Becoming a God-slayer
The hardest part is finding God's door.
Celestius
The former Master Level 10 trial, Celestius, is now available on Eden as a raid instance, requiring no previous Master Levels to enter (not that there are any). Note that on Eden, Celestius is as a shared zone like Darkness Falls, meaning RvR fighting is possible.
The process of entering the raid remains the same as it was 20 years ago: Using Nimora’s Celestial Compass to find the portal. The compass can be earned from Captain Chryse in Aerus Haven, who will also give you the quest to unlock the Celestius vendor at Hesperos Haven.
Captain Chryse will task you with killing Saros, a centaur not far from Aerus Haven, who will be red to a level 50 player. He should not be hard to solo for most damage dealing classes but some will require a second person to help them out. Once Saros is dead, head back to Captain Chryse and he will give you the compass.
Right-click the compass in your inventory and drag the Celestial Compass ability from the tool-tip onto your bar for ease of access. The ability can be used every 90 seconds and will show messages about the portal’s relative position to you, for instance: “The Nimura’s [sic] Celestial Compass seems to indicate North at a very far distance.” If you used the compass when you got it from Captain Chryse, this would of course mean that the portal will not open in Green Glades or Arbor Glen, as they are south of Aerus Haven.
The portal can spawn almost anywhere in Atlantis, as long as it is on land and not on top of Master Level trial locations or artifacts. Because of this highly variable spawn location, it will make it considerably easier to locate the portal if several people in the battlegroup have the compass.
The portal only spawns at night, between approximately 20:00 and 6:00, but if you will still be able to find it during the day by turning your environmental sound effects up and listening for “whooshing” or “churning” sounds. Once the portal has been found and the sun has set, run into the swirling circle to be teleported, first onto a normally inaccessible island within City of Aerus and from there, up the stairs and into Celestius itself. As mentioned early on in the guide, on Eden this is a shared zone and other realms can enter as well.
Within Celestius you will be able to spread around the large central arena before you begin the first fight: Sagittarius
Saggitarius
A fairly simple and straightforward fight with only one real mechanic to speak of. He will summon a large amount of magical weapons as adds, which will need to be killed. He summons these quite frequently so make sure people are doing their job or you risk being overwhelmed.
Scorpius
15 minutes after Saggitarius’ death, Scorpius will spawn. He is one of the harder bosses in Celestius. The primary mechanic of this boss fight are the green glowing fires he summons far above him. These will slowly descend and when they hit the ground, they will explode in a medium sized area-of-effect, instantly killing anyone caught within the blast. These can be quite hard for melee players to spot, so call out their locations if you are ranged.
Scorpius will also on occasion trap players within a barrier opposite of where you entered the arena, which will need to be destroyed in order to free the trapped players.
Centaurus
15 minutes after Scorpius’ death, Centaurus will spawn. He is a fairly simple boss, requiring only a single player to do anything extra. Centaurus will repeatedly change between “Human“ and “Celestial“ forms during the fight.The tank should keep Centaurus on the move, as he will occasionally spawn a vial of poison underneath himself. This should be picked up by a player and used (dropped onto Centaurus like when turning in quest items) when Centaurus changes into his “Human“ form in order to do massive damage.
Leo
15 minutes after Centaurus’ death, Leo will spawn. Another simple boss but one that usually causes a significant amount of deaths. Every 25% of health lose, Leo will run towards one of the two pillars within the arena, starting at 75% health with the one opposite of pillar he spawned closest two. Then at 50% he will run to the opposite pillar of the previous one and so on, until he is dead. When Leo reaches a pillar, he will split into four smaller versions of himself. The four smaller versions cannot be killed, run faster than most players and will lock onto random distant players. Whenever Leo starts to move towards a pillar, the entire raid should move as far away from his chosen pillar as possible. Everyone should then make use of the height differences in the terrain to try and escape the small Leos’ charges for as long as possible, until they eventually give up and return to the pillar where Leo disappeared, where they will merge into the normal boss and the fight can continue.
Draco
15 minutes after Leo’s death, Draco will spawn. This is the final boss of the raid and one of the hardest. He has three primary mechanics that the raid will need to deal with:
- Breath attack: The tank will need to make sure that Draco is not facing the raid in order to avoid them getting hit with Draco’s breath attack. Melee should also avoid being at the at front for the same reason.
- Adds: Draco will often summon several adds, which will be orange and red to the raid. These need to be killed.
- Black holes: Draco will randomly place damaging area-of-effect underneath players, which need to be moved out of quickly in order to not die. Make sure that the battlegroup has spell effects turned on in order to see dangerous areas.
If your battlegroup can deal with all that, then it will be an easy kill.
