Home > Supreme Ward Dungeon > Malekith’s Fist – The Dark Pit

Malekith’s Fist – The Dark Pit

Deep in the belly of Malekith’s Fist a deadly predatory lays concealed from the outside world. Below the main floor is the sub level of the Dark Pit, a chamber so vast that a keep could fit inside it. The entire substructure of the Black Ark is in fact an indoor harbor for the personal corsair fleet under Malekith’s command. The substructure gains its name from the waters that fill it, reflecting no light from the black stone and iron of the Black Ark, and also lacking light from the outside world.
The upper levels of the Dark Pit dangle from massive chains as thick as trees, gently swaying with the tide. The upper levels are divided into three distinct areas: the central platform serves as a slaver market where the corsairs sell their plundered wares; stationed as the Ark currently is in Caledor, looking north one approaches the holding pens for slaves recently captured; to the east and west of the slaver market lay the corsair barracks. Hailing from the bread-basket of Naggaroth, Clar Karond, the corsairs play a crucial role in the economy of the dark elves as they plunder foreign costs bringing foreign products and slaves back to the frozen wastes of Naggaroth. Connected to the corsair barracks, and operated by the corsairs, are four massive sea gates which can be opened to allow the corsair fleet to set sail from the belly of the beast to raid the coasts for fresh slaves.
The lower level of the Dark Pit is a massive harbor, the home of the private corsair fleet of the Black Ark. Within its hold twenty corsair ships  lay at dock, and within their holds deadly corsair crews lay in wait, ever vigilant for the call from the Witch King to sail out and sow seeds of destruction amongst the weaker races.
A gruesome feature of the Dark Pit consists of the cold one feeding pens from the Hall of the Cries of the Weak above the Dark Pit. The feeding pits and holding cages for the cold ones protrude from the ceiling of the Dark Pit, and through the bars that compose the walls of the holding cages the corsairs can see their hard earned catches put to use. As the cold ones shred the screaming victims apart and pick the bones clean, blood and bones fly out of the cages dropping into the waters of the Dark Pit, a constant reminder to the corsairs what their toils reap.
The Dark Pit represents the far reaching arm of Naggaroth, an arm which must be severed if the coasts of Ulthuan are to be safe from the constant attacks from the corsairs.

Shadows in Darkness : The Dark Pit
Phase 1: Destroy the four Sea Gates

Upper Levels & Corsair Barracks
The task for this public quest is to destroy the mechanisms that operate the massive sea gates. By doing so you can strike a fatal blow at the Dark Elves however successful your invasion of Malekith’s Fist and prevent the corsair fleet from sailing out for quite some time. The four Sea Gates are on accessible by battling ones way through the Corsair Barracks, which are connected to the Slavery Market via massive hanging bridges. The Corsair Barracks can be put to the torch, but doing so will require burning them section by section due to their large size.
Although it is not directly mentioned in the public quest, the platform to the north of the Slaver’s Market with the holding pens is one of those hidden tasks of exploration I promote in these cities. Clearing the guards away from the pens and breaking them open is no doubt a challenging task, but will reap rewards in the final fight.
Another path of optional exploration which may reap additional rewards consists of the sub structure of the harbor below the hanging upper levels. Anchored in this harbor are twenty corsair ships complete with their crews and siege weapons. If you can clear the siege weapon crews and hold off the corsairs long enough, you can put each ship to the torch. Doing so again will affect the final fight.

Once you have destroyed the four Sea Gates of the Dark Pit dark laughter echoes throughout the chamber and shadows dance before your eyes. Chasing the shadows and laughter leads you back to the central platform of the Slaver’s Market. Torches flicker as a figure darts past them until finally revealing himself before your eyes is Shadowblade, Malekith’s chief assassin, a level 58 Assassin Lord. In terms of armaments Shadowblade is armed with the Venomsword – a tainted blade with potent toxins flowing in its veins; each attack with this blade has a chance to cause its victim to suffer. However, the blade is covered in many poisons and their effects are not the same. The many poisons of the blade consist of: the Silent Killer, a debuff which does nothing and is hard to notice for this reason, but in the end it deals a deadly burst of paralytic damage – if the victim survives they are staggered for 10 seconds; the Shadow Toxin, a corporeal DoT; Bane of the Ice Lotus, a poison which reduces the effects of incoming heals on its target. Also in his possession, Shadowblade carries a small crossbow, the Life Taker, though do not let its size fool you. The Life Taker likewise has bolts coated with poisons: Resin of the Twisted Oak, which silences its target; Cockatrice’s Venom, a neurological toxin which lowers the intelligence and willpower of its target; Still of Night, which decreases its victims toughness; and the Darkbolt, an infused bolt which lowers the effective range of a targets abilities to 5 feet. Lastly, Shadowblade wears the Deathmask which causes his victims to suffer terror, meaning they will gain morale at a 50% lower rate. Also of note, Shadowblade wields two blades giving him a higher parry rate and auto attack speed.
In terms of unique mechanics Shadowblade will periodically go into stealth and shift to his target’s backside and stab into them bypassing their armor. Every 20% of his health Shadowblade will call for the aide of the corsairs who will pour forth from the Corsair Barracks and the fleet below and he will slip into the shadows. If you succeeded in burning the ships, then the corsairs from the lower levels will not spawn. If you succeeded in freeing the prisoners then they will fight the corsairs from the barracks until either dies (the prisoners will rally on the hanging bridges and should Shadowblade near them he will kill them in one hit). So long as you keep the prisoners alive they will fight at each 20% interval, but if they die at any point, they will not be present to aide you during future corsair waves. After the corsairs have been defeated Shadowblade will jump from the shadows and deal a paralytic blow to a random target, staggering them for 15 seconds.
Upon defeating Shadowblade, he has an ‘x’% chance of dropping a repairable piece of Monarch Jewelry for range dps classes. He also has an ‘x’% chance of dropping a one-handed hammer for Warrior Priests – “Bastion of Purity”

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