Globe of Phantasmic Power, 2-3 of the following:

and a chance at one of the following:

Islands of Sand

Summary

  1. Kill a dervish, rooted in place, hits 24k.
  2. Move away to avoid being DT's by tornadoes
  3. Repeat for all 5 dervishes to spawn Lord Silifore
  4. Kill Lord Silifore, hits 24k, lots of group detrimental cures (splash, radiant, etc)

Phase 1

The event starts when you agro the first sand dervish. It is rooted in place, hits for 24k, and casts a single target 25k dot without counters, needs Radiant Cure type thing to remove. As soon as it dies 4 tornadoes spawn and quickly path to the dead dervish. Anybody that gets close takes a 1.2 million DD. Repeat the process with all five sand dervishes within 20 minutes.

Phase 2

Lord Silifore spawns in the center once all dervishes are dead. It hits for 24k and casts: Many of the dots here have no counters requiring you to use Radiant Cures, cleric epic, paladin splash, pure spirit, etc in order to keep them clear, especially on the main tank. Once Silifore is dead, the event is completed.

Loot is 2 Perspicuous Remnants (head common), 4 Spell Fragments, a chance at a Lucid Globe of Phantasmic Power, 2-3 of the following:

and a chance at one of the following:

Elements of a Dream

Summary

  1. Solve the first puzzle, Mastermind, while rest of raid deal with avatar adds and keep puppets away from puzzle solvers.
  2. Solve the second puzzle, Simon Says, while rest of raid deal with avenger adds and keep puppets away from puzzle solvers.
  3. Solve the third puzzle, Lights Out, while rest of raid deal with champion adds and keep puppets away from puzzle solvers.
  4. Kill Dream Master's Avatar, hits for 24k, AE rampage, while managing ooze adds.

Phase 0 - Setup

This raid has a number of moving parts that need to be set up ahead of time. First you need 4 people to do the puzzle solving, they will not be able to help with the combat portion of the event until the final fight. Next you'll need some dedicated dps to kill non-hostile puppets which spawn in the hallways and path to the puzzle rooms. The puppets are immune to snare/root but have low health (80k), if they reach the solvers they will DT them. The rest of the raid force will deal with the mobs in the central area. When everybody knows their job tell The Dream Master "ready" to start.

Phase 1 - Puzzle

In this phase you are playing the old game Mastermind. The Dream Master has selected a random color for each of the rooms, and the colors can repeat. You choose by stepping onto the pad which matches the color you want to choose (red, white, green, and blue), and then The Dream Master will emote how many you have correct (but not which). For example, if the correct solution was Red Red Blue Green, and you stood on Red Blue Blue White, he would state that you had 2 correct. For each guess all solvers need to step off of the pad and wait a tick before stepping on one for it to count. A direct approach here is to have all four (center, north, south, and west) stand on Red and note how many are correct. Then all four solvers step Off the pads, Center steps on White and the others step back onto Red. If you have more correct, that means Center is now correct with White. If you have less correct that means the Center was correct with Red. If the number stayed the same you know the Center is neither Red nor White, and you'll need for everybody to step off, Center to Blue, rest still to Red. If it goes up, Blue is correct. If it goes down, Green is correct. At this point Center knows for sure which color they are.

Everybody steps off their pad, Center steps onto what they know is correct, and use the same logic to determine North by cycling through while Center always goes on the correct and South/West go on Red. Once North knows for certain repeat the process for South, and then West. When all four are correct The Dream Master will emote You have not finished my challenge! Defeat your enemies!. Now wait for the rest of the raid to finish with the adds.

Phase 1 - Combat

While the puzzlers and their protectors are doing their thing, the rest will be in the center dealing with 4 "dream avatar" adds roughly once a minute, one of each color. They all hit for around 11k and the White ones can cast a 20k dot on their tank with 30 corruption counters, the rest are just melee. There are orbs pathing around the room as well, if anybody gets close to an orb it explodes with a 25 range 20k dd. Additionally, at random, a colored gravity orb can spawn. This triggers a slow pull on anybody that gets close, dragging them along and potentially into a DD orb. The avatars continue to spawn until the puzzle is solved, once done kill remaining adds to complete the phase.

Phase 2 - Puzzle

Shortly after the last add of Phase 1 dies Phase 2 starts the game of Simon Says. The floating orb in each room will begin to change colors. The order is random and different for each room. The solver will need to jot down the correct order and then enter that sequence by stepping on the correct pad. You MUST step off the pad and wait for it to go upright before stepping on it for it to count if you need to enter the same color twice in a row. If any solver makes a mistake The Dream Master emotes If one group fails, everyone does! Try again! and each room gets a new random sequence. It is probably easiest to record the order in /note, typing one letter per color and using a space every three like: rrb wrg gbr brw grr. This way it is clear, easy to read, and if you need to do it again just hit enter twice for a new row. As each room completes the order The Dream Master will emote they did so and when all four are done You have not finished my challenge! Defeat your enemies!. Now wait for the rest of the raid to finish with the adds.

Phase 2 - Combat

While the puzzlers and their protectors are doing their thing, the rest will be in the center dealing with 4 "dream avenger" adds roughly once a minute, one of each color. They all hit for around 14k and the Red ones can cast a 25k dd and flux on the tank. Additionally they all like to mem blur making it a challenge to tank. Some avengers spawn with 3% health, the others at full health. DPS the 3% first and they will drop a clicky bane weapon which can be used on a different color:

Red -> White -> Green -> Blue -> Red

When used on the correct color (such as using White on Green or Blue on Red), it will do 97% damage. Meanwhile, when the puppets are killed (the ones trying to DT the solvers), they drop Staff of Angry Dreams which can be clicked on any avenger to lock it's target on you. Lastly there are orbs floating around the room, if anybody runs over one it heals them for 7500 and stuns them. Each orb only works once. If you don't want to deal with potentially being stunned (and don't mine losing out on a heal), "/blockspell add me 24753" should keep it from hitting you.

Phase 3 - Puzzle

For Phase 3 you are plaing the game Lights Out. In the center area will be a grid of 4x4 wisps that are either glowing or not. Facing east, the rows represent the rooms, from Top to Bottom: Center, South, West, North. The columns are colors, from Left to Right: Green, White, Blue, Red. So the top left represents the Center's Green pad. When any pad is stepped on it changes the state of it's orb and the state of the orbs above, below, and to either side. There are two fail safe ways to solve the puzzle. The first is to take it row by row: Tell the South solver to step on the pads corresponding to the orbs that are NOT lit in the First row. After they are done, tell the West solver to step on the pads corresponding to the orbs NOT lit on the Second (note, this is after the changes are made from what South did and not what the initial configuration was). When they are done have the North solver step on the pads corresponding to the orbs NOT lit on the Third row. This will solve the puzzle, it is direct and easy to fix any errors, but not the most efficient solution.

The second way is to use a Solver (if the link goes down, let me know on Discord). Select the 4x4 option, click Edit twice to fill the board with lights, click off all the squares that are off in game, then click solve. It will show a grid with a 1 in each position that needs to be used to get to the solution. This is the solution using the minimum number of moves, but is more prone to errors in either entering the information into the website, reading off the solution, or activating. And if you make a mistake you need to re-enter the position. Decide which method you want to use before starting. Once all the orbs are lit The Dream Master will emote they did so and when all four are done You have not finished my challenge! Defeat your enemies!. Now wait for the rest of the raid to finish with the adds.

Phase 3 - Combat

While the puzzlers and their protectors are doing their thing, the rest will be in the center dealing with 4 "dream champion" adds roughly once a minute, one of each color. They all hit for around 13k, are quite resistant, and proc a different spell:
  • White - Skull illusion and AC debuff
  • Green - Treant illuion, 4k dot, endurance drain
  • Blue - Turtle illusion, mana drain
  • Red - Balrog illusion and max HP debuff
Meanwhile, when the puppets are killed (the ones trying to DT the solvers), they drop Greater Color Essences. These are used in the same color combination as before to reduce the resistances on the champions:
  • White - Use on Green to make them vulnerable to corruption spells
  • Green - Use on Blue to make them vulnerable to poison spells
  • Blue - Use on Red to make them vulnerable to cold spells
  • Red - Use on White to make them vulnerable to fire spells
And of course there are orbs roaming around, anybody stepping on one gets hit with either a dot, stun, silence, root, or snare.

Phase 4

After all the puzzles are solved and the adds killed you get about a one minute break before The Dream Master's Avatar spawns and attacks. It hits for 24k, AE rampage, and casts a 40 range 15k AE when cast on. It changes color, each representing vulnerability to a specific resist (conflicting reports!):
  • White - Use fire
  • Green - Use corruption
  • Blue - Use poison
  • Red - Use cold
While dealing with the Avatar, colored oozes spawn as well. They each hit 11k and have a spell:
  • White - single target snare and silence.
  • Green - single target root and 3k dot.
  • Blue - 30 range AE 5k dot and stun.
  • Red - 30 range AE 9k dd
If two oozes of the same color get too close to each other or to the Avatar they will trigger a 25 range 20k AE. When the Avatar dies all oozes despawn.

Loot is 2 Perspicuous Remnants (arms common), 4 Spell Fragments, a chance at a Lucid Globe of Phantasmic Power, 2-3 of the following:

and a chance at one of the following:

The Cages of Testing

Summary

  1. Kill 8 mobs, two at a time, hit 13k. Loot Lens and Phylactery for later.
  2. Kill Calibo, hits 23k, has Hatchet's emotes (run, duck, legs)
  3. Kill Fabracata, Caster tanks. Handle adds with charm, snare, stun weaknesses. Kill visages in cages. Avoid barrier AE.

Phase 1

Tell Fabracata "begin" to start the event. Mobs start spawning, two at a time. What you get is random but each hit for 13k and most have a minor ability:
  • foul creature - Gnashing Bite - single target 11k dd and 3k dot
  • candied horror - Gumdrop Barrage - 31 range 7k AE with flux and stun
  • resolute tormentor - Corporal Punishment - single target 8k dd and flux
  • mindwarp nightmare - Dreamwarp - single target 10k dd
  • horror hound - No ability
  • ravenous vision - No ability
Once the first two die another set spawn, and more until you've killed 8 (reported can bug and spawn 10). These mobs drop Lens of Ire, which should be looted by casters, and Phylactery of Dreams, which should be looted by melee. They are used during final phase.

Phase 2

When the last set of adds die, Fabracata gives a little speech then Calibo, Underlord of Dreams spawns. The giant puppet hits for 23k and has the emotes of Hatchet in Demiplane:
  • Calibo raises his hands high, preparing to smash down upon you. You should hide between his legs. - Get between legs or get DT.
  • Calibo summons a massive pie in his hand and looks to throw it in your direction. You should get as far away as possible. - Get away or get DT.
  • Calibo, Underlord of Dreams casts his gaze at Rasper and prepares to charge! - Rasper needs to keep running away or get DT.
Avoid the AEs and kill Calibo.

Phase 3

When Calibo is killed you get about 30 seconds before Fabracata attacks. He starts out hitting for 24k, but this scales up over time. However, he only hits casters for a max of 10k. A caster can use the Lens of Ire for a buff to increase their agro (be sure to disable spell subtlty too) in order to tank effectively.

Roughly once a minute 2-3 adds spawn. They hit for just 4500 but cast spells which push, pull, shadowstep, or flux which complicates things. They are instantly killed if you use the right abilities on them:

  • a charming apparition - killed by Charm
  • a fearsome apparition - killed by Fear
  • a stunning apparition - killed by Stun
  • a troublesome apparition - killed by Snare
Other adds can spawn throughout the event, "Lord DOUG". These hit 16k and can be snared or rooted, but only killed by normal means.

Occasionally you'll get the emote Fabracata, Lord of Unreality barks, 'The time has come to face your fears! Some of you may not survive! Away with you!' and 6 people are put into cages with a visage, a mob that looks just like them. They will need to kill the double to escape the cage.

At some point during the event this emote goes off The air crackles as Fabracata begins to cast Barrier of Insanity. You should run away!. From this point on Fabracata is rooted in place and has an aura which will deal 100,000 to anybody in 25 range. Whoever is tanking will need to quickly back out each time they are summoned to avoid being killed outright. When this emote goes off adds spawn, a mix of "living insanity" which hit 18k and immune to crowd control and "ageless horror" which can be charmed by the Phylactery of Dreams from Phase 1. They can be charmed by other spells, but the clicky lasts forever. Once charmed they hit for 60k and will be your primary DPS for the rest of the event. When Fabracata dies the Horrors despawn but living insanity do not.

Loot is 2 Perspicuous Remnants (legs common), 4 Spell Fragments, a chance at a Lucid Globe of Phantasmic Power, 2-3 of the following:

and a chance at one of the following:

Morell Ascendant

Summary

  1. Kill 6 wisps as they activate. Mez any trash that happens to agro.
  2. DPS Morell to 50%, hits 25k, AE rampage.
  3. Morell despawns, wisps respawn.
  4. Clear a path through trash to Northeast while handling wisp respawns.
  5. DPS Morell from 100% to 20%, click staff to win.

Phase 1

Tell Morell Thule "dread" to start the event. Once started the only way back is through banner, campfire, or rez. Morell is leashed to the gazebo, but doing some doesn't blur or heal him. He hits 25k, AE rampage, and casts:
  • Curse of Morell Thule - single target 7.5k dot. On fade it cycles between a 2.5k mana dot and a 5k dot. 35 corruption counters, but only after initial fade. Need splash to cure initial dot.
  • Morell's Compulsion - An effect which hits 20 people with push and 20 with pull, both trigger a 25k dd on fade.
  • Morell's Distraction - a single target delayed 30k dd.
  • Morell's Gift of Darkness - single target 30 second blind and 5k dot.
When you get the emote Morell Thule prepares to protect himself from his attackers, you have 5 seconds before Morell buffs himself with Morell's Prevention, a 6 sec buff to haste and 4500 point damage shield.

In addition to Morell the 6 wisps in the gazebo will activate, one at a time, in a random order. Once killed they don't respawn during this phase. Each wisp hits for up to 18k and has a specific ability:

  • startling nightmare (blue) - single target 20k dd, 2k dot, shadowstep.
  • compelling vision (green) - single target 6 sec stun.
  • fascinating daydream (yellow) - single target snare.
  • beguiling reverie (orange) - 50 range PBAE slow push and 15k dd
  • deceptive delusion (red) - single target 12k dd, root, silence, slow.
  • disturbing dread (purple) - single target massive melee slow and mana dot.
If any zone trash (rabbits, unicorns, and satyrs) happen to agro during this phase, just mez them. When Morell reaches 50% he despawns, appears in the northeast at full health, and the zone trash all repops.

Phase 2

When Morell despawns all 6 wisps respawn. They all still hit for 18k and their abilities are slightly stronger. They also have a 4 minute respawn time making it difficult to keep them all dead. Keeping the delusion (root) and daydream (snare) dead while kiting the rest is an option. All the zone trash respawns as a stronger version (only the rabbits can be mezzed now), but they stay dead once killed. You need to clear a path through the 18k hitting trash to the northeast, while managing the 6 wisps. Then you can engage Morell again. He still hits 25k, has the same spells (some a touch stronger), and gains Dream Fetters, a single target snare and 25k dot with no counters (splash, radiant, etc). If Morell is pulled out of the northeast he casts a 100 range targeted AE 25k dot, so don't do that. DPS him down to 20% and then click Staff of Arcane Dispossession (from the group task) to finish the event. If you don't click, Morell will begin randomly deathtouching people.

Loot is 2 Perspicuous Remnants (chest common), 4 Spell Fragments, a chance at a Lucid Globe of Phantasmic Power, 2-3 of the following:

and a chance at one of the following: