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The Celestial Necropolis

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The Celestial Necropolis
Level 80

Region Khitai
Zone Kara Korum
Boss Count 1

Player Limit 6



The Celestial Necropolis is a 6 man instanced dungeon found in Kara Korum.

Strategy Edit

The first thing you'll notice inside the dungeon is a locked door. to open it you have to stand on the pad infront of it and use the correct emote. To open the first door you use the emote /approve on the pad and it opens. To lock the door in open position you use the emote on the other side of the door too after you've killed the npc there.

Notice that if you step off these pads before you've locked them from the other side the door or bridge will close/disapear.

Kill the mobs in the room after the door and swim upstairs, you'll reach a bridge, here you need to use 3 emotes to build the bridge. The emotes you need to use are:


  • /disagree
  • /angry
  • /laugh

The bridge is locked the same way as the first door by using the emotes again on the other side after the mobs there are dead.

Before the boss room you'll encounter another door, use /cry and /harmony to open and lock it.

Once inside the boss room you'll notice the boss "Harbinger of Jang" standing on a platform in the middle sourunded by 6 pillars. Behind each pillar there is a emote pad, during the encounter you'll use a emote on the pads to build a bridge to the boss and dps the boss.

You start the encounter by running close to the boss, once started one random pillar will become active. When a pillar becomes active it first spawns some mobs at the entrence to the boss room. Kill the mobs as fast as possible. After a few seconds a sentinel will spawn at the pillar and target a random player, the sentinel will move to the player and first become attackable when he reaches the player.

Dps the sentinel down as fast as possible before the player dies. After the sentinel is dead the group can move to the pillar he came from and activate it with the correct emote, and build a bridge to the boss, and then dps the boss. The team will then dps the boss for a few seconds until he cast "Prism Blast" then everyone should run down to the entrence again and prepare for the activation of the next pillar.

Important: Make sure you always face the pillar the sentinel will come from, because if your the one targeted and you have your back to the sentinel you'll not be able to dps him while rooted.

Starting Hardmode: To start the Hardmode, use /curse on the first pillar before you use the activation emote.

Emotes to activate pillars: Notice the names of the mobs that spawn and then run to the pillar and use the correct emote.

Notice that each pillar debuffs the group in a special way, and a big part of the challenge is to respond to the debuffs.

The Conceding pillar will debuff a random player with "Spirtual torment", it's a debuff that will do -95% hitpoints to the target and anyone within a 10m radius. Mages can remove the torment with Unbinding Charm AA ability, alternative is that the player moves away from the group and detonates.

The Joyus pillar puts a healing buff on the boss, that will heal the boss if he recives damage from the team, rogues can remove it with TSW AA ability.

The Grieving pillar debuffs the team with -25% damage ruin, priests can remove it with SF AA ability.


Notes:

  • In Hardmode all the pillars emits electrical magic damage, in Normal one only the currently active pillar does.</li>
  • </li>
    Instanced dungeon locations
    Tortage City of Tortage Tortage Underhalls
    Cimmeria Conall's Valley Spider Caverns
    Lacheish Plains Frost SwampFight Club Arena
    Field of the Dead Fight Club ArenaToirdealbach's TombKyllikki's CryptCradle of DecayThreshold of Divinity (House of Crom)
    Eiglophian Mountains Cannibal CaveYakhmar's CaveThe Vile Nativity
    Ymir's Pass Amphitheatre of Karutonia
    Atzel's Approach Halls of Eternal FrostVistrix's LairAtzel's Fortress
    Aquilonia Old Tarantia Outflow Tunnels
    Wild Lands of Zelata Abandoned Smuggler TunnelsThe MazeBorder RangeSanctum of the Burning Souls
    Poitain Imirian Ravine
    Tarantia Noble District Armsman's ArenaThe CisternThe Main SystemThe CatacombsVilla AmielVilla CamillusVilla LentulusVilla PaetusVilla Verde
    Thunder River The Slaughterhouse CellarThe Prison ColonyXibaluku
    Tarantia Common District Attilius' MansionCrows' NestIron Tower
    Stygia Khopshef Province Bubshur HousePyramid of the AncientsTreasury of the AncientsBlack Castle
    Purple Lotus Swamp Oasis of Zaara
    Kheshatta Scorpion CaveCaravan Raider's HideoutBlack Ring CitadelOnyx ChambersThoth-Amon's Stronghold
    Dragon's Spine Coils of Ubah KanSepulcher of the WyrmOtherworldly JunctionPalace of Cetriss
    Turan Coast of Ardashir Dead Man's HandIsle of Iron StatuesArdashir FortTemple of Erlik
    Khitai Gateway to Khitai The Forgotten CityThe Breach
    Northern Grasslands Kang PagodaPillars of HeavenReliquary of FlameVortex of the StormCoppice of the Heart
    Chosain Province Palace of Yun RauJade DugoutThe Abyss of Kun WhuMines of ChosainDen of the Crowmen
    Kara Korum Caverns of MaliceThe Celestial NecropolisThe Enigmata of YagRefuge of the Apostate
    Paikang Ai DistrictT’ian’an DistrictJade Citadel
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