The Dwarven city of Arkngthamz-Phng rivaled the splendor of Dumac’s kingdom before it was laid to waste by a Dragon in the First Era. The legend of that terrifying creature has long kept travelers far from Fang Lair … until now.
Fang Lair is a four-person dungeon in the game The Elder Scrolls Online. The dungeon consists of various rooms and corridors, each with its own challenges and enemies. Fang Lair can be accessed at Level 45. In this guide, I shall explain the mechanics as well as what you should and shouldn’t do while facing the dungeon’s bosses.
Table of Contents
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Fang Lair Location
The Fang Lair is located in the northeastern region of Bangkorai. Travel northeast from the Troll’s Toothpick Wayshrine to reach Fang Lair. You can also access Fang Lair specifically by using the Dungeon Finder.
Fang Lair Boss Mechanics
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This boss is actually multiple waves of adds controlled by the boss herself. Anyone that has dealt with large trash packs/pulls/mobs should be able to manage this. Make sure you are all centered in the middle of the room. Get the tank to aggro as much as possible while you stay in the heals and damage. Chains/cc pulling will be required for this fight. Do not panic and do not run around else it can be a mess. The trick to this is keeping up as much aoe damage as possible to deal with all the tiny adds while dealing with the big ones.
Ghosts – The boss will spawn wraiths per phase and they will spawn on the outside of the room (quite far out) they will fire nasty high-damage ice light attacks and also a fast-moving ground-based ice cloud. THIS must be avoided as a dps and/or healer. They will immobilize and hit for HIGH damage. As soon as these are in the room be sure that your tank pulls them into the center as soon as possible so they can be killed quickly!
Bone Colossus – During each wave there will be a bone colossus. These hit pretty hard and should be controlled by the tank but focused down by the dps as soon as possible. These have a nasty spreading aoe that BURSTS when it hits maximum radius causing high damage and knockdown. You can block the damage to this but still get knocked down, or you can simply dodge roll/run out of the aoe.
NOTE: The last wave there are x2 of these, you should really save your ultimates for this phase.
Cadaverous Menagerie (Cadaverous Bear, Guar, and Senche-Tiger)
This fight is the PUG killer! This fight will make or break your group! You will need to coordinate and STICK to your plan. If one person tries to be a hero this is ALL over! The tank should grab all three enemies and hold them together. You want to hold these as FAR away from the 3x wolves/dogs as possible so they have a longer journey to make. The reason for this is timing. More time to react and prepare for their entrance to the fight.
Tiger Senche – This is the biggest problem in the room. You should focus the Senche down as soon as possible and he will be pinned to the ground for a period of time. He can be taunted but will occasionally hit whoever he likes so do NOT run away, he doesn’t hit particularly hard but you need to keep it close to the other bosses and focus it down. Once it is sitting down you can focus on the other two and the remaining mechanics. During the fight, the Senche will eventually get back up and be full health again! (if you do not have crazy damage). Here is the most important mechanic for the Senche. He will FEAR one player, which is 100% UNBREAKABLE! Once the fear is over the Senche will jump onto the player at their now current position and start chewing on them. The Senche MUST be interrupted instantly or the player will die! A tank can survive for a short period of time but a dps or healer will die in less than two seconds flat. Once interrupted, focus on him again and make him sit down as before. Rinse repeat. If the Senche is alive kill it, if it fears interrupt it. That’s it. ALWAYS keep your eyes open for this mechanic.
Guar – This boss is not really a huge threat and can be avoided if you choose but to make things easier, kill it, AFTER the Senche. It spits poison aoes onto the ground that you must avoid. The tank should taunt this at all times and once it is 0% health, just like the Senche it will sit down for a time and then revive for another round. Simply put it down every time it gets up.
BEAR! – This is very simple and a lot easier than it looks. The bear is your main target. Focus it down once the other two are sitting down and do as much damage as you can while staying out of his face. He will occasionally get a damage shield which you pretty much just have to beat down and also will do a nasty cone aoe heavy attack. The tank can block this but the dps/healer must stay out of it. Basically a stack and burn at this point unless the other adds wake up or the dogs come in! Dogs/wolves are ESSENTIAL, coming next…
Exploding Wolves! – This mechanic is crucial! During the fight, 3 dogs/wolves will slowly move toward the group and focus on any player of their choice, sometimes multiples. If these dogs reach a player they will EXPLODE! STAY TOGETHER!!!
You have two options here (this is the reason we stay so far back, gives you more time to coordinate). Method one is to decide which way you are all going to move in a circle TOGETHER, in a tight circle around the boss and tank(clockwise or counterclockwise) without spreading out! while keeping your dots down. Keep the damage up while moving around together and they will blow up either via damage of on top of the tank in the middle.
The other option is to have your entire group stay as far back as possible focusing on the boss while the TANK has their back on the incoming dogs. When they get close be sure that the tank basically walks into them and they will explode and die. Either tactic you decide however the tank MUST be blocking, or else the dogs will one-shot them. They do MASSIVE damage and a dps/healer will NOT survive like a tank. Boom = dead!
This is pretty straightforward forward but all of the fireworks and shiny lights make this look like hell. He is a basic lich boss with a couple of extra mechanics worked in. The tank should keep it taunted at all times while the group makes a nice circle around the boss ready to take on the next incoming mechanics.
Lich Crystals – If you have ever faced a Lich before this mechanic will be VERY familiar to you. Large aoe circles will appear on the ground which will spread from their inside indicators and when they reach peak they will emit a crystal and they will explode. This mechanic could NOT be any simpler…DON’T run around the room. Just find a gap, and stand in it. Don’t let it touch you, that is all. If it does, it will hit you VERY hard and stun you.
Splashes – The boss will fire multiple splash effects on the ground, unlike the Lich crystals which have a spreading aoe, these actually land on the ground and do damage on impact. When you see these coming, simply move a little to stand in safe places, do NOT run around like a headless chicken. A couple of steps out of the aoes will save you, but running in circles will not. Control yourself!
Totems – During the fight, the boss will awaken a totem in the room which will deal different types of damage to the group and also spawn different adds in the room to deal with. When you see a totem light up you must move together as a group, surround the totem in a nice circle, and focus it down. Skeletons will spawn and need to be killed. When they are killed they will explode! Now the trick to this is to kill them ON the totem because their explosion will do additional damage to the totem. Once they are down, get back to the boss and back to your formation.
NOTE during this phase you could take multiple aoe effects which are attached to YOU as a player (each person gets one) depending on the type of totem that spawns. DO NOT overlap these aoe circles with your friends, give each other space. All other mechanics from the boss still apply at this stage (yes including Lich crystals.
Root – Depending on the totem at the time, you may occasionally get rooted with vines (Lurcher totem) if this happens, you must dodge roll to break free from it before it explodes and hits you for HIGH damage.
Snakes – One of the totems will also release small snakes and one large one. Aoe alone can kill these but it helps if the tank controls them.
NUKE IT?! – Nuke or not nuke? IF you have incredibly high dps in your group you can get the boss down to low health VERY fast, it is possible to skip some of the mechanics so to speak, BUT this was anticipated by the developers, SO to prevent this, if you IGNORE totems and go straight for the “burn” at 25% Caluurion will go IMMUNE to all damage and be completely invulnerable UNTIL you get rid of at least ONE totem. So, be aware that you cannot completely avoid ALL of the mechanics just because you are a skeleton dummy smasher, mechanics ARE important in this fight. 😉
Ulfnor & Sabina Cedus
This boss is quite a mobile fight in some respects depending on your group’s damage and capability to focus during mechanics. There are some nasty almost one-shot mechanics alongside a DEFINITE one-shot mechanic and these must be paid close attention to. Even though the boss is relatively low in terms of health, his mechanics can wipe out even the strongest groups. The tank needs to hold a taunt at all times, which of course goes without saying. Hold the boss as still as possible and do NOT dance with the boss.
Fear – The boss will make the ghost with him cause fear in a random direction aimed at a player, and break free as SOON as possible to be able to avoid any follow-up mechanics. Magicka dps players need to pay attention to their stamina sustain because sprinting around like a loon in this fight will cause you to die if you cannot break free of maneuver when required.
Heavy Attack – The boss will wind up a HUGE heavy attack which will one-shot a tank if they don’t block it. This must be on the tank and they MUST block or they will die. If it is on a dps for whatever bad reason this happened, they will need to dodge roll it or die (you won’t block this as a squishy).
Flaming Sword – This attack is very similar animation-wise as the previous heavy attack and is usually done AFTER it but the sword this time will be on FIRE! When this happens, upon impact the boss will emit 3 very fast-moving, medium-sized flaming aoes in 3 different directions. When you see this animation as a dps or healer you need to step back a bit, prepare for the attack, and try to avoid it by standing in a gap you can see.
NOTE: these can bounce off walls and come back so watch your feet and the tank must watch the positioning of the boss.
Space Invaders!! – This is the way I described a mechanic in Bloodroot Forge also. Basically, the boss will stand still and start channeling an ability. This ability will rapidly fire many many small fire aoes in the direction of the players. Just like space invaders avoiding incoming damage, as they come flying at you, wiggle left and right to stay out of danger. One or two will hit you hard, and 3+ will kill you! So when you see him channeling, spread out! Shout “space invaders” and get your wiggle on!
Chains of Death! During the fight multiple times the boss will send the spirit to the other side of the room and the ghost will chain one player’s feet and slowly drag them across the room. You MUST notice this mechanic as soon as it happens and the group needs to KILL the ghost before the boss reaches them. If they don’t kill it in time, the boss will slowly walk over to them and eventually stab the sword straight through them for a guaranteed one sot. You CANNOT survive this.
At the end of the fight when the boss is Low health he will do a FINAL one of these following a MASSIVE uppercut. This is ALWAYS aimed at the tank and if you do not kill the boss before he reaches the tank, the tank will die to a one-shot and then the boss will remain loose until you kill him. ALWAYS focus at this point, heals will not help the tank, finish the boss!
NOTE: if the boss is in the middle of the room the tank will be uppercut miles across the room, giving your group plenty of time to kill the boss ( he walks slowly). IF however, the tank didn’t pay attention to positioning and tanks the boss in a corner, the tank will not have far to go from the uppercut and will actually die within a couple of seconds because the boos is too close. SO, tank this guy in the MIDDLE when he is low health!
Thurvokun & Orryn the Black
This quite possibly to date the HARDEST hard mode available. Everything you have learnt so far is going to be relevant And some. If you do not have a grasp on basic mechanics (ie. cc, blocks, interrupts) then you need to familiarize yourself with them now because EVERYTHING will be used.This takes a lot of practice and massive co-ordination and no it is NOT a dps race. The faster you go the harder it gets because you can accidentally get overwhelmed and inevitably die. The longer it takes in some cases the better. Pace yourself!
Also note, the DRAGON is NOT your primary focus! So get that “we must kill the dragon fast” stuff out of your head right away. The MECHANICS are the boss, not that bloody great bone thing in the middle of the room. He can die whenever you like, there is NO rush.
The tank must NEVER drop taunt, and must try to keep the dragon in the middle of the room as much as possible at all times regardless of mechanics at the time…
FORMATION! This is KEY, the tank role is explained below but your group needs to have their OWN locations to stick to in and out of mechanics. Assign each dps and healer to ONE crystal EACH, and leave the gate assigned to just “gate”. So each person’s crystal has a player name and the gate is its own name. This will allow you to accurately call the location of mechanics. THIS is key. Throughout the first stages of the fight it is KEY that your dps and healers ALWAYS hug their positions unless they have to move and if they DO have to move, whichever mechanic they have just dealt with…get BACK into your positions FAST! This is a MASSIVE room, so pace your stamina, you do NOT want to run dry.
Spreading Poison! – During the boss will drop a small poison aoe under the tank (or whoever has agro) and it will grow and grow and grow until it is the max size then it will vanish. Do NOT stand in this, it will kill you RAPIDLY. Not the trick to this is PLACEMENT. The aoe is PLACED so you can move out of it and leave it to its business. When it is almost over the boss will place another one and repeat this process throughout the fight.
Look at the ground. There are loads of bones piled in the middle of the room. Use this as your guide. Pick a corner of it. When the aoe is placed on YOUR feet, move (even dodge roll through the dragon to relocate) to the OPPOSITE side of the bones on the floor (imagine it is a square and you are just going from one corner to the other). When the next one is placed in your new location, the old one will have disappeared…SO go back to your original position… repeat repeat repeat. This will give you plenty of time and so much control over where the poison actually lands.
Do NOT run around the room like a headless chicken panicking about where it should land because you will place it in HORRIBLE places and overwhelm the other members of the group.
Orryn’s Ranged Attack! – ORRYN is the boss NOT the dragon, I cannot say that clearly enough! it is essential that you, as a group keep your eyes on that guy at ALL times! He will teleport around the room with a light blue aura following him so you can spot him a little easier when he moves from position to position even when he is up high ready to come down again. So use this knowledge to keep track of him. Above all, the reason you all have specific positions is to cover as MUCH ground as possible for this ONE MECHANIC! This is the most essential mechanic for the first phase of the fight. When he teleports onto the GROUND, he will be at one of the corners of the room, so this is when you call out a player’s name (or gate) to allow the group to know where he has landed. Once this has been established he MUST be interrupted as soon as possible! He has a nasty fast paced pulsing single-target spammy attack that hits all players. About 3 hits will kill any dps or healer.
It helps if a healer can fit crushing shock for this for interrupts(or even the tank if required) in order to help with long ranged interrupts, but is not essential. What is essential is that at ALL costs, that boss is interrupted every single time he does this. If you are en route to interrupt let your group know so that they can dodge roll any incoming attacks from him while he is loose. You can dodge the hits but it is very risky and high on resource drain so the faster the interrupt the better.
Remember positioning is KEY, if you had to move to get him, get back to where you were afterward. No heroes! C-ordination is the most important thing here. You are a group, no soloers 🙂 This mechanic happens every few seconds during the fight UNTIL all the crystals are down (coming up) so pay attention. No matter what mechanic you are in, this must be kept an eye on.
Heavy Attack – The boss will fire a heavy attack at whoever has aggro. This should ALWAYS be the tank. Now the tank can withstand the attack with a block BUT at the same time once it hits 2x Shalks will spawn under the location of the tank. So if you dodge roll this it helps to eliminate any negative effects coming up in the next explanation. The heavy will emit a small spreading aoe. If you dodge roll at its PEAK you will avoid it. BUT the Shalks WILL still spawn.
Shalks – This is every tank’s worst nightmare…SO here is what you need to do. You will receive a nasty poison dot for 10 seconds if they are close to the tank and facing them. This is not specific on being NEAR the Shalks but being near and IN FRONT of them…So the trick to this is CC and kill.
Regardless of class so long as you have a root/stun ability to control them and keep moving away from them (without over-manipulating the poison on the ground too much) you will be fine. Anyone that stands in front of a shalk will take damage so watch your feet! The most optimal trick for this regardless of group composition is to have someone in your group running “time stop”. Every time the boss is about to heavy attack if you put a time stop where the tank is, they will get stunned for a few seconds and will die to ground-based aoe.
NOTE: GROUND aoe needs to be under the boss(basically ready for Shalks) at ALL times. When the Shalks are alive you do NOT focus on the boss. keep dots down for passive damage for sure, but FOCUS the Shalks and help the tank control the room.
Ice Tail Whip – The boss launches a massive 3x triangulated ice aoes in the direction of his choice during the fight. This is very easy to avoid, all you have to do is stand in the gaps OR block it if you get caught. If you get caught without blocking you will be knocked back and take HIGH damage.
Crystals and Bone Colossus!XCrystals and bone Colossus! – This is health % based but the chosen crystal is random (85% 75% 65% 55%). THIS is why you don’t have to burn the boss. Get familiar with the other mechanics and take your time. The faster you push the sooner crystal phases will happen and you can accidentally overlap them, which believe me you do NOT want to happen!
Orryn will travel to a crystal and you can not hit it. You must kill the crystal as fast as possible! AND at the same time, small adds come out(which can be dealt with just with some aoe damage generally) AND a massive bone colossus. This is NOT the tank’s priority. As healers and dps you need to know how to manage this.
SO, As soon as you have seen Orryn go to a crystal, your group leader should call WHICH crystal he is at (this is whichever player name belongs on that side OR “gate”). Be clear. When this happens all players(excluding the tank need to get over there as fast as possible, hug up stack, and burn while avoiding aoes and get the crystal down.
IF the bone colossus tries to heavy attack one of the players, they MUST dodge roll it or take 96kish damage to the face, do NOT block this, you will NOT live. So pace your stamina and be ready to dodge. Now, the heavy attack is delayed so wait until his hand is WAY up high and then dodge it before it lands…As soon as you see the sparks for the heavy attack count 3 2 1 dodge out loud. If you are early you will die, if you are late you will die. This WILL take practice. Above all the bone colossus MUST be killed (stay close to the crystal so he doesn’t run off aggroing someone far away) but if the crystal is not killed fast enough then ANOTHER bone colossus will spawn from the same spot.
These crystals are where you want to be using your Ultimates. So if you don’t think you can build up an ultimate between crystals, simply ease up on the damage on the dragon and BUILD ultimate on purpose, no matter how long it takes, there is NO rush. As SOON as the crystal is down you MUST all get back to your original positions. During this phase, Orryn needs to be kept an eye on because he can go to a random position in the room and require interrupting. Staying in one place too long together can result in it being incredibly difficult to deal with this mechanic so you MUST be aware this can happen during this phase. So, call the crystal player name(or gate) get IT and the colossus down fast, and then get back in position. This will take practice and coordination!
Ghosts Phase One and Lich Crystals! – At 45% you and your group need to get OFF their locations AWAY from the walls and pay attention to the group leader’s calls. Orryn will teleport to a random location (call player name or “gate” to determine his current location. When you have spotted him you will see him summon a HUGE wall of ghosts and they will be coming straight for you. You cannot Block, purge, corrosive armor, heal, or anything, these WILL kill you on touch.
However, this is where a new mechanic takes place. The gold ghost guy who has been helping you all along throughout the dungeon will appear. He will run to a location in the room of HIS choice and put up a gold wall of protection. You and your group need to hide behind this in order to protect yourself from the ghosts.
The way to co-ordinate this is once you have noted which way the boss is coming from, step back to the furthest part of the room that you can together (while the tank is controlling the dragon and the time stops are keeping the Shalks at bay and the damage stays on the ground! (yes a lot going on here)…Get your group to LOOK in the direction of the boss…Once your camera is positioned as such, look for the gold guy and call “left”, “right”, or “middle” to let your group know his location so you can move together as a unit and protect yourselves.
Every time the ghosts have all gone, get close to the middle of the room AWAY from the walls and get ready for the next spawn. Again call the player or gate location of Orryn, spin your camera in his direction can call where the protection wall is. Rinse repeat until the boss is at around 5% and under in which case he will stop this mechanic and go to the center of the room for the FINAL BATTLE!
NOTE 1: During this fight, 2x Lich crystals will spawn over and over and you will have to avoid them. This is a VERY mobile fight, don’t waste resources dodge rolling. Simply position your feet out of them or if you get unlucky, BLOCK!
NOTE 2: IF you are the tank remember that anyone caught in front of the Shalks will be hit really hard by a nasty poison dot. As a group or the tank, you can still stand WAY WAY back behind the gold wall. You don’t have to have your face against, it, so long as you are in line with it, you are safe. So if you need to take the boss back a bit, then do so.
ORRYN! – Once the dragon is pretty much dead Orryn Takes over the dragon’s body and the health of the boss goes back up to 50%! NOW things get STUPID! Keep your dots down at all times, keep CCing and FOCUSING the Shalks, keep placing the poison safely, keep avoiding the ice tail whip, keep avoiding the lich crystals, and above all do NOT panic. You and your group need to coordinate more than ever now! Stay AWAY from the walls or you are DEAD! and remember to note who’s side is who’s! You will need these callouts!
Ghosts Phase Two!!! – THIS is where people wipe over and over trying to be too clever and/or panicking! The ghosts, Just like before, will come from one of your assigned sides of the gate (so call the player-assigned side of the gate as before) but there is NO gold guy to help you and NO wall to protect you! Instead, there are RANDOM gaps in the ghosts. You will need to have someone call out where they are coming from first of all, AND have someone shout where the gap is for people to run to so they know where it is safe. If any ghost TOUCHES you, you are 100% dead guaranteed!
The trick to this is utilizing space. huge around the middle as much as possible to give you TIME to locate the ghosts, And the gap. Once this has been established, go straight for the gap asap! The sooner you get through the gap, the sooner you can spin around and focus back on the boss/Shalks/mechanics. If you leave it to the very last second and let the ghosts come to you, you are at massive risk of them re-spawning where you currently are and you will die. Make use of your space and time!
Skeleton Adds! – Constantly until the end of the fight skeletons will spawn from where the crystals once were. These must die, BUT they don’t have a lot of health. They do heavy attack which can be blocked. They do root which needs to be dodge rolled to break free (this is a pain on resources so kill them rather than let them do this!). The trick to this is to remember, you should have dots down at all times to deal with the boss passively AND the Shalks…The skeletons will die too in aoe so long as you don’t sprint around the room. AND the time stops you are using will allow you to freeze these at the same time as the Shalks…take your time, don’t panic!
Death Breath! – Every Third ghost phase (technically sometimes 2 and a half) the boss will fear the group and make them run in random directions which is NOT breakable. During this time the dragon will leave the room and climb up high on the wall channeling a huge direct attack. When this happens 4x gold circles will appear randomly in the room in RANDOM locations. Every group member has a spreading aoe under their feet. IF you do not each reach a gold circle and pick it up (one each) before the aoe is full (incoming death breath) the attack will hit you and you will die to a one-shot. If you pick up the gold circle you will live. You do NOT need to block. You need to manage mechanics, WHILE grabbing the gold circles and be fast about it. Do not hesitate.
Also a small tip. Every third phase of ghosts, when the fear is coming, SPREAD OUT! the reason for this is if you are hugging the middle there is a strong possibility (and this happens a lot) that you will be feared into the poison and die!
Bone Colossus! – EVERY 10% as well as the sh*tstorm of stuff you have to already deal with, you will get a bone colossus! That’s right, the faster you burn the boss the more you get! 40% 30% 20% 10% you will get one. You MUST kill this fast and focus on it. Remember if it heavy attacks you, dodge roll it, or die.
This mechanic is important but because it is % based and not timed, you can take as long as you want per 10%. In fact, if you are COMFORTABLE with the mechanics just staying alive, dodging ghosts etc., every 10% you can build up ultimate ready for the colossus so it can die faster.
Final Note: Above all this fight is CRAZY, many many mechanics going on at once that you will have to grow to understand bit by bit before this becomes doable and/or easier. It is one of the most challenging pieces of 4-man content in the game. Get together with some friends, stick to the same group, and practice and learn together. Also one MAJOR important factor…you don’t need 50k+ dps for this, in fact having less is sometimes better because you don’t force mechanics to happen before you are ready for it! Practice, coordinate, keep on the interrupts, keep positions, and clear callouts, and you WILL get this done.
Good luck to you all!
Fang Lair Dungeon Loot
Below is a list of all the loot you can expect to find in Fang Lair.
On normal the loot is blue and the boss does NOT drop a monster helmet, but on veteran difficulty all of the loot is purple and the main boss DOES drop a special monster helmet.
Note: in dungeons some individual bosses can drop a unique item but generally, the weapons and jewelry (non-named items) come from the last boss. HOWEVER the entire loot table can also drop from trash and chests, so loot everything! Got the gear in the wrong traits? Don’t worry! You can alter the traits by either transmuting or reconstruct the piece with a trait of your choice. For more information see the Introduction to Transmuting and Reconstructing article.
If you are looking for a matching shoulder monster piece, visit the Undaunted Pledge Master Urgarlag Chief-Bane at the nearest Undaunted enclave. She sells a 50/50 chance at the shoulder piece as part of the Dragon Bones Coffer or it could be in her mystery coffer. You can learn more about the Undaunted in the Undaunted Guide.
Fang Lair Achievements
After reciting the incantations in Orryn’s Notes, defeat Orryn the Black and Thurvokun without any party members being hit by Orryn’s Wraith Thralls in Veteran Fang Lair.
Dragon Bones Delver
Complete Veteran Fang Lair and Veteran Scalecaller Peak.
Dragon Bones Explorer
Enter either Fang Lair or Scalecaller Peak for the first time.
Deactivate each of Caluurion’s Relics using elemental Bonefiends in Veteran Fang Lair.
Fang Lair Challenger
Complete the listed achievements for Veteran Fang Lair.
Fang Lair Conqueror
Defeat Lizabet Charnis, the Cadaverous Menagerie, Caluurion, Ulfnor and Sabina Cedus, and Orryn the Black and Thurvokun in Veteran Fang Lair.
Fang Lair Style Master
Learn every chapter in the Fang Lair style book, occasionally found as rewards for completing the Fang Lair dungeon.
Fang Lair Vanquisher
Defeat Lizabet Charnis, the Cadaverous Menagerie, Caluurion, Ulfnor and Sabina Cedus, and Orryn the Black and Thurvokun in Fang Lair.
Defeat the Cadaverous Menagerie without anyone in your group taking damage from Volatile Fungi in Veteran Fang Lair.
When hit by Thurvokun’s Plague Breath in Fang Lair, be under the protection of Yisareh’s Life Ward while standing in direct contact with three other party members who also have Yisareh’s Life Ward.
Leave No Bones Unbroken
Defeat all encounters in addition to Lizabet Charnis, the Cadaverous Menagerie, Caluurion, Ulfnor and Sabina Cedus, and Orryn the Black and Thurvokun in Hard Mode Veteran Fang Lair in under 30 minutes without suffering a party member death.
Let Bygones Be Bygones
Defeat Orryn the Black and Thurvokun after reading the incantation in Orryn’s Notes in Veteran Fang Lair.
Defeat Orryn the Black and Thurvokun while only destroying a maximum of one Animus Crystal before Orryn merges with Thurvokun in Veteran Fang Lair.
Defeat Ulfnor and Sabina Cedus without a party member being affected by Sabina Cedus’s Haunting Spectre in Veteran Fang Lair.
Not A Statistic
Defeat Lizabet Charnis, the Cadaverous Menagerie, Caluurion, Ulfnor and Sabina Cedus, Orryn the Black and Thurvokun, and all of their minions in Veteran Fang Lair, without suffering a group member death.
Defeat the Cadaverous Menagerie without a party member being killed by the Cadaverous Senche-Tiger’s Death Grip in Veteran Fang Lair.
Defeat Orryn the Black and Thurvokun without any party members being hit by a Giant Scarab’s Degenerative Acid in Veteran Fang Lair.
The Quick and The Dead
Defeat all encounters in addition to Lizabet Charnis, the Cadaverous Menagerie, Caluurion, Ulfnor and Sabina Cedus and Orryn the Black and Thurvokun in Veteran Fang Lair in under 30 minutes. Timer starts upon engaging the first group of Blackmarrow necromancers.
Veteran Necromancer Slayer
Defeat 350 Blackmarrow Necromancers in Veteran Fang Lair.
Veteran Skeleton Slayer
Defeat 500 Skeletons in Veteran Fang Lair.
Fang Liar Leads
There are currently no leads located in Fang Lair.
Thank you for taking the time to watch the content and read this guide. Be sure on your travels to remember, although once you get very experienced you may make these dungeons much easier and faster… it starts from the ground up and it’s…