TERA’s fourth instanced dungeon is the Necromancer Tomb. This dungeon is meant for a full group of five characters, though particularly skilled players might have success with fewer players of higher level. There are three “required” bosses in this dungeon, with an optional fourth. This dungeon is accessible through the Instance Matching system for characters levels 41-47.
The diabolical god Thulsa has corrupted the hero Kaidun, and their combined forces have wrested control of an important research facility from the Valkyon Federation.
While the dungeon proper is accessible to any character level 41 or higher, to get the full experience you’ll want to follow the Allemantheia plotline. These quests began at level 38, and put you in close contact with the enigmatic high elf leader Fraya.
After your arrival in Allemantheia, Fraya sent you to investigate disturbances at a northern fortress. Both the garrison commander and agents of the Mysterium reported problems with magical defenses in the area, and your investigations revealed a plot hatched by the resurgent Atel Akaad.
Fraya then sent you to investigate a rebellion in Westonia Province. Reports stated that Kaidun, a well-respected commander, was responsible, but Fraya refused to believe it possible. Harule, her agent in Acarum, shared her doubts, and sent you into the thick of the rebellion to take out its leaders.
Through your efforts, you cleared Kaidun’s name (mostly), but there was still the nagging question of where the former champion had gotten to...
This section will walk you through the main encounters and quests leading up to and inside the Necromancer Tomb. The tactics presented are suggested by players and draw on extensive play experience, but are not absolute guarantees of success. As with all things TERA, player skill and a healthy amount of common sense are what you’ll need to win—but we’ve compiled a few tips to help you.
|Quest Title||Min Level||Starting NPC|
|Where's Kaidun||41||Fraya (must have finished The Traitor of Acarum)|
Fraya is pleased by your report, but upset that you didn’t find her dear friend Kaidun. Harule and Georiff have a feeling he’s somewhere in the citadel south of town, which used to be a research facility but is now completely overrun by monsters. Small groups of soldiers are embedded at various levels of the facility, and they can use any help you can give.
The soldiers at the first camp don’t know where Kaidun is, but believe the jesters on the fourth floor of the citadel are running the show.
After a few well-placed stabs, slices, chops, slams, shots, and/or blasts, you have the information you need. All signs point to Kaidun being held in some sort of tomb in the basement, but no one at the camp is familiar with it. The Mysterium’s senior agent Lastair is down there, however, and he likely knows more.
There are a lot of enemies between you and Lastair, but also a few friends and a network of teleport masters.
Lastair doesn’t know anything about a tomb, but there is a shield they’ve been unable to break surrounding a teleportal. Lastair thinks it might have something to do with a menhir they found, but all of their efforts so far haven’t been able to crack the shield.
Touching the rock, you get a vision of the goddess Mystel, who reveals the truth behind Kaidun’s “betrayal.” The shield drops and Lastair sends in the troops, including you.
Of course, you might also want to pick up some work on the side...
|Quest Title||NPC||Min. Level||Task|
|Path of Death||Morori||42||Kill torturers.|
|Deeply Rooted Grudge||Vandrea||42||Kill Ksharans.|
|Lasting Grudge||Vandrea||42||Kill vengeful shades.|
|Soulless Body||Cradoc||42||Kill reapers.|
|Vanished Spirit||Cradoc||42||Kill eldritch blood knights.|
|Quest Title||Min Level||Starting NPC|
NOTE: this quest is only available to characters level 41 and higher who have finished the previous quests in the storyline. While these steps specifically reference the quest, the boss strategies are the same whether or not you have the quest.
When you arrive at the teleportal, there’s no sign of the advance group Lastair mentioned, but also no signs of an “impenetrable shield.” Inside, you find that tricky elf has beaten you there, and rescued one of Kaidun’s lieutenants, Behrohz.
Behrohz tells you that Kaidun led their strike team down here to find the Core, the legendary power source of the elves, but they discovered too late that it was a trap. He also tells you that some dark force seized his will, and the last he saw, Kaidun was captured and taken away by Ksharans. His brother Akkhan was scouting farther ahead, but as he’s barely strong enough to stand, he asks you to go look for him.
With what may be his dying breath, Akkhan tells you that a particularly powerful eldritch reaper calling itself Trayzadius led the forces that captured his squad.
Get ready for a boss fight like no other. As soon as you round the corner, Trayzadius charges. And it’s not just soldier-types he wants to kill. In fact, this boss has a serious mad on for healers, so your tank will be hard pressed to keep him away from their tasty HP.
If you came straight to the dungeon from the surface, you might be curious what’s going on with the floor. If you fought your way down through the hallways, you’ll know that those are spike strips, and they hurt.
A lot. At periodic intervals, Trazaydius will break aggro, charge to the center of the room, and listen to the screaming. The good news is that the spikes don’t belong to the boss, although he does know how to activate them. The better news is that if you can pull or knock him from his safe zone into the spikes, they’ll do a lot of your damage dealing for you.
All that being said, there’s no information more important in this section than the following advice:
Do Not Chase Trayzadius Around The Room!
No matter how hard you try, Trayzadius is going to run—and run fast—at any healers in the room. Ranged damage is incredibly useful in this encounter, as are stuns and knockdowns if you can land them. But if he gets away from you, trust your tank to handle him. Your best chance of victory is when you...
Fight Near The Spikes!
It sounds crazy to stay close to something that can kill you so very dead, but that’s how you’ve got to play it. If you’re not the tank, head to the back wall as fast as you can, and stay there. If you try to pull Trayzadius toward the half of the room without spikes, he’ll get bored with your efforts and return to the center of the room...
with all of his HP.
Keep up the damage, use liberal stuns, avoid the spikes, and Mr. Pointy will be dealt with before you know it.
Once Trayzadius is down for good, more of Kaidun’s troops appear from concealment, and relate that Kaidun himself is lost. He was transformed into a monster by the diabolical god Thulsa, and kept that way through necromantic devices.
While the soldiers are too weak to help you directly, they do have an explosive compound that will destroy the devices and weaken Thulsa’s hold on their leader. There are four installations to take out, two in chambers to the west, and two guarded by...
Kaidun is not the only creature “changed” by Thulsa down here. Although it looks like an orisk (and may have been one at some point), Dalmanak “the Glutton” is no ordinary orisk anymore. The Glutton has incredible regenerative powers, so nonstop damage is a must during this fight.
If you’ve been fighting BAMS (and really, who hasn’t), you already know what you need to do in this fight:
Let The Tank do the Tanking!
Tanks, take note, though. You really need to do your job on this one. Dalmanak moves fast and frequently burrows under the floor, only to pop up where it’s least convenient. Maintain aggro at all times and you’ll do fine.
For those of you who aren’t tanks, keep an eye out for the blood fiends Dalmanak summons during the rare intervals when you haven’t stunned him. Like Trayzadius, they have a taste for healers, and if left unchecked will satisfy their hunger.
If you’re at all interested in some side work after downing Dalmanak, check the pockets of the sad fellow against the wall.
|A Memory of My Mother||Vandrea||Take Vandrea her son's keepsake.|
There’s just one more thing you need to do in the Necromancer Tomb—release Kaidun from his prison of mutated flesh. The problem is...
Right now, he’s not interested in anything except pounding you into red paste. And as it happens, when you turn a highly decorated military strategist into a malevolent, giant, mutated killing machine, you give them the ability to do just that...
With extreme prejudice.
As Kaidun isn’t terribly interested in talking things over, don’t expect any monologues preceding his attacks. If he stops moving for any reason, assume something bad is about to happen.
Kaidun’s sword and shield aren’t just for show either. In addition to regular attacks, He’ll use his size to good advantage and plunge that sword into the ground right on top of whoever has aggro.
As if the damage wasn’t bad enough, the necromantic energies fueling Kaidun corrupt the ground itself, creating a bubbling blue circle of nasty death around him. Whether you’re blocking or not, you don’t want to stand there very long.
Massive amounts of damage are one thing, but Kaidun also has a more subtle skill. Pay attention to his status, because he’ll frequently apply a buff that ups his endurance by 35 percent. When this happens, you have two options: get rid of his remaining HP as fast as you can, or have a mystic use Regression and return him to “normal.”
Kaidun’s ghost is a lot more communicative, and asks you to take a memento and his story to Fraya. While it’s by no means the outcome she was looking for, she appreciates your efforts and promises to stay in touch.
While you’ve covered the main points of the instance, if you’ve been paying attention to the map, you may have noticed that there’s still quite a bit to go. Plus, if this is your first trip through the Necromancer Tomb, you’ve probably only finished off a couple of your quests.
The door to the right of Kaidun’s chamber leads to more enemies, which in this dungeon means more chances at some pretty decent loot. If you head in the general direction of the entrance, you’ll also find more than enough fighting to complete your quests, along with some more bad news to deliver.
|A Letter for My Wife||Vandrea||Take Vandrea her husband's last words.|
However, if you take the door to the left...
While not directly tied to or responsible for Kaidun’s condition, odds are high that anything you find in this place was put here by Thulsa for a purpose. As a god not known for philanthropy, that purpose means bad news for somebody, so getting rid of this monster is a good idea all around.
There’s no preamble or great relevance to this fight, other than the XP and items you’ll receive—if you take it down.
Vedilith has powerful jumping attacks, big swipes, and a nasty habit of breaking aggro and running around the room. After the bosses you’ve already fought, you’re in the zone as far as aggro and stuns go, but this boss has a few surprises for you.
Specifically, it summons wraiths. At 70 percent, 50 percent, and 30 percent of its health, it will summon lightning-wielding friends around the edge of the room. While they don’t move, they are aggressive, and will make short work of unprepared characters.
Worst of all, these adds aren’t going anywhere—not until you kill Vedilith, anyway—so you’ll run out of room to fight pretty fast. When the first wave comes, everyone who is not the tank should start clearing a spot to stand as soon as possible.
Clear as much room as you need to feel comfortable; Vedilith won’t reset like Trayzadius if you let him run for a bit. However, you don’t want wraiths between you and the boss, so use your best judgment about how much time you spend killing wraiths while the tank is off keeping Vedilith busy.
If you’re working on quests in the Necromancer Tomb, you’ll want to come back after talking with Fraya to turn in any you’ve finished—and maybe pick up a few more.
|End the Nightmares
(must complete Deeply Rooted Grudge)
(must complete Vanished Spirit)
|Cradoc||Kill inquisitors, blood knights, wraiths, and reapers.
If you plan on running through the Necromancer Tomb again (either to finish incomplete quests, or work on new ones), consider using the Instance Matching system to find a party. Not only will it teleport you directly into the dungeon, but you’ll be guaranteed a tank to manage the bosses (especially if it’s you)! But be careful: as mentioned earlier, if you are matched with characters several (or many) levels lower than yourself, this will adversely affect both drop rates and the XP you’ll earn.