
Scarwood Reach is divided by two opposed elements, ravaged by rifts, and fought over fiercely by spawn of the elements. In the north, Death Rifts spew forth flesh-crafted horrors and turn the land to barren dust. In the south, the Elves of House Aelfwar have spread the surreal jungles of the Life Rifts. These two invading forces meet in battle at King’s Breach, which legends say serves as a back door to the sealed Dwarven delve of Lord’s Hall.
None know the true location of the hidden passage, or if it even exists, but that does not stop the Endless Court and House Aelfwar from fighting jagged tooth and rotting nail for every square inch around the supposed entry. Ascended who come to assault these two cults will find an army of Life Cultists besieging a fortified Deathtouched position.
Quest Information
Protect the Breach
Quest Giver: Automatic
Location: Dungeon Entrance
Objective: Defeat the four bosses of King’s Breach; Hunter Suleng, Ravalos, Autoch or Mondrach, and the Shadehorror Phantasm.
Bring to bay the most powerful of the Endless abominations, as well as the Aelfwar plotters, within King’s Breach.
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The Bombs of Life
Quest Giver: Guardian – Sir Martyn Myrsol | Defiant – Kaspar Massi
Location: Dungeon Entrance
Objective: Capture Life Bombs 0/3
The Aelfwar have entered the valley known as King’s Breach after we humiliated their prince Hylas in his own castle. I believe you had some hand in that, yes?
Now we need you to raid those camps and secure their life infused weapons. Be on guard, I’ve heard Defiants (or Guardians) are after those bombs as well and I doubt the Aelfwar have left their artifacts unprotected.

Guardian Quest
The Prophecy of Nestor
Quest Giver: Marshal Kain
Location: Dungeon Entrance
Objective: Read the Prophesy at Thedeor’s Hilt
I fought to get this command here in Scarwood. This war torn land looks dead and crumbling to most, but I see the history, the battles fought, and the honor one can earn in a land such as this.
My command prevents me from making a pilgrimage to Thedeor’s Hilt, a monument in the battlefield known as King’s Breach. On that spot, the holy seer Nestor etched the prophecy of the Scarwood Warrior. I would know that prophecy.
Defiant Quest
Strange Plots of the Aelfwar
Quest Giver: Asha Catari
Location: Dungeon Entrance
Objective: Use the Spirit Caller 0/1
It’s good to see you. The Aelfwar want to control this area for some reason, and the Endless monsters here are intent on stopping them. I believe there is more at work here than simply sprouting plants. We need to know why they are here.

Kings Breach Dungeon Boss Tutorial
King’s Breach: A Matter of Life and Death
Random Bind on Pickup Loot:
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King’s Breach is an open area dungeon much like Foul Cascade. It’s meant for players in the range of level 35. This dungeon is very heavy on the trash so make sure you bring patience. Most of the trash is front loaded prior to the first boss however there are some mechanics later on that you’ll find extend trash pulls. There are two segments to this dungeon, the Life Rift part and the Plane of Death area, the first being Life. In each section there are roaming large tough elite mobs that could cause disaster for any group that is not prepared. So pull slowly and accurately and make sure you don’t pick up these two large adds.
As you enter the dungeon quests for both factions are available at the entrance. Each faction has one unique quest and the other two are shared. The two shared quests are the repeatable autoquest, Protect the Breach and The Bombs of Life. The Guardian only quest asks you to click on an object at the very end of the instance, while the Defiant asks you to complete a sequence in the cave prior to the second boss. Both areas are marked on the map above.
After picking up your quests you will begin down a ramp into the first area of the dungeon. This area is dominated by a Life Rift. The area is awash with trash packs and roaming mobs. The object here is to complete the Rift Objective which is to destroy all the Lifewards. If you look at the map there are three locations, easily seen from the entrance on top of three platforms.

Clear your way through all the packs to the top of all three platforms and once you have defeated each Lifewarden the Life Rift will spawn the first boss, Hunter Suleng. Please note, each Life Warden is part of a large pack of elite mobs, so you may require the use of crowd control. You will not engage the mobs by stand on top of the ramp leading to the platform.
There are a few things to consider before you start. Many of the trash packs contain ranged mobs. You will have to LOS (line of sight) pull them so they don’t end up aggroing roamers. On the ramp coming down from the entrance to the instance you will rocks to hide behind on the left side. You can use this to get those ranged attackers closer to you. By engaging the ranger/marksman mobs at melee range they do a significantly less amount of damage.
At three points around the Life Rift you will find markings on your map signifying the location of three Life Bombs. The first is two your left near the southern platform, the second is to the north past the northern platform and the third is in the back near the waterfalls. Click on each Life Bomb to capture it, but be careful the northern and southern Life Bombs spawn mobs that attack you.

The southern Life Bomb spawns a group of opposite faction NPCs, approximately 5-7 of them. There is one elite in the pack, and the rest of the adds are pretty easy to defeat. The northern Life Bomb spawns a large Nightmare Blightskin. Each spawn has no special abilities, but stay aware.
Once you’ve killed three Life Wardens, Hunter Suleng will spawn.

Hunter Suleng
Hunter Suleng is a pretty easy fight. He has a frontal cleave called Mighty Cleave and he periodically spawns two adds called Ethereal Warhounds. The Warhounds have an ability that puts a bleed on their target. The strategy is pretty simple, tank Suleng away from the group so no one gets cleaved, and be ready for the Warhounds to spawn. If you can control AOE aggro, you’re good to go.
[Gallery not found]After defeating Suleng you will leave the Life Rift area and begin heading into the Death Plane area. Here you will find another, more difficult trash mob that wanders called Abhorrent Centurions. There are no other roamers. As you follow the path up through the gate and as it turns to the left you will see a Death Idol and a few adds surrounding it. You will need to defeat this Death Idol so you can precede.

If you look down the path before engaging the Death Idol you will see the entrance to a cave which is blocked off by purple death magic. Defeating the Idol will take down the barrier.
The Death Idol is a simple encounter, but can be lengthy if you don’t have strong dps. As you approach, stay at a distance and pull the three mobs surrounding the idol. After you take care of them engage the Idol itself. Periodically and different percentages of life left, the Idol will cause the ground to shake and you will see the message “The earth rumbles in the distance.” This heralds the spawn of a nasty Putrid Grave Leech. Typically you will see four with two spawning quickly towards the end. If you think you can handle multiple Leeches the best strategy to finish the encounter would be to stick one dps player on the idol itself, and the rest mop of the Leeches as they spawn. If you are not sure about your group then the best strategy would be to take down each Leech as the come and switch back to the Idol.
Once the idol is complete, you may precede into the caves.
In the first section of the cave, Defiant players will be able to complete their faction specific quest. Call upon the spirits and you will see two Aelfwar NPCs begin to speak and go through a script. At the end, they will attack you, and by defeating them you will complete the quest. Be careful at this point as there are several roaming Centurions around.
The second chamber houses the second boss Ravalos, who is more difficult that Suleng.

Ravalos
Ravalos is a pretty easy encounter, but it requires positional attacks and a bit of movement. Ravalos has four attacks; the first is Gaze of the Basilisk that is a frontal AOE stun that lasts for five seconds and is dispellable. The second ability is called Crystalized Goo which is a target based AOE ground attack that slows players in the effected area and places a DOT on them. The third ability is a tail lash which is a back end cleave and knockback for large damage; melee ranged DPS players will have to attack from the sides. The last ability is Petrify which is unavoidable and is casted on the tank that reduces Dodge, Block and Parry.
The fight itself is random as there is no pattern to Ravalos’ attacks. You must be aware of where you are standing due to the Crystalized Goo and tail lashes. You may want to use a secondary healer like a Chloromancer or Bard for this fight.
[Gallery not found]Once defeated, you will then come out of the cave into the last leg of the the instance. You will have to pull a few more trash packs, using some LOS pulls and keep your eye out for a few more Centurions. Once you defeat all the trash you will be faced with the final spawn point of the last two bosses.

Once you get to this point there are two Death idols, one to your left and one to your right. You will need to defeat each to spawn the third boss. There are two options for the third boss; you will either spawn Mondrach or Autoch. This is pure speculation on Rift Junkies, however we believe that if you defeat the left idol first and then the right you will spawn Mondrach. If you do the reverse Autoch appears. It is our recommendation that you attempt to take on Mondrach as he is the easier of the two bosses. In any case here are the abilities of both bosses.

Mondrach and Autoch
Above you see a picture of Mondrach, Autoch looks almost exactly the same however. The difference between the two is in their abilities. Mondrach is a caster based boss while Autoch is a melee, physical damage, attack boss.
Mondrach has four abilities that can get messy. The most important one is Dark Impact. This is a PBAOE knockback and damage ability. the tank should position himself against a wall so that the tank is not effected by the knockback as much. He also casts Ebon Bolt three times in a row, all instant, so healers should watch out for large spike damage. Mondrach also applies a DOT called Manticore Venom that is a frontal AOE, so all other party members must be behind Mondrach or they will stress the healers ability to heal. The last ability is called Crimson Pyre that is usually cast upon the person with the second highest threat. This is a ground based AOE damage ability so don’t stand in the fire.
The strategy is simple but healer intensive where a secondary healer will definitely be an asset. The tank should stand with his back to the wall while everyone else makes sure they aren’t tanking frontal damage and standing out of the fire. They will get knocked back periodically so be aware of your positioning. Healers really need to be on the ball with this fight.
The second option for the third boss is Autoch which is much more difficult. He has three attacks. The first is the same as Mondrach, Manticore Venom. The second is Wound Charge where Autoch randomly charges a member of the party for large damage and places a heavy damage DOT on them. Healers need to be ready for heavy spike damage and curing. The last attack is Wild Assault which is a heavy damage attack and a knockback on the tank.
This is a very healer intensive fight where a secondary dispeller and group healer will certainly help. Tank with your back against the wall and don’t go chasing Autoch as he charges other group members.
[Gallery not found]Once the fight is over everyone should immediately fall back out of the Death Plane ground effect. The last boss will immediately spawn, you will know where by the large glowing red light. Make sure everyone backs off until you are ready for the last fight.

Shadehorror Phantasm
The last boss fight is pretty simple in comparison to the last. The Shadehorror Phantasm as only one ability and summons adds. The one ability is called Void Storm that can be canceled if you run out of LOS. It’s a direct damage attack that places a dot on the target. If you are in front of the boss as he finishes the cast he will fear you (except for the player targeted by the spell). Periodically he will summon an add for each group member, so if you have five people in your group he will summon five Wounding Shades. These shades have an aura that pulses AOE damage called Wounding Shadows. Ranged dps have an advantage during this phase, though the Shades do not have many hitpoints. Attempt to kite them or use crowd control if possible. The AOE damage is not great, but stacking five Shades on top of the tank could add up.
While the adds are summoned the Phantasm will become immune for a certain amount of time and then the fight will go on.
The most difficult part is dealing with the adds. If you can handle them, this fight is easy.
[Gallery not found]Once you have defeated the boss you are done with King’s Breach. Guardian players should head to point B on the map above and look for the quest objective for their faction specific quest.





