Median XL - Game Guide - Dungeon Uberquests

Dungeon Uberquests


DUNGEON UBERQUESTS

Small dungeons inhabited by a greater evil just waiting for you to enter its realm. Prepare well before entering an uberquest area.


Death Projector
DIFFICULTY: EASY


Level
Hatred : 70
Terror : 115
Destruction : 120

Location
The Proving Grounds - Swampy Pit Level 3 (Act 3: Flayer Jungle)

Once you enter, you cannot go back through the stairs.

Lore
The Swampy Pit serves as testing grounds for Mephisto's latest siege weapon. The Death Projector slowly rotates, firing a devastating energy beam in a full circle, annihilating anything in its path.

Strategy
The siege tower is tended to by trained Zakarumite techpriests. Its magitech shield is impenetrable to all weapons, but when it senses a Mechanic nearby, it lowers its shield to enable maintenance. In this state, the Death Projector can be damaged, though its fortified outer shell still harmlessly deflects a percentage of all incoming attacks. The Mechanics themselves carry portable gap generators and are impossible to hit or kill. Damage the Death Projector while avoiding Mechanics until the devilish device finally falls.

Reward
Defeat the Death Projector on Destruction difficulty to get the Laser Focus Crystal.

Laser Focus Crystal
Keep in Inventory to Gain Bonus
Required Level: 80
Increase Maximum Life and Mana 10%
+(6 to 15)% to Experience Gained

Creature of Flame
DIFFICULTY: EASY


Level
Hatred : 60
Terror : 115
Destruction : 120

Location
Ancient Tunnels (Act 2: Lost City)

Lore
Horazon the Summoner summoned a powerful demonlord that was too strong and overwhelmed him. He managed to trap it in his arcane sanctuary, but could not defeat it and it almost killed him. To save his own life, Horazon split off the prison zone from the rest of his sanctuary and banished it to earth where it now sits in a subterranean dimension. Breaking in and defeating the demon may yield great rewards.

Strategy
Heed the familiar's holographic warning. The Creature of Flame ignores a percentage of all attacks and strikes with the force of a collapsing mountain, killing the unwary adventurer instantly. Luckily, the enemy of your enemy is nearby. The Astral Guardians protecting the area will defend it from the likes of you, but their magical attack phases you into the astral plane, weakening you to subsequent magical damage but also granting immunity to physical damage. This is exactly what you need to protect you from the Creature of Flame's physical death touch.

Reward
Defeat the Creature of Flame on Destruction difficulty to get Horazon's Focus.

Horazon's Focus
Keep in Inventory to Gain Bonus
Required Level: 40
(3 to 5)% Life stolen per Hit
(3 to 5)% Mana stolen per Hit
-50 Defense
+(21 to 25) to all Attributes

Infernal Machine
DIFFICULTY: MODERATE


Level
Hatred : 65
Terror : 115
Destruction : 120

Location
The Pit Level 2 (Act 1: Tamoe Highland)

Lore
Who knew the fallen clans were technologically adept? This rickety contraption contains wooden clockwork mechanisms and the necessary runes to open a gateway to any location in the Burning Hells and protect itself against any attackers. This enables it to summon hellish creatures at a rapid rate and strike enemies down with powerful rune magic upon being attacked. Move quickly, because time is against you.

Strategy
The tower summons a selection of dangerous elite monsters. Try to reach it as quickly as possible, avoiding or teleporting past elites. Beware the elites with a slowing attack: Marbled Frog, Basilisk and Unseelie Dame.

Reward
Defeat the Infernal Machine on Destruction difficulty to get the Optical Detector.

Optical Detector
Keep in Inventory to Gain Bonus
Required Level: 60
+(5 to 15) to all Attributes
All Resists +(10 to 15)%
+2 to Light Radius

Rathma Square
DIFFICULTY: TRICKY


Level
Hatred : 80
Terror : 115
Destruction : 120

Location
Ruined Fane (Act 3: Kurast Causeway)

Lore
Back in the days when Kurast was the centre of civilisation and black magic was not yet frowned upon, this was where the priests of Rathma - the necromancers - practiced their art. The place was abandoned when the religion of Zakarum took over the city and banned pagan magic, making it the perfect hiding place for an ancient evil bent on taking out the Church from within. Primus, son of Mephisto, was the leader of the Cult of the Triune in ages past before its destruction. His efforts to rebuild the Triune were shut down by the crusaders of Zakarum, but he remains a formidable foe, doubly so in the home city of the Zakarum.

Strategy
Primus himself is not particularly hard, despite his powerful ranged Bladestorm attack. The blades track your position, but do less damage than his normal attack and can be avoided, blocked and dodged. His guard dogs are the real challenge. After several millennia in and around Rathma Square, his Gore Crawlers can raise themselves from the dead. Shattering the corpse does not stop this, but the resurrection takes 10 seconds, during which you can attempt to run away and ditch them.

Reward
On Destruction difficulty, Primus drops the Spirit Trance Herb (1/6 chance).

Spirit Trance Herb
Keep in Inventory to Gain Bonus
Required Level: 100
10% Increased Attack Speed
10% Faster Cast Rate
(21 to 150)% Bonus to Attack Rating
Regenerate Life +(11 to 40)

2% chance to drop a trophy on Destruction difficulty. Cube the trophy with the charm for a small bonus.


Azmodan
DIFFICULTY: TRICKY


Level
Hatred : 75
Terror : 115
Destruction : 120

Location
Forgotten Reliquary (Act 3: Upper Kurast)

Lore
The Lord of Sin walks the earth. In his weakened state, he hides in the catacombs of Kurast, feasting on the dark rituals of Mephisto's chosen. Destroy him before he becomes a threat.

Strategy
Azmodan is accompanied by a legion of elites and emits a black magic aura that grants unholy invulnerability to nearby demons and 50% all resistances to himself. The tight confines of the temple area make it hard to get past the immortal monsters blocking your way and reach Azmodan himself. He should be easy to kill in his weakened state, but beware his powerful Pentagram attack which may require maximum fire resistance to survive.

Reward
Defeat Azmodan on Destruction difficulty to get Azmodan's Heart.

Azmodan's Heart
Keep in Inventory to Gain Bonus
Required Level: 100
All Resists +(31 to 40)%
+5% to All Maximum Resistances
Reduces Vendor Prices 10%

2% chance to drop a trophy on Destruction difficulty. Cube the trophy with the charm for a small bonus.


Cathedral of Vanity
DIFFICULTY: HARD


Level
Hatred : 85
Terror : 115
Destruction : 120

Location
Underground Passage Level 2 (Act 1: Stony Fields & Dark Wood)

Lore
According to religious myth, the mortal plane Sanctuary was created by the fallen angel Inarius and the demon Lilith to serve as a refuge from the Eternal War. The two created a race of servants from the earth which were to worship them for all eternity. However, humanity broke free from its shackles when a small group of farmers rediscovered their birthright and ancient powers inherited from their supernatural parents. As the edyrem army grew, Inarius descended into megalomanic madness and was eventually destroyed along with his golden cathedral of vanity. It is whispered that the ghosts of Inarius and his closest worshippers still roam the cathedral.

Strategy
The Crystal Ball is the last of the cathedral’s magical defences. The tower exudes a holy invulnerability shield to protect nearby revelers and casts a searing beam of angelic lightning that destroys anything it touches. Destroy the Crystal Ball to dispel the immortality from the other enemies.

Reward
Defeat Inarius on Destruction difficulty to get the Idol of Vanity.

Idol of Vanity
Keep in Inventory to Gain Bonus
Required Level: 100
15% Increased Overall Speed

2% chance to drop a trophy on Destruction difficulty. Cube the trophy with the charm for a small bonus.

Bonus quest
Inarius' cathedral of vanity was ultimately destroyed by Mephisto, and Inarius and his followers were captured, mutilated and deformed to grotesque Overlords to serve the forces of Hell. One may be able to summon the tormented ghost of Inarius, defeat him and steal his power...


Vizjun
DIFFICULTY: VERY HARD


Level
Hatred : 95
Terror : 115
Destruction : 120

Location
Disused Fane (Act 3: Kurast Bazaar)

Lore
Vizjun, the mechanised home city of the Viz-Jaq'Taar buit on the ruins of a magical war, recently ran into a major system error. The artificial intelligence, the Master Control System seems to have developed evil sentience as Diablo approached. The computer then constructed a large army of robots to take over the city, its missile silos and from there the world. Those seeking to retake the compound will have to contend with its arsenal of combat drones, minefields and electro-pulse generators.

Strategy
Vizjun features melee robots, laser robots and machine-bolter robots. You should know what to do by now. But watch your step: Vizjun's automated defences will periodically deploy additional robots, chaingun sentries, minefields and even nuclear MIRV strikes when you enter the protected zone. The computer voice warns you of any incoming attack. The level boss, MCS has plasma interference shields and is invulnerable to normal damage. To destroy it, use the handy Purify skill you acquired in Duncraig. A few shots should be enough.

Reward
Defeat the MCS on Destruction difficulty to get the Cold Fusion Schematics.

Cold Fusion Schematics
Keep in Inventory to Gain Bonus
Required Level: 100
5% Chance to cast level 10 Time Strike on striking
100% Chance to cast level 59 Blast Wave when you Die
+(11 to 50) to Strength
+(11 to 50) to Dexterity
+(11 to 50) to Vitality
+(11 to 50) to Energy

2% chance to drop a trophy on Destruction difficulty. Cube the trophy with the charm for a small bonus.

Drop Bias
Increased chance to drop jewels.


Toraja
DIFFICULTY: VERY HARD


Level
Hatred : 90
Terror : 115
Destruction : 120

Location
Abaddon (Act 5: Frigid Highlands)

Lore
Now nothing more than overgrown ruins, Toraja once stood proud as a medium-sized city in ancient times, and has become legendary as the city where the nephalem Uldyssian recruited most of his edyrem to spearhead the uprising against the infernal Cult of the Triune. This battle is where the time portal leads you. Aid the edyrem in their battle against Lilith and the Triune’s minions.

Strategy
Because you are not directly allowed to interfere with the flow of time, you cannot damage the enemies at all. Bring the Crystalline Flame Medaillion which you acquired during the Judgment Day uberquest and use its special ability to summon a batallion of edyrem, fighter-mages who have the ability to dispel the immortality wards off the enemies. Although they are vulnerable to the supernatural onslaught of the Triune, they have the power to cast an invulnerability shield of their own, allowing them to close in and remove the immunities. Defend them well and lead your army of edyrem to victory!

Reward
On Destruction difficulty, when you kill Lilith, you have 30 seconds to cube the Crystalline Flame Medaillion with an Arcane Crystal to upgrade it.

Crystalline Flame Medaillion + Arcane Crystal → returns Crystalline Flame Medaillion with added bonuses

This upgrade recipe adds the following bonuses:

Maximum Skill Level Increased by 1
All Resists +10%
Regenerate Life +100

See THIS PAGE for more information about the Crystalline Flame Medaillion.

Toraja on Destruction difficulty is the only place in the game where you can find the following three Great Runes. These runes are required for the most powerful runewords.

Krys Level
100
Weapons : Target Takes Additional Damage of 100
Armor : Target Takes Additional Damage of 25
Shields : Target Takes Additional Damage of 25
Auhe Level
100
Weapons : Regenerate Mana +15%
Armor : Regenerate Mana +5%
Shields : Regenerate Mana +5%
Sha'ad Level
100
Weapons : +30% Enhanced Damage
Armor : +30% Enhanced Defense
Shields : +30% Enhanced Defense

Startled Witch
DIFFICULTY: EXTREMELY HARD


Level
Hatred : 85
Terror : 115
Destruction : 120

Location
The World Nexus - Swampy Pit Level 3 (Act 3: Flayer Jungle)

Lore
A violent death often leaves a spirit or poltergeist behind. Most spirits are weak, manifesting only as a sobbing on the wind or dancing ghost lights at night. Some grow stronger in death and guard their final resting place with unholy fury.

Strategy
The great witch's resting place is guarded by two upper levels, which are themselves black labyrinths haunted by lesser witches. The matron's handmaidens summon up dread fire from the void - gloaming flames that track your movements and grasp at your very soul. Do not let these fires touch you, lest you be lost to the maze. If you can manage to navigate your way to the depths of the Nexus and traverse its bridges carefully, you will find yourself in the World Nexus, where the dimensional planes themselves are born. It is said that the souls of those who sought forbidden knowledge are entangled in its black mire, doomed to travel the dark endlessly. Maybe if you gave them aid...

If you can find the Witch's final resting place, rouse her from her millennial sleep and witness the paragon of wrath. She is shielded by dark magic, too old and arcane to penetrate. Purify her soul, and give her the eternal sleep she so violently desires.

Beware her high magic damage ranged projectile spell and her forcefields, which knock you back into the welcoming embrace of her sisters. If you stray too far away she may pounce on you unleashing a devastating multihitting nova, which must be avoided at all costs.

Reward
Defeat the Startled Witch on Destruction difficulty to get the The Sleep.

The Sleep
Keep in Inventory to Gain Bonus
Required Level: 120

This empty charm allows you to add a powerful enchantment to it by transmuting it with any one of the 17 existing trophies. Each trophy adds an unique bonus, but only one trophy can be applied, only once, so choose carefully.

The Sleep + Trophy → The Sleep with added bonuses

Uldyssian
DIFFICULTY: EXTREMELY HARD


Level
Hatred : N/A
Terror : N/A
Destruction : 120

Location
Uldyssian's Tomb (Act 2: Duriel's Lair)

Lore
Uldyssian ul-Diomed. Once only a simple farmer, but the spiteful vicissitudes of Sanctuary were not satisfied. The ghosts of Seram grew restless, and Lilith, Queen of the Succubi, began to torment those of the old bloodlines. Marked by fate, Uldyssian rose to become a boy-king, rallying others like him to defend Seram and to defend all of Sanctuary. They would become his warriors of light: the Edyrem. The blood of the Nephalem was ubiquitous, but Uldyssian gathered them all. The blood of the Nephalem was mighty, and they burned a path through all who would fight for Hatred, eventually defeating Hatred's Daughter herself. But victory was only passing. Lilith, undying, lived on through the very powers she had been defeated with.

Now ruled by their Dark Edyrem King, the tortured, reality-warping visions of the warriors of light are sealed beneath Aranoch, waiting for one to release them from their eternal curse.

Strategy
The cursed descendants of the Nephalem manifest their torment in memories of battles won and lost. Some of their forms may be familiar, others eldritch and baffling. If you can defeat all of them, you will find the Dark King himself. Atop his throne, within his prison. Free him, and let the Edyrem rest at last.

But be warned. The Edyrem were strong in their own right. Attainted by the mother of Sanctuary, the mother of deceit, they are demigods.

Reward
Defeat Uldyssian's Legion and then Uldyssian, Dark Edyrem King himself, on Destruction difficulty, to get Uldyssian's Sword.

Uldyssian's Sword
Keep in Inventory to Gain Bonus
Required Level: 120
5% Chance to cast level 1 Uldyssian's Time Freeze when Struck
+(0 to 2) to All Skills
All Resists +(11 to 30)%
Level 1 Purify (100/100 Charges)

2% chance to drop a trophy on Destruction difficulty. Cube the trophy with the charm for a small bonus.


The Void
DIFFICULTY: IMPOSSIBLE


Level
Hatred : 110
Terror : 115
Destruction : 120

Location
Forgotten Temple (Act 3: Upper Kurast)

There are more than one variant of this level, each required to finish it. Re-roll the map to have a chance of getting another one. You can do so by, for example, changing difficulty. Some variants have a random architecture which doesn't always allow the completion of that particular variant, so make sure to re-roll the map when you get stuck.

Lore
With the creation of the Sanctuary by the angel Inarius and demoness Lilith, the demons and angels who wanted to avoid the Great Conflict between the High Heavens and Pits of the Burning Hells came with them and settled it. The first humans were created as their offspring by mixing the demonic and angelic – the Nephalem. At first they seemed to be nothing like their parent, but quickly it became evident that they wield latent magical powers possibly even greater than their ancestors. Finding this out, Inarius decided to kill them all, but Lilith wanted to make an army to fight the Heaven and Hell. They began fighting, and Lilith, defeated, was banished into the Void – an utterly empty and black space, a prison for various beings – to be eternally trapped there.

Rathma, their son, had avoided the slaughter that followed, and became the servant and student of a mystical dragon-guardian of the Sanctuary – Trag'Oul. After a thousand years, Lilith escaped the Void in the middle of the Sin War events, faming Uldyssian and making him fight the Triune and various related demons with his companions - one of them being Mendeln, his brother. Rathma took in Mendeln, and trained him as his apprentice – the two of them being the first Necromancers, following the teachings of Trag'Oul.

Eventually, Rathma was found and sent to the Void by Inarius, but Trag'Oul sent Mendeln to retrieve Rathma at a great risk. Before the end of the Sin War, Lilith, too, was sent to the Void again, by Inarius. Uldyssian, defeating Inarius, now literally stopped and banished the angels and demons single-handedly – finishing the Sin War. Trying to restore the Sanctuary to it's previous state, he took in all the destruction and damage it suffered during this war, and was guided by Trag'Oul to the Void to release it.

After these events, Rathma and others pleaded with the Heavens and Hells to spare Sanctuary and the humans. Finally a deal was struck to keep Sanctuary and humanity in existence – with no war on either side allowed there.

Enemies
Dark Spawn – melee. Eternal Ghost – long ranged missiles that curse you and rapidly drain your life to one. Dark Chest – follows you and releases Darknesses upon reaching you and opening. Invisible curses that might damage you seemingly randomly.

The Sin Innerspace
In this deep nothingness, look within and explore your very existence until you come to your soul. Being so bare out here, take a voyage in your mind and fight your 7 deadly sins in unfamiliar locations, each conjured anew every time you visit them with your though.

Once you have beaten them all, cube their remnants to get the Sigil of the 7 Deadly Sins.

Sigil of the 7 Deadly Sins
Quest Ring

Required Level: 120
+1 to Mage Rage
+(26 to 50) to All Attributes
+200 to Life
+200 to Mana
+(6 to 15) to Light Radius

Then use your Mage Rage to release your inner rage and clear yourself from sins, expunging them to nothingness. With enough power, it is possible to, in this way, temporarily create small figmets of reality or summon a similar powerful moment – now long gone.

Bosses
Doing so, you might come upon Rathma, disciple of Trag'Oul and Mendeln, Apprentice of Rathma – the first necromancer.

Reward
Defeat Rathma, Apprentice of Trag'Oul on Destruction difficulty to get Rathma's Supremacy.

Rathma's Supremacy
Keep in Inventory to Gain Bonus
Required Level: 120
+(5 to 10) to Light Radius

Bonus quest
It seems this item has the markings of a powerful necromantic container. If only you knew how to trap a soul in it, like the first necromancer, Mendeln, did first so long ago...

To upgrade it, cube it while you have two swirlies (these last for 1 minute) for having killed both Rathma and Mendeln at the same time.

Rathma's Supremacy → Rathma's Supremacy with added bonuses

This upgrade recipe adds the following bonuses:

+2 to All Skills
+50 to All Attributes
+(3 to 7) to Teleport

Drop Bias
Chance to drop enchanting crystals.