Temple of the Deathwyrm

''In the chasm beneath Thunderholme there is a temple to a dark god. A temple that the Dracolich Aurgloroasa has long called home.'' {{Quest | raid       = yes
 * name= Temple of the Deathwyrm
 * epic= 30
 * duration= long
 * enormal = 29332
 * ehard = 30076
 * eelite = 30821
 * loc= Aurgloroasa's Lair
 * npc= Thela Bonmar
 * zone= The Thunder Peaks
 * patron= Purple Dragon Knights
 * favor= 9
 * free= no
 * extreme=

You are determined to destroy Aurgloroasa, the ancient shadow dracolich who destroyed the dwarven city of Thunderholme. Descend deep into the ruins of Thunderholme to Aurgloroasa's lair and confront the Sibilant Shade.
 * loadingpic=Questloading_AurgloroasasLair.jpg
 * overview=

Flagging
After you defeat Sarva Ballistra in the Ruins of Thunderholme, return to the Thunder Peaks public area to speak with Thela Bonmar.
 * obj=
 * Destroy Aurgoloroasa's Phylactery
 * Defeat Aurgoloroasa
 * Destroy the real Phylactery
 * Reach the second floor
 * Reach the third floor
 * traps=
 * misc=

This raid may take from 50 minutes 150+ minutes.

Raid Structure

 * Entrance Room
 * Stage 1: Mirror puzzle 1&2 - (See images for solution)
 * Stage 2: Set of 2 puzzles
 * Stage 3: Mirror puzzle 3&4 - (See images for solution)
 * Stage 4: Bone Guardian fight
 * Stage 5: Mirror puzzle 5&6 (See images for solution)
 * Stage 6: Set of 2 puzzles
 * Stage 7: Shrine room
 * Stage 8: End fight

Entrance Room
Buffs are not necessary at this point; in the next two puzzle rooms the group (other than the puzzle solver/s) will usually be in a confined area clearing minimal amounts of trash mobs until the puzzle is complete and then moving on - casters can optionally conserve SP at this stage but should (on normal/hard difficulties) make it through to the shrine room with plenty of SP to spare.


 * Of Special Note:
 * All party members can recall and re-enter the dungeon before the shrine room is reached to replenish SP/HP.
 * Once the shrine room has been entered IF NOBODY MOVES WHEN THEY ENTER you can still recall and re-enter the dungeon.
 * Once a party member MOVES in the shrine room the raid will be locked with no re-entries.

Stage 1: MIRROR PUZZLES 1&2
As you enter each mirror puzzle room you will find a room with two crystals, one horizontal sender and one vertical receiver. A light beam emerges from the sender crystal (some crystals are already active and sending the beam, some need to be used once so that they begin emitting the beam) the beam then bounces off of the mirrors until it reaches the receiver crystal. The puzzle solver/s (one or two at most with one progressing forwards from the start crystal and one working backwards from the end crystal) will be the only ones out in the room, with the rest of the team moving directly to the exit position and staying their until the puzzle is solved.

Mirrors can be oriented in any of 8 possible directions, however, only 2 positions can actually reflect the beam, sending it either on a left or right turn. Currently clicking a mirror too quickly as you turn it may render it unable to reflect light, any moving mob in the line of the beam also stops the beam and you will have to turn the mirror again - turning the mirror again corrects this. Anyone standing in the path of the beam once activated will take approximately 2000 damage. It is best to stand behind the mirror relative to the origin of the beam as the beam will never pass through the mirror. Standing in this spot also gives the best view, as looking left or right will quickly allow you to determine the path the beam should take.

In almost every case, if standing behind the current mirror at the end of the beam, checking left or right will reveal one of those directions has a mirror and one of those directions lacks a mirror. Turning the mirror to direct the beam to the next mirror will allow you to progress the beam along. Repeat until solved.

With an inexperienced solver, the puzzle is best done starting from the sender so that he or she may see the beam and bounce it along the mirrors until it reaches the receiver.

With an experienced solver, the puzzle is best done backwards from the receiver so that they can position the mirrors without bouncing the beam everywhere and endangering anyone. Doing so requires that he keeps track of where the beam would have been and would go but without being able to see it. Once ready to be solved, they inform the party so that they can be out of the way of the path of the beam.

Stage 2: CHOICE OF PUZZLES
Twice during the raid you will arrive at a room with a choice of two portals (each having a rune offering hints as to what is through each). You will have a choice of two of these puzzles, chosen from a possible three for each stage. One portal will be randomly inactive.

Be wary of your choices as being blown/buffeted from the end fight requires you to run back through to the end fight alone - this is not possible in the gravity room and you will need someone to come back and get you through. Choosing & completing the Gravity room does give you an extra chest at the end of the raid however plus a chest at the end of the Gravity room itself.

These are the descriptions and key to what each is:


 * Chamber : Jumping Room: left side
 * Archives: Dwarven Maze: straight ahead
 * Traproom: right side

Dwarven Maze & Jumping Room contain no enemies.

HOW TO: Jumping Room Wings, abundant step & Cannith Boots of Propulsion help. Boots are not required. If you get to the point in the video below where I use mine (this should take you about 30 seconds with FF and some practice,) you can jump out to the first jut in the wall. Line yourself up facing the side of the room you are headed to, make sure FF is on and just push forward. You will catch the ledges and run across.
 * Jump up the ledges and destroy the phylactery.
 * http://www.youtube.com/watch?v=if_sRRIOn38

HOW TO: Dwarven Maze If you take the wrong exit from a room, you end up in a room with no exit and a dwarf that you can talk to. To exit you can either talk to the dwarf, in which case you die and respawn at a Res Shrine at the start of the maze, or, if you can use DDoor, return to the start of the raid and run back through the Mirror Rooms to the Maze. To use Runes & read their riddles you must be a Dwarf or have high Intelligence (36+). The riddle is always a statement of left or right and two more statements: whether the previous statement is false or true. Randomly mixed.
 * 5 Rooms, each with 2+ exit portals which change each run

There is one room with 6 portals. The correct Portal is either left or right of the speaking stone. That brings you to the last room. If you take the correct portal in this one you end up in the first room again. The key is to not take any portal and turn around and jump up in the corners (there's a ledge). Now destroy the phylactery on the other side and go through the portal.

The left/right hints given by the runes measure left and right from the runes. Therefore, to solve, once you have determined whether left or right is correct, face the runes and trace the wall in the correct direction. The first portal you touch is the correct direction. Note some groups may notate the solution as left/right as measured looking at the portals and not the runes--if in doubt, ask for clarification. To solve, read the third clue first to determine the verity of the second hint, then use the adjusted second clue to determine the truth of the first statement.
 * Riddle Example 1:
 * If north were south and tail were mouth and your wits bereft, then the way is left. (i.e., "Left is wrong")
 * That 'twas true as day is dark. (i.e., first hint is false)
 * In the second statement, let false stay false and true stay true. (i.e., the second hint is correct; the left portal is actually correct)
 * Example 2:
 * If thrice the legs of men and half the count of dragon's limbs is lesser than the count of fingers on two hands, go right. (i.e., 8 < 10, so "Right is correct")
 * That 'twas true as day is dark. (i.e., first hint is false)
 * In the second statement, let true be false and false be true. (i.e., the second hint is false; the first hint is actually true; right is actually correct.
 * Example 3:
 * If the right wall were the floor and the ceiling were the door, upward fly or you will live no more. (i.e., "Left is correct")
 * That 'twas true as day is dark. (i.e., first hint is false)
 * The last writing will lead you into certain death. (i.e., second hint is false; first hint is actually true, left is actually correct)

It has been noted that, as party members go through to different rooms, all the portals spawn more instances which in turn can raise the lag levels.
 * It is much easier to allow one person to go through & map the exit route alone, while the others wait at the start of the maze
 * Once the route is mapped, everyone else can move together to the next room until all are there, and repeat until they are at the end
 * This method will take ~5 mins instead of up to 30 mins, and helps ensure everyone uses the correct portal
 * Time is of the essence in this raid as all parts are time consuming.

HOW TO: Traproom Mobs will respawn at the entrance from portals.
 * Solved by a minimum of two people, referred to as Group A and B for convenience.
 * A lever that can be used infinitely opens the first gate into a two story "cage".
 * A second lever opens the gate to the exit and the phylactery on the second level (The distance is too far for a single person without abundant step/sprint boost).
 * After dealing with the Spell Wards and any mobs Group A lets Group B through the first lever and follows behind. Group B pulls the lever on the second level and this lets Group A through the gate on the second level. Group B can then let Group A through and kill the phylactery.
 * After this point, the door on the second level cannot be reopened. It’s possible that killing the phylactery prevents the second lever from working.
 * Spell absorption is recommended against the spellwards.
 * A trapper is probably required for EE difficulty.
 * Once one person is through the second gate the lever can be pulled again to let other people through.

It's worth noting that if the party used this route and you have latecomers, re-entries, get blown/buffeted back/off or have to Dimension Door that you won't be able to proceed up to the top level this way. Eventually you will be able to solve the alternate puzzle and hopefully pass through that way.

Stage 3: MIRROR PUZZLES 3&4

 * See information above - repeat to solve and move on each time.

Stage 4: Bone Guardian Fight

 * This room consists of a named Bone Guardian that you need to kill in order to active the next portal (and get an extra chest). It is a living construct, so Construct Bane and Smiting weapons are useful. A Blasting Chime equipped by at least one melee character will also help. Skeletal Archers and Skeletal Warriors will respawn and you will sometimes see one that is inactive - it can be targeted but not damaged, however the Bone Guardian can still sacrifice these mobs. Kill it quickly, loot the chest and move on.
 * Note: The Bone Guardian will (if not killed fast enough) rejuvenate his hit points by sacrificing the room's mobs in a similar fashion to what you find in The Unquiet Graves.

Stage 5: MIRROR PUZZLES 5&6

 * See information above - repeat to solve and move on each time.

Stage 6: CHOICE OF PUZZLES

 * Choose your puzzle again - giving consideration once more to those that will need to run through the raid to reach the end fight once more after being buffeted off.
 * Halls  : Red/Green: left side
 * Archives: Gravity (but not if chosen earlier): straight ahead
 * Tower  : Combat: right side

The Gravity room should consume fewer resources, as it contains no enemies than the Red/Green room although it does require two players to pass through if someone has been knocked off. (See notes above)

HOW TO: Red/Green Room
 * Here you find floating orbs with three light phases: Green, Amber and Red.
 * You get killed when you move in the red phase (Including jumping).
 * Spell Absorption prevents death from moving during the red light.
 * There are several stages of pressure plates that open the first gate. After more tunnels and Helmed Horrors you arrive at a beholder, a final Helmed Horror, some pressure plates and the phylactery. Stand on all the pressure plates at once in order to access the phylactery. In this puzzle, pets such as Pale Master skeletons or Artificer dogs can also activate the plates.

HOW TO: Gravity
 * 6 tiles need to be activated, spread throughout a maze; think crucible swim without the water.
 * Tile colors & locations:
 * Lower Right: Blue
 * Upper Right: Yellow
 * Lower Left: Red and another gravity lever room (also has White)
 * Upper Left: Green, Purple
 * Exit Route: Lower left & follow the path marked by orbs

There are two buttons, one at the start and the end that activate/deactivate gravity. The person on a button cannot move while gravity is on however they are protected from flying up to the spikes by a small ledge over both controls. The party should split up and cover all five pressure plates to open the phylactery, destroy it to open the next portal and move on.

Evasion characters still took considerable damage while moving through but with good self-healing were able to work their way over a series of high walls towards the pressure switches. Once there it was usually possible to find a clean stretch of wall and floor that you could hover and drop in and avoid damage from traps.

The Blue and Green switches are trapped. The Blue switch has a very deadly force trap - wait below the switch until it is actually needed. The Green switch has a much less deadly spinning spike trap. Neither trap can be disarmed.

For party members waiting by the phylactery room at the end, there is a ledge above the white pressure plate where you can ledge-grab and not be affected by gravity. This reduces confusion, allowing only one person to be under the small ledge to control the gravity switch.

In this puzzle, pets with a control bar are able to activate pressure plates (stand ground), and are able to toggle gravity switches. This is useful for shorthanded parties or parties where not many people know how to navigate the maze.

This puzzle also has a chest at the end which can contain s & s.

HOW TO: Shadow Tower
 * Upper area combat area - Reached by climbing the ladders.
 * Lower area Phylactery room - Shield surrounds until the buff comes down - see notes below.
 * When you enter this room split the team into two - leaving some casters below to place AoE such as firewall on the Phylactery ready for when its shield drops, the rest of the group should go up to the upper area.
 * The goal of this puzzle is to obtain a certain buff gained by landing the killing blow on one of the mobs in the area above (you will know which one because it will have a purple glowing haze area it) - once the person has this buff - shown again by a purple glowy haze around the character they should jump down (having NO featherfall helps) and remain within the shield of the Phylactery so the casters below can put DOT's on it. The debuff lasts only around 15 seconds and if you have not used it correctly (de-activated the shield) within that time you will simply - explode - nice :o)

Stage 7: Shrine Room

 * The first portal disappears upon reaching this room. (DDooring will result in being stuck at the beginning.)
 * Use this wisely, any party member with (as a guide only) above 50% of their SP left should not use the shrine at this point, make sure to buff each party member before using the shrine also using up any remaining SP if you intend on using it. There is no standard set of buffs for the end fight, so it’s really a case of GH, Blur, Weapon buffs, mass buffs & go.

Stage 8: End Fight
Key Roles:
 * Tank/Kiter for Aurgloroasa the Dracolich
 * Kiter for the Kuldjargh/Bone Boys
 * Healer for the Tank/Kiters
 * DPS


 * Blitzer for trash management (Optional)

Dracolich: 100% - 50% HP

The Dragon Tank/Kiter has responsibility for the Dragon
 * Those familiar with holding aggro and dealing with debuffs and AOE breath should find their feet quite quickly
 * Deathblock is required - While debuffed by Dragon, you are immune to deathward

The Kuldjargh Kiter (or Bone Boy/Redbone Kiter for ease of pronunciation) has responsibility for the 5 Kuldjargh
 * There are 5 Kuldjargh, and they will respawn when killed. They have high Fort Saves and extremely high HP (so high that they can't be easily taken down)
 * The Kuldjargh will drop a Harried debuff on anyone they hit as well as a Slow effect - This is trouble for the Dragon tank if he/she gets hit
 * A fast moving character with Wings/Abundant Step/Flyby Attack (includes knockdown effect) is ideal for this role
 * It is important that no-one else hit the Kuldjargh, until the Kiter has the aggro of all 5 Kuldjargh
 * People other than the Kiter should turn off Improved Precise Shot, avoid using AOE spells, avoid using Cleave and be careful of glancing blows, etc
 * Once the Kiter has the attention of the Kuldjargh, he/she can either kite them round the Courtyard OR find a safe spot to hang
 * The North or South Walls of the entrance gatehouse provide safe "hang spots" where the Kuldjargh cannot reach
 * If the Kiter is hanging, all others should avoid the "hang spot" to avoid taking aggro from the Kiter
 * From this point, everyone else should be able to ignore the Kuldjargh until the end - Care should be taken to avoid accidentally stealing their aggro from the Kiter

The Healer role looks after the Dragon Tank and Kuldjargh Kiter
 * Priority is on keeping these 2 roles alive
 * Spell points need to be preserved to ensure the Tank and Kiter can be healed throughout the fight (which can be quite long)
 * Resurrecting other party members is NOT the role of the Healer
 * Other characters with healing/resurrection abilities can heal/resurrect as required

DPS play a crucial role here
 * Periodically Cult of the Dragon Deathlords will spawn (maximum of 5 at one time) and provide the Dragon with stacking DR vs Magic and Physical Damage
 * Each Deathlord provides 20% DR for the Dragon, for a total of 100% when all 5 are active
 * Killing all the Deathlords will allow fast reduction of the Dragon's HP, but they do respawn
 * Keeping them down to 1 alive is usually sufficient without wasting DPS resources.

Optionally, a dedicated Blitzer can focus on killing the Skeletal Archers
 * This person should ignore the Kuldjargh, focussing on taking out just the archers, hopefully keep Dungeon Alert levels down
 * This may also help with lag when people step through portals in the next stage and a bunch of shadows spawn

Dracolich: 50% - 5% HP

In this section, part of the group remain in the Courtyard with the Dragon (Dragon Side). The rest should get ready to shift to the Shadow Side when they are able to
 * The Dragon Tank and Kuldjargh Kiter MUST remain in their roles in the fight with the Dragon
 * There needs to be someone alive in the Dragon Side Courtyard for the Shadow Side to remain active once accessed
 * If everybody does die on the Dragon Side, all those on the Shadow Side/with the Phylacteries will be ported back
 * Ideally the dedicated Healer will remain on the Dragon Side to keep the Tank and Kiter alive
 * A second Kiter can remain up as backup or to kite/kill extra mobs that spawn
 * Anyone who does not have a Dragon Side role can shift to the Shadow Side to assist there

Phylactery/Shadow Side

When the Dragon reaches 50%, DM text appears to say the Dragon has dispatched some Shadows
 * At this point 5 Shadows will appear among the trash mobs running around
 * Get aggro on 1 or 2 of the Shadows and bring them to the middle of the Courtyard ready to be killed
 * Let the Group know when Shadows are in centre, so they can group together
 * Everyone who does not have a specific Dragon Side role should gather where the shadows are to be killed
 * When a Shadow is killed it spawns a small purple portal (lasting 5-10 seconds) which provides access to the Shadow Side
 * Click on the portal to move to the Shadow Side
 * Everyone should be ready, as this all happens very quickly

The Shadow Side contains the Dragon's Phylactery
 * Once you are through the portal you will arrive at the West Side of the Courtyard (irrespective of where the entry portal was)
 * The portal on the W side can return you to the Dragon fight
 * You can see the Phylactery in front of you, in the centre of the Courtyard (surrounded by shadowy walls)
 * On both the left (N) and right (S) of Courtyard, there are a Beholder & a Helmed Horror
 * Killing the pair on the N Side will activate the Control Crystal in the NE Corner
 * Killing the pair on the S Side will activate the Control Crystal in the SE Corner
 * There are Shadows everywhere - they can be killed or ignored
 * Once the Beholders and Helmed Horrors are dead, there are 6 Portals that can be activated
 * 3 in NE Corner, activated by turning NE Control Crystal
 * #1 on N Wall, #2 in NE Corner, #3 on E Wall
 * 3 in SE Corner, activated by turning SE Control Crystal
 * #4 on E Wall, #5 in SE Corner, #6 on S Wall
 * Only one portal can be activated at a time by each Control Crystal, but once someone has used the Portal, the Crystal can be redirected

Beyond each Portal there is a small room containing a Phylactery
 * 5 rooms contain fake Phylacteries, only one room contains the real Phylactery
 * 3-7 Shadows will spawn in each Phylactery Room - these can be CCed or killed
 * The group should decide how many Phylactery Rooms are going to be entered, and which ones
 * Up to 6 can be done at one time, but this will depend on the abilities of the group to solo the rooms
 * The team/individual going into each room should deal with the shadows then prep the Phylactery, so that it can be killed within a couple of seconds
 * Once the Phylactery in a room is prepped, the team should hold off destroying it till the other teams are ready
 * Once all Phylacteries are prepped, the OK should be given and the Phylacteries destroyed
 * There is a window of ~4 seconds after the first is destroyed to destroy the others, so aim to have the kills a simultaneous as possible
 * When Phylacteries are destroyed everyone inside the Phylactery Rooms will be sent back to the Dragon Courtyard
 * Another Shadow needs to be killed to create a new portal for these people to return to the Shadow Side
 * If all the Phylacteries destroyed were fakes, the locations of the real and fake Phylacteries will be reset
 * The same portal/set of portals can be used each time
 * The process should be repeated until the real Phylactery is destroyed
 * A DM message will say when this has occurred

Once the real Phylactery is destroyed, the shadowy walls in the centre of the Shadow Side Courtyard go down
 * There are 8 Phylactery Shards in the centre, which need to be placed in the Ward Flames in the Centre of the Dragon Side Courtyard
 * These are exclusive i.e. only one Shard can be carried at a time by any one person
 * Anyone still on the Shadow Side can pick up a Shard and return through the W Portal to the Dragon Side
 * Anyone on the Dragon Side can return to the Shadow Side to collect Shards through the portals created by killing Shadows
 * This step needs to be repeated until all 8 Shards have been collected
 * As the dragon is beaten down, more shadows will spawn, so more portals back can be created until all 8 shards have been collected
 * As soon as someone returns with a Phylactery Shard, they should look for an empty Ward Flame in which to place the Shard

Communication is key in this section of the raid, and coordination of Phylactery prep/kill must take place. If every Phylactery room is prepped in one go, it can be done quite fast BUT this depends on numbers and capabilities. While ranged characters may be okay soloing, melees may have a tough time with the shadows. They don't have ridiculous amounts of HP and can be killed off with a slow respawn rate, but that does take some time and this is quite intense. It can be done by using just 1 portal or coordinating 2 until the correct Phylactery is found. As long as people are alive (or can be resurrected), this stage can be repeated until successful. If everyone ends up back on the Dragon Side, without the real Phylactery having been found, you face another Dragon beat down until more shadows spawn.

By the time this stage is finished, there may be quite a few Cult of the Dragon Deathlords in the Dragon Courtyard
 * Watch out for 600-800 HP disintegrates and insta death spells
 * Deathblock items with percentage Negative Energy Absorption are nice to slot here and throughout the raid as the dragon's debuff dispells deathward and makes you immune for 60 seconds.

Dropping The Deathwyrm

Once the Phylactery Shards have been placed the Dragon can be killed
 * To prevent the Dragon from rising again, it must be killed in the centre of the Courtyard (in the middle of the circle of Ward Flames), then levers activated
 * If the Dragon is killed outside the central circle, it will rise again (with 20-30% HP)
 * If the levers are not activated within ~4 seconds, the Dragon will rise again (with 20-30% HP)

As soon as the circle of Ward Flames is complete, the Dragon Tank should lead the Dragon into the Centre Circle
 * If the Dragon is above 5% HP, everyone who is free should assist in bringing the Dragon down to 3-5%
 * As soon as the Dragon is prepped at 3-5%, everyone but the tank should break off and the Tank hold the Dragon in the centre

The levers that need to be pulled are in the NE and SE corners
 * At least one person MUST be assigned to each lever
 * There is NOT time for one person to pull both levers before the Dragon rises again
 * Two people on each lever gives increased chance of successful pulling, in case of Interruption or delays due to lag
 * Characters with a high Dodge and/or Concealment are ideal lever pullers
 * If lever pullers can do AOE damage, this can help BUT risks the lever pullers keeping aggro, which can result in interruption when pulling the levers
 * Attempts should be made to protect the lever pullers, as trash mobs spawn from the corners of the arena, right behind the levers
 * A separate person casting AOE spells around the levers to catch any trash will result in that person grabbing aggro rather than the lever pullers
 * A ranged character can also attack any mobs that approach the lever pullers, grabbing aggro to themselves

Once the lever pullers (and protection) are in position AND the Dragon is prepped and in position, the Dragon can be killed
 * The party leader (or nominated individual) should give the KILL command
 * Everyone who can should attack the Dragon with every high DPS attack available to bring her down rapidly - Ruin, Fury Shot, Ten Thousand Stars are ideal
 * The Tank should try to keep aggro to prevent the Dragon leaving the centre of the Courtyard
 * A DM message will appear to say the Dragon has gone down
 * The lever pullers should standing ready and should pull their levers as soon as they see the message
 * If this is not successful first time, the Dragon should be prepped again and the procedure repeated

With the Dragon down, the Kuldjargh, Deathlords and any other trash mobs remaining can be cleared up

Finally, you can collect and enjoy your loot... you've earned it!

Some parts including the end fight is currently ged. Please be noted GMs may not be available in certain hours due to the new support hours policy.




 * chest= Total number of chests vary by difficulty and the path you take;
 * One for Giant Skeleton room
 * 2nd minigame selection: Gravity room has one chest
 * End chest: up to 5 depending on difficulty
 * EN: 1 raid chest, 1 side chest
 * EH: 1 raid chest, 2 side chests
 * EE: 1 raid chest, 4 side chests

Named Monsters: }}
 * npcreward= Standard raid end reward; 20th list includes all three named items,, and
 * unique= yes
 * monsters=
 * Animated Armors
 * Dwarf Skeletons
 * Skeletal Archers
 * Skeletal Battleragers
 * Skeletal Warriors
 * Shadows
 * Shadow Stalkers
 * Aurgloroasa - Purple-named Dracolich, raid boss
 * Antimagic Shadow Beholder - Red-named Shadow Beholder
 * Bone Guardian - Red-named Animated Object
 * Cult of the Dragon Deathlords - Red-named Human necromancers
 * Helmed Horrors - Red-named Constructs with particular hate against spellcasters
 * Keeper Wraiths - Red-named Wraiths, spawn from soulstones and prevent resurrections.
 * Kuldjarghs - Red-named Battlerager Skeleton
 * Shadow Hags - Orange-named Night Hags