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Rhaz Inkur helm quest walkthough

Konlath · originally published by Covenant of the Phoenix (covenantofthephoenix.com) · 1,363 words

A forum thread, 1 posts, from 2010-11-20.

Konlath · 2010-11-20

The Rahz Inkur area consists of one main quest line. In addition to that line, it ties in with the Weapon Quest line from Afrit and some other quests. This guide is for the main quest line that eventually leads to legendary helmets.

Shadow of the Zull
8 Zull Cyclops Trainers
10 Zull Wyverncallers
10 Zull Convokers
10 Zull Scorpion Tamers

This takes place around the wall outside Rahz itself. The best way to get this done is to start at one place and go around the city a few times killing the mobs you need. By the time you have done one pass, mobs has probably respawned. 2-3 rounds will give you all the kills you need. Pay attention to named mobs that are in the area. as some of them got some nice drops. You will already now begin collecting parts for later quests in the chain. Shimmering Zull Portal Shard is used five at a time to spawn mobs. Be sure to collect them in groups of five so you're not stuck with 6 members with 4 shards each and can thus spawn no mob, when you could have had enough shards to make four spawns. You also got a small chance of getting Sigil of Djuul and Sigil of Aluul at this point. These are also required for a later quest, but in stacks of three. Same caution as above should be taken

Many of the same mobs you'll kill on this quest is used for other quests, like the Deeloo questline (starts with Where's Deeloo?), so it could be a good idea to do those together.

Dawn of the Zull
Note: You should start collecting material for the next quest when doing this. Be sure your group has decided on who collects what to make sure you reduce farming to a minimum. The reward from this quest is used in the next.
10 Zull Efreeti
10 Zull Efreeti Guards (These can also be found outside the gates)
10 Zull Efreeti Flameguards

This quest goes inside Rahz Inkur. The hardest fight you can't avoid is the gate mobs. There you'll face one five dot and two four dots in the same fight. If you prefer not to take that fight, it is possible to take a flying mount from Razad and fly onto a rooftop inside Rahz and jump down. I'd recommend your tank jumping down first with a call already cast on him so he only have to click "accept" if he jumps down into some mobs. Some areas have some automatic teleporting it seems if jumping down, so take it slow if you use this strategy.

Rise of the Zull
For this part you need to spawn four mobs using beacons of chaos/order/darkness/light (like Beacon of Light). These are made using vials and powders. The vials drop from mobs both in and outside Rahz. The powders are mainly dropped from rifts inside the outer courtyard in Rahz.

Each corner have one type of rifts. In the SW corner where the Chaos efreeti is spawned, order rifts can be found, in the area where the darkness efreeti is spawned, light riftways are found, etc. These rifts can drop either dusts(like Dust of Light) or powders(like Powder of Light). Five dusts make one powder. If no powders are wasted due to poor planning (e.g. if one member that took the Beacon of Order reward in the previous quest loots a Rift of Light), you will need 10 more beacons of each type collected from rifts and mobs. If you have a full team of six running the quest together, two members should not collect any rifts while the other four collect one type each, and that type should be the same type as the reward they selected in the previous quest.

The important thing to note is that powders, dusts and beacons are all soulbound. So if the wrong member right clicks a rift, that rift is for all purposes wasted. Since these rifts are spread around in areas with level 50+ 4/5 dot mobs it takes time to move around and collect it all. Also pay attention to the loot from named mobs, as it seems they got a small chance of dropping dusts as well.

The vials are not soulbound however, so be sure to check if other guildies got some from previous runs in Rahz and that you aren't carrying around some you don't need.

To complete the quest you need one drop from each mob:
Portal Stone of Chaos, drops from Zulasi (SW)
Portal Stone of Order, drops from Lahzul (NE)
Portal Stone of Darkness, drops from Sulimil (SE)
Portal Stone of Light, drops from Djalem (NW)

These mobs are spawned at areas called "Sigil of xxx". One in each corner. You'll find one up in the tower, one in the arena and two easily accessible in the other two corners.

Day of the Zull
Kill:
Ahzali (SE)
Rulz/ (SW)
Salizi (NE)
Zelahi (NW)

These are spawned with Shimmering Zull Portal Shard at the same places as the four earlier named mobs. They are likely to drop Sigil of Aluul and Sigil of Djuul. These are needed for the next part of the quest chain.

Twilight of the Zull (Heroic helmets)
Kill Aluul and Djuul

They are both spawned in the SW corner of Rahz. Near the spawning sigil there is a small house with two doors and a white light hovering in the air. This is the place to spawn the two brothers.

Dusk of the Zull
10 Zull Palace Guards
10 Xull Palace Enforcers
10 Zull Palace Sorcerers
10 Zull Palace Templars
10 Zull Flame Mistresses

Reward Mark of Chaos Undivided or Mark of Unity Divided

Night of the Zull
(Legendary rewards)
Malore, Helm of Tyranny
Item Level 45(Legendary)

Heavy Armor
Armor Class 302
+84 Hit Points
+19 Strength
+9 Constitution
+1 Melee Mitigation
Class: PAL CLR INQ DRK
This helm was forged by the Zull warlords with the blood of 100 defeated kings.
Weight: 2

Xelquala, Crown of Subjugation
Item Level 47(Legendary)

Light Armor
Armor Class 79
+83 Energy
+20 Intelligence
+10 Vitality
+6 Fire Resistance
+1 Spell Damage
Activated Effect: Catharsis
Class: BRD CLR DRU BMG NEC PSI
BER MNK RNG ROG SHM SOR DSC
This crown was crafted by the greatest artisans from a multitude of enslaved nations. [Right click this item to cause all of your abilities for the next 10 seconds to have no energy cost.]

Felzekar, Helm of Dominion
Item Level 47(Legendary)

Medium Armor
Armor Class 158
+83 Hit Points
+20 Strength
+10 Dexterity
+6 Fire Resistance
+1 Melee Damage
Activated Effect: Meliority
Class: BRD PAL CLR INQ BER MNK
RNG DRK ROG SHM DSC
This helm was crafted from the hide of the most powerful creatures of a conquered world. [Right click this item to cause your next attack to become a critical hit.]
Weight: 1.5

Rexalosh, Helm of Misery
Item Level 47(Legendary)

Medium Armor
Armor Class 158
+30 Hit Points
+52 Energy
+20 Wisdom
+10 Vitality
+6 Fire Resistance
+1 Melee Mitigation
Activated Effect: Dolor
Class: BRD PAL CLR INQ BER MNK
RNG DRK ROG SHM DSC
This helm was imbued with the despair of countless broken civilizations. [Right click this item to cause your defensive target to recieve 150% healing for 10 seconds.]

The goal if this questline is to collect 5 (for each team member) Blazing Efreeti Essence from Zull Spirit Orb. These orbs will spawn after particular nameds are killed: Majordomo Djar and Warlord Seskarlan. These mobs are not spawned. Majordomo however is with a PH.

The other two mobs are spawned using coins and the marks rewarded from the last quest. These marks are also obtained from spawning some other mobs: Hound of Rahz and Torlaxis (rare spawn) using Vial of Powerful Efreeti Blood. These drop Mark of Chaos Undivided or Mark of Unity Divided that is used to spawn Khoor and Shaluu. Orbs will also spawn when these two nameds are spawned. In total, this spawning process will take quite a bit of time.

"taken from http://www.guildport...opicID=6185742"

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