The Hatokáli Fells

The Hatokáli Fells

Staggered Release: Similar to how the content in Beneath the Surface quest pack slowly released over a series of weeks, the A Glorious Hunt quest pack also would slowly release content overtime as stated in the We Have A Cave Troll stream in March. On April 22nd, the first part of quests that vectored off where you left Shâra Mizâdi in Nashûbu takes you to her new location at Hanamíku in Pahar Hatokáli. The second set of quests leading you to the next location that was made available on May 6th. The final sequence and conclusion of the battle was released on May 20th. The 6-man instance was tentatively scheduled around late May or early June according to the The Letter of the Players and was originally schedule to be released with Update 48.4. However, the poor reception on Bullroarer when not even the solo version of the instance was available during the first phase had them continue work until the release of Update 48.6 on June 17th. Even then, the difficulty of the instance was extremely skewed towards those who were already fully-equipped with the best possible gear in the game. T3 was scheduled to release June 25th. 

Reputation: Upon releasing the quest pack, the Hamat Renewed reputation was extended to Celebrated status. This means you can progress from Kindred to Respected, to Honoured, and then Celebrated status. The now Honoured and Celebrated tiers are included with the Favoured Reputation system. You do not have to own the quest pack to gain access to the new rewards.  

Roving Threat: Unlike how the regions in Kingdoms of Harad has a weekly quest to defeat a strong enemy, there is no quest associated with the monstrosity in The Hatokáli Fells. Instead, there is a deed that is granted upon his defeat. Zâkhabat, the Malice-eater does provide you with an easy way to obtain a cuter version of himself with the Threatening Scorpion Trophy decoration. More of these decorations can be obtained from the reputation barterer. The scorpion's sting has a delayed reaction, similar to that of the raid, that causes a player to drop a poison puddle on the ground.



"That is one big troll... I mean spider... I mean scorpion! We sure defeat a lot of big things." - Hatric

Toll Coppers: With the introduction of the quest pack comes with new types of currency. Unfortunately, there is nothing available to barter if you happen to obtain just some of these tokens. They are primarily used to upgrade the raid armor sets that drop from Folly of Nagakhêdi. 25 are required to upgrade the boots and gloves that can drop from the final boss on Tier 1. 50 are required to upgrade the shoulders from Tier 2 or Tier 3. Beyond that, you will need the much new rarer type of currency Badge of Forgotten Rank to upgrade the chest and helmet. Within all my participation with the new content, I have never seen one of these exclusive tokens drop. These are also needed for the new incomparable jewelry on the instance barterers. Both the stats and the set bonuses will increase. Just be aware that you cannot mix the original and upgraded versions for full set bonuses. If you have 2 from the old set and 2 of the upgraded set, then you will get both 2-set bonuses instead of the 4-set bonus.  

So, where do you obtain the new currency? The first location would be a low drop-rate chance on any wights that appear within the region's landscape that has Kishâsu's Risen under them in subtext. They will spawn only at night and walk along the Ordâkhai soldiers. The second source would be the four powerful wights that spawn at key locations, three of which appear near Ingarûma. They do not have any quests to point the way, but all the landscape wights do count towards the instance slayer deed. Their presence is not always guaranteed with Pashâzmar the less likely to reappear quickly after being defeated. However, every member that is not in a raid that tags them will receive 1 Toll Copper, a small chance for a golden beryl, and a low chance of one of the new incomparable gear with 2-set bonuses. With the night cycle lasting a little over an hour and any powerful wights that spawn remain even after the sun comes up, collecting a dozen Toll Coppers and someone going home with a new piece of gear isn't uncommon. 



"The arms want to hug you... to death!" - Resolina

Pagru-kirít, The Garden of Corpses: The third place you can obtain Toll Coppers would be inside the 6-man instance. You will not receive any in solo mode. Defeating a wight inside generally gives one player a Toll Copper, cycling to the next player in the list when another wight falls. The humanoids and any additional skeletons that rise during a boss fight do not drop any Toll Coppers. 5 Toll Coppers are earned upon defeating a boss.  


"I guess you always end up raising an undead drake when you become a necromancer." - Resolina

Scenario explains that they wanted to design an old-school instance where you explore a large space that could be seen from landscape. Even though they temporarily disable the ability to see the server's time on the radar inside the instance, the landscape still appropriately sets the skylight to the time of day. While the area is magnificent when you travel around the crypts, climb the ruins, and ultimately reach the drake's roost on the platform, there is still quite a bit of linear progression with no associated quests or alternative objectives attached to the instance. They did incorporate an optional feature where you can pull a couple levers to defeat a weaponmaster by himself before he has a chance to join the first boss fight. 

Unfortunately, the instance has several transitional barriers that separate the multiple levels to prevent you from doing something like falling all the way down into the crypts from the top floor. The trip from beginning to end can be run (without any bonuses) in approximately 5 minutes with absolutely no shortcuts created like in The Fallen Palace. Not all enemies have to be defeated to open the path ahead. All enemies directly to the path of the first boss must be defeated, you cannot skip the second boss, but you can skip about 15 skeletons on the way to the final boss if you are careful. They do not disappear once you reach the final boss and will remain wherever they defeated you.

 
"I don't think gathering all of them up together is a good idea!" - Amarella

Most of the boss mechanics can be entirely bypassed in solo mode. The first boss only has two statues you need to break down to interrupt his ultimate move and there are no tenders to heal him. Because the second boss is always draining your morale and not all classes can heal the banners, your entire focus is set towards defeating the boss as fast as possible. Both phases of the third encounter can be completed in less than 30-seconds, but nothing prevents you from waiting out to see all the mechanics.



"Run Away!" - Fanrel 

Missions: There is a very good chance of being surprised by the new format of missions introduced with this quest pack. Instead of offering a number of missions with their own set objective to complete, they release one mission per day on a cycle for ten days with an unknown number of times you enter an instance space before completion. No matter how long it takes to finish a mission or the number of objectives you must complete, you will always receive 900 reputation with Hamat Renewed, 4 regional tokens, and your choice of three common (+1) level 151 runes or an incomparable (teal) tracery. None of these have delvings available. Similar to previous mission areas, there is a deed for completing every mission. Since every mission associated in the same story is labeled with the same name, the developers marked each of them with "Day X" to help indicate when a certain mission will be available. You are able to enter the next instance space even when there is no ring above the mission giver's head as long as the previous one properly closes first. 

The interesting thing about these missions is there is a full-blown narrative story if you carefully read the transitional text. Something discovered one day can lead to events the next day. Down below is a brief summary of what happens in each mission. 

  1. Retaking the Shipments: Your first task is to gather information from the courier about the enemy's movements into the abandoned area full of scorpions without being discovered by the camp. Once you realize that they intend to use crates to carry scorpions, your second task is to burn them. Your final task is to burn down some tents just for fun.
  2. Since the enemy persists in making their plan work, your first task is to sabotage their crates and cages to capture the scorpions. The second task is to take down the cat-herders sent to tame the scorpions. The final task is to collect the orders from the Ordâkhai Bóro to determine what ultimately their goal is with these scorpions.
  3. You find out that Khómabekh Dólo is in charge. You chase him multiple times deeper into the scorpion-infested village until he ultimately falls. 

  4. A New Distraction? In a new direction, you find a camp with some mysterious tools you identify as used for crafting and some planks that need destroying. After learning that the wood is treated for use in water, you take down some Utûgi and Ordâkhai in your second task. Down by the shore, you discover as your third task to free the labourers that were captured to build boats for the enemy camp.
  5. Since a few boats were completed, your task is to destroy them on the river-banks. Those now stranded can be defeated in your second task.
     
  6. Emissaries and Adversaries: Emissaries are being sent with messages to the bandit camp to the south. Your only task is to intercept them, but you discover there is more than one on the road. You hide behind the bushes and watch as one is invited inside the Hatokáli camp.
  7. Your first task is to charge into the front lines and defeat The Hatokáli bandits carefully positioned behind their barricades. Once you confront the overseer, he begs you to spare their lives and reveals the stolen treasure provided by the Ordâkh for safe passage. Your second task is to take down the deserters.

  8. The Engines of War: Siege weaponry has been a concern for your next three tasks. Your mission - if you choose to accept it - is to destroy the materials, rescue the builders, and take down the bóra overseers.
  9. Your only task here is to rescue the harvesters who collect wood for the machines of war.
  10. The siege-lord goes by the name of Ródruho Dôlo. Your only task is to take him down, but he does not give up so easily in battle. 


"My men will not have died in vain! Pursue me if you dare!" - Khómabekh Dôlo