Difference between revisions of "The Forlorn Manor (Trial)"

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''For the dungeon version (includes trophies such as Fire Proof) and not the trial version, please see [[The Forlorn Manor]] instead.''
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''Haunted by ghosts for as long as anyone can remember, the Forlorn Manor has been avoided by anyone that values their life. As an adventurer fearless enough to brave the vile spirits, it is up to you to put an end to their nefarious reign.''
 
''Haunted by ghosts for as long as anyone can remember, the Forlorn Manor has been avoided by anyone that values their life. As an adventurer fearless enough to brave the vile spirits, it is up to you to put an end to their nefarious reign.''
  
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* '''Summon Minions'''
 
* '''Summon Minions'''
 
* '''Empower''': Can be smited. Does nothing.
 
* '''Empower''': Can be smited. Does nothing.
* '''Lesser Fire Storm''': Hits all players for about ~1,200 fire damage. If any players are stacked on top of each other, they can get hit multiple times, multiplying the damage of this attack.
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* '''Lesser Fire Storm''': Hits all players for about ~1,200 fire damage (about 40-60% health). If any players are stacked on top of each other, they can get hit multiple times, multiplying the damage of this attack.
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- Spells that the Demonic Fiend will use:
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* '''Terrify (level 1)''': Inflicts fear on a random player for several seconds. Can be smited.
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* '''Infernal Strength''': While in darkness, the Demonic Fiend automatically gains a damage buff, enraging it. This buff is dispelled if it is near any lit candle, and regained if the message '''''The light fades as the last of the enchanted candle burns down ...''''' appears while there are no lit candles on the field, or regained briefly if the tank tries to move the fiend between candle locations.
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- Spells that the Fiery Apparitions will use:
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* '''Detonate''': When the apparition is defeated, it explodes in a tiny radius, dealing ~1,000-1,200 fire damage (about 40-60% health) to any player caught in the blast. If possible, try not to stand directly on top of it.
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At around 80-90% of Casper's health, he will go into hiding, disappearing from the screen and is invulnerable to attacks. The background will change to darkness, and Casper will periodically call 2 Vile Sprites, a Shoo, multiple Shooeys. New to this fight are the Fiery Apparitions and a Demonic Fiend (with Terrify level 1) that spawns. In order for Casper to re-appear early, the Demonic Fiend must be defeated, while lighting one or more candles to prevent the fiend from enraging with a damage buff.
  
At around 80-90% of Casper's health, he will go into hiding, disappearing from the screen and is invulnerable to attacks. The background will change to darkness, and Casper will periodically call 2 Vile Sprites, a Shoo, multiple Shooeys. New to this fight are the Fiery Apparitions and a Demonic Fiend (with Terrify level 1) that spawns. In order for Casper to re-appear early, the Demonic Fiend must be defeated or waiting a long period of time.
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The tank should stay on top of the right-most candle, growling the other monsters and drawing the Fiery Apparition close to the candle for the damage dealer to defeat it, lighting the candle up. The damage dealer focuses their efforts on taking out all the monsters as quickly as possible. Meanwhile, the healer should make good use of Healing Springs to heal the team and deal additional damage.  
  
The tank should stay on top of the right-most candle, growling the other monsters (do not growl when the Fiery Apparition appears) and getting the fiend's attention (while smiting Terrify). The damage dealer should focus their efforts on the fiend, while also defeating the Fiery Apparition near the candle to light it (try to avoid getting hit by the detonate). It is recommended for the healer to use Healing Springs to assist the damage dealer in taking out the monsters.
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As soon as the Demonic Fiend appears, the tank should draw it's attention with a Taunt and smite it's Terrify, while the damage dealer focuses their efforts on taking it out. If the damage dealer cannot defeat the fiend in time, the damage dealer and/or tank should lure the next fiery apparition to light the candle on the left, and move the fiend right before the message '''''The light fades as the last of the enchanted candle burns down ...''''' appears. The damage dealer or healer should stand on the candle to the left so the tank can quickly Charge to them, minimizing the damage taken from the fiend's brief enrage while moving between candles.
  
Once the fiend is defeated, Casper immediately re-appears and casts Empower (this skill can be smited, but it has no effect), followed by a Lesser Fire Storm that cannot be avoided. The healer should make sure each player is above 50% of their health before this attack occurs. The team should also quickly spread out briefly to prevent getting hit multiple times by this blast, then regroup afterwards.
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Once the fiend is defeated, Casper immediately re-appears and casts Empower (this skill can be smited, but it has no effect), followed by a Lesser Fire Storm that cannot be avoided. The team needs to quickly spread out to prevent getting hit multiple times by this attack, then regroup afterwards. The healer should make sure each player is above 50% of their health before this attack occurs to survive the blast, then quickly use Healing Springs afterwards to patch the team back up.
  
 
=== Interlude ===
 
=== Interlude ===
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* '''Blazing Meteor''': Destroys most of the room and it's platforms, leaving behind a circular platform safe spot intact on the left surrounded by a fiery pit. Ideally, the tank should move the boss to the safe spot beforehand during the interlude.
 
* '''Blazing Meteor''': Destroys most of the room and it's platforms, leaving behind a circular platform safe spot intact on the left surrounded by a fiery pit. Ideally, the tank should move the boss to the safe spot beforehand during the interlude.
* '''Blazing Avalanche''': Casper will pick a random player, spawning multiple meteors in their direction to push them off into the fiery pit below. Move behind Casper to avoid this attack.
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* '''Blazing Avalanche''': Casper will pick a random player, spawning multiple meteors in their direction in attempt to push them off into the fiery pit below. Deals about 50-80% of player's health in damage. Move behind Casper to avoid this attack. This can also be smited, but Armageddon takes priority first.
  
 
As soon as the blazing meteor message appears, the tank should move Casper to the safe spot if they haven't done so already. Continue dealing damage to Casper, while watching out for Armageddon and Meteor Rain, as well as Blazing Avalanche. The next phase starts as soon as you see a large circle around himself.
 
As soon as the blazing meteor message appears, the tank should move Casper to the safe spot if they haven't done so already. Continue dealing damage to Casper, while watching out for Armageddon and Meteor Rain, as well as Blazing Avalanche. The next phase starts as soon as you see a large circle around himself.
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Once Casper is reduced to about 30% of his health, he will begin casting Fire Storm in a large circle around himself. At the same time, a large plank of wood will fall to the left, creating a platform to descend to avoid the attack. Descend to the left after the plank drops, and rush to the boss who has now teleported to the bottom-right, starting a 20 second timer for Hell's Touch.
 
Once Casper is reduced to about 30% of his health, he will begin casting Fire Storm in a large circle around himself. At the same time, a large plank of wood will fall to the left, creating a platform to descend to avoid the attack. Descend to the left after the plank drops, and rush to the boss who has now teleported to the bottom-right, starting a 20 second timer for Hell's Touch.
  
Avoid the summoned monsters along the way until you reach the boss at the bottom-right, then use an AoE to wipe them all out. Note that at this point, the tank might still have Curse of Slowness applied to them, and may be too slow to reach the boss in time. The damage dealer can also rush to the boss and deal damage to Casper to interrupt Hell's Touch (Casper will still be aggroed to the tank).  
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The tank needs to quickly reach the boss in 20 seconds to stop the attack, but also growl the monsters along the way (to prevent the damage dealer and healer from taking too much damage) while having to endure Curse of Slowness placed on them (a pet with Blessing of Speed or a healer with Blessing of Speed can help, but isn't necessary). Use Charge to close the distance, whenever possible. If the tank is somehow unable to reach the boss in time, the damage dealer can also quickly rush to the boss and deal damage to Casper to interrupt the attack (Casper will still be aggroed to the tank).
  
 
A fire will spawn shortly starting from center-left of the room, slowly spreading to the right. Continue attacking Casper while watching out for Armageddon, Meteor Rain and Blazing Avalanche in the right side of the map until he is defeated.
 
A fire will spawn shortly starting from center-left of the room, slowly spreading to the right. Continue attacking Casper while watching out for Armageddon, Meteor Rain and Blazing Avalanche in the right side of the map until he is defeated.
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== Notable Drops List ==
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{|class="wikitable sortable mw-collapsible" data-expandtext="Open" data-collapsetext="Hide"
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! Item/Equipment !! Type !! Recommended Class(es)
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|-
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| {{Item|1540|Casper Plush}} || Head || Mage/Priest
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|-
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| {{Item|31|Casper Spirit Bottle}} || Enchant - Head || All
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|-
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| {{Item|2181|Concealing Cloth}} || Hair/Neck || Hunter
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|-
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| {{Item|1555|Drooping Kitten}} || Head || Mage/Priest
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|-
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| {{Item|1560|Heavy Bandages}} || Head || Hunter
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|-
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| {{Item|1532|Schematic: Golden Chandeleir}} || Consumable || N/A
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|-
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| {{Item|1528|Schematic: Wand Lamp}} || Consumable || N/A
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|-
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| {{Item|2091|Thick Bandages}} || Gloves || Mage/Priest
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|-
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| {{Item|1541|Vanishing Cloth}} || Head/Tail || Priest
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|-
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| {{Item|2180|Vanishing Mitten}} || Gloves || Warrior
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|-
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|}
  
 
== Notes ==
 
== Notes ==
* There is a Ghostly Chest that spawns in the bottom-left corner during the descent to avoid Fire Storm and stop Hell's Touch. This chest contains gold and a cd (if you don't have it).
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* There is a Ghostly Chest that spawns in the bottom-left corner during the descent to avoid Fire Storm and stop Hell's Touch. This chest contains gold and the {{Item|2076|Halls of the Undead}} cd (if you don't have it).
* If you have the Guardian Stone of Ice, it is recommended to use a [https://www.pawdgame.com/database/items#item=57 Vial of Enchanted Water] (Neutral 2 -> Water 2) to reduce the damage taken. A player by default takes 50% more damage from Ghost attacks, 25% more damage from Dark attacks and 0% more damage from Fire attacks. Having Water 2 reduces the damage taken from Ghost attacks to -10% (a 60% decrease), Dark attacks to 0% (25% decrease) and Fire attacks to -25% (25% decrease).
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* If you have the Guardian Stone of Ice, it is recommended to use a {{Item|57|Vial of Enchanted Water}} (Neutral 2 -> Water 2) to reduce the damage taken. A player by default takes 50% more damage from Ghost attacks, 25% more damage from Dark attacks and 0% more damage from Fire attacks. Having Water 2 reduces the damage taken from Ghost attacks to -10% (a 60% decrease), Dark attacks to 0% (25% decrease) and Fire attacks to -25% (25% decrease).
** A [https://www.pawdgame.com/database/items#item=1387 Frozen Valentine Cupcake] from a [https://www.pawdgame.com/database/items#item=1389 Snow-Covered Picnic Basket] (drops from Galepeak Cavern's Frozen Chests/Frost Caches) can also further reduce the fire damage taken slightly.
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** A {{Item|1387|Frozen Valentine Cupcake}} from a {{Item|1389|Snow-Covered Picnic Basket}} (drops from Galepeak Cavern's Frozen Chests/Frost Caches) can also further reduce the fire damage taken slightly.
* Because the trial is level 30, healers do not have access to [[Song of Harmony]]. Instead, use Healing Springs and stacking to heal the team.
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* Because the trial is level 30, healers do not have access to [[Song of Harmony]]. Instead, use [[Healing Springs]] and stacking to heal the team.
 
* It is recommended for a Mage to use Fire Wall, Fire Hail and Ignite during this fight, as you will have to deal with multiple monsters. Be careful of the branches on the top-right corner of the room, as it will cause your Fire Hail to miss if not aimed properly.
 
* It is recommended for a Mage to use Fire Wall, Fire Hail and Ignite during this fight, as you will have to deal with multiple monsters. Be careful of the branches on the top-right corner of the room, as it will cause your Fire Hail to miss if not aimed properly.
 
* This trial has a chance to drop various transparent equipment, such as Vanishing Mittens, Vanishing Cloth and Concealing Cloth, allowing your character to hide certain parts of their equipment when used as a costume. In addition, there is a chance for Thick Bandages to drop, one of two currently best-in-slot late-game gloves for Mages and DPS Priests.
 
* This trial has a chance to drop various transparent equipment, such as Vanishing Mittens, Vanishing Cloth and Concealing Cloth, allowing your character to hide certain parts of their equipment when used as a costume. In addition, there is a chance for Thick Bandages to drop, one of two currently best-in-slot late-game gloves for Mages and DPS Priests.
  
 
[[Category: Trials]]
 
[[Category: Trials]]

Latest revision as of 05:57, 13 November 2025

For the dungeon version (includes trophies such as Fire Proof) and not the trial version, please see The Forlorn Manor instead.

Haunted by ghosts for as long as anyone can remember, the Forlorn Manor has been avoided by anyone that values their life. As an adventurer fearless enough to brave the vile spirits, it is up to you to put an end to their nefarious reign.

The Forlorn Manor is a trial that takes place in Bramble's imagination of The Forlorn Manor during the quest A Spirited Performance in Timeless Waters. You cannot manually queue for the trial through an NPC; only through Battlegrounds (Game > Community tab > Battle). To unlock the trial, you must complete Bramble's mini quest-line, starting from Fiery Surprises and Writer's Block, until you get to A Spirited Performance.

The recommended level is around 30, and players above level 30 will be scaled down to that level for the trial. A minimum of 3 or more players is required. A typical group set-up will consist of one healer, one tank and one or more damage dealers. You cannot change classes in a trial (unless you leave and re-join with the rest of the group accepting the prompt to look for other adventurers), but you can switch skill sets.

Casper

Name Casper
Level 33+
Classification Demon
Element Ghost 2
Health 144,000
Resistances Immune to stun, freeze, silence, sleep, and charm. Extrasensory.

Casper.png

Casper is a boss that uses different gimmicks at each stage of his health, while having no berserk timers to limit the duration of the fight. Although he does not have an indicator on his health bar to determine when his attacks will come, his dialogue can determine what kind of attack he does next. Casper does not have a Swipe skill, which means you can stand in front of him as you please.

Beginning

Casper yells: Visitors? What a .. pleasant surprise ..

- Spells that Casper will use:

  • Summon Minions
  • Fire Bolt (level 3): Hits one player, dealing about 1,200-1,500 fire damage.
  • Fire Ball Volley (level 1): Hits all players, dealing ~100 fire damage.
  • Curse of Slowness (level 5): Slows down the player with aggro (tank) by -40% movement speed.

Like it's dungeon counterpart, Casper begins the fight without doing much. The tank should use this opportunity to grab aggro from Casper by heading to the far-right side of the room. Alongside the two Shooeys beside him, he also summons a Shoo, which is followed up with more Shooeys. Get rid of the Shoo quickly, as it will automatically take out the Shooeys with it.

Summoning Phase

Name Demonic Fiend
Level 32
Classification Demon
Element Dark 1
Health 32,138
Resistances Immune to stun, freeze, silence, sleep, and charm.

Casper yells: You are not alone in this manor. Why don't you meet a few of our residents, who have made it .. their home?

The flame of the enchanted candle gutters out ...

- Spells that Casper will use:

  • Summon Minions
  • Empower: Can be smited. Does nothing.
  • Lesser Fire Storm: Hits all players for about ~1,200 fire damage (about 40-60% health). If any players are stacked on top of each other, they can get hit multiple times, multiplying the damage of this attack.

- Spells that the Demonic Fiend will use:

  • Terrify (level 1): Inflicts fear on a random player for several seconds. Can be smited.
  • Infernal Strength: While in darkness, the Demonic Fiend automatically gains a damage buff, enraging it. This buff is dispelled if it is near any lit candle, and regained if the message The light fades as the last of the enchanted candle burns down ... appears while there are no lit candles on the field, or regained briefly if the tank tries to move the fiend between candle locations.

- Spells that the Fiery Apparitions will use:

  • Detonate: When the apparition is defeated, it explodes in a tiny radius, dealing ~1,000-1,200 fire damage (about 40-60% health) to any player caught in the blast. If possible, try not to stand directly on top of it.

At around 80-90% of Casper's health, he will go into hiding, disappearing from the screen and is invulnerable to attacks. The background will change to darkness, and Casper will periodically call 2 Vile Sprites, a Shoo, multiple Shooeys. New to this fight are the Fiery Apparitions and a Demonic Fiend (with Terrify level 1) that spawns. In order for Casper to re-appear early, the Demonic Fiend must be defeated, while lighting one or more candles to prevent the fiend from enraging with a damage buff.

The tank should stay on top of the right-most candle, growling the other monsters and drawing the Fiery Apparition close to the candle for the damage dealer to defeat it, lighting the candle up. The damage dealer focuses their efforts on taking out all the monsters as quickly as possible. Meanwhile, the healer should make good use of Healing Springs to heal the team and deal additional damage.

As soon as the Demonic Fiend appears, the tank should draw it's attention with a Taunt and smite it's Terrify, while the damage dealer focuses their efforts on taking it out. If the damage dealer cannot defeat the fiend in time, the damage dealer and/or tank should lure the next fiery apparition to light the candle on the left, and move the fiend right before the message The light fades as the last of the enchanted candle burns down ... appears. The damage dealer or healer should stand on the candle to the left so the tank can quickly Charge to them, minimizing the damage taken from the fiend's brief enrage while moving between candles.

Once the fiend is defeated, Casper immediately re-appears and casts Empower (this skill can be smited, but it has no effect), followed by a Lesser Fire Storm that cannot be avoided. The team needs to quickly spread out to prevent getting hit multiple times by this attack, then regroup afterwards. The healer should make sure each player is above 50% of their health before this attack occurs to survive the blast, then quickly use Healing Springs afterwards to patch the team back up.

Interlude

Casper yells: Did my residents not give you a proper welcome?

Casper yells: How .. terrible. Let me make this up to you!

- Spells that Casper will use (includes the previous skills from the beginning):

  • Armageddon: This spell causes several orbs to swirl around, randomly crashing into the ground and dealing damage to players, having a chance to land all on the same spot, dealing heavy damage nearby players depending on their position. A Tank should be responsible for Smiting the spell every time it comes up. You can move forward to avoid all, if not most of the blast.
  • Meteor Rain: This spell causes a meteor to drop every few seconds around the targeted area, stunning targets hit and inflicting massive amounts of damage. This AoE spell is occasionally used after Armageddon, so have a Mage use Disrupt Magic in order to interrupt it, or a DPS Warrior in your group to Smite it. Alternately if it cannot be interrupted, have the tank move out of it's drop range.

You have a brief period of time to attack Casper before he transitions into the next phase. The tank should move Casper to the left side of the room now, eliminating any leftover monsters from the previous phase as well as any new ones he might spawn during this moment. Watch out for both Armageddon and Meteor Rain once it comes up.

Middle - Blazing Meteor

Casper yells: This manor will be your tomb!

Casper prepares to summon a blazing meteor!

- Spells that Casper will use (includes the previous skills from the beginning and interlude):

  • Blazing Meteor: Destroys most of the room and it's platforms, leaving behind a circular platform safe spot intact on the left surrounded by a fiery pit. Ideally, the tank should move the boss to the safe spot beforehand during the interlude.
  • Blazing Avalanche: Casper will pick a random player, spawning multiple meteors in their direction in attempt to push them off into the fiery pit below. Deals about 50-80% of player's health in damage. Move behind Casper to avoid this attack. This can also be smited, but Armageddon takes priority first.

As soon as the blazing meteor message appears, the tank should move Casper to the safe spot if they haven't done so already. Continue dealing damage to Casper, while watching out for Armageddon and Meteor Rain, as well as Blazing Avalanche. The next phase starts as soon as you see a large circle around himself.

End - Fire Storm & Descend To Stop Hell's Touch

Casper yells: Persistent whelps! I should have gotten rid of you long ago!

Casper yells: No matter - when I am done, you will all be burned to a crisp!

Casper yells: Struggle as you want, you shall not stop me this time! (when Casper begins casting Hell's Touch)

Casper yells: Stubborn pests! Why won't you just die! (after Hell's Touch is interrupted)

- Spells that Casper will use (includes the previous skills from the beginning, interlude and Blazing Avalanche):

  • Fire Storm: Deals massive fire damage in a large circle around himself, knocking out most players caught in the blast on the circular platform. Wait until the plank drops, then stay on the left-most edge of the platform, or drop down to the plank below to avoid.
  • Hell's Touch: Casper teleports to the bottom-right of the map after using Fire Storm and begins casting this one-hit KO attack with a 20-second timer on the player's screen. No Smite needed, as damage from any player to Casper will interrupt this attack.

Once Casper is reduced to about 30% of his health, he will begin casting Fire Storm in a large circle around himself. At the same time, a large plank of wood will fall to the left, creating a platform to descend to avoid the attack. Descend to the left after the plank drops, and rush to the boss who has now teleported to the bottom-right, starting a 20 second timer for Hell's Touch.

The tank needs to quickly reach the boss in 20 seconds to stop the attack, but also growl the monsters along the way (to prevent the damage dealer and healer from taking too much damage) while having to endure Curse of Slowness placed on them (a pet with Blessing of Speed or a healer with Blessing of Speed can help, but isn't necessary). Use Charge to close the distance, whenever possible. If the tank is somehow unable to reach the boss in time, the damage dealer can also quickly rush to the boss and deal damage to Casper to interrupt the attack (Casper will still be aggroed to the tank).

A fire will spawn shortly starting from center-left of the room, slowly spreading to the right. Continue attacking Casper while watching out for Armageddon, Meteor Rain and Blazing Avalanche in the right side of the map until he is defeated.

Notable Drops List

Item/Equipment Type Recommended Class(es)
Casper Plush Head Mage/Priest
Casper Spirit Bottle Enchant - Head All
Concealing Cloth Hair/Neck Hunter
Drooping Kitten Head Mage/Priest
Heavy Bandages Head Hunter
Schematic: Golden Chandeleir Consumable N/A
Schematic: Wand Lamp Consumable N/A
Thick Bandages Gloves Mage/Priest
Vanishing Cloth Head/Tail Priest
Vanishing Mitten Gloves Warrior

Notes

  • There is a Ghostly Chest that spawns in the bottom-left corner during the descent to avoid Fire Storm and stop Hell's Touch. This chest contains gold and the Halls of the Undead cd (if you don't have it).
  • If you have the Guardian Stone of Ice, it is recommended to use a Vial of Enchanted Water (Neutral 2 -> Water 2) to reduce the damage taken. A player by default takes 50% more damage from Ghost attacks, 25% more damage from Dark attacks and 0% more damage from Fire attacks. Having Water 2 reduces the damage taken from Ghost attacks to -10% (a 60% decrease), Dark attacks to 0% (25% decrease) and Fire attacks to -25% (25% decrease).
  • Because the trial is level 30, healers do not have access to Song of Harmony. Instead, use Healing Springs and stacking to heal the team.
  • It is recommended for a Mage to use Fire Wall, Fire Hail and Ignite during this fight, as you will have to deal with multiple monsters. Be careful of the branches on the top-right corner of the room, as it will cause your Fire Hail to miss if not aimed properly.
  • This trial has a chance to drop various transparent equipment, such as Vanishing Mittens, Vanishing Cloth and Concealing Cloth, allowing your character to hide certain parts of their equipment when used as a costume. In addition, there is a chance for Thick Bandages to drop, one of two currently best-in-slot late-game gloves for Mages and DPS Priests.