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Dreadstead Ritual




~ The Warlock's Dreadstead ~


The above is a picture of Cobolt on his Dreadstead in Burnning Stepps.


Just a comment... After spending a good amount of time and 460 gold to get ready for this Ritual, Blizz has again cost a lot of us needless time and gold. As of the last small patch all a Warlock has to do to get his / her Dreadstead at lvl 61 is go to a riding trainer, pay 510 gold for the 150 lvl riding. Then just go to you're trainer and you are trained to summon you're Dreadstead.

460 + 510 = 970 Gold; Thank you Blizz for posting these changes ahead of time...




The whole quest line can be found here


Here is a kind of walk through for the Ritual ....

One note about Dire Maul West: someone in your party will need the Crescent Key to unlock the external door to the instance as well as
to unlock a door once inside the instance.. You can get the key from Pusillin; is a level 57 elite imp mini-boss residing in Dire Maul East.

His initial location is near the main entrance to the instance. Talk to him, and he skips away. When he stops, talk to him again. After repeating this process three more times he becomes hostile and summons 4 level 56-57 non-elites, who do fire damage. Note: You'll see Pusillin at this moment growing immense and gain a buff called "Spirit of Runn Tum". Casters trying to solo him for the key, beware, it will reflect most of your spells backat you. It is advised to kill him with either a wand or AoE effects.


Loot;

* Recipe: Runn Tum Tuber Surprise
* Binds when picked up
* Requires Cooking (275)
* Use: Teaches you how to cook Runn Tum Tuber Surprise.

* Book of Incantations; (Quest Item)

* Crescent Key; (Binds when picked up - Unique)


Entering Dire Maul West

One note about Dire Maul West: someone in your party will need the Crescent Key to unlock the external door to the instance as well as
to unlock a door once inside the instance. A Rogue with 300 Lockpicking is also able to open the door. { SEE ABOVE TO GET THE KEY }

The Ritual; Dreadsteed of Xoroth

Mor'zul hands you a book, Mor'zul's Instructions, that describes all of this. Here is the gist of it. First, you must purchase J'eevee's Jar 150g,
Black Lodestone 50g , and Xorothian Glyphs 50g from Wildeyes — he may be a goblin warlock, but he's still a goblin, so he's not giving
you anything for free.

You don't have to buy these three items if you know another warlock who has them. Warlocks who already have their Dreadsteed are able to keep these items permanently. You could offer to pay him some gold to take you on your dreadsteed quest, or you could find another warlock who needs their dreadsteed and offer to split the cost of the Lodestone, Glyphs and Jar when one of you buys them. Saving anything on something that costs 250g would be the way to go.

Now you need to get a party of 5 together and head for Dire Maul West. You will have to kill Immol'thar, because you're going to use the circular dais he was imprisoned in as your summoning circle. Make sure you have plenty of Soul Shards

. Once your party has defeated Immol'thar and rested/rebuffed, activate J'eevee's Jar. The imp has your three ritual nodes (the Bell, Wheel and Candle) and sets them up; he also starts the process of forming the Circle of Greater Summoning. This process seems to attract demons; groups of Xorothian Imps and occasional Dread Guards (felguards) will come to attack.

Fortunately the three artifacts will help. The Bell of Dethmoora restores health and mana to any warlocks in the party (Ritual Bell Aura restores 150 health and 150 mana, though it's uncertain often it procs). The Wheel of the Black March protects all party members (Black March Blessing, which absorbs 100 points of damage from every hit on anyone in the party). These are nice, but the Doomsday Candle burns anyone not in the party with fire damage (Ritual Candle Aura, 250 damage per second), and because of the Candle, you can ignore the imps. The damage they do is minimal when the Wheel is active, and they die fairly quickly when the Candle is active. The party should therefore focus on the Dread Guards; there will be up to of 10 or 11 of them, and sometimes they spawn more than one at a time.

You, however, should focus on the Bell, Wheel and Candle, which need recharging from time to time (they sag, tilt and make a noise to let you know when they need attention); this requires the Black Lodestone, but recharging an item with it costs a Soul Shard. Recharging a node (Fix Ritual Node) has a 3-second casting time and is interrupted by any damage, even the damage the imps do, so you either need party members who are good at pulling aggro off you, or you need to have voidwalker to taunt them off, or some similar solution. In addition, they spawn in greater numbers than before; around 10 or 11 over the course of the ritual. Just keep everything going until the circle is complete. If all three of the ritual nodes are allowed to fail completely, the ritual will end and will have to be restarted. Any warlock in the party who has a Black Lodestone and a Soul Shard to spend can recharge a failing node, however — it doesn't have to be the one who started the ritual It takes around 10 Soul Shards to keep them all going until the circle is complete. Nine symbols and vortex: success!

The circle consists of 9 glowing symbols on the floor, which will slowly appear one at a time. It takes about 6 minutes for all 9 to appear, and as soon as they're all visible, there will be a swirling red vortex around the circle, and no more demons will come. At that point, if you don't want to kill the rest of the demons, run out of the circle — the demons will chase you, but will disappear when they reach the edge of the circle. If you wipe, don't worry — as long as at least one of the nodes is still up, the symbols will keep appearing, and when the 9th one appears the circle becomes complete as usual. Just release and run back. If there are demons in the completed circle (it's obvious from the pink vortex that exists there now), just run up and lure them out — they will disappear, and you have your circle ready. Success, despite a wipe

You now have an opportunity to rest, heal and rebuff. The next step doesn't start until you activate your Xorothian Glyphs.

When you're ready, use the Glyphs. A portal opens, and a Xorothian Dreadsteed appears. The party fights it When the dreadsteed is at about 50% health, Lord Hel'nurath himself appears. He hates people who steal his horses, which is basically what you're doing, so you and your friends have to kill him too. He is, however, the only add in this fight.

Once both targets have been taken down, you can do the last step: talk to the spirit of the dreadsteed. It will teach you the Summon Dreadsteed spell. (In fact, until the spirit despawns you can have warlocks join the group, get summoned to the circle, talk to the spirit, and complete the quest, as long as they're done with every quest in the series but "Dreadsteed of Xoroth." They'd miss out on the ritual, though, which is fun.) Lord Hel'nurath drops some interesting loot, too.

You are now done! Two notes: First, J'eevee's Jar, the Black Lodestone, and the Xorothian Glyphs aren't used up in the process. You can help other warlocks get the dreadsteeds by going to Dire Maul with them (once they've finished all the steps up to that point) and using your three items, thus saving them 250g . Second, more than one warlock can complete the quest at the same time. It may be a good idea to have a couple along anyway to keep the ritual nodes up; it's nice to know that both can complete the quest. However, remember that any warlock who plans to help maintain the bell/wheel/candle must have a Black Lodestone 50g in order to be able to recharge them.

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