Pasper's Shrine

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Map of Pasper's Shrine
Rise of the Demon Lord

This page refers to content introduced at launch, with Chapter I: Rise of the Demon Lord.

Zone Information
Continent Candara
Type Instanced Dungeon
Expansion Ch.I: Rise of the Demon Lord
Level Range 45 to 50
Connecting Zones Sascilia Steppes
Max Players 6
Progress Saved? No
Quests Mobs Loot Objects

Please see Instance List for a table of all Instances, by the zone they are found in, and the quests that are involved with them.

History[edit | edit source]

Pasper's Shrine is located in Khant in the Sascilia Steppes. It is a shrine and holy place for the Capra. They say, the souls of all heroes that have sacrificed themselves for the goat-clan are gathering here after their death. But since Hafiz has seized the place, it has completely changed. The altar is still emanating its original dignity and greatness, but the magical powers that are prevailing here, are noticeably saturating the place with corrupted power. From time to time a magic circle is appearing on the ground. It looks as if it is drawn with fresh blood and it’s enveloping the whole altar in an evil atmosphere.

Since the revolts of Hafiz' “Black Horn”, the Capra have lived as vagabonding merchants and stock-breeders.

Tactics[edit | edit source]

Requirements[edit | edit source]

  • Players: 45+
  • Bosses: 5

Trashmobs[edit | edit source]

In this instance the bosses aren't the problem but the trash is. There's large groups of linked trash, all with their own special abilities. Take care not to pull very large groups.

  • Blackhorn Shadow Rogue: summons a ghost that drains your HP really quickly if you stand near it. The damage it deals is % based. The ghosts can't be killed or stunned, so make sure the rogues die fast.
  • Blackhorn Silencer: they cast big purple circles on the floor that silence everyone inside it, so move out of them to remove the effect. Silence only prevents magical attacks. Melee classes can stay in the circles without having to worry about their attacking abilities. However, silencers should be killed as soon as possible as well, because mages are really helpful in this instance for their crowd control skills.
  • Blackhorn Terror Servant: will fear a random player. It's annoying, but not deadly.
  • Blackhorn Axe Soldier: they have a long-range attack which deals quite heavy damage.

The other trash mobs don't have any abilities worth mentioning, so just kill them.

Boss #1: Blackhorn Nisorn[edit | edit source]

Tank and spank. When you aggro him he places barriers at both exits of the room so make sure your whole team is inside when you start fighting.

Boss #2: Blackhorn Dorglas[edit | edit source]

Shouldnt be that much of a problem but sometimes during the fight he will go to the center of the room where he casts a lightning spell. This spell will hit the entire room and deals heavy damage, so you have to hide behind the pillars. The lightning can't hit you there. He also spawns adds. I dont really know what these adds do but they are very weak.
He goes to the middle to cast the lightning at 75%, 50% and 25%. Adds must be killed since they drain mana from you.

Boss #3 and #4: Blackhorn Bareth and Blackhorn Afalen[edit | edit source]

Two bosses at the same time. That's pretty much all there is to say. They have only one special ability, which is an area attack which will hit the entire room. Just out-heal this.
Also, they die rather fast.

Blackhorn Hafiz[edit | edit source]

Tank and spank. At 75%, 50% and 25% he will spawn adds. Each time, he will spawn more adds. These should be killed with area attacks, because, after a while, there are too many to kill with only single target attacks.