Plane of Night

Cold, thin winds swirl around you as you step into the core of the Vault of Night. {{Quest | adpack          = Vault of Night | free            = VIP
 * name=Plane of Night
 * level    = 10
 * duration = Long
 * raid       = yes
 * normal   = 2000
 * hard     = 2100
 * elite    = 2199
 * enormal  = 9100
 * ehard    = 9404
 * eelite   = 9689
 * epicxp   =
 * loc      = Plane of Night
 * npc=Barrow d'Kundarak
 * zone=House Kundarak
 * patron=House Kundarak
 * favor=5
 * epic=22
 * mappic=M plane of night.png
 * maplegend=yes
 * loadingpic=L Plane of Night.jpg
 * overview=This quest gets you and your raid buddies transported to a pocket plane located high above Xen'drik. It consists of 5 islands interlinked by bridges. You have to solve a puzzle in order to gain access to the island which contains Velah, the Red Dragon.

Flagging
This is a timed quest; you only have 45 minutes to complete it. The timer starts from the first person zoning into the quest, so if you need to discuss tactics, you should do this in The Vault of Night before entering this quest to save your time.
 * Quest is entered via a gate at the end of The Vault of Night (flagging explained there).
 * This raid does not require reflagging after every completion.
 * flagging = Complete The Vault of Night. You can only enter this raid from within that one.
 * objective_1     = Slay Velah, the Red Dragon
 * objective_2     = Finish before time runs out
 * expect=
 * Timed quest (45 minutes)
 * Spawning/respawning monsters
 * Quest failure (if Velah is not killed before the time runs out)
 * Items that have to be destroyed simultaneously (mandatory: 3 pillars)
 * traps=None
 * misc=

There are three pillars that all need to be destroyed at almost exactly the same time in order to open up the gate.

Range 1st and 3rd base with precise shot. Send a tank and a crowd-controller for 2nd base.

If you fall off the bridge on the way to or from the pillars there is an island at the center, underneath Velah platform, with a portal that will take a player back to the entrance of the quest if one is able to equipped a feather fall item fast enough and navigate to the small island.

The wall of force at the gate protecting Velah does not go back up for at least 3 minutes after fighting Velah begins (epic normal/hard), unverified for heroic or epic elite.

Epic Strategy

 * At each of the three bases, there are not only three pillars that all need to be destroyed at almost exactly the same time in order to open up the gate, but also three Djinns which, like the other mobs, respawn. Thus, timing is even more important than on normal strategies.
 * Each pillar is warded by a force field which goes away when the corresponding Djinn is killed.
 * Most common and effective strategy:
 * A bard is used to Fascinate all of the non-named monsters at all three bases. You can go either from Fire to Ice, or Ice to Fire depending on your preference, either route has its merits. A character with good reflex/fire absorption will lead the entire group to get the initial aggro of the trash monsters on each base, after which the Bard will come in to Fascinate all of the creatures in a safe area away from the Djinni (This is important so characters with Two-handed weaponry can deal their full DPS to the Djinni). This also allows the entire raid group to prep the first Djinni, the majority to prep the second, and you can leave the strongest 3–5 remaining players to handle the final base. Often the fire base is left for last given in most groups it can be the most challenging, and you can ensure only strong, well equipped players head there to prevent additional resource use.
 * Bring the Djinni down to 10% on each base, leaving behind a core group of players to finish him and the pillar off when the command is given. Generally a 4/4/4 split works well, but you can vary the numbers depending on the group's strengths and weaknesses. The main components desired at each base are mainly healing and DPS.
 * Once the Djinnis are all prepped, the raid leader (or someone else predetermined with voice chat) can call out the command to kill the Djinni and the pillars. This must be completed within a fairly short window of time (before the Djinnis respawn), so kill the Djinni at the same time and then kill the pillars quickly. It's especially important to get this right as your bard will be at the last base, and should the Fascinate expire, you may be left with no other way to survive the trash monsters' onslaught.
 * Once complete, Dimension Door back to home. If one is not available on your team, run to the nearest where one is available, or all the way home. Be aware the bridge will have taken some damage though, and Velah will still be lobbing fireballs your way.
 * Should one team die you can recover: All 3 teams should DD (Dimension Door) to home ASAP to reset the strategy. Should anyone be left behind, send your strongest 1–2 players to recover their stones; avoid sending many more, as more will cause the bridge to likely suffer more damage and possibly be destroyed. In most cases you can make a second attempt, but don't expect to be able to make a third: the bridge will most likely be destroyed by then.
 * Strategy for the fight against Velah herself can be found in her raid boss entry: Velah

Heroic Strategy

 * Exactly the same as above except there are no Djinni, so simply prepare the pillars instead of the Djinni. Keep in mind the pillars are immune to piercing damage, and have some DR/-, so at these lower levels it's recommended to bring along two handed weapons to make sure you overcome the DR to take down the pillars fast enough.

This is the only quest in the game which has fewer chests on Epic difficulty then heroic. Named Monsters: }}
 * aggression      = 18
 * onslaught       = 25
 * conquest        = 34
 * npcreward=Standard. Choose from 10 items, up to ML:7. The 20th completion will result in a list of a little under half of all heroic raid loot listed below. Only the heroic named items will appear in this list no matter the difficulty of the 20th completion.
 * chest= Three on Non-Epic difficulties; two on Epic difficulties
 * Two black jeweled chests with standard lootgen items to the left and right of the raid chest
 * One large gold raid warded chest with raid loot per the raid loot mechanics in the center
 * Epic Difficulties: The left regular loot chest is removed. The raid chest is replaced with the Epic Chest which contains:
 * An Epic raid token (50%/75%/100% chance for EN/EH/EE difficulties)
 * A chance at a huge variety of items including the items on the list below, epic seals and epic shards.
 * A separate roll for a Flawless Red Dragon Scale (16%/33%/75% chance)
 * unique=yes
 * monsters= Monster Information
 * Air Mephit Princes (south island)
 * Ice Flensers (east island)
 * Guardians of Flame (west island)
 * Pillars (at each island, True Neutral Constructs)
 * Claws of Velah - Red-named fire reavers, only spawn on epic difficulties
 * Bound Guardian Djinni - Red-named djinn, only spawn on epic difficulties
 * Velah - Purple-named red dragon, raid boss