If you’re of the Defiant persuasion in Trion Worlds’ Rift, the first dungeon you’ll to be able to explore is Iron Tomb, a level 17ish introductory dungeon, essentially the Defiant version of Realm of the Fae. The 5-man dungeon crawl through Iron Tomb is straightforward with a few interesting highlights and gimmicks along the way.
Iron Tomb features several excellent quests that you’ll achieve as you travel through the dungeon, and will gaurantee you a relevant blue weapon with a “proc” at the end, so it’s absolutely in your best interests to do a run through of these desecrated halls at least once on your journey to level 20 and above.
The trash in Iron Tomb is simple and shouldn’t be any problem as long as your tank knows how to hold aggro on more than one mob at a time. As you traverse through the ghost riddled desent, you and your party will come to the first boss of Iron Tomb – Caor Ashtone.
Caor Ashtone is a simple tank and spank, there are no adds and no tricks. Your party should have a clean fight with Caor Ashtone and he can drop a highly useful 10 slot bag, which is really quite nice at the level that most of your party will only be sporting 6 slot vendor bags.
Progressing onward, your team will be faced with a few more trash pulls and then come to an open hall, the resting place of the Three Kings. The Three Kings are basically a tank, a healer, and a DPS. You’ll fight them one at a time, and then all three at once. Kill Larric the Asendant (the healer) first and this fight should be no problem at all. Save the tank for last!
After dethroning the Three Kings, group members can complete an additional quest in this area. Simply pull the undead wraiths on the outskirts of the room into the glowing portal in the center of the room where you fought the kings.
Continuing onward, you’ll acquire a quest to take care of three “death shards” located in Iron Tomb. These piles spawn swarms of trash mobs at certain health intervals, so be sure that your group knows to switch off from the shard to the spawns every time they appear… They will quickly overwhelm an Iron Tomb group that attempts to burn down the shard.
Then we come to possibly the most interesting area of the Iron Tomb, a shadowy basement filled with light orbs. Instruct your group to stay very close to each other for the duration of the sub-level – it’s very dark, and the shadow creatures should only be fought near or “on top” of the light orbs.
Attempting to battle the shadow spawns anywhere else in the area will result in a quick demise, so stick together and run from orb to orb. There’s an amulet for a quest buried in one of the back corners that can be easy to miss, so be sure and take a detour to snag it if your group needs it.
After coming back up from the shadow pit, you’re ready to face the final boss of the Iron Tomb – Ragnoth the Despoiler. This is an introductory tank and spank fight with a twist. When Eliam’s ghost appears and shouts to get near him, that’s when your group needs to do exactly that – basically a boss fight utilizing what your group learned in the shadow pit, to stick together and move quickly as a unit.
Depending on your group’s dps, the Ragnoth the Despoiler encounter might only have Eliam show up once. It’s not a challenging fight by any means and is the finale for this Defiant side introductory dungeon. If you’re going Defiant for the upcoming Rift release, be sure to check out Iron Tomb before you leave Freemarch.
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