Skeletons in the Closet

{{Quest | name            = Skeletons in the Closet | adpack          = The Isle of Dread | epic            = 34 | duration        = | raid            = yes | tier            = | solo only       = false | solo            = | normal          = | hard            = | elite           = | xp              = | ecasual         = | enormal         = | ehard           = | eelite          = | epicxp          = | bestower        = Miya of Mantru | npc             = Miya of Mantru | loc             = | zone            = Isle of Dread - Village of Tanaroa | patron          = | favor           = | free            = no  | extreme          = | mappic          = | maplegend       = | othermap        = | mappic2         = | map 2 alt       = | thirdmap        = | mappic3         = | map 3 alt       = | fourthmap       = | mappic4         = | map 4 alt       = | fifthmap        = | mappic5         = | map 5 alt       = | loadingpic      = | overview        =

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Part 1: Vecna's Secrets
At the start of the raid, there is a large rune on a pedestal with 4 smaller runes around the base. These 4 smaller runes correspond to runes that are hidden nearby and can only be found by searching. When you get close to one, you will get a spot message at the top of your screen and can search to reveal it. There are no spot or search checks, any character can find these runes. (The Watchful Eye feat will not automatically reveal them.) Activating the 4 small runes within a certain time frame (unknown, probably around 30-60 seconds) will unlock the large rune.

Activating the large rune unlocks the first area. There are 5 more large runes each with their own set of 4 small runes that must be activated to complete Part 1. During this phase the Tyrannosaurus Rex Death's Teeth will appear and attack you. Death's Teeth cannot be harmed during this phase. He applies a damage over time effect that can stack up to 10 times and deals untyped damage. Being next to Death's Teeth or attacked by it will apply the DoT to you, and it will periodically leave areas of void behind on the ground that apply the DoT when stepped in. Death's Teeth also occasionally teleports around the area.

There are 2 Ancient Sentry Wards in the central area that will attack you and spawn spinning blade traps if you alert them. If you kill the Ancient Sentry Wards, skeleton archers will periodically spawn around the area.

Optional: There are 6 (only 5 found on Lamannia?) Cryptic Stone Tablets spread throughout the area. Each one has an anagram for one of Vecna's many titles (vecna, the whispered one, lord of the rotted tower, the undying king, master of the spider throne). Use /say and speak the correct title at each Cryptic Stone Tablet to complete the optional.

When you finish activating the 5 large runes, Death's Teeth will disappear and a portal will spawn in the east that leads to Part 2.

Part 2: The Kopru Mountain Keeper
In this area you fight a large Kopru that spawns Water Weirds and has several special attacks:


 * Malice: This creature's main target has difficulty casting spells and being healed. (Malice of the Kopru: Sheer malice assails your mind. You have a 50% chance to fail all spell casts and all heal and repair effects that target you are reduced by 25%. You will be subject to telekinetic strikes periodically.)
 * Storm Caller: Can call down a barrage of lightning bolts against all targets who are not close by.
 * Illusions: Can create illusionary copies of itself to hide amongst.
 * Telekinetic Strike: Blasts its main target with force damage periodically.
 * Mind Reader: You can't dodge its physical attacks.

Marking the real Kopru at the start of the fight with debuffs such as Horizon Walker's Marked Target can help reveal which Kopru is the real one when it summons its illusions.

After defeating the Kopru, a shrine will spawn along with a portal to Part 3.

Part 3: The Ghost Flame
Inside the volcano is a large open room with lava in the center and around the edges. Touching the lava deals damage and applies a stacking debuff that reduces your fire absorption with each stack. (-20% per stack? Unknown max stacks.) There are circular platforms in the four corners of the room as well as the center. Stepping on the platforms gives you the effect Shroud of Secrets: You receive -900 to all Healing Amplifications, have increased Arcane Spell Failure, and are completely immune to Sonic damage.

Phase 1:
The Ghost Flame remains in the center, inactive. There are four Tormented Souls in the corners of the room that will become active one at a time. Whenever one becomes active, it spawns additional skeleton enemies. Reducing a Tormented Soul to ~85% of its max HP will deactivate that one and activate the next. The skeleton enemies have a buff Hateful Revenge: This creature will start to burn with raging revenge the longer it's in combat, striking its target with flame damage with just its gaze.

Tormented Souls order:
 * Northeast (Kelas)
 * Southwest (Alaric)
 * Southeast (Gorth)
 * Northwest (Osfield)

When all the Tormented Souls have been fought, Phase 2 begins.

Phase 2:
Death's Teeth appears and attacks you like in Part 1 of the raid. The Tormented Souls appear again in a new order and must be reduced to 70% of their max HP.

Tormented Souls order:
 * Southwest (Alaric)
 * Northeast (Kelas)
 * Southeast (Gorth)
 * Northwest (Osfield)

When all the Tormented Souls have been fought, Phase 3 begins.

Phase 3:
Vecna forces The Ghost Flame to join the battle. She and Death's Teeth remain invincible. Her abilities are
 * Teleporter: She blinks about the battle field!
 * Silence: She can silence a foe with a word.
 * Vecna's Gaze: She enchants the target so Vecna gazes through them, to the woe of all they look upon.
 * Seeking Skull: Coming soon! (Lamannia unfinished ability.)

The Tormented Souls appear again in a new order and the first three must be reduced to 50% of their max HP.

Tormented Souls order:
 * Southeast (Gorth)
 * Northwest (Osfield)
 * Southwest (Alaric)
 * Northeast (Kelas) (At this point Kelas can be killed completely, starting Phase 4)

Phase 4:
When a Tormented Soul is killed, several Dark Secrets will spawn in the air throughout the room. Whenever a Dark Secret is destroyed, everyone in the room takes untyped damage. However, if left undestroyed for too long, The Ghost Flame will destroy all remaining Dark Secrets, dealing their damage at the same time. (Unknown if The Ghost Flame does this for the first set of Dark Secrets?)

The Ghost Flame and Death's Teeth are inactive while the first set of Dark Secrets are up. After the first set of Dark Secrets are destroyed, they lose their shadowy shields, becoming vulnerable to damage. However, they will continue to regenerate health as long as any Tormented Souls remain alive.

Death's Teeth is now corporeal and gains new abilities. It leaves behind patches of green fire on the ground, and occasionally performs a roar attack that deals 3 large bursts of Sonic damage. When Death's Teeth begins the roaring animation, players should run to the nearest rune-inscribed circular platform to be shielded from the Sonic damage.

Periodically, a player will be targeted with Claw of Vecna: a sword will appear above the player's head and after several seconds will come down and strike for ~10k Untyped(?) damage. Actively blocking prevents the damage. (NOTE: A debuff will appear in your debuff bar counting down from 10, but the damage is dealt when there are 3 seconds left. The sword can also be quite hard to see during the raid.)

Tormented Souls order:
 * Southwest (Alaric) After Alaric is killed, Death's Teeth applies the stacking debuff Soulbitten with its attacks, reducing max HP with each stack.
 * Southeast (Gorth)
 * Northwest (Osfield)

When all the Tormented Souls are gone, Death's Teeth can be killed. The Ghost Flame will still heal up as long as Death's Teeth is alive. After Death's Teeth is dead, kill The Ghost Flame to complete the raid.

Lamannia unfinished optional?: There are skulls floating above the lava on the east side of the room. They can be jumped on while dead, but disappear when you are alive.

| misc            = | insidious       = | devious         = | discreet        = | aggression      = | onslaught       = | conquest        = | tamper          = | neutralization  = | ingenious       = | observance      = | perception      = | vigilant        = | mischief        = | vandal          = | ransack         = | bonus_xp_notes  = | chest           = | collectable     = | npcreward       = Standard, no 20th completion reward as Raid Rune system is in place | unique          = yes | external        = }}
 * It is possible to sneak by the Sentry Wards in Part 1 to find the hidden runes, allowing you to avoid their aggro, spawing traps, and spawning skeleton archers.
 * Fire resistance and absorption are very helpful in Part 3.
 * Two tanks are helpful against Death's Teeth in Part 3 in order to swap aggro when one tank gets too many stacks of the max HP debuff.
 * It can be helpful to assign one party member to slowly destroy the Dark Secrets in Part 3. If everyone destroys them immediately, it may overwhelm the party with damage.