Dun Shûma, The King's Fortress
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Level: | 150 |
Size: | Fellowship |
Cluster: | Legacy of Morgoth |
Region: | The Valley of Ikorbân |
Area: | Khûd Zagin |

- "The hostile forces of Ekhamât have claimed Dun Shûma, the hidden fortress of Menûn Shûma III. The ancient ruin is said to hold many historical treasures of the kingdoms of Shagâna. Though Bârshud has retreated, his Umûni still stand opposed to Mizâdi's quest to claim the Crown of Hamât."
Instance Overview
Level Range
This is a scaled instance with a minimum level of 150.
Location
This instance is part of the Legacy of Morgoth Instance Cluster.
It is available in the Instance Finder.
Difficulty
Enemy stats are altered depending on the tier of the instance:
Enhancement -- Solo/Duo in Solo/Duo.
Enhancement -- Tier 1 in Tier 1.
Enhancement -- Tier 2 in Tier 2.
Enhancement -- Tier 3 in Tier 3.
Estimated Duration
This instance usually takes about 20-30 minutes to complete on any tier, assuming that the group doesn't wipe on any boss.
Enemies
- Bosses 1 and 2:
- Boss 3: Zidunâm, the Serpent Reborn
Rewards
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Weapons | |||
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Essences | ||||
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Item | Solo/Duo | Tier 1 | Tier 2 | Tier 3 |
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Item | Solo/Duo | Tier 1 | Tier 2 | Tier 3 |
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Legendary Item Advancement | ||||
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Item | Solo/Duo | Tier 1 | Tier 2 | Tier 3 |
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Random Incomparable Tracery | x | x | x | |
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Housing | ||||
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Item | Solo/Duo | Tier 1 | Tier 2 | Tier 3 |
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Pets | ||||
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Item | Solo/Duo | Tier 1 | Tier 2 | Tier 3 |
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Deeds
Quests
Strategy Overview
Weaponmaster Mâkhragab
The Weaponmaster has a few key mechanics to avoid. Step out of the Arrow Volley puddles when they spawn, and run away from the boss when he does Cleaving Strike and Dual Strike inductions. The boss will occasionally cast
Whirling Death, where he spins around the arena for roughly 20 seconds. Avoid the boss while he spins, and continue to deal ranged damage. Dodge the red line when the boss casts Throw Spear, and be careful not to step in the traps on the floor, as they root you in place (via
Snapped).
When the boss reaches low health, he will cast Reflective Shield, which returns incoming damage to players. While he has this buff, he can be FM'ed. Either FM when he loses
Uncommon Fortitude, or hold off on dealing DPS for the duration of the buff. You don't have to worry about bleeds being reflected.
Tier 2
The boss spawns more lines instead of just 1; take care to dodge all of them when they spawn in. When the boss gains Whirling Death, he drops
Arrow Volley puddles every 10 seconds. Move out of the puddles as they spawn, and fight the boss where there aren't any puddles. They despawn fairly quickly, so you don't have to be too careful with puddles. The boss will also target random players to be
Pinned. Kill the Pinning Spear that spawns to remove the players from their paralysis.
Tier 3
The boss will summon Explosive Fire Pots under random players. They induct to deal huge damage to all nearby players, and apply a Flaming Ground puddle underneath them. Take care not to stand anywhere near them while they're inducting, and don't stand in the puddle once it drops. Also, in Tier 3,
Whirling Death will one-shot squishier players. Avoiding the boss' spinning maneuver is high priority. When you see him casting the induction, run away from him, as he will do an initial hit to anyone nearby.
Ushdâla, Lady of the Pride
Every roughly 80 seconds, the Boss opens a random Cage Door around the arena. While opened, a Ravenous Lioness is summoned every 30 seconds. Whenever she opens the Cage Doors, the group's DPS players should swap to it immediately to prevent it from spawning more mobs. Tank the Lionesses on top of the boss (who doesn't move) and focus the boss, as they should die to cleave damage.
The boss occasionally casts Focused Shot, which targets a random player to deal distributed damage to all players along the line. This skill deals high damage, so take extra care to stand on the line. Note that the distributed hit extends further beyond the targeted player and the visible line. Pets can not soak the distributed hit.
When the boss reaches 50% Morale, she gains Shield of the Pride, taking no damage, and summons Iti-mêlim. Iti-mêlim must be killed before the boss can take damage again. Make sure to interrupt Iti-mêlim's inductions, as getting one off deals big damage and applies
Terrifying Roar to the fellowship. Watch for when the boss applies
Marked for Death to a random player. Iti-mêlim will chase this player, so they should kite around the arena. The rest of the fellowship should use any run speed debuffs they have on Iti-mêlim, so that he doesn't reach his target.
Once Iti-mêlim is killed, the boss can be damage again, but gains Rage of Loss. The fight then proceeds as normal until the boss dies.
Tier 2
The boss will periodically deal a big fellowship-wide hit and inflict Snaring Shot on all players. Use your AoE cleanse skills to remove these ASAP. This effect is especially dangerous when Iti-mêlim is being kited, so the cleanses need to be prompt. If Iti-mêlim hits the marked player, he gains
Thrill of the Hunt corruptions, which need to be removed.
Throughout the fight, the boss will summon sets of Charging Lionesses. When they spawn, giant red lines are created in the arena, predicting their path when they charge. Note that the lines do not extend across the entire arena, and the Lions will charge past where the lines end. Make sure to dodge the lines, and stay clear of them when the Lionesses begin charging.
When Iti-mêlim dies, the boss gains a new mechanic: Shoot to Kill. The fight is essentially a DPS race at this point, with the tiering bleed eventually becoming unbearable.
Tier 3
The boss has a permanent aura, applying Lady of the Pride to nearby enemies. Additionally, when the boss opens Cage Doors, she now opens 2 at once. This means that there will be more Ravenous Lionesses, and they will be more dangerous. The strategy thus changes a litte bit.
When the boss opens the 2 Cage Doors, swap to kill them immediately. The tank should move the Ravenous Lionesses away from the boss' aura on top of the Cage that the DPS are killing. Once the Cages are closed, the DPS should switch to kill the Lionessess. If they are alive for too long, their Ravenous buff expires to grant them a damage buff, so they need to be killed promptly. When all adds are dead, you can go back to kill the boss or Iti-mêlim. If the group DPS is high enough and the tank is capable, the adds can be tanked under the boss once all Cages are dead, as long as they are killed before they enrage.
There are a few other minor changes on tier 3. The boss occasionally inflicts random players with Sleep Shot, which should be cleansed via pot ASAP, as it paralyzes them. Iti-mêlim also gains a new skill where he briefly turns invisible and runs to stun someone. Watch out for his induction when he does this.
Final Boss - Zidunâm, the Serpent Reborn
Before fighting the boss, he summons 3 mini-bosses: Methân Sai, Raghtâ Sai, and Kâlach Hûl. Note that Kâlach Hûl spawns in 20 seconds after the first two. These bosses occasionally grant removable poisons to players, which should be cleansed promptly. Kâlach Hûl summons Warrior Spirits and Archer Spirits as long as he is alive. Methân Sai applies Pinning Shot to random players, and Raghtâ Sai follows it up by running over to the targeted player to deal a potent frontal hit. Cleanse the debuff promptly and move out of the frontal cone. Kâlach Hûl also has a frontal induction, but turns while casting, so players need to move away from him. In general, the group should stay closer together in this phase, as Kâlach Hûl has a distributed hit that also knocks players back and applies
Lashing Strike.
Methân Sai is an archer, and does not move. Tank everything on top of where he spawns, and kill Raghtâ Sai first, then Kâlach Hûl. Once all 3 are dead, the serpent boss spawns in shortly.
When the boss spawns in, the ghost of Theoden is summoned in the back of the room, along with 4 Fallen Rohirrim, who start at half health. The healer should immediately swap to healing up the Rohirrim. Whenever one of them is fully healed, Theoden grants King's Boon to the fellowship. When all 4 of them have been fully healed, Theoden activates and runs to hit the boss, inflicting
Might of Rohan. These two buffs together greatly shorten the duration of the fight, and the group should save their most potent damage cooldowns for after these effects are applied.
The boss has two main mechanics. First, he drops Caustic Poison puddles underneath all players approximately every 45 seconds. The arena's size will thus be decreased over the course of the arena; make sure not to stand in the puddles, as their damage component stacks. Second, he summons waves of 3 Serpent Spawn from around the room. It helps to have the group mostly stacked up on top of the boss so that the adds come directly to the tank. They inflict
Snake Bite on their target, which can be cleansed. These adds are not particularly dangerous, and can be cleaved down on top of the boss. Also, look out for the Boss'
Serpent's Cry corruption, which should be removed.
Tier 2
Methân Sai has an aura, applying Rallying Aura to nearby enemies. Instead of tanking everything on top of him, instead tank everything 10 meters away from him, so that the other enemies aren't dealing extra damage. The kill order and strategy remains the same, but this phase is now more punishing if you don't avoid the frontals.
Zidunâm targets players to get Serpent's Glare over the course of the fight. There is a laser beam that starts in the center of the arena, and chases the person with the debuff. This interaction can be buggy, with possibly the laser either never moving, or continually moving. In either case, kiting players should stay away from the rest of the group, as the laser applies
Serpent's Glare to all players in the beam.
The boss occasionally casts a long grey bar induction called Coil Strike, which will usually one-shot a random player. Once his Coiled bubble is removed, he can be FM'ed, cancelling his cast.
When the Boss spawns, drag him near to the door. This will allow the healer to heal the Fallen Rohirrim without leaving the group. Work your way around the outskirts of the arena over the course of the fight to drop puddles. This strategy will allow the player with Serpent's Glare to run around the room with as much open space as possible.
Tier 3
Puddles become much more prevalent in this tier. In phase 1, all of the removable poisons cast by the mini-bosses drop a Caustic Poison puddle upon cleanse or expiration. It is very important here to NOT use AoE cleanse skills. Players that gain the poisons should run to the edge of the room to pot them, as the puddles last a long time and can hamper the group's movement in phase 2. Some of the poisons are preventable: don't get hit by Kâlach Hûl's frontal hit, and interrupt Methân Sai's inductions.
In phase 2, the Serpent Spawn's Snake Bite poisons also drop
Caustic Poison puddles upon cleanse or expiration. These should always be on the tank, so they aren't as dangerous. The tank should cleanse them as they get them, and stand in them for as long as possible, healing permitting. Others should run out of group and cleanse it, ideally nearby other previous puddles. The boss also summons the adds at a faster rate.
The boss gains a new mechanic, where he applies the brief Jagged Scales bleed to the fellowship and drops a number of scales around the floor (like in the Weaponmaster fight). Take care not to stand in these, as stepping in one applies a stack of
Ruptured Armour. This makes kiting the
Serpent's Glare slightly harder, but the tier 2 strategy is still the best here.
Gallery
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Map, including boss encounters
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Entrance
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Central Courtyard
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Weaponmaster's Arena
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Ushdala's Arena
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Corridor to the Final Boss
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Final Boss Arena