The Hollow Crown — chapters 3 and 4
Before you start chapter 3: you must have finished Chapter 2, "The Gaze". That means you touched all three Waystones, defeated the Marshal of the Unspoken, rescued Tamsin Rook, and stood on the Mourngate plaza. In your Quest Log, The Hollow Crown → The Gaze should read: "...The Herald asked whether I carry the one name the gate knows. I do not. Not yet."
Everything in the Hollow Crown is balanced for level 1000+. The boss lever checks for level 1000 itself.
A note on directions: this guide uses compass directions. North is "up" on your screen. "Floor below" means one level underground. Coordinates in are for staff only. Players can't see them.
Chapter 3: The Name That Opens — show the walkthrough (spoilers)
Chapter 3: The Name That Opens
Overview
| Step |
Where |
What you do |
| 3.1 |
Oradin, terrace 3 (Wrights' temple-workshop) |
Talk to Archivist Odo Marrowbone and receive the Archivist's Lantern |
| 3.2 |
Mourngate plaza |
Use the Lantern on the headless central statue. A stair opens for 30 seconds. |
| 3.3 |
The Sunken Archive (under the plaza) |
Defeat the Herald Unspoken (west wing) and the Seer Unspoken (east wing), and open the Vault of Kings (north). You get one Name Fragment from each. |
| 3.4 |
Oradin, the Wrights' bench |
Combine the three fragments into the King's Name |
| 3.5 |
Mourngate plaza |
Stand in front of the gate and say Sevrin. The Mourngate opens and Chapter 3 is complete. |
Every player does this for themselves. Each character needs its own Lantern, its own three fragments and its own King's Name. Each character also has to speak the name at the gate personally. Friends can help with the fights, and the Herald and Seer drop a fragment for every eligible player in the wing, so a full group can finish together.
3.1 Archivist Odo Marrowbone: getting the Lantern
Where: Oradin, terrace 3, inside the temple-workshop of the Wrights. He stands among crooked bookshelves, a few steps west of the big forging workbench (the Wrights' bench). You will come back to that bench later.
Conversation (type exactly the words in code):
| You say |
Marrowbone |
hi |
"Ah. A visitor. Please do not touch the books; they are older than your grandparents' grievances." |
gate (or mourngate) |
He explains that the Mourngate "opens for a name it knows", and that the name lies in the archive under the gate's plaza. He ends: "Will you go and read for me? I do not go outside." |
yes |
"Splendid. Take my lantern..." You receive the Archivist's Lantern, and Chapter 3 begins. |
If you haven't finished Chapter 2, gate only gets you: "I would love to help. I would love it from in here."
Other useful keywords:
fragments: a reminder of what to find. One fragment is with the Herald, one with the Seer, and one in the Vault of Kings, "and the vault opens for two hands at once, not one. Bring a friend."
archive: the layout, with three wings (west, east, north) around a reading room.
bench / forge: how to forge the name. This works once you carry all three fragments.
lost: replaces a lost Archivist's Lantern and/or King's Name, once per day.
- Flavour:
sevrin, caller, wrights, name-tag (he buys one deserter's name-tag at a time for 1,800 gold).
Your Quest Log now shows "The Name That Opens", in progress.
3.2 Opening the way into the Archive
Travel back to the Mourngate plaza. That's the square of black flagstones at the east end of the King's Road, where Chapter 2 ended. The plaza is entirely in shadow, so the Gaze doesn't touch you there.
- Seven headless equestrian statues stand on the plaza. The big one in the middle is the one you want.
- Use the Archivist's Lantern on the central statue. That means Use with, then click the statue. Everyone nearby sees: "The ash sinks. Stairs."
- The floor tile right next to the statue, on its east side, turns into stairs for 30 seconds. Anyone can walk down them while they're open. Using the Lantern again resets the 30 seconds.
- If you use the Lantern anywhere else, you get: "The lantern flickers. Nothing here remembers any stairs."
The Lantern is not consumed. Keep it, because you'll need it every time you want to go back into the Archive.
Other things on the plaza:
- A magic forcefield in the south-west corner of the plaza teleports you back to Oradin. It only works if you finished Chapter 2.
- The Mourngate fills the north wall: eight tiles of basalt, with no hinges. You'll open it in step 3.5 below.
3.3 The Sunken Archive
You land in the reading room, a big square hall about 15 × 15 tiles.
Layout in plain words:
- Reading room (centre): where you arrive. A ladder in its north-west corner takes you back up to the plaza.
- West wing: the Herald Unspoken's hall, about 13 × 13, with a pulpit in the middle.
- East wing: the Seer Unspoken's hall, a rectangle of about 15 × 11.
- North: the Vault of Kings, made up of a wide antechamber with two levers and, behind a locked door in its north wall, the small vault room with a chest.
- South-west: the Readers' Door (see 3.6).
There are also some books to read for lore. The Chain Under the Mountain is in the reading room, and The Last Page is inside the vault.
How the two wing bosses wake up
- A wing boss appears about 2 seconds after a player who has Chapter 3 (started or finished) walks into its wing, provided that player isn't on cooldown for that boss. It appears with a yell: the Herald shouts "You are not on the list." and the Seer says "It sees you from the inside."
- Cooldown: 20 hours per character, per boss. It starts the moment the boss appears, for everyone in the wing at that time (or the moment you walk in, if the boss is already up). It also counts if your group wipes.
- If you walk into a wing while you're on cooldown and the boss is already awake for someone else, the wing throws you back into the reading room with: "Herald Unspoken is already awake in there, and it has not counted you in. Come back in 19h 59min."
- If you're on cooldown and nobody has woken the boss, you can walk through freely. You just get a reminder of your remaining time.
- A player without Chapter 3 never wakes a boss. If they walk in while the boss is already up, they join the fight and get the cooldown like everyone else.
- If nobody stays in the wing (or within 8 tiles of the boss) for 60 seconds, the boss and its summons vanish and the fight resets.
- The fragment: when the boss dies, every player who damaged it or is standing in the wing gets that boss's Name Fragment. You must have Chapter 3 started, and each character gets each fragment only once. Later kills give normal loot only. Make sure you have free capacity and backpack space. If you don't, the fragment lands at your feet.
Both bosses have 480,000 HP and are roughly as strong as Goshnar's Hatred. Each one always drops 55-75 crystal coins. Bring a proper level-1000 team of 4 or 5.
The Herald Unspoken (west wing): fragment "Sev-"
The King's voice: a caster in plate armour with a bronze, mouthless mask. He keeps about 3 tiles away from his target.
| Effect |
Damage types |
| Weak to |
holy (+10% damage taken) |
| Immune to |
fire, death |
| Neutral |
physical, energy, earth, ice |
His attacks:
- "The King's word": a heavy death bolt on one target, up to range 7.
- A death burst around himself (radius 3) and a physical wave in front of him.
- Proclamation: a 7 × 7 shout centred on him. It drains a lot of mana and blocks all spoken spells for 4 seconds. Potions and runes still work.
- Summons 3 Ash Revenants every 30 seconds, never more than 3 at a time.
- The Reading, at 40% health (once per fight): he teleports to the pulpit in the centre of the wing and becomes invulnerable for 8 seconds while he "reads". You'll see: "The Herald opens the King's list and begins to read. Every Revenant in the room answers to a line of it." Every second for those 8 seconds, everyone within 8 tiles takes death damage for each of his Ash Revenants still alive. That's roughly 900-1,300 per Revenant per second, or about 3,300 a second with all three alive. The 8-tile reach covers the whole wing. When he finishes: "The Herald closes the list. You are not on it. Not yet."
How to win:
- Only the tank should stand next to him. Everyone else stays 4 or more tiles away so Proclamation can't silence the healer and casters. If you get silenced, use potions and runes.
- Keep the Ash Revenants under control. Each one has about 43,000 HP, takes +25% from holy and +10% from energy, and is immune to death. Their hits lower your melee and distance skills for 5 seconds.
- Before you push him below 40%, kill every Revenant. Hold him at around 45%, clear the adds, then burst him through 40%. If the room is empty when he reads, the Reading does no damage at all.
- After the Reading, finish him off. Use holy damage. Fire and death do nothing to him.
Rare loot: Herald's mask (helmet; sorcerers and druids, level 600; magic level +2, 8% death protection, -3% holy protection) and unspoken plate fragment.
The Seer Unspoken (east wing): fragment "-ri-"
A gaunt knight with a single glowing eye where his head should be. He fights at range (about 4 tiles).
| Effect |
Damage types |
| Weak to |
energy, holy (+10% each) |
| Resists |
physical, earth, fire, ice, death (-25% each) |
His attacks:
- A death bolt, a death bomb (radius 2) and a thrown rock (small area of physical damage).
- Gaze within, every 20 seconds: he marks two players within 7 tiles for 12 seconds. While the two marked players stand within 2 tiles of each other, both take growing death damage every second. The damage starts around 600 and goes up with every second they stay close. As soon as they're 3 or more tiles apart, the damage stops and the count resets. → Spread out and keep moving apart.
- Blink, every 15 seconds: he grabs the player closest to him and teleports them to the mirror position on the opposite side of the room. Healers, watch where your knight ends up.
- Summons 2 Ash Revenants every 30 seconds, never more than 2 alive.
The rule of the closed eye (once per fight): the first time he drops below 50% health, the Seer closes his eye for 10 seconds: "The Seer closes its eye. The room feels less watched." For those 10 seconds:
- he is invulnerable, does not move, attack or speak, and casts no Gaze within, no Blink and no summons;
- any active Gaze within marks disappear at once;
- his Ash Revenants keep fighting, because they're separate creatures.
Use the window: kill the Revenants, heal up, and reposition. When it ends, "The eye opens. It has not forgotten you." and the fight carries on.
If the fight resets (wing left empty for 60 seconds, so he comes back at full health), he can close his eye again next time.
How to win: bring energy and holy damage, stay spread out (3+ tiles between players at all times, so a Gaze mark never hurts), keep the tank's position flexible because of Blink, and treat the closed-eye window as your add-clearing break.
Rare loot: Seer's eye (amulet, level 600; 8% death and 2% physical protection) and Seer's basalt staff (sorcerer wand, level 600).
The Vault of Kings (north): fragment "-n"
This one is a puzzle, not a fight, and it needs two players.
- Go north from the reading room to the vault antechamber, a wide hall about 15 × 9 tiles. Two levers sit in opposite corners, about 12 tiles apart: one in the north-west corner and one in the south-east corner.
- Put one player at each lever. Both levers must be pulled within 10 seconds of each other. Count down in party chat ("3, 2, 1, pull").
- Pull only one and you get: "The lever holds for a moment, waiting for another hand." The lever springs back by itself after 10 seconds.
- Get the timing right and everyone in the antechamber reads: "Two hands at once. The Vault of Kings unlocks."
- A single player with strong haste can run between the levers in time. It's possible, but not easy.
- The vault door in the middle of the antechamber's north wall opens for 60 seconds. Walk in.
- From outside, the door just says "It is locked." when closed. From inside the vault you can always open it again for another 60 seconds, so you can't get trapped.
- Use the chest in the vault: "You have found a Name Fragment." It gives you the fragment once per character, and you need Chapter 3 started. After that it says "The chest is empty." The chest never opens like a normal container.
- Read The Last Page inside the vault while you're there. You'll want to have read it before Chapter 4.
Every player in the group can walk in during the same 60-second window and take their own fragment from the chest.
When you have all three fragments, you'll see: "The fragments hum in your pack. They want to be one word."
3.4 Forging the King's Name
Go back to Oradin, terrace 3, to the Wrights' bench next to Marrowbone.
- Carry all three Name Fragments. No other ingredients or gold are needed.
- Stand next to the bench (on any of the eight tiles around it).
- Use one Name Fragment on another Name Fragment, or use a fragment on the bench itself.
- The three fragments are consumed and you receive the King's Name: "You have made a name out of pieces. It weighs more than it should."
Errors:
- You're too far from the bench: "The pieces will not listen here. They want the Wrights' bench."
- You're missing a piece: "A name with a piece missing is not a name. You need all three."
From now on Marrowbone greets you with: "You made a name. On my bench. I am going to be sick, and then I am going to write it down."
The King's Name is never consumed. You need it to open the Mourngate and you'll want it in Chapter 4. If you lose it, ask Marrowbone about lost (once per day).
3.5 Opening the Mourngate
- Go back to the Mourngate plaza with the King's Name in your inventory.
- Stand in the strip of tiles directly in front of the gate. That's the first three rows south of the gate, across its full eight-tile width.
- Say
Sevrin in normal chat. Plain "say" or yell both work. Whispering or private messages don't. Type just the word: Sevrin.
- The gate opens for 60 seconds and the Herald's voice answers: "...So. Someone remembers. Enter, then, and be remembered too."
The first time you do this, Chapter 3 is complete:
- Achievement "A Name Out of Pieces" (grade 2, 5 points)
- Experience: a fixed 24,000,000. Rates, stages and stamina don't change it.
- Warden of the Stair outfit, addon 1 (the long cape with the seven-step stair), for both male and female outfits.
- Quest Log: "I made a name out of pieces and said it at the gate. The Mourngate opened. Beyond it is the Hollow Crown."
- Permanent access: you can reopen the gate whenever you like by saying the name again (you still need the King's Name with you), you can use the return teleport in the Throne Antechamber, and you can pass the Readers' Door.
Important for groups: only the player who speaks completes the chapter. If your friends also need Chapter 3, each of them must say Sevrin themselves with their own King's Name. Do it one after another while the gate is open. Anyone can walk through the open gate, including friends without the quest, but walking through doesn't complete anything.
Gate behaviour: the gate always closes 60 seconds after it opened, and saying the name again while it's open doesn't extend that. Anyone standing in the gateway when it closes is pushed back south onto the plaza. To leave the Hollow Crown on foot while the gate is shut, walk up to the closed gate from the inside (north side) and use any part of it. You'll step through to the plaza. This works for everyone, quest or not.
3.6 The Readers' Door
In the south-west of the Sunken Archive there's a locked door called the Readers' Door, which leads toward the city's old Low Town.
- Without Chapter 3 finished, it says: "The door listens, and hears no name it knows."
- With Chapter 3 finished (you've opened the Mourngate), it opens from both sides: "The door hears the King's name on you, and remembers it was a door."
At the moment there are only a few steps of corridor behind it. The Low Town itself isn't open yet.
Chapter 3 rewards at a glance
| What |
Details |
| Experience |
24,000,000 (fixed) |
| Outfit |
Warden of the Stair, addon 1 |
| Achievement |
A Name Out of Pieces: "You made a name out of three pieces on a god's workbench, and the Mourngate heard it." |
| Access |
the Hollow Crown (level-1000 hunting), the antechamber's return teleport, the Readers' Door |
| Boss loot (repeatable every 20 h) |
Herald and Seer: 55-75 crystal coins each, plus rare items |
Chapter 4: The Throne of Ash — show the walkthrough (spoilers)
Chapter 4: The Throne of Ash
Overview
- Go through the Mourngate and cross the Great Hall, Chain Stair and Wyrm Pit to the Throne Antechamber. Nothing blocks the way except the monsters.
- With up to 5 players of level 1000+, pull the lever.
- Defeat the four forms of the Nameless King: Thurgh, then Vaskaroth, then the Unblinking, then Sevrin.
- When the last form kneels, give him back his name within 30 seconds.
- Open the chest on the throne. On your first victory, choose a piece of the Regalia of Kher.
The Quest Log entry "The Throne of Ash" appears the moment you are first teleported into the throne room.
4.1 The route through the Hollow Crown
There is no Gaze anywhere inside the Hollow Crown. You can put the Veil away.
1. The passage (ground level). Say Sevrin at the gate (3.5) and walk north up an 8-tile-wide passage of about 20 tiles. There are no monsters here.
2. The Great Hall (ground level). A vast 40 × 40 hall with four big rock blocks inside it and statues of kings with their faces scraped off.
- Hunt: Unspoken Riders and Cinder Wyrms. Every Rider you kill gets up again as a dismounted Unspoken, so finish both.
- Way on: a row of dark stairs in the north-west corner of the hall. On look they show as a "trapdoor".
3. The Chain Stair (one floor down). A long, 7-tile-wide corridor that runs north, then turns east at the top.
- A giant chain lies along the corridor and splits it into a narrow lane and a wide one. You can't cross the chain, so pick a lane.
- Hunt: Thornbound (many) and Briar Wardens.
- Way on: at the east end of the top stretch, on its south side, a pair of dark stairs leads down into the Pit. Only two of the three tiles are open, because the chain covers the third.
4. The Wyrm Pit (two floors down). A round cavern about 30 tiles across, where Vaskaroth was once chained.
- You arrive at the north edge of the Pit. In the centre sits the giant anchor ring, an iron ring as wide as a cart wheel, sunk into the rock. The chain runs south from the north wall to the ring, splitting the northern half of the Pit, and you can't walk over it. You arrive on its west side.
- The ring is scenery. It doesn't block the way and there's nothing to use on it. Walk south past the ring, go around its south side to the east half of the Pit, and head for the exit.
- Hunt: Sootscale Drakes (many) and Cinder Wyrms. Bring fire protection.
- Way on: a ramp up on the Pit's east wall, roughly level with the ring.
5. The Throne Antechamber (one floor down, so you've come back up one level). A small, quiet room with no monsters. You enter from a niche on its west side.
- On the east wall: the lever, with a row of five tiles running west from it.
- By the south wall: a book on a table. It holds one line, written over and over: "It is not that I cannot remember it. It is that I cannot hear it."
- In the south-west corner: a magic forcefield that takes you straight to the Oradin temple. It only works if you finished Chapter 3 yourself. Anyone else gets "Nothing happens. The way back to Oradin remembers only those who opened the gate with their own voice."
- The throne room lies north of the antechamber and can only be reached by the lever.
4.2 Preparing the team
| Requirement |
Value |
| Players |
1 to 5 |
| Level |
1000+ for everyone. If anyone in the row is below 1000, nobody goes in. |
| Quest |
Only the level is checked. A friend who hasn't done Chapter 3 can come and gets the full reward. |
| Cooldown |
20 hours per character, starting the moment you're teleported in. A wipe still uses it up. |
| Expected length |
about 20 minutes with 5 players and 24 with 4. Total boss HP is 2,570,000. |
Suggested group: a knight to tank (Thurgh and Sevrin hit very hard in melee), one or two dedicated healers, and damage dealers who can switch elements between forms.
Elements: what hits you and what to hit with:
| Form |
Its damage |
Hit it with |
Don't use |
| 1. Thurgh, the Bearer |
physical (huge melee, Groundbreak, Hurl, Grab) |
energy (+10%) |
physical and earth (-25%) |
| 2. Vaskaroth, the Cinder Wyrm |
fire (Kher's night, ashfall, breath) plus some physical |
ice (+25%) |
fire (immune) |
| 3. the Unblinking |
death (the Gaze, % of max HP) |
holy (+10%), any spell or rune, melee |
death (immune); arrows, bolts and thrown spears do 0 damage |
| 3a. Lesser Eyes (7 adds) |
none (they heal the boss) |
holy, anything but death |
death (immune) |
| 4. Sevrin, the Last King |
death and physical |
anything: he has no weaknesses or resistances |
|
| Cinder Wyrm adds (form 2) |
fire |
ice |
fire (immune) |
Bring:
- Plenty of potions. Healers will need to switch to potions when a target is "unnamed" in form 4.
- Fire protection for form 2, death protection for forms 3 and 4, physical protection for the tank in form 1.
- An ice setup for form 2 and a holy setup for form 3. Paladins: in form 3, switch from bow and arrows to spells and runes.
- The King's Name. Strictly speaking only one person needs to say the name, but having it in your backpack gives you a second way to finish (see 4.4).
How to enter:
- The puller stands on the tile right next to the lever (position 1). Up to four more players stand on the tiles in a line west of the puller.
- The puller uses the lever. If anyone is under level 1000, the lever refuses with "All players need to be level 1000 or higher." If anyone is still on cooldown, it refuses and tells the puller who: "[your name]: The Nameless King will not face you again so soon. Come back in ...". If another group is inside, you get "There's already someone fighting with the Nameless King." (This includes the 60-second loot window after a win.)
- Everyone is teleported to the south edge of the throne room: "The ash rises. It is looking for a shape."
- Five seconds later the first form rises in the centre of the room.
4.3 The throne room
A square hall of about 17 × 17 tiles:
- The Throne of Ash stands against the north wall. The reward chest appears in front of it when you win.
- Seven pillars stand in a ring around the centre, about 4 tiles out from it.
- Behind each pillar (on the side away from the centre) is a small shadow zone of 2 × 3 tiles. These matter in form 3.
- A magic forcefield in the south-west corner is the way out (see "Retreat" below).
"Behind a pillar" means a pillar stands on the straight line between the boss and you. A simple rule: put the pillar between yourself and the boss's current position. When the boss moves, you move too. Distance alone does not protect you from Kher's night.
The fight is continuous. When a form falls, ash rises for 3 seconds with nothing to hit, and then the next form appears:
- Form 2 appears where form 1 fell.
- Form 3 always appears in the centre. Anyone standing on the centre tile is pushed aside without taking damage.
- Form 4 appears where form 3 was, which is the centre.
Each form is announced to the room: "Thurgh.", "Vaskaroth.", "The Eye.", "...and, under it all, a man."
A giant of grey stone and packed ash, with broken chains on his wrists. He's slow, and his melee hits up to about 11,000.
| Attack |
What happens |
What to do |
| Melee |
Very slow, very heavy physical hits |
Only the tank stands next to him. |
| Groundbreak (frequent) |
He slams the floor. Everyone within 3 tiles takes about 7,000-9,500 physical damage unless a pillar is between them and him. Anyone standing right next to him is knocked back 1 tile. |
Everyone except the tank stays 4+ tiles away or behind a pillar. The tank has to take it, so heal through it. |
| Hurl (frequent) |
He throws a boulder at the player farthest from him (within 7 tiles, if he can see them). It hits a 3 × 3 area for about 5,000-6,900. |
Don't stand in a cluster at the edge. A pillar that blocks his line of sight blocks the rock too. |
| The Grab (every 45 seconds) |
He grabs the player nearest to him, pulling them next to him if needed, and holds them for 4 seconds, dealing 1,000-1,400 physical every second. |
Everyone burst Thurgh. If the group deals 5% of his health (about 32,500), he lets go early. Heal the held player. |
He shouts "THE MOUNTAIN. I CARRIED IT. I CARRY HIM." and "PUT ME DOWN."
Positioning: the tank holds Thurgh away from the walls. Damage dealers and healers stand 4-6 tiles out, behind pillars relative to Thurgh. That keeps them out of Groundbreak and out of Hurl's line of sight. Use energy.
A huge black wyrm with basalt scales, a ruined pair of wings and a giant's iron collar with a broken chain. She moves and fights at range (about 4 tiles).
| Attack |
What happens |
What to do |
| Kher's night: first one 12 seconds after she appears, then every 20 seconds |
Warning: "The wyrm draws breath." 3 seconds later fire floods the whole room for 9,000-12,000 damage. Only a pillar between you and her protects you. Distance doesn't. |
When you see the warning, everyone moves behind a pillar (on the far side from her). This is the most important rule of form 2. |
| Ashfall |
Burning ash lands in a 3 × 3 area on her target and on up to 2 other random players (about 3,000-4,100 fire), and leaves fire fields behind |
Step off the fire. Keep the area around your pillars clear. |
| Fire bolt / fire breath |
A strong fire bolt (range 7) and a fire wave in front of her |
Fire protection, and keep healing. |
| Coil |
She pulls every player up to 2 tiles toward the centre of the room (about 1,500-2,000 physical) |
This can pull you out of your pillar's cover. Check where you are before the next breath. |
| Cinder Wyrms: every 30 seconds |
2 Cinder Wyrms appear next to her at 30% health (about 18,000 HP each). No more than 4 at once. |
Kill them quickly with ice, since they're immune to fire. They give no experience. |
Her lines: "I burned a kingdom in a night. I can spare an hour for you." and "He wears me. I let him."
Damage: ice (+25%). Fire does nothing.
A giant eye of packed ash that hovers over the centre of the room and never moves. Seven Lesser Eyes (6,000 HP each) circle it about 2 tiles out.
The Gaze (every 2 seconds): everyone standing anywhere the Eye can "see" takes death damage equal to a percentage of their maximum health, and the percentage grows the longer you stay in the open: 6% on the first pulse, 12% on the second, 18% on the third, and so on, up to 50% per pulse. Five pulses in a row (10 seconds) add up to 90% of your health. The only safe place is the one active shadow.
The shadows:
- Only one of the seven pillar shadows is safe at a time. Grey ghost smoke on its tiles at every Gaze pulse shows you which one.
- When the Eye appears, the safe shadow is the one behind the pillar just north-east of the centre (close to the throne, on its right).
- Every 20 seconds the safe shadow moves one pillar clockwise: north-east → east → south-east → south → south-west → west → north-west → north-east...
- A shadow zone is 2 × 3 tiles, so all five players fit in it.
- Stepping into the safe shadow resets your count, so the next time you're caught in the open the Gaze starts again at 6%.
The Lesser Eyes: each living Lesser Eye heals the Unblinking for 400 every 2 seconds, which is 1,400 per second with all seven alive. Eyes you kill come back every 40 seconds. They're immune to death damage. Kill them with area spells and holy.
"The King sees": the Eye sometimes grabs the player with the lowest current health and drops them next to the centre, out in the open. That player must run back to the safe shadow immediately while healers top them up.
Damage rules for the Eye: it's immune to death and takes +10% from holy. Arrows, bolts and thrown spears (any distance weapon) do no damage at all. Melee, wands, rods, runes and all spells (paladin spells included) work normally.
Its voice: "I do not sleep. I do not need to. I have you." and "SEEN."
How to do it:
- The whole group moves together from shadow to shadow, clockwise, every 20 seconds, and attacks from inside the shadow. The Eye is about 4-5 tiles away, so ranged characters and spell-casters can hit it from there. Melee characters should mostly hit the Lesser Eyes, or accept a hit or two from the Gaze when they step out (and step back in before the second one).
- Kill Lesser Eyes whenever you can. The fewer alive, the faster the Eye dies.
- When the Eye closes for good, a "closed eye of ash" drops in the centre for a few seconds. That's the end of the form.
A tall, thin man in the burnt robes of Kher, with a seven-pointed crown of ash. He's fast, mixes melee and spells, and has no weaknesses or resistances.
| Attack |
What happens |
What to do |
| Melee, death bolt, physical wave, death burst |
Heavy hits. The death burst covers radius 3 around him (about 6,500-8,800). |
Ranged players stay 4+ tiles away. The tank holds him. |
| Unname |
He marks his target. For 6 seconds that player can't be healed by anyone else. Only their own spells and potions work. |
The marked player heals themselves and drinks potions. Healers, don't waste mana on them. |
| Borrowed shape: every 25 seconds |
He yells the name of a form: "Thurgh!", "Vaskaroth!" or "The Eye!" (never the same one twice in a row). 2 seconds later he uses that form's power for 8 seconds: |
React to the yell straight away: |
| — "Thurgh!" |
Groundbreak, twice |
Get 4+ tiles away from him or behind a pillar. |
| — "Vaskaroth!" |
A half-strength Kher's night, twice (about 4,500-6,000 fire to the whole room) |
Behind a pillar. |
| — "The Eye!" |
The Gaze for 8 seconds. The safe shadow is a random pillar this time, not the next one clockwise. |
Watch for the grey smoke and run to that shadow. |
| "I remember" at 20% health |
He says "I was not afraid of dying. I was afraid of being said." and stops attacking for 4 seconds. He can still be damaged. |
Use everything you have. This is your burst window. |
His other line: "You made a name out of pieces. Give it here."
4.5 The King kneels: giving back the name
Sevrin doesn't die. When his health would reach zero, he kneels:
"The King kneels. He is waiting for something. He has been waiting for three hundred years."
Sevrin: "...Say it, then. Someone should."
For 30 seconds he is invulnerable and doesn't move. Damage does nothing now. Within those 30 seconds, one player must do one of these:
- Stand right next to him (any of the 8 tiles around him) and say
Sevrin in normal chat. No item is needed for this.
- Use the King's Name on him: Use with, then click the kneeling king. Your character first walks next to him and then uses the name, so at least one of the 8 tiles around him must be free and reachable. Using it while already standing next to him is fastest.
Victory: "Far away, without hurry, a voice says a name. Sevrin." His body turns to ash and the reward chest appears in front of the throne.
If nobody does it within 30 seconds:
- First failure: "No one says it. The ash rises again." Thurgh rises again where Sevrin knelt, and the whole fight starts over from form 1, but every form now has only 25% of its health (and pays only 25% of its experience).
- Second failure: "The Crown has had enough of you. For now." Everyone is thrown out to the antechamber, and your 20-hour cooldown has still been used.
Decide beforehand who says the name and have them move next to Sevrin as soon as he drops under ~10%. Give a backup player the King's Name to use if the first one dies, and keep a tile next to Sevrin free.
4.6 Deaths, retreat and logging out
- Who counts as a participant: everyone who came in through the lever. You stop being a participant if you die, leave the room, log out, or step on the exit forcefield during the fight. Once you're out, you can't come back for this run.
- Only participants who are alive and inside the room when the king is named share in form 4's experience and can open the chest.
- Retreat: the magic forcefield in the south-west corner of the throne room takes you out to the antechamber at any time. During the fight this means giving up: "You step back through the ash. The fight is no longer yours." Being pushed onto it by a boss attack (Groundbreak, Coil, the Grab, "the King sees") doesn't count.
- If every participant is dead or gone, the boss vanishes and the room is free for the next group. Your cooldown stays.
- Logging out inside the room: you'll log back in at the antechamber.
4.7 Victory: the chest and the Regalia of Kher
After the victory you have 60 seconds before the room closes. Open the chest in front of the throne straight away. It disappears once everyone eligible has used it, or when the 60 seconds run out. After that, the forcefield takes you out and anyone still inside is put back in the antechamber.
Every participant who was alive in the room at the moment of victory gets the following:
Every victory:
- 55-75 crystal coins from the chest
- An equal share of Sevrin's experience (about 3.1 million divided among the survivors). Forms 1-3 give their experience by damage dealt, about 3 million each. A full run is worth roughly 12.4 million experience.
- One kill in the Bestiary, entry "Sevrin, the Last King" (1 kill completes it)
- The Quest Log mission "The Throne of Ash" is marked completed: "Far away, without hurry, a voice said a name. Oradin stands."
Your first victory, also:
- A server-wide message: "[Your name] has called the Nameless King by his name. Oradin stands." This is sent at the moment of victory, once per character.
- From the chest (you must open the chest to receive these):
- the Cinderhorse mount
- Warden of the Stair, addon 2 (the Lamplighter's lantern at the hip)
- the achievement "Held and Heard" (grade 3, 8 points): "Far away, without hurry, a voice said a name. You were the one who gave it back."
- The Regalia of Kher choice: a window titled "The Regalia of Kher" opens with the text "Seven pieces lie in the ash. One of them will go with you. Choose." Select a piece and press Take.
- Not yet (or Esc) costs you nothing: "The Regalia will wait. It has waited three hundred years." Use the chest again to reopen the window. You don't get the gold twice.
- You choose once per character, ever. If you leave without choosing, the window comes back on your next victory instead of that run's random loot.
The Regalia of Kher (all level 1000):
| Piece |
Type / vocation |
Key stats |
| Kingsbreaker |
one-handed sword, knights |
Atk 9 + 52 death, Def 34 +3, sword +6, death protection 5%, life leech 6%, mana leech 3%, 2 imbuement slots |
| Thurgh's Burden |
two-handed club, knights |
Atk 9 + 57 earth, Def 38, club +6, critical hit 10% chance / +12% damage, 3 imbuement slots |
| Vaskaroth's Fang |
one-handed axe, knights |
Atk 9 + 52 fire, Def 34 +3, axe +6, fire protection 5%, life leech 6%, mana leech 3%, 2 imbuement slots |
| Unblinking Bow |
two-handed bow, paladins |
Atk 10, hit chance +7%, range 6, distance +5, death protection 6%, critical hit 10% / +12%, 3 imbuement slots |
| Rod of the Caller's Silence |
rod, druids |
ice 112-138 per shot for 17 mana, magic level +6, ice and earth magic level +1, death protection 7%, life leech 6%, mana leech 3%, critical hit 10% / +5%, 2 imbuement slots |
| Wand of the Last Word |
wand, sorcerers |
death 116-140 per shot (21 mana), magic level +6, death magic level +1, death protection 7%, life leech 2%, mana leech 1%, critical hit 10% / +12%, 2 imbuement slots |
| Crown of the Empty Chair |
helmet, all vocations |
Arm 9, magic level +2, +1 sword, axe, club, distance, shielding and fist, 4% protection against fire, ice, energy, earth, death and holy, 2 imbuement slots |
Elements to keep in mind:
- Kingsbreaker deals death damage, so it's poor against the undead of Kher (Unspoken, Ash Revenants and the Unblinking are immune, and Cinder Wyrms resist). Knights who hunt in the Hollow Crown may prefer Vaskaroth's Fang (fire) or Thurgh's Burden (earth).
- The Rod is the Regalia's only ice weapon, and ice is exactly what Vaskaroth is weakest to.
Repeat victories (once the Regalia is chosen) give random chest loot as well as the gold:
- 2-4 cinder cores (always)
- Vaskaroth's ember (50%)
- Thurgh's knuckle (50%)
- the King's ash (rare)
- Crown of Ash trophy (rare)
- a random piece of the Regalia of Kher (very rare)
The ingredients can be sold to Quartermaster Gustav Pimm in Oradin. Regalia pieces (your chosen one or a random drop) can be traded on the Market.
After the fight: take the forcefield out (or wait to be moved), then use the antechamber's return forcefield to get to the Oradin temple.
Citizenship of Oradin. Oradin does not take in strangers while something in the east is still looking for them. Once the Nameless King has been named, the city will hold your name: in the temple, walk to the end of the west wing and step on the magic forcefield under the lamp. From then on Oradin is your home town and you wake under its lamps when you die. Before that, the same tile turns you away.
4.8 Cooldown and repeat runs
- 20 hours per character, counted from the moment you were teleported into the throne room. It shows in the client's boss cooldown tracker.
- Another group can pull the lever as soon as the room is free. The room is busy during a fight and during the 60 seconds after a victory.
- The Herald and Seer in the Archive have their own separate 20-hour cooldowns, and you can keep farming them for loot.
Tips and common mistakes — show the walkthrough (spoilers)
Tips and common mistakes
Chapter 3
- Bring at least two people. The Vault levers need two hands within 10 seconds, and the Herald and Seer are 480,000-HP bosses.
- Everyone needs Chapter 3 started (talk to Marrowbone) before the boss kills. A fragment only goes to players who have started the chapter, so a friend who joins first and talks to Marrowbone later will need another kill.
- Herald: kill his Ash Revenants before he reaches 40%. The Reading deals damage for every living Revenant and reaches the whole wing. Don't use fire or death on him. He's immune to both.
- Seer: stay 3+ tiles apart from everyone. That makes Gaze within harmless. When his eye closes, he can't be hurt, so spend those 10 seconds killing Revenants and healing.
- Don't walk into a wing while you're on cooldown and another group is fighting. You'll be thrown back into the reading room. Leaving a wing empty for 60 seconds resets the boss.
- Lost the Lantern or the King's Name? Ask Marrowbone about
lost. It works once a day.
- Saying the name: stand in the first three rows in front of the gate, have the King's Name in your backpack, and type
Sevrin in normal chat, not as a whisper. Each player must say it themselves to complete Chapter 3.
- The stairs into the Archive last 30 seconds. Use the Lantern again if somebody is late.
Chapter 4
- The pillars are your armour. Kher's night (form 2) and Sevrin's "Vaskaroth!" can only be avoided behind a pillar, and distance doesn't help. Groundbreak can be avoided by distance (4+ tiles) or a pillar.
- "The wyrm draws breath." You have 3 seconds. Move.
- After a Coil, check your position. It may have pulled you out of cover.
- Form 3 is a dance: follow the grey smoke, clockwise, every 20 seconds, starting from the north-east pillar. Never stay in the open for more than one pulse.
- Paladins: your arrows do 0 damage to the Eye. Use spells and runes.
- Don't use fire on Vaskaroth or death on the Eye. Both are immune.
- Unname: if you're marked, heal yourself. Your healer can't help you for 6 seconds.
- Know who says the name. Most failed runs are lost at the kneel. Stand next to him, say
Sevrin, and have a backup with the King's Name ready.
- Don't step on the south-west forcefield during the fight unless you mean to give up. You lose your share and the chest.
- Open the chest within 60 seconds of winning. On your first win, take your time choosing a piece; "Not yet" is safe. But if you do not open the chest at all within the 60 seconds, you lose that run's gold, and your first-victory rewards (Cinderhorse, addon 2, Held and Heard, the Regalia choice) wait for your next victory. If you open it but leave without choosing, only the Regalia choice moves to your next victory, where it replaces that run's random loot.
- A wipe still costs you the 20-hour cooldown.