Mad Run

In-Depth Dungeon Guide. Level 16-24
[[toc]] **Welcome Travler!** This is a non-official guide of the Mad Run Dungeon area in Avendyr’s Pass (AVP) and Eastern Planes (EP). This guide is mostly meant for people who are not familiar with this place and are looking for some more overall or specific information. If you’re looking for some background information touching uppon some lore and observations about Mad Run check the Introduction and Points of Interest. If you’re looking for pure encounter data jump straight to Encounters and Strats. ![Intro-image](https://i.imgur.com/2WAsKDk.png) ## Introduction Mad Run is in the southwestern part of AVP and the northern part of EP. All is known so far about this place it’s the only significant shortcut between AVP and EP and what the residents of Demith village in AVP think about this place: *“The only way to survive is to make a mad run!”* Many brave as well as foolish travelers were certain they could make this run by their own, but in the end, most ended up as flesh-bitten travelers.... Those who were able to escape from the caves were in need of extensive shamanic healing sessions. Their perception was altered, and they started hearing strange voices and having nightmares about something they all call *Aganocht*. They say the walls inside the caves were whispering to them and luring them to come back. And those who made the run through the caves tell horrific stories from deep within what they call the chambers of madness. It seems like all the sources of evil of this place originate at the depth of a huge cave chamber. Maybe now you get an idea why the locals call this place a *mad run*. So, if you still dare to go there, bring a strong group of companions... otherwise your journey ends before it even began. ## Points of Interest **Spider Wood** This is the bleak outdoor area with many dead and corrupted trees enshrouded in spider webs and a heavy yellow fog. Once it was a beautiful forest like the surrounding area, but something disastrous happened there. Some *rumors* mention forbidden rituals with the local spiders conducted by the Witches of the Wood and some other *rumors* mention a connection between the Witches and someone or something they call *Herathena*. But at the end of the day no one knows for sure! In time the truth and the secrets of this place we’ll be revealed. All what is certain for now, the place is completely overrun by spiders. **The Hatchery** Deep inside the Spider Wood is a dried-out area. Once it was a pond filled with crystal clear waters from the surrounding mountains. But after the change the pond dried out and laid a small underground cave system open which then was infested with a large amount of aggressive spider hatchlings and guarded by a fearsome Brood-Watcher. Some of the local hunters of the southern settlement also claim they hear on some of the nights some ferocious howls from this direction...very very different to the howls of the local wolves and more like the one of the outcasted Lurkers from the Eastern Planes. ![MR_POI_Map](https://i.imgur.com/nnu4FX0.png) **Whispering Tunnels** There're two straightforward tunnels on each side of the mountain between AVP and EP. Both tunnels go deep into the mountain, have a claustrophobic nature and are overpopulated with roaming mad spiders. All those who traversed these tunnels reported strange sensations of whispers by the surrounding tunnel walls. **Chambers of Madness** After the tunnels the travlers reach the two main cave chambers. The smaller chamber offers a safe spot for a campfire. The big chamber is shaped by big vines covered by fungal spores and has several tunnels and caves occupied with mad spiders and other lurking beasts. This chamber has a deep abyss and a huge muddy pond at its depths. Which makes the air very moldy and hard to breath. Be advised not to stay too long in these chambers. There is a reason why they call the spiders there as mad spiders... ## Quests & Factions There’re besides the npc’s in the Demith village at least three npc’s in Spider Wood which probably will open up some sort of quests one day. - [The Witch of the Wood](https://shalazam.info/npcs/177-the-witch-of-the-wood) - [Child of Lycus](https://shalazam.info/npcs/179-child-of-lycus) - [Baro Ken’sol](https://shalazam.info/npcs/182-baro-ken-sol) A Hanggore acclimation questline leads also to Spider Wood as well as to the main chamber with a questline from the Scavanger. | Faction-Standings you lose | Faction-Standings you gain | | | --- | :----: | ----: | | Brood of Aganocht (MR) | Demith Militia (AVP) | | Lurking Outcasts (MR) | Demith Village (AVP) | | Harath’s Crawl (HC) | | ## Encounters & Strats Mad Run is one of the hardest and most challenging areas in the game and at its current state (pre-halnir cave update) most normal groups just out level the area or bring a second group to be able to play it properly. Therefor I won't make any recommendation regarding the group levels yet. **Spider Wood** This is all the overland area. Great area to level from 16 to 18. The level 17+ spiders here are all over the place, have a lot of social aggro and are moving a lot! Stay at the edge and focus on single pulls to get used to the different spider mechanics. If you want to go deep inside the Spider Wood use the western or eastern ledge or the dried out water ditch in the middle. Don't waste your time without proper CC there. A Monk is also very useful in this area. - **Orphan Shriek**: Orange eyes. Casts an AOE which stuns and causes damage. - **Orphan Harvester**: Orange Eyes. Casts the “Call of the Brood”. This summons 2 Orphan Hatchlings. They’re easy to one-hit, if not they cast a DoT on their targets. - **Orphan Nightingale**: Pink Eyes. They’re like the harvesters, but they cast “Summoning Mind-Controlled Human”. Always focus on these humans otherwise they cast a “Shatter Self” self-explosive spell. They cast also Miasmic Venom which can be dispelled by an Enchanter. - **Orphan Widower**: Pink eyes. They cast first “Ambush” (2.5sec) on a random target and then they cast “Rip and Tear” (2sec). Which hits very hard and should be interrupted. - **Orphan Weaver**: Green eyes. They stun while pulling. They charge a random target, or they pull everyone in and root. - **Flesh-bitten Traveler**: They cast “Infectious Touch” a 50% healing reduction debuff for 1min. - **Giant Dusk Bat**: Non KoS - **[THE DUSKFIEND](https://shalazam.info/monsters/42-the-duskfiend)**: A level 18 named roaming outside in the northwestern outskirt. **The Hatchery** The Hatchery or the Spider Pit or same call this place just the hole is infested with a lot of orphan spiders and orphan spider hatchlings and a view werewolves. Be prepared for big pulls. No chance without proper CC and good heals. Monk reliefs the preasure a lot here. - **Outcast Lurker**: You encounter this PH werewolf in the Hatchery. Face thim away from the group. It has also a knock-back. - **[LYDRA](https://shalazam.info/monsters/52-lydra)**: The roaming level 26 werewolf named. Hits very hard. - Knock-back. - Face away from the group! - As a tank watch out for Ravage! Deadly frontal cone AoE. Hide quickly behind the mob! - **[ORPHAN BROOD-WATCHER](https://shalazam.info/monsters/62-orphan-brood-watcher)**: A level 25 named surrounded by many Orphan Hatchlings and at least 3 other Orphan Harvesters. Be prepared to encounter a lot of Hatchlings! The placeholder is an Orphan Harvester with a very small roaming radius. You might find it easier to reach the Brood-Watcher going through the right tunnel. **The Tunnels and the Chambers or the Heart** Most of the enemies are the same but are level 22+. Very densely populated with spiders and a view other creatures. Be ready to encounter multiple spiders at once. Proper CC and split pull is a must have. All mad spiders have the same abilities as orphan spiders. At the moment only the AVP tunnel is available. The hardest part are those tunnels before reaching the two cave chambers. You can start to clear the outdoor area first and then use it to pull out and split the spiders from the first tunnel cave or even from the next section. Don't forget the respawn timers of the outdoor spiders. - **Mad Shriek** - **Mad Nightingale** - **Mad Widower** - **Mad Weaver** - **Flesh-bitten Travler** - **Outcast Lurker**: You encounter them deep inside in the first chamber. While fighting the Lurkers have your backs against a wall and try not to fight them on the ledges! They have a knock-back! - **Spore Beetle**: They have a stun. - **[NYDAR](https://shalazam.info/monsters/43-nydar)**: Is the other level 26 werewolf named deep inside the caves. Hits really hard. The PH is an Outcast Lurker. - **[THE WITCH OF THE WOOD](https://shalazam.info/monsters/36-the-witch-of-the-wood)**: A level 26 humanoid Witch. She hides deep down within a small cave in the main cave chamber. She has several adds. Focus her first. - **_[AGANOCHT](https://shalazam.info/monsters/35-aganocht)_**: Is a level 40 elite spider with different mechanics. It’s right at the bottom of the big chamber surrounded by an inactive muddy pond. 1. **Auto Attack**: Physical damage 2. **Fanged Bite**: Physical damage 3. **Miasmic Torrent**: Random targeted “Miasmic Venom” heavy magical DoT with a 30sec duration. Interrupt it or call it out for dispelling by Enchanters. 4. **Call of the Brood Queen**: 2 “Spawn of Aganocht” hatchling adds: - Auto Attack physical damage. - Cast’s after 10sec "Shatter Self". A strong magical self-explosive aoe damage. Keep distance. Can’t be moved during the cast. 5. **Web Bolt**: Random targeted knock-backs up in the air. 6. **Feeding Frenzy**: Dmg buff. Attack speed increased by 20%. 7. **Blood Drinker**: Self-heals after 50%. Must be interrupted! ## Traits - **Frenzied**: Greatly increased attack speed. Slowing effects will combat this bonus. - **Armored**: Heightened armor class. Reducing Armor class combats this bonus. - **Iron-Willed**: Immune to most crowd control effects. - **Resistant**: All resistances increased. Lowering Resistances combats this bonus. - **Spell Nullifier**: Spell Avoidance chance increased dramatically. Reducing Magickal Defence helps combat this bonus. - **Acrobatic**: Avoidance chance increaded dramatically. Immune to root effects. Reducing Physical Defense helps combat this bonus. ## Loot & Treasures [Here](https://shalazam.info/dungeons/1-mad-run) you can find a great and constantly updating overview of all the loot in MR. The loot tables are not set in stone yet. The more zones will be available the more all the loot will be spread in the realm of Terminus. Please feel free to share any updates you discover on the item stats itself or new loot sources of an item! TY! ## Resources Overland resources: - Small, Large & Huge **[Caspilrite](https://shalazam.info/items/364-chunk-of-caspilrite-ore)** Ore Deposit - Small, Large & Huge **[Padrium](https://shalazam.info/items/366-chunk-of-padrium-ore)** Ore Deposit - **[Spider Silk](https://shalazam.info/items/512-spider-silk)** Dungeon resources: - Small, Large & Huge **[Slytherin Crystals](https://shalazam.info/items/548-chunk-of-slytheril-ore)** - Small, Large & Huge **[Glittering Slytheril Crystals](https://shalazam.info/items/547-chunk-of-glittering-slytheril-ore)** - **[Spider Silk](https://shalazam.info/items/512-spider-silk)** ## Changelog Please consider the game is still in early development and changes can happen anytime. So, nothing is set in stone. All further adjustments will be added here. Any constructive feedback, corrections and additions are also welcome! - August 3, 2024 - All listed date is based on the pre-halnir cave update. - September 4, 2024 - Started to add the Table of **Traits**. - September 25, 2024 - Added some more information in the Points of Interest about the [origin](https://www.twitch.tv/videos/2259375479?t=02h30m33s) of the Outcast Lurkers.

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