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Because of the immense amount of information in this guide, a search feature
has been added to alleviate navigation. By using CTRL + F, a popup search box
should appear (on most programs). You can then simply input the code to the
right of each section to quickly jump to it.
I. Introduction
II. The Beginner's Guide
III. Classes
IV. Level 17 Quests.............................A100
V. Level 23-27 Quests..........................B100
VI. Level 33-37 Quests..........................C100
VII. Level 43-47 Quests..........................D100
VIII. Path Quests.................................E100
IX. Level 49 Epics..............................F100
X. Level 53-59 Quests..........................G100
XI. Level 60 Epics..............................H100
XII. Raid Quests.................................I100
XIII. Miscellaneous Quests........................J100
XIV. Lycanthrope and Werehunter..................K100
XV. Hunt & Gather Quests........................L100
XVI. Camps & Unique Places
A. Levels 1-20
B. Levels 21-30
C. Levels 31-40
D. Levels 41-50
E. Levels 51-60
F. Unique Places
XXI. Tradeskills
XXIII. Terminology
XXV. Zone Information
XXVI. Random Information
XXVII. Updates
XXVIII. Frequently Asked Questions
XXIX. Acknowledgements
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============| I. INTRODUCTION |===========
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The name Everquest is a popular one in the world of gaming. It is a world in
itself, complete with its own rich history, lore and people. Everquest Online
Adventures (EQOA from now on) is set 500 years before the beginning events of
the PC version of Everquest. It is a MMORPG (Massively Multiplayer Online
Role-Playing Game)
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============| II. THE BEGINNER'S GUIDE |===========
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Welcome to the world of Everquest Online Adventures, a world unlike any other.
Your first task, after getting everything finished with the payment aspect, is
to choose your server and create your first character. Whichever server you
pick is completely your choice, so feel free to choose any one. The servers are
Castle Lightwolf, Diren's Hold, Ferran's Hope, Hodstock, Marr's Fist and
Proudpine Outpost. Castle Lightwolf is considered to be the most populated, but
as said before the choice, in the end, is yours. Which character you choose can
be loosely based on a few broad aspects. You must first choose the race of your
character (choose which one you could see yourself playing as for a good while).
Once you have chosen your race, it is time to pick your character's class.
There are four basic archetypes that you can choose from: tanks (Paladin,
Shadowknight and Warrior), casters (Alchemist, Enchanter, Magician, Necromancer
and Wizard), healers (Cleric, Druid and Shaman) and melees (Bard, Monk, Ranger
and Rogue). Whether you want to take hits, deal damage or heal the wounds of
your party is going to affect your decision. Please check out the Class
Strategies sections for a more detailed description of each class or the next
section for a brief description. It may take several characters for you to find
the right one.
Once you pick your class, you will be asked to distribute 20 training points,
although you don't have to (if you do, probably best to split 10 points each
into the power pool stats, which are the flashing ones).
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============| III. CLASSES |===========
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This section will give details on all of the classes that you can play as in the
game. There are a total of 15 classes, available from 10 races. Not all of the
races have every class available to them, so you will have to make an important
choice. For example, the Human race has the most available classes (14 out of
the 15 split between both areas), while Trolls and Barbarians only have 3
classes available to them both.
Each class has two stats that will directly affect their overall power, although
one of the two stats gives more power than the other. Each class is also divided
into four archetypes, which are Caster, Tank, Healer and Melee. Casters sit back
and damage the enemy by unleashing spells, Tanks are in the enemies' faces
taking all of the hits, Healers protect the others with defensive and healing
spells, and Melees whack on the mobs with their weapons and offensive spells.
There are subsections within the main archetypes, but that will be discussed in
each individual class description. Here are the starting cities for each of the
races:
Barbarians.......Halas
Dark Elves.......Neriak
Dwarves..........Moradhim
Eastern Humans...Freeport
Elves............Fayspires and Tethelin (Bard, Druid, Ranger, Rogue)
Erudites.........Highbourne
Gnomes...........Klick' Anon
Halflings........Rivervale
Ogres............Oggok
Trolls...........Grobb
Western Humans...Qeynos and Surefall Glade (Druid and Ranger)
The Bards are considered the jack of all trades, but master of none. They have
bits and pieces of many of the other classes in the game. They are able to
fulfill many roles
Clerics are the best healers in the game and provide many benefits with their
defensive buffs. Besides their immense healing powers, they also have a certain
affinity towards the undead of Norrath. They are well sought after because of
their defensive capabilities. The ability to wear plate armor is a major plus
should the Cleric gain the attention of any monsters in combat. No raid is
complete without one of these at your side. Clerics also have the best
resurrection spells, meaning these resurrection spells will cut off debt the
most when the player dies.
The Enchanter can be a very cumbersome character to play as, due to the many
roles that have to be played. They are a part of the caster archetype, but they
are considered by many to be a support class. Their spells don't do as much
damage as the other casters and their store-bought pets are pretty weak, damage
wise. Their strong points are the fact that they can replenish the mana of their
fellow players and can charm a wide variety of NPCs to use as pets. The
Enchanter is definitely not a class for those who have just begun to play this
game, as some experience may be needed. Their pets also have the ability to tank
pretty well, along with the ability to heal themselves.
Magicians are masters of the summoning and one of the two kings of the pet
world. They have a vast array of pets at their disposal, of many differing
types including tanking ones, casting ones and even those that can heal
themselves and their masters. The ability to make their own drinks is a great
asset and can save a lot of money in the long run. Their nukes come in two
varieties, with one set not causing a lot of damage but costs less power to use
and the other set using up a lot more power and causing a good bit more damage.
A disciplined warrior who has undergone rigorous training of one's own body is
what most people think of when the word monk is mentioned. The monks of EQOA
definitely fall under this category, using their bodies as their main weapons.
Because Monks can be offensive or defensive, they are limited to what they can
wear and may only use leather armor, instead of chain like the rest of melees.
Monks sport a large number of attacks, some with elemental attributes attached
and some with not. The most agreed upon opinion of the attacks of a Monk are
they can be quite dazzling to watch.
Cunning, mischievious and not to be trusted are three qualities of a rogue.
Among the melees, Rogues are the undisputed king of burst damage, able to
deliver a mass amount of damage in a very short period of time.
Shadowknights are a tank class that is a mix between said class and a
necromancer of sorts. They have all sorts of offensive spells in their arsenal,
ranging from direct damage spells to spells that siphon stats and life from the
enemy. They are considered the best soloers in the tank archetypes because of
their ability to steal life at the blink of an eye. Of course, you may have to
make a choice between being a great soloer and a great tank, although
Shadowknights are still good soloers at heart.
Warriors are one of the frontline troops and part of the tank archetype.
Warriors are the only tank that will acquire the ability to swing four times
(quad) every time X is pressed.
Wizards have earned the nickname of "glass cannon." They can deal out a huge
amount of damage in an instant or over time, but are known not to be able to
take a lot of hits. They have a lot of damage spells at their disposal of
various resists, meaning they can be used in a lot of situations depending on
the weaknesses of the monsters being fought. In addition to a lot of nukes,
Wizards are also the masters of transportation spells, sporting port spells to
more than a dozen locations. Of course, Wizards depend on their mana to do
damage and their high damage output may put them in danger of getting aggro on
more than one occasion, so they can be a very tricky class to play.
The Level 17 quests will be your first opportunity to gain an almost full set of
specific armor tailored to your character, aside from tradeskills. The set of
17 Quests is also the only set where you have evil and good quests. Because of
this fact, it is not possible for any class to do all of the quests at level 17
(Dark Elf Enchanter cannot do Fayspires with a good illusion, as far as I've
been told).
Note that all items except for those involved with Halas and the Highpass 2
quests can be bought on auction, if people are selling them that is. The second
quest item for Highpass can be bought on auction, but the mob is triggered that
drops the item and it is unknown at this moment whether you need to trigger the
mob or not to advance the quest.
.-----------.
( FAYSPIRES )
'-----------'
QUESTGIVER -- Adrwyiel Niteshyre
LOCATION -- Inside eastern building jutting out into the lake
CLASSES -- Good
Adrwyiel asks you to kill Tesarin Moonstrider, who is located all the way south
in Sslathis (C). To get there, go to Hazinak (if you don't have coach, have an
Enchanter turn you into an evil race so you can use Dockmaster in FP), go south
one zone and then west one zone. You are looking for a pyramid structure, which
is what wizards use as ports (the Sslathis port is self-only for wizards, so you
can get a high level one to help you get this item). You could also buy it off
of auctions, since the trek to get to the pyramid can be a perilous one. Once
you have the lock of hair and relic, go back to Adrwyiel. She'll send you to
Vaelian Wyndsorrow to purchase something for 600 tunar, who can be found in the
western building jutting out into the lake, on the first floor in the northern
room. Head back to Adrwyiel to receive XP and she sends you to Lutheran
Dawnsinger to receive your item, who is directly across from her.
.----------.
( FREEPORT )
'----------'
QUESTGIVER -- Scribe Cathassa
LOCATION -- Inside the casters' guild; Inside building on first floor
CLASSES -- All
Cathassa asks you to bring her two items, which are embalming fluid and cured
drake's blood. The drake's blood can be purchased from Tayla Montar in Highpass
for 600 tunar. She can be found on the second floor of the large building in the
area next to the tower with the bank. The embalming fluid will be a little
harder to acquire; only mummies roaming the desert will drop it. These mummies
frequent two areas, the deserts west of Freeport and the immediate area north of
Hazinak. Once you have the embalming fluid and drake's blood, go back to
Cathassa in Freeport to receive XP. She tells you to go to Draeg Kuthra to get
your item; go out of the caster's area into the main hallway, go south a tiny
bit and go through the east door to find Draeg on the bottom floor of the
building there (this is where Bards start).
.-------.
( GROBB )
'-------'
QUESTGIVER -- Nungzsh
LOCATION -- Standing by well in blacksmith area
CLASSES -- Evil
Froglok Questor liver, mostly NW and SE of troll camp in front of guk
buy sauce from Thuldreksh, shaman's guild inside the big tree for 600
argash for reward, behind well to right of Nungzsh
.-------.
( HALAS )
'-------'
QUESTGIVER -- Olga McBryne
LOCATION --
CLASSES -- Good
Olga wants you help track down a werewolf named Bloodmaw and get an elixir from
Nuvak McGregor in Diren's Hold. Nuvak can be found in a small house on the east
side of town in the little outpost along the river; it costs 600 tunar to buy it
from him. Bloodmaw is a little trickier to find and can be a bit troublesome to
get. Follow the mountain range west out of Moradhim until they start to head
north-south, then follow that all the way into the Goldfeather Eyrie zone and to
the ramps leading up to the small aviak village. Search the hills west and
northwest of these ramps to find Bloodmaw roaming around (fang is NTL). Bring
this fang and the elixir back to Olga to receive XP and then she'll tell you
to find Undin Kalenn, who can be found along the north side of town in a small
building just west of the windmill.
.------------.
( HIGHBOURNE )
'------------'
QUESTGIVER -- Indoran Veshiue
LOCATION -- Second floor of the large building in the area with the small bridge
CLASSES -- Good, Neutral Races Shadowknights and Necromancers
Indoran wants you to find his sister and get the family ring back from her.
Ulira Veshiue is located in Alseop's Wall, on the cliff the overlooks the big
valley with all of the darkwood goblins roaming about. She is on the southern
side, standing next to a necromancer named Lucariel K'Tral. You do not have to
engage the necromancer, so you'll be able to pull Ulira by herself. Bring the
ring back to Indoran and he'll mention something foul with it, and sends you to
buy a cleansing solution off of Lwudras Belladuos nearby. Head out of the
building and you should spot Lwudras standing just outside of the other building
nearby. Buy the cleansing solution for 600 tunar and bring it back to Indoran
to receive some XP, who will send you to Veldruin Fathomstalker inside the
building next to where Lwudras was to get a piece of class-specific gear.
.------------.
( HIGHPASS 1 )
'------------'
QUESTGIVER -- Holthis D'Worok
LOCATION -- Highpass; Around the corner right outside of the gate by the coach
CLASSES -- Evil
Holthis wants you to secure three grave silks from grave spiders in the rat tomb
near Hagley, as well as bring 600 tunar. To find the rat tomb, head to Hagley
(SE) and you should find the entrance to the tomb on the side of a small
mountain. On the second level, you should find the grave spiders, which con
light blue and shouldn't be much trouble to solo for most classes. Once you get
three grave silks, head back to Holthis with the 600 tunar also to complete the
quest. He sends you to Juresi D'Worok standing right next to him for your
reward.
.------------.
( HIGHPASS 2 )
'------------'
QUESTGIVER -- Holthis D'Worok
LOCATION -- Highpass; Around the corner right outside of the gate by the coach
CLASSES -- Evil
NOTES -- The courier is a triggered mob
Holthis wants you to take out a courier that will show a little respect to
another house of Neriak. Holthis doesn't know where the courier is though, so
he sends you to Informant Durin in Grobb to obtain that info. Informant Durin
is located at the small outpost right outside of Grobb, not too far from the
coachman. Pay him 500 tunar and he mentions the courier is located to the north
of Hazinak. Head to the outpost of Hazinak and follow the road that leads north
out of the outpost. Keep following it until you receive a popup and then head
a little more north to find the courier walking southward to Hazinak. Do not let
the courier reach Hazinak, so kill him and loot one of the four scrolls he
drops. Return it to Holthis to receive XP and he'll send you to Juresi D'Work
standing next to him for your piece of class-specific gear.
.-------------.
( KLICK' ANON )
'-------------'
QUESTGIVER -- Ludvick Undogeen
LOCATION -- Magician's guild; Head straight north from the main gate inside
CLASSES -- All
.----------.
( MORADHIM )
'----------'
QUESTGIVER -- Murien Stonebeard
LOCATION -- Second floor of tavern near the bank
CLASSES -- Good; Neutral Races Shadowknights and Necromancers
Murien wants two items to make a special brew, nectar and an erollisan viper
poison sac. To get the poison sac, head to the Thedruk entrance on the Fayspires
side and find the river nearby. On the east side of the river, you should find
the erollisan viper roaming around near the river. Loot the sac and head back to
Moradhim.
- Nadrin Stoneblood, buy nectar for 600 tunar
- Mildred Blightforge by coach for reward
.--------.
( QEYNOS )
'--------'
QUESTGIVER -- Laressa Nevar
LOCATION -- Paladin's guild; From main hallway, head south and the last room on
west side
CLASSES -- Good; Neutral Races Shadowknights and Necromancers
This section will deal with sidequests in the level 20s, which are loggable at
levels 23, 25 and 27. You are able to get an ability from each set of quests, so
it is important that you do them to complete your character.
.------------------------.
( HODSTOCK #1 -- ABILITY )
'------------------------'
QUESTGIVER -- Feria Huckert
LOCATION -- Hodstock and Temby (W); Inside house in the town of Hodstock
CLASSES -- All
Feria wants you to repay a favor by journeying to a gypsy camp and paying
7Bram D'Lizo 1200 tunar. In Greyvax's Caves (SE), there is a small bandit fort;
the gypsy camp with Bram is located not too far west of that bandit fort. Bram
mentions that the bandit you need is located to the east and has red-colored
hair. He is just a normal arctic bandit, but with red hair and cons red to a
level 23 (melee only); you'll find him roaming around and it shouldn't take too
long to find him. Once you kill him and have the notes, return to Feria in
Hodstock to receive 885,214 XP, then talk to Drew right next to her to receive
a piece of class-specific gear and spell.
.-------------.
( HODSTOCK #2 )
'-------------'
QUESTGIVER -- Feria Huckert
LOCATION -- Hodstock and Temby (W); Inside house in the town of Hodstock
CLASSES -- All
If you haven't done so already, Feria wants you to take care of some orcs across
the river from the town of Hodstock. Head directly east from the town and you
should find an encampment of orcs on the southern side of a large hill; kill
these until your faction with Feria is at least 150+.
.-------------.
( HODSTOCK #3 )
'-------------'
QUESTGIVER -- Feria Huckert
LOCATION -- Hodstock and Temby (W); Inside house in the town of Hodstock
CLASSES -- All
.----------------.
( BLACK SWAN INN )
'----------------'
QUESTGIVER -- Apprentice Buema
LOCATION -- Next to well at Black Swan Inn south of Darvar Manor on road
CLASSES -- All
Before you start this quest, you may need to get some faction with Black Swan
Inn, which can be achieved by killing some Blackburrow gnolls to the north of
Darvar Manor (they're levels 25-29 or so at the outside fort). Once you have
enough faction, go back and speak with Buema. It seems he can make you armor,
but he first needs you to collect some ore. The mob you need is in some pretty
dangerous surroundings, so you'll need to be extra careful.
Head east from Buema until you find the river that flows north just past Darvar
Manor. Follow this river south for a good while until it intersects with a river
that flows east/west (if you're good-aligned, you can coach to Forkwatch and
follow the road south to the river). Follow this river to the west until you
are able to con Glini NPCs. There should be another river nearby that flows
north/south with that dam that separates it from the other river (you should be
in Mayfly Glade). On the western bank of the north/south river is a forest and
the mob can be found in there. You're looking for the ancient stone golem
(white/melee), who shouldn't be too far from the shorelines. Make sure that you
are careful not to attract the attention of the red con mobs nearby.
Once you get the ancient stone ore from the golem, go back to Buema and turn it
in. He will now need a hardened smithing hammer in order to make the armor,
which can be bought from Ling just north of Buema (724 tunar). Once you have
bought the hammer, give it to Buema. Talk to him a few times and you'll have
finished the quest. You receive 971,662 experience and a piece of class specific
armor.
.-------.
( TEMBY )
'-------'
QUESTGIVER -- Dristan Blane
LOCATION -- Follow shoreline north of Freeport; In house in north part of town
CLASSES -- All
It seems Dristan is having trouble with one of his clients and he would like it
if you helped. He wants you to go to Freeport and speak with Nascien Vladya.
From the coachman's stable, go through the archway on the east side, then
immediately turn left once you go through it. You should see a building right
there; Nascien is on the second floor of that building. Before Nascien can tell
you anything, you will need to pay him 790 tunar first.
Nascien's assistant seems to have run off with the cargo. Her name is Razuan
Marus and she can be found in Wyndhaven, upstairs in the inn just south of the
coachman there. She cons white and only melees, so she shouldn't be too hard to
kill. Once you do kill her, loot the Maiden's Stone off of her body and go back
to Dristan in Temby. For returning the cargo, you will receive 971,662
experience, some faction (100 with Temby and 1 with various factions in
Freeport), a class specific piece of armor and a spell.
.-----------.
( WYNDHAVEN )
'-----------'
QUESTGIVER -- Mister Bail
LOCATION -- Right outside the inn just south of the coach
CLASSES -- All
Before this quest can be logged, you must have at least 150 faction with the
Citizens of Wyndhaven. This is achieveable by killing the bandits located in
Bandit Hills or kill the gnolls located inside the cave in Jethro's Cast. Once
you have the appropriate faction, speak with Mister Bail to start the quest.
He sends you to kill a wolf that has been acting very peculiar northeast of the
town. Head northeast of the town until you come to a small valley-like area.
The mob you need is called enraged wolf and cons white to you at level 25. Be
wary of the other equally leveled creatures in the area, kill the enraged wolf
and bring back the piece of metal to Bail.
Bail sends you to Danur Ironbrow, who can be found in the farmlands near Qeynos.
/===========\
( 27 QUESTS )
\===========/
.-----------------.
( SAERK TOWERS #1 )
'-----------------'
QUESTGIVER -- Commander Dursley
LOCATION -- Saerk Towers (S); In tower not with orb of light
CLASSES -- All
Recently all of the Commander's men have come down with some kind of sickness
and it seems a goblin from Runnyeye has been spotted within the compound. The
mob you need is the goblin fanatic (dark blue to a 27 and melee) and spawns in
three spots around the tower, so kill him and bring the note he drops back to
the Commander. It seems that Skulpik, a goblin shaman that resides in Runnyeye,
is behind all of this. Runnyeye can be found north of Highpass and Skulpik can
be found on the second floor. Con around until you spot some necromancers/shaman
and Skulpik's bodyguard, Bruzor.
Skulpik should spawn in a little room near them and summon two white con melees
to try and get rid of you. Soon after Skulpik summons those two will he become
attackable (shaman and cons yellow to a 27), so kill him and loot the
anti-poysin recipe from his body (drops 4). Return to the Commander at Saerks
and he says that with the recipe you found, the priests in Highpass can conjure
up a cure. Quando Faircoin is located inside the temple just north of the bank
tower and you'll need 1,450 tunar for the service. Head back to Dursley at Saerk
and he tells you to speak with Saerk himself, who can be found by using the orb
of light to teleport to the top of the tower. You receive 1,785,000 XP, a piece
of archetype-specific jewelry and a class-specific spell for your efforts.
.-----------------.
( SAERK TOWERS #2 )
'-----------------'
QUESTGIVER -- Saerk
LOCATION -- Saerk Towers (S); Top of tower reachable with orb of light
CLASSES -- All
Before you can log this quest, you must have at least 150 faction with Saerk.
If you need faction, you can kill either the Runnyeye or Mossmouth Goblins (the
goblin fanatic is a good choice if you're at Saerk Towers already). Once you
have your faction, speak with Saerk to start the quest.
There are 3 level 33 quests. The ability one starts in MTG and the other two
start in Blakedown and Bastable.
.------------------------------.
( MUNIEL'S TEA GARDEN 33 QUEST )
'------------------------------'
QUESTGIVER -- Teamaster Yismay
LOCATION -- Muniel's Tea Garden; Upstairs right by entrance near coach
CLASSES -- All
Yismay is concerned as to why no one has been showing up for his tea parties.
One of his best clients is Killian Helnes in Blackwater and he wants you to go
see him. Killian is found in the building to the west of the one with the banker
and blacksmith. He tells you that the tea has not been the same since Tobul,
Yismay's assistant, was killed on an errand run. You will need to get the recipe
off of Tobul, who can be found wandering the ruins in Widow's Peak ()(melee and
cons white, but a lot of mobs surrounding him).
Once you have the recipe, return to Yismay. He doesn't recognize some of the
items on the list and asks you to see Captain Ogofa to the north. Bring 1,625
tunar with you and take seeable road leading out of MTG. As long as you stay on
the road and keep heading north, you'll run into the gypsy camp with Ogofa. He
tells you that Skorn has just gotten in a shipment of tinsy tea leaves, so buy
them and then question him for the location of the brackish smoldering rocks.
He mentions that Deathfist Riders have them and they can be found just outside
of Deathfist Citadel. Head west from MTG and go around to the north of the main
area of DFC. From there, head north of the passage leading into DFC and find the
lone tower. Nearby will be Deathfist Riders (melee and cons yellow), who drop
the item you need.
Return to Yismay with both items. Yismay needs one more thing, an ancient tea
set used by the Rowen'Dal. He tells you that someone named Niktuu has one and is
on an expedition to the Tomb of Kings. From the gate near the coach in Freeport,
head west (long run) until you encounter a small opening in the mountains.
Follow this path until you reach the ruins known as the Tomb of Kings. Be aware
of the many mobs wandering outside and get inside. Go straight from the main
entrance and go through the tunnel in the ground to find Niktuu on the other
side. Kill Niktuu (yellow, melee) and return to Yismay with the tea set. You
receive 2,679,818 XP and a class specific spell/piece of armor for your efforts.
.---------------------.
( BASTABLE'S 33 QUEST )
'---------------------'
QUESTGIVER -- Conner Dunn
LOCATION -- On western side of town, in the house with the chest
CLASSES -- All
.----------------------.
( BLAKEDOWN'S 33 QUEST )
'----------------------'
QUESTGIVER -- Johan Redsen
LOCATION -- House with the chest on western side of town
CLASSES -- All
Johan wants you to help him finish up some contracts. His first one involves you
helping out the local druids get rid of a follower of Bertoxxulous, named
Keller. Keller can be found roaming around the forest in Mayfly Glade, always
around the spot with the sacred monarchs (white and melees). Bring the
bloodstained contract back to Johan and he'll send you on your next task. He
needs you to buy some herbs in Highpass from Dominic Sporelli, who can be found
in the room furthest from the coach (herbs cost 1625 tunar).
Bring the herbs back to Johan and he'll want you to help with the next contract,
which is to slay a mercenary from the Hawkblade clan and bring back a Golden
Mayfly Idol that was stolen. Hawkblade mercenaries can be found roaming around
the area of the Blacktongue orc camps in Ferran's Hope. There is a Blacktongue
camp right along the river that cuts through Ferran's Hope; slightly southwest
of that camp is a large hill where you should be able to find a few mercenaries.
Bring it back to Johan and he'll have on more contract for you to help on.
He wants you to get the stinger from a Slithtar Defiler Prince, which is
located in the Slithtar Hive zone. There are many hives in the zone; you are
looking for one in the (C) part of the zone, bordering on the (S) part. You know
you've found the right hive by the thornfiend in the upper part. Be careful as
the Prince sees through invisibility and there are a few light blue guards near
his position. Once you kill the Prince and loot one of his stingers, bring it
back to Johan who is grateful and asks you to receive your reward from the chest
nearby. Open it to receive 2,679,818 XP and a piece of class specific armor.
/===========\
( 35 QUESTS )
\===========/
All level 35 quests start in Highpass and you need at least 150 faction with the
city before you can log any of the quests. If you need faction, both Mossmouth
and Runnyeye Goblins will give it.
.------------------------.
( HP QUEST #1 -- ABILITY )
'------------------------'
QUESTGIVER -- Dametrios Velspane
LOCATION -- Area north of bank tower; Second floor of mansion in side room
CLASSES -- All
It seems Dametrios' daughter has fallen terribly ill and wants you to go and
seek the help of a priest by the name of Priestess Nadya. Nadya can be found
just east of the area with the old bank (one inside tower), inside the
church-looking building. She knows about the girl's condition, but before she
can look at the sample of blood, she needs some blessed ivory powder. You can
get some from Madam Thlae in Wyndhaven, who can be found in one of the houses
along the coast (2,325 tunar). Once you have it, head back to Nadya in Highpass.
Nadya tells you that the girl is cursed by an unusual spell cast on her by a
necromancer. Head back to Dametrios and he says that Lusciar Mekara is the one
who has cursed his child. Travel to Freeport and you'll find Lusciar on the
second floor of the building located in the area behind the coach. Lusciar is a
bit insulted that Dametrios would send a complete stranger with this matter.
Before he helps you with anything, Lusciar wants you to do some things for him.
His first order of business comes in the form of retrieving two idols from mobs
in Mu Lin's Reach and Blackburrow.
Tseralith can be found outside of the main building in Mu Lin's Reach, among the
gravestones (trigger, dark blue cleric). The other mob, Yjuri the Vicious, can
be found within the depths of Blackburrow. Head inside the main area of
Blackburrow and take the spiraling path all the way down until you get to the
stone walls of the Dwarven temple. Take a left at that first entryway and you
should be back into the caves with a gnoll redpaw and blackpaw. There are three
paths here and you'll need the passage to the left of the redpaw and just behind
the blackpaw. As you get close to the end of the passage, you should get a popup
about hearing some noise and Yjuri will spawn (trigger, yellow shaman-type mob).
Bring both idols that you got back to Lusciar in Freeport and he forges the Idol
of Zsetikowa from it. You must bring this Idol to the temple in Hazinak and
summon Zsetikowa into this realm. Go to Hazinak and go inside the temple just
next to the good coachman, then place the idol on the altar. This will spawn
the mob you need, so kill it and loot the shard it drops (triggered, level 39
quad-hitting healer). Bring it back to Lusciar in Freeport and he'll give you
back the blood that will free the girl from the curse. Bring this back to Nadya
in Highpass and she'll undo the curse. Return to Dametrios to receive 3,768,632
XP and a class specific piece of armor and spell.
.-------------.
( HP QUEST #2 )
'-------------'
QUESTGIVER -- Rin Tintoggle
LOCATION -- In room farthest from coachman; Next to the building with all spells
sellers
CLASSES -- All
Rin has been outcasted from Klick'Anon and wants you to help him rebuild one
of his inventions. His first task for you is to retrieve an item from an model
that is roaming around Moradhim. Head to the coach in Moradhim and you should
spot a hill just to the south of it with a T-shaped stone marker on top; Model
XIX
.-------------.
( HP QUEST #3 )
'-------------'
QUESTGIVER -- Lord Voriander
LOCATION -- Area north of bank tower; Top floor of the building
CLASSES -- All
Lord Voriander wants you to keep an eye on Captain Ravenhite, so he appoints you
as his new guard. Ravenhite is located on the second floor of the building
across from the blacksmith. Upon speaking with Ravenhite, he will appoint you
with your first duty, which is to stand guard at the tower where Guard Matfin
is located. Head out the northern exit of the city and follow the road until you
come across the guard tower with Matfin. Speak with Matfin, then con down the
road a little bit to find that a goblin marauder has spawn (yellow con, melee).
Kill it and bring its axe back to Ravenhite in Highpass.
After bringing the axe back, you are told to report back to your station at
Matfin's tower. When you get back to the tower, you'll find a man named Jann
Olos arguing with Guard Matfin about letting him through. Listen to the
conversation and talk to Jann Olos to advance your log, which says to report
back to Ravenhite. Ravenhite fears he is being watched by Voriander and wants
you to meet up with Jann Olos in his stead. Head to the small town of Bastable
and find the inn, where a non-attackable version of Jann Olos will spawn behind
it. Talk to him to spawn an attackable version, then kill him and bring the item
back to Ravenhite in Highpass.
.-------------.
( HP QUEST #4 )
'-------------'
QUESTGIVER -- Fender Crow
LOCATION -- In room next to coachman; Standing near the catapult-like object
CLASSES -- All
.-------------.
( HP QUEST #5 )
'-------------'
QUESTGIVER -- Dunn McCabe
LOCATION -- Along wall in room with coachman
CLASSES -- All
.-------------.
( HP QUEST #6 )
'-------------'
QUESTGIVER -- Ambrose Castor
LOCATION -- Building behind outside bank; On second floor
CLASSES -- All
Ambrose wants you to rid the world of Deiphobus, a very evil creature, forever
and needs your help. Your first task is to kill Phoboriun near the village of
Bastable. Head east of Highpass and find the river that flows through Bastable,
and follow it north until you spot a hill on the west side with a T-shaped
stone on top. Head to that hill and run around the stone until Phoboriun spawns
(quadding Necromancer-style mob; yellow to a 35). Bring the seal back to
Ambrose in Highpass and he'll mention the next piece needed, the Evenveil Seal.
To acquire the Evenveil Seal, Ambrose sends you to Iulias Maphesti in Freeport,
who is located in the area behind the coachman. Iulias mentions that the seal
is in two pieces, the Evenveil Sapphire and the Celestial Amulet. The easier of
the two items is the Sapphire which is in the hands of Lelalia Shavrell in
Temby, who sells you it for 2,325 tunar. To get the amulet, head to MTG and
follow the coastline south until you happen upon the Nasehir fort. Head west of
there until you come to an altar-like place buried in the sand (Al Farak (C) is
the exact area). Approach the middle and Caeduiel the Scarred will spawn (yellow
to a 35 and a quadding cleric-type mob).
With both pieces in hand, head back to Iulias in Freeport. He constructs the
seal and removes the curse, then tells you to take it to Ambrose in Highpass for
it to be blessed. Ambrose blesses it and asks you to take it to the altar in
Dark Solace. The altar you need is the one right in front of the Priest of
Plague, so approach it and you will be asked to place the seal on it. Doing so
will spawn it, so kill him and bring the seal he drops back to Ambrose to
receive 3,768,632 XP and a piece of class-specific armor.
====================================NOTE======================================.
| |
| If you're doing all of the level 35 quests, you can save yourself a lot of |
| backtracking by planning ahead and killing multiple mobs for different |
| quests in one trip. For instance, there are two mobs located inside the Tomb |
| of Kings (one is triggered), so rather than make one trip to kill one and |
| coming back later, you can progress quests far enough so you can kill both |
| at the same time. |
| |
'====================================NOTE======================================'
/===========\
( 37 QUESTS )
\===========/
All three level 37 quests start in Oasis and the ability quest does not require
any faction in order to start it. However, the other two quests require that
you at least have 150 or more Tunarian Gypsies faction. In order to obtain this,
you can simply head to one of the small Nasehir camps located near Freeport.
Note that this Tunarian Gypsies faction is different from the Gypsies of Tunaria
faction that is used mainly for the coach in Oasis.
.-------------------------------.
( MIN GYRIND'S QUEST -- ABILITY )
'-------------------------------'
QUESTGIVER -- Min Gyrind
LOCATION -- Along eastern wall
CLASSES -- All
Min and his brother were treasure hunters until their last expedition that had
a trap that drained their youth. Min wishes to become younger again and wishes
you to first speak with his brother, who is located on the other side of town,
along the western wall. Rivard's first request is for you to buy a vial of
everlasting essence from Tradesman Ralis in Blackwater (2,556 tunar; Ralis is
on the southern side of the town). Once you have the vial, return to Rivard and
his next task involves you getting the nectar from a Slithtar Reviver. Head to
Slithtar Hive zone (one west from Hazinak) and head to the NE section to find
the river. You should find the Reviver close to the shoreline, on the southern
side of the river (cons white and is a cleric-type mob).
Bring the nectar back to Rivard and he'll send you to get the next item for the
elixir, the sap from a weary treant. This mob can be found in Sycamore Joy's
Rest (S), just south of the ring of mountains that surround the forest bubble
structure (cons white, melees and can be damaged by AR, unlike normal trees).
Bring the sap back to Rivard and he'll send you to get the last item, the
chalice of innocence. It can be found in Ant Colonies (S), which is the black
anthill. Make sure you go in invised, as when you approach the area where the
hill opens up, you'll be asked if you want to continue forward or leave; choose
the first option to have 3 black ant guards pop. If you're invised, you're fine;
otherwise, you'll be fighting for a bit. Head down (or jump down) and you should
find High Guard Ianant in one of the tunnels; defeat him to get the chalice
(yellow to a 37 and melees). Bring the chalice back to Rivard, who sends you
back to Min. Min says you have to dig at the spot nearby to get your reward of
4.1 million XP, a class specific piece of armor and a class specific spell.
.---------------------.
( RIGO DARTER'S QUEST )
'---------------------'
QUESTGIVER -- Rigo Darter
LOCATION -- In a tent in middle of town (KoS, but not attackable)
CLASSES -- All
Rigo wants to poison the count living inside the tower nearby. He mentions that
the Nasehir make a potent poison and that a man named Gykard will sell you a
recipe. Bring 2,556 tunar with you and head east of the Oasis coach to Great
Waste (E), where you'll find Gykard standing next to a pointed rock outside of
the small Taksehir fortress there. He tells you to get some powder from the
Nasehir poisonkeeper southwest of there, in the tunnels in the Sea of Lions.
Head south of the Oasis to the Sea of Lions and you should find the large
collection of tunnels in the middle of the zone (the one with the guards). The
tunnel you want is located next to the one with the two lionguards in front;
the poisonkeeper is located in the back of the cave and will spawn when you get
close enough.
Bring the powder from the poisonkeeper back to Gykard in Great Waste. He sends
you to talk to Mardtirn Poisontongue in Freeport. Head out the northern exit and
follow the city's wall to the west; you'll find him standing under an awning
between the wall and the mountain. He will send you to kill a Deathfist Trader,
located in the heart of Deathfist Citadel. Find the main citadel and the trader
will be on the west side. Bring the paste back to Mardtirn in FP and he will
send you off to Elmo Hagger in Bastable.
Follow the road east of Highpass to reach Bastable, where you'll find Elmo
standing in a house on the south side of town or roaming a bit. He wants you to
do a favor for him before he gives you the last ingredient; he wants you to
retrieve a family heirloom from a blacktongue ravager south of town. Head to the
river nearby and follow it south until you happen upon a large orc camp. You'll
find the ravager standing inside of a ruined circular tower on the north side of
town; there are a lot of roamers around, so be careful. Head back to Rigo in
Oasis and hand him all three items. Head to the back of the tower nearby and
give the poison to Luvincius' servant, then return to Rigo to receive 4.1
million XP and a piece of class-specific equipment.
.-----------------------.
( SVENLE DORMIO'S QUEST )
'-----------------------'
QUESTGIVER -- Svenle Dormio
LOCATION -- Standing next to the campfire along coast
CLASSES -- All
Svenle tells you the story of a gypsy named Nazermal, who had become corrupted
by the power he had gained. He wants you to obtain the talisman and the ritual
for awakening Nazermal's soul, which leads you to your first task of obtaining
a chain from Enrique Revnold north of Forkwatch.
Mayssa Deathkiss can be a difficult mob to find, since there aren't too many
landmarks around to help pinpoint her location, plus she roams around. If you
can find the tower where Magifent the Unliving is located in Stone Watchers (W),
then Mayssa should be located near it.
All level 43 quests start at the Monk tower in Eternal Desert north of Oasis.
Faction is not needed to do these quests since the NPCs seem to be separate from
the Monks of the Endless Tower faction. Here is a tip for those that do this
quest; all quests have you going to the same NPC in Highpass at the end, so it
is wise to gather all 9 items for the three quests before you head to HP. Three
of the 9 mobs need you to be on that part of the quest to trigger their spawn
(Tae Ew Flamekeeper, frost fur and the tomb keeper); the rest of the pieces
other than those three listed above can be gotten before you even start the
quests.
.--------------------------------------.
( ROYCE SANDSTALKER'S QUEST -- ABILITY )
'--------------------------------------'
QUESTGIVER -- Royce Sandstalker
LOCATION -- Behind tower north of Oasis
CLASSES -- All
Royce wants to make a wooden shield to get the favor of his dying father. He
wants you to get the base for this shield from a treant named Growthor that is
located to the southwest of his location. There is a large undead forest located
in Tak'Xiz South (NE), where you will find a large monolith in a small valley of
sorts; Growthor can be found wandering around close by (cons white and only
melees). Return to Royce with the item and he will send you to get sinew from
a tomb keeper in the cultist barrow near Forkwatch.
This portion of the quest can be very dangerous to do solo at level 43, so
either get some higher level help or get a group together to help. The cultist
barrow is located north of the Sondereel village, along the coast; when you can
con Thenon the Wise, you have found the cave. The mobs see through invisibility
and can possibly swarm you if not careful, plus the barrow ghouls a little
deeper are possibly the most dangerous since they have linked aggro and are in
rather close proximity to each other. The tomb keeper will spawn when you get
close to his spawn spot. At the first fork, take the left and then at the second
fork, take the left again to find a larger room with some barrow ghouls (and
possibly a reaver); the tomb keeper spawns just inside the doorway, to the left.
.----------------------------.
( BROYCE SANDSTALKER'S QUEST )
'----------------------------'
QUESTGIVER -- Broyce Sandstalker
LOCATION -- Behind tower north of Oasis
CLASSES -- All
.---------------------------.
( JOYCE SANDSTALKER'S QUEST )
'---------------------------'
QUESTGIVER -- Joyce Sandstalker
LOCATION -- Behind tower north of Oasis
CLASSES -- All
Joyce Sandstalker wants to make a magical shield to win her father's favor.
The first component she needs is a good base that can be obtained from a crazed
mage near Darvar Manor. From the coach at Darvar Manor, head west until you
come upon the large tower right by a lake. The crazed mage can be found standing
still among the crazed experiments roaming between the lake and the tower (cons
white to a 43, FR/CR nukes, small FR-based DS and has a fire elemental pet).
The NPCs you need are all found inside Castle Lightwolf. The ability quest is
loggable as soon as you hit 45, but the other two require faction. In order
to get CLW faction, you must kill any mob located inside Vox's castle in
Permafrost. All regular mobs yield 1 point per kill, while the nameds may yield
more. The guards at Zentar's Keep also yield CLW faction, if you happen to not
be welcomed there. Killing the guards at ZK should be used as a last resort
though, since one can use targetable illusions to be able to coach in and out
of the place.
.-------------------------.
( CLW QUEST #1 -- ABILITY ) 6,722,242
'-------------------------'
QUESTGIVER -- Gate Guard Parilin
LOCATION -- In the southwest tower, next to the Black Gate
CLASSES -- All
Gate Guard Parilin wants you to investigate an escaped prisoner who went through
the nearby Black Gate, but he doesn't know where it will lead. Make sure that
you either bring food/drinks that amount to 2,900 tunar or bring the tunar with
you, since you'll be needing to buy something while you're down here. Whenever
you're ready, go through the Black Gate and you'll end up dropping into the
ocean in Mila's Reef. Find the large bone nearby with Old Man Antiok and get up
on it to talk to him. He says that someone else passed through here before, but
he's not willing to part with any other information until you do a few things
for him.
The first thing he wants you to do is get a ring for him from a large squid
underneath the bone. When you're done talking with Antiok, look underneath your
position and find Marrow Maw. Kill him and take the ring he drops back to
Antiok (light blue to 45 and melees). The next thing Antiok wants you to do is
take care of the captain of the pirates on a nearby island that have been
harassing him. Head north of the bones and you should spot a tiny island with
some pirates on it; Captain Soohn will spawn as you approach it so kill him
and bring the item he drops back to Antiok (light blue to a 45 and only melees).
Antiok wants one more task done before he is willing to give you the information
you seek. He wants some coals that can be bought from a tower just to the north
on the mainland. Head to the mainland by going north and you should spot a tower
on top of a small hill. Head to the top of the tower and buy the coals from the
gnome standing there for 2,900 tunar. If you forgot to bring the money with you,
then you can sell things to the grocer standing next to the NPC that sells the
coals. Bring the coals back to Antiok and he thanks you deeply, then tells you
that another man fell from the sky a few years ago. His named was Akuion and he
passed through the gate to escape his execution. Antiok notes that he escaped to
a cultist cave to the north.
The cultist cave that you need is located near Forkwatch. Head to the small
village of Sondereel located on the river due straight east from Forkwatch, then
head north along the river to find the entrance to the cave not too far from the
village. Note that this can be quite the dangerous place and it is recommended
that you do not try to solo this portion of the quest; also, the mobs in this
cave see through invisibility. If you didn't do the 43 ability quest, it is
probably a good idea to progress it enough so you can get the tomb keeper and
the cultist mob at the same time to prevent from having to come back here later.
.--------------.
( CLW QUEST #2 )
'--------------'
QUESTGIVER -- Pandrig Fultin
LOCATION -- The tower with the dukes and soldiers; 2nd floor
CLASSES -- All
Pandrig's sword has been stolen and he would like for you to get it back. The
only problem is that the woman who stole it seems to have disappeared and there
is no information available at the time. Pandrig sends you to find a dwarf named
Quintin at the inn slightly west of CLW. Make sure you bring about 2,875 tunar
with you to get the information out of Quintin. Quintin tells you go to Halas
and speak with Snow Guardian Clouwe for more information. Clouwe can be found
just outside of the tunnel that goes into the city, standing at the base of a
guard tower. Clouwe will not release the information to you at first, but she
will if you bring her the pelt of Glacier.
Glacier is a large bear found in the southern parts of Permafrost. He doesn't
seem to be a triggered spawn and is yellow to a 45; he only melees and does see
through invisibility, so be careful.
The level 47 quests are all gotten from Grimm Brellhand and you must do them in
the order below. Grimm Brellhand is located in Gramash Ruins (S).
.-------------.
( 47 QUEST #1 )
'-------------'
QUESTGIVER -- Grimm Brellhand
LOCATION -- Gramash Ruins (S)
CLASSES -- All
Grimm needs your help and the first order of business is to obtain some ore
samples. You need to go to Gerntar's Mines and speak with Head Foreman Zeke,
who can be found right by a campfire. He tells you that you will need to brave
the Minotaur caves in order to get the ore samples. Purchase the drawven mining
pick from Quartermaster Malda nearby (3,000 tunar) and head north to the Mino
caves, with the pick equipped. Head into the first cave and head to the dead end
that isn't occupied by Afrir; between the rocks should yield a popup that will
net you your first ore sample. Head north past the second cave and to the third
one for the next two ore samples. You will find two popups at the two dead ends
in this cave, but don't leave after you find them. Speak with Gilthirn Ironhoof
at the one end to receive a little sidequest to obtain the fourth and final ore.
He wants you to rid the Minos of their leader, Khelmarak, who can be found in
the middle cave. Make sure that you bring help with you (if you need it) and
head to the back of the middle cave to receive one last popup (still need the
pick equipped). Turn around when prompted to and Khelmarak should spawn (melee
and yellow to a 47).
Upon his defeat, 5 Minos should popup behind you in the cave. They praise you
on your defeat of Khelmarak and argue a bit over the next leader of their clan.
Speak with Gilthrin once they're done and give him Khelmarak's Horn in return
for the fourth ore. Bring them back to Zeke for inspection and he'll say that
Grimm will be happy with these ores. Return to Grimm with the ores and he'll
send you out on your next task, which is to retrieve some metal and ore from the
Tae Ew in Cazic Thule. Be ready for some farming to go on, since this can take
several hours to obtain both pieces.
The main temple is located in Cazic Thule (N) and that's the one you need. Head
inside and drop down into the area with Champions and Templars; watch out for
the lifetaps that some Champions may possess. The southeast and southwest rooms
have the spawns you need. In the southeast tunnel, there should be three Tae Ews
standing at a caved-in passage; the Tae Ew Tunneler placeholder is the one in
the middle, closest to the wall. There is a large pit in the other room, where
you'll find the Tae Ew Excavator. His placeholder is the Tae Ew in between the
rocks at the southern end of the pit. Once you have the raw rubicite and thulite
ore (both mobs drop two pieces each), bring them back to Grimm in Gramash Ruins.
You receive 7,083,126 XP and a piece of class specific jewelry.
Grimm likes the thulite you got for him, but he still needs a suitable piece of
enchanted wood for the shaft of the hammer. He knows of a druid who might have
some knowledge on this subject, but you will need to gather two things to summon
the druid: some elven wine and a ball of everfrost. The elven wine is the easier
of the two, so go to Freeport and purchase it from Gilgash by the docks (3,000
tunar). The ball of everfrost will be a bit of a challenge though, so get a
group together and head for the castle in Permafrost. Head through the main gate
and into the first large room, then take the right hallway there and the right
one again at the split. Head past the little cage-like area with the frost hound
(Frostborn III passes this) and stop before you enter the large room just
beyond. Peek around the corner (without going around) to see if there's a shaman
there (see through invis, just like the wizards). Fight your way up the small
room at the top of the ramp nearby and stop when you get at the first corner in
the hallway. The placeholder for the goblin icemelder (yellow to 47 and a
wizard) is at the corner of that hallway right there.
Once you have both the elven wine and the ball of everfrost, head back to Grimm.
He tells you to find a hollowed out tree nearby and begin the ceremony to summon
Margun Leafstrider. You can find what you're looking for in the (C) part of the
zone. Approach the tree and you'll get a popup to do what Grimm instructed, so
do that and continue to wait until Margun appears. Margun says that the
strongest wood in all of Tunaria comes from a tree named Tilmiraen. You will
need to find it and ask if it will give you some. Tilmaraen can be found in
Deathfist Forge (W), in a little alcove in the forest area there (watch out for
the ivywood faeries).
Tilmiraen asks you of a favor before he grants yours. It seems that Twizzletwig
has been causing some kind of mischief and Tilm cannot find him. He wants you to
go to the Ivywood village and find out if anyone has information on his
whereabouts, but the villagers don't take too kindly to tall folks. So, Tilm
will grant you an illusion to be able to talk to the villagers. When you're
ready, you'll be ported to the village in Brownie form. The NPC you need to talk
to is named Mugwort and is located east of where you first appeared (make note
of the tiny door near where you enter). Mugwort says that Twizzletwig is at the
ruined city of Takish'Xiz, perhaps to dissolve the remains of Korigant. Once you
get this information, head back to the tiny door and use it get back to
Tilmiraen.
Tilmiraen says this news is rather troubling and Twizzletwig needs to be stopped
at all costs. Head to the ruined city section of Takish'Xiz and find the roadway
system there. Being watchful for Ealin the Mad (55 Arios mob, but sees through
invis), head for the 4-way intersection and you should receive a popup. From
here, head north along the road and you should eventually run into Twizzletwig
(level 50, melee mob). Loot the ever-rot potion from his body and return it to
Tilmiraen, who should be thankful for your actions and give you one of his
branches. Return this to Grimm Brellhand to receive 7,083,126 XP, a piece of
class specific jewelry and a class specific spell.
.-------------.
( 47 QUEST #3 )
'-------------'
QUESTGIVER -- Grimm Brellhand
LOCATION -- Gramash Ruins (S)
CLASSES -- All
Grimm needs a new type of ore to make an anvil with since the last one broke
in half from one strike of the hammer. The only problem is that he needs very
large pieces.
The path quests for levels 30 and 40 are split into 6 different quests based on
race and class. Most of the quests start from a single NPC (depending on the
group), but some of the groups have class specific NPCs. The quests will be
listed into the separate groups of classes that can do them.
==========================.===========================.=======================.
| GROUP 1 | GROUP 2 | GROUP 3 |
|==========================|===========================|=======================|
| All Bards and Paladins | Barb -- Rge, Sha, War | All Mnks, Rangs, Drds |
| | Dwarf -- Rge, War | |
| Dwarf -- Cl | Elf -- Enc, Rge | Elf -- Mag |
| Elf -- Alc, Cl, Wiz | Eru -- Enc | Eru -- Mag |
| Erudite -- Alc, Cl, Wiz | Gnome -- Enc, War | Gnome -- Mag |
| Gnome -- Alc, Cl, Wiz | Halfling -- Rge, War | West Hum -- Mag |
| Halfling -- Cl | West Hum -- Enc, Rge, War | |
| West Hum -- Alc, Cl, Wiz | | |
'=========================='==========================='======================='
==========================.===========================.=======================.
| GROUP 4 | GROUP 5 | GROUP 6 |
|==========================|===========================|=======================|
| Dark Elf -- Cl, Enc, Rge | Dark Elf -- Alc, War, Wiz | All Necros and SKs |
| East Hum -- Cl, Enc, Rge | East Hum -- Alc, War, Wiz | |
| Gnome -- Rge | Ogre -- Sha, War | Dark Elf -- Mag |
| | Troll -- Sha, War | East Hum -- Mag |
'=========================='==========================='======================='
.----------.
( GROUP #3 )
'----------'
QUESTGIVER -- Daresh
LOCATION -- Murnf; Inside of the large inn just west of coach
.----------.
( GROUP #4 )
'----------'
QUESTGIVER -- Belran Nightrift
LOCATION -- Dark Solace; In the very back room behind false wall
.----------.
( GROUP #5 )
'----------'
QUESTGIVER - Director Holman
LOCATION -- Zentar's Keep; Standing right in front of the ice statue
To prove yourself, you must obtain three items that represent the three dark
gods of Bertoxxulous, Cazic Thule and Innoruuk. To get these items, you will
be forced to do three small sidequests that start in Seriak, Freeport and Salt
Mines. Let's start with the sidequest in Fort Seriak; the starting NPC's name is
J'Lisa U'Dedne. She is located in the very central building on the first floor.
She wants you to obtain a gem that is in the hands of a halfling that was last
seen inside the citadel of Runnyeye. Head into the citadel and make your way to
the very bottom, then head down the western tunnel to get a popup that will
spawn Jongo Quicktoe and a goblin fighting. Kill the goblin first, then kill
Jongo to obtain the gem you need, and finally head back to Seriak to obtain
the hatesplint jerkin and 70,000 XP.
The sidequest in Freeport starts from Twindle Fizzlemop, who is located behind
the blacksmith near the bankers. He wants 1,600 tunar and for you to obtain an
item from a sacred monarch in Mayfly Glade in order for you to trade for the
Thulian circlet. Mayfly Glade is located one zone west of Forkwatch and you
should find the monarchs in (C) in a clearing with a statue.
.----------.
( GROUP #6 )
'----------'
QUESTGIVER -- Count Luvincius
LOCATION -- Oasis; At the top of the tower
Before the Count gives you your main quest, he asks you to buy three vials of
gypsy blood from Quatzi right outside of the tower (528 tunar each). Bring him
the vials and he'll give you your first real task, which is to go to Dark
Solace and speak with a troll named Talknar there. He asks you to take care of
a goblin messenger nearby at the crossroads. Head northeast from the entrance to
Dark Solace and you should happen upon the crossroads
.----------.
( GROUP #3 )
'----------'
QUESTGIVER -- Daresh
LOCATION -- Murnf; Inside of the large inn just west of coach
.----------.
( GROUP #4 )
'----------'
QUESTGIVER -- Thalnix D'Rinas
LOCATION -- Dark Solace; In the very back room behind false wall
.----------.
( GROUP #5 )
'----------'
QUESTGIVER -- Director Holman
LOCATION -- Zentar's Keep; Standing right in front of the ice statue
Director Holman tells you to go and speak with Zentar Reese, who is located on
the top floor of the building behind the tent with the banker. His first task
is to kill his son, Carrick, who is located in Mariel Village. The village is
one zone north of Wyndhaven and the actual area is (C). Carrick Reese will
start to run away at SOW speed as soon as you start attacking him, so be sure
to put out as much damage as possible before he runs into a dangerous area.
Bring the full sack to Mystic Horga located in ZK.
Horga drains the blood from the body and tells you that you need to corrupt it.
He says to go see Heirophant Koligo in Grobb. Koligo is inside the area with the
entrance in the tree, which is inside the second area of Grobb. Koligo needs two
things before he can actually corrupt the blood, a bone censer from Guk and
the Sceptre of Tal'Thaz from Freeport. You can buy the sceptre from Twindle
Fizzmop for 3k (the 1k option is a fake), who is located behind the blacksmith.
For the censer, you will need to journey inside Guk and make your way to the
fork in the path with spiders. One path leads farther down into Guk, while the
other leads to a dead end area with some bonecasters and spiders; you will
receive a popup in this dead end room that will give you the censer.
With both in your possession, head back to Koligo in Grobb and receive the
corrupted blood. Return to Zentar and he'll tell you the final few steps to the
beginning of the forest's ruin. First, head back to Mariel Village and you
should notice a mountain range running east to west that is impassible as it
starts heading east. Get on the north side of this mountain and follow it east
until you happen upon a clearing that leads to a fairie village. Before heading
inside the clearing and to the village, you should notice a bunch of mobs
roaming about called force of nature. You must kill the three different types
and collect the essences of sun, soil and rain.
With these three, head to Unkempt North (S) and find the road leading south out
of the village there. As you continue south, you should come across a path
that leads off to the west. Follow this to a small clearing with a lake and an
island in the center with an unkempt grave stone. Approach the tree and you will
receive a popup that will give the essences to the tree and you will receive
a golden fruit. Return to the village in Unkempt North (S) and look to the east.
You should see a hill with some druidic stones on top. Approach the center and
you will get a popup asking if you want to place the golden fruit on the altar.
Doing so spawns a red con tree named Oakhollow (quads and is a druid-type mob
with LR nukes). Kill it, loot the heart and get the popup again then pick the
option to destroy the heart.
.----------.
( GROUP #6 )
'----------'
QUESTGIVER -- Count Luvincius
LOCATION -- Oasis; At the top of the tower
As with the 30 path quest, the Count asks you to buy a vial of elven blood
before giving you the real quest (2,766 tunar). Once you do that, he'll ask you
to go to the village of Honjour and speak with Watch Captain Opak there (he will
give you faction too so you won't be struck down by the trolls). Honjour is
located in Fog Marsh (E), which is two zones west of Darvar Manor.
As with the 30 and 40 path quests, the level 49 epics are grouped based on race
and class. The 49 epics always end in one of two ways, so that will be separate
from the actual quests and put at the end. Upon the completion of the level 49
epics, you will receive 45,558,313 XP, a class specific spell based on your
previous choices, and a class specific weapon from two choices. Note that the
weapon choice is completely independant from your spell choice, so pick
whichever weapon you truly want.
==========================.===========================.=======================.
| GROUP 1 | GROUP 2 | GROUP 3 |
|==========================|===========================|=======================|
| All Bards and Paladins | Barb -- Rge, Sha, War | All Mnks, Rangs, Drds |
| | Dwarf -- Rge, War | |
| Dwarf -- Cl | Elf -- Enc, Rge | Elf -- Mag |
| Elf -- Alc, Cl, Wiz | Eru -- Enc | Eru -- Mag |
| Erudite -- Alc, Cl, Wiz | Gnome -- Enc, War | Gnome -- Mag |
| Gnome -- Alc, Cl, Wiz | Halfling -- Rge, War | West Hum -- Mag |
| Halfling -- Cl | West Hum -- Enc, Rge, War | |
| West Hum -- Alc, Cl, Wiz | | |
'=========================='==========================='======================='
==========================.===========================.=======================.
| GROUP 4 | GROUP 5 | GROUP 6 |
|==========================|===========================|=======================|
| Dark Elf -- Cl, Enc, Rge | Dark Elf -- Alc, War, Wiz | All Necros and SKs |
| East Hum -- Cl, Enc, Rge | East Hum -- Alc, War, Wiz | |
| Gnome -- Rge | Ogre -- Sha, War | Dark Elf -- Mag |
| | Troll -- Sha, War | East Hum -- Mag |
'=========================='==========================='======================='
.----------.
( GROUP #1 )
'----------'
.----------.
( GROUP #2 )
'----------'
.----------.
( GROUP #3 )
'----------'
QUESTGIVER -- Daresh
LOCATION -- Murnf; Inside of the large inn just west of coach
.----------.
( GROUP #4 )
'----------'
QUESTGIVER -- Belran Nightrift
LOCATION -- Dark Solace; In the very back room behind false wall
.----------.
( GROUP #5 )
'----------'
QUESTGIVER -- Zentar Reese
LOCATION -- Zentar's Keep; Top floor of building behind tent with banker
Zentar has had some dreams about
.----------.
( GROUP #6 )
'----------'
QUESTGIVER -- Count Luvincius
LOCATION -- Oasis; At top of the tower
Note that all of the mobs for this epic quest are red to a level 49 and you
should always carry the Tome of Anikhius on you at all times. The Count
wants to control Lord Chardith and needs your help in summoning him. Your first
task is to find Elimandared north of Oasis, near the Endless Tower. Your
destination is Eternal Desert (W); you'll find Elimandared on top of a hill with
some stones west/northwest from the tower. She wants to test you first before
helping you, so she begins a ritual that spawns Tubrenzalana (quadding
Wizard-type mob). Kill her and bring the staff to Elimandared, who tells you to
go to Fayspires now to purchase an item from Aalean Marcum; she gives you a
stone of elves that will grant you an elven illusion for around 10 minutes so
you can enter Fayspires without fear of being attacked by the elves there.
Aalean Marcum is located in the western building in the back and the rune of
water costs 3,300 tunar. Bring this back to Elimandared, who gives you the
cipher of the sun and tells you to speak with Vaeloficint the Wise at Saerk's
Towers for the moon one. Head to Saerk's and Vaeloficint will mention that he
wants a charm from an evil eye in Cazic Thule. Head to the main temple in (N)
and head down to the level with all of the guardians. On the north side of the
structure before dropping down below will be a floating eyeball named Inspector
Xelebb. Talk to him to spawn an attackable version, then kill him and bring the
rubicitic charm back to Vaeloficint in Saerk's (Enchanter-type mob). He gives
you the moon cipher and sends you to talk to Historian Helssen in Highpass.
Helssen is located underneath the small structure that's connected to the bank
tower. He first wants a ring from Overlord Frank, who is located at the small
camp of Taksehir in Box Canyons. Head north from Oasis and you'll eventually
run into the canyon walls, then follow them to the east and you'll spot
an area with some Taksehir NPCs and a statue. Overlord Frank is triggered by
approaching the camp opposite of the statue, so kill him and take his ring back
to Helssen (Paladin-type mob and LHs). Bring the ring back to Helssen and he'll
tell you your next task, which is to bring him a branch of wisdom from a treant
named Xannasu.
Xannasu is located in Sycamore Joy's Rest, inside of the biodome structure that
is surrounded by a mountain. You must pass in between the two dark elven knights
standing guard in order to spawn Xannasu inside the dome; otherwise, he will not
spawn at all (you must do this every time if doing more than once). Be careful
of the surrounding mobs and kill Xannasu, then bring the branch back to Helssen
in Highpass (Druid-type mob with fire-resist nukes). You have one more object to
get for him before he gives you the cipher, and that item is the bracers off of
a sand giant named Lantik.
You must approach Box Canyon from the north side and follow the canyons all the
way to the back where you'll find a shrine of sorts, but Lantik spawns in one
of the nearby caves and has two Majorkahn giants in the same cave. Kill him and
bring the bracers back to Helssen (only melees), who will finally relinquish the
final cipher you need. Return to Count Luvincius in Oasis and he'll ask you to
go to Takish'Hiz to speak with Archmage Terathin and finally release Lord
Chardith. Please follow the instructions below on how to finish the quest part
in Takish'Hiz.
.--------------------------.
( 49 EPIC END -- PARATHIOR )
'--------------------------'
LOCATION -- Snowblind Plains (N); Broken tower at the solid sheet of ice
This end for the 49 epics is much easier, but the mob is a lot tougher also.
Once you speak with Oransan, a ball of light will appear at the top of
the tower and you will have around 5 minutes to get ready for battle. In the
meantime, Orinas will spawn close by and that is your chance to get your epic
weapon. Do not be hasty and take your time to choose your weapon. Once the ball
of energy disappears, Parathior will show up walking down the mountain.
Parathior is a bit harder than Chardith to kill, but he isn't that much harder;
just make sure to avoid his 1,600ish AoE and you should be fine. Once you down
Parathior, loot one of the chunks from its dead body and return to the person
who sent you here and present that NPC with the chunk from Parathior, who will
give you the XP and send you to find the NPCs you need to talk to get your
spell.
.------------------------------.
( 49 EPIC END -- LORD CHARDITH )
'------------------------------'
LOCATION -- Takish'Hiz; Inside the circular tower in the ruined city
When you get inside the circular tower and go down the two ramps, you'll find
four pathways that each lead to a small area. Find the one with the stone golems
guarding the sides and speak to Archmage Terathin at the end (evil races be
aware that you're KoS with the golems). He will mention something about the
impending doom and will eventually ask for your help in stopping Lord Chardith.
To do so, you will need to kill the three Magi at the end of each tunnel and
bring back a phylactery to Terathin. The only problem is that the Magi at the
end of the tunnels are not the true ones that you need to kill; you must talk to
Terathin to trigger each one and then kill those ones (real ones are mummies).
Each Magi will drop around 8-10 NTL quest pieces, so make sure to distribute
them to the people who need them.
It will take around 10 minutes or so for Terathin to reset before you can spawn
the next Magi, so your party can use this time in clearing out the next planned
Magi area. Once you have all three phylacteries (moon, sun, and star), wait for
Terathin to reset one last time before speaking to him about one more task. At
this point, he will give you the choice to check the chest behind him and choose
one of two epic weapons (completely separate from your path spell choice, so
choose whichever one you want). Take your time in choosing your weapon, then
talk to Terathin one last time to tell him you're ready for Chardith. After
around 5 minutes or so, a Doombringer NPC will walk down the ramp and once he
reaches the end, Chardith will spawn. Once you kill him, show the bone to
Terathin, who will brush you along to the person who sent you here. Once you
talk to that person (show the NPC the bone from Chardith and the gift item from
Terathin), the NPC will give you the XP reward and tell you to go to respective
NPCs to get your ability.
All of these 50+ quests are completely optional and none of them are required
for any abilities (except Necromancers getting the Dead Hills port from the DH
53 quest). These quests can take a long time to complete, due to the nature of
some of the mobs and NPCs, so you won't be finishing these in one sitting. Some
tips to help is to farm multiple placeholder spots at a time to ensure you can
get more than one mob. Always plan ahead and try not to sit in one spot trying
for one mob (unless you only need one mob). ALWAYS bring all quest items
obtained from that quest along with you, since sometimes NPCs won't respond
right if you don't have those items.
.--------------------.
( LAVASTORM 53 QUEST )
'--------------------'
QUESTGIVER -- Minstikie
LOCATION -- Lavastorm Mountains (SE); Gnome encampment when you first port there
CLASSES -- All
During a recent digging, Minastikie's team discovered a piece of an ancient map
to a very powerful scepter. She first wants you to take this piece of map to
Professor Ceryk in Freeport to have him examine it. Ceryk is found in the area
just past the caster's guild (Lycanthropes should be careful of Rea). Ceryk
cannot help you right away because his glasses are broken and asks you to kill
a sand wasp on the eastern coast of Odus. The sand wasps can usually be found
in South Barren Coast, in the southern areas. The sand wasp only melees, but it
does have a nasty poison DoT so be careful. Bring its carapace back to Ceryk in
Freeport and he says that it seems to indeed be a piece of a map revealing the
scepter. He needs time to translate the writing on it and says to go back to
Mina to see if she has found out anything new.
Mina says that there has been a series of events happening around the area that
she would like you to investigate and to go see Exploring Aid Mixxa in
Klick'Anon. It can be found just inside the entrance to the city, near the
broken bridge. It mentions Dark Ritualists but will not tell more unless you get
an item off of an ancient eel nearby. Go to the coast in Rogue Clockworks and
find a tiny island just off the coast. From here, it can usually be found in the
waters just beyond the island, sometimes farther out but before the zone
boundary. This creature is one nasty fellow, as it nukes and has a very damaging
DoT, so bring some help along (a resist cleric and a pet will be enough if you
can get those). Loot the crude black substance and head back Exploring Aid
Mixxa. She tells you of the Dark Ritualists and asks you to tell this
information to Mina.
Mina says that they'll have to be careful from now on and to go back to check
on Ceryk's progress. When you go back to Ceryk, he mentions that he needs two
things in order to make out the last few words on the map. He needs a cleaning
solution from Merchant Dwindel in Hagley (7,004 tunar) and a venom sac from
swampfire cobras in South Toxxulia. Finding Dwindel shouldn't be a problem
(Hagley NW), but swampfire cobras are all around South Toxxulia. They see
through invis and have a nasty DoT, so make sure you have PR if you're going
alone. Bring back both items to Ceryk once you have them and he tells you of
possibly another piece of the map.
The Prophet introduces himself as Rawlie Jejan, but most people call him the
Prophet of Kumaj. He is trying to make peace with the settlers that took over
the Kerran land and has been exiled from Kerra Isle because of it. In order to
try and make peace, he is going to construct a peace totem and will need three
items from you. These items drop off of the ancient deep mare, elder elephant
and an ancient swampfire cobra. The first two are located around the Naga
fortress in the northwest corner of Odus. The deep mare is usually found in the
waters around the actual fort, while the elephant can be found in central and
southern areas of the zone. The ancient swampfire cobra can be found in the
northern parts of South Toxxulia (found my two in NW and N) and has a nasty DoT.
Once you have all three items, bring them back to Prophet. He'll finish
constructing the totem and ask you to either present it to Advisor Kellum in
Morthalis or General Talya in Arcadin, depending if you're good or evil. Speak
with one of them, then return to Kumaj. He'll ask you to return to Arcadin
(Talya) or Morthalis (Slave Trader Dunbarr) to try and help out the kerran
slaves. Either one will ask you to go and get a gargoyle statue from their lair
in South Barren Coast. The lair is very easy to spot along the coast. The statue
you need either is a rare drop from the normal gargoyles or always drops from
a Statue Guardian inside the caves.
Once you have the statue, bring it back to the respective NPC and they will say
they will try and see what they can do about the kerrans. Return to Kumaj, who
will send you to kill two shaman, one in West Toxxulia and one in the Hunt. The
one in The Hunt can usually be found roaming the area west of the lake and the
empty tent nearby (be careful to avoid getting the attention of the many highly
dangerous mobs here). The shaman in West Toxxulia is usually found roaming near
the river, so search all around those areas.
.----------------.
( ARIOS 55 QUEST )
'----------------'
QUESTGIVER -- AoE flag from killing Grundle
LOCATION -- Geomancer's Pass
CLASSES -- All (Dead Hills 53 does NOT need to be completed)
To start this quest, you will first need to kill Grundle, who can be found in
Geomancer's Pass inside of a small cave. Have your tank max out AR and you
should be fine (watch out for the AoEs). The flag you get from Grundle is an
area of effect one, so make sure you're near him when he dies. Without logging
off, you won't know if you've received the flag until the next part. Go to
Darvar Manor and have everyone from Grundle gather on the large bridge nearby.
Stay on the road and start heading towards Highpass. When you pass two towers
with skeletons in them, keep heading pass that until you can con Arios the
Battered on the side of the road. If you're 55+ and have the flag from Grundle,
then you can log the rest of the quest from Arios.
Arios' first request is to get the blood of a dragon, which can be found near
Pasha Majorkhan's place in Box Canyons. Enter the north set of canyons and find
the temple in the back; this is the area where Lantik is located for the
SK/Necro/Evil Mage 49 epic. Enter the temple-like opening, then exit and you
should receive a popup, which will spawn Skahyir (Level 55 and pretty easy).
Bring the blood back to Arios in Forkwatch (located near the bridge at the
river). He applauds you for getting the dragon's blood and will send you on your
next quest, which is to kill Bloodletter on the Isle of Dread. Unfortunately,
you must first gather three weapons before you can summon Bloodletter.
These three weapons that you seek to summon Bloodletter are in the possession of
three NPCs located in Takish'Hiz, Lake Noregard and The Hunt. Ealin the Mad,
in Takish'Hiz, spawns in close proximity to the small pool located near the
center of the ruined city (yellow to a 55, LHs and is immune to AR attacks).
Crocosaurus in Lake Noregard is usually found swimming around the gator-shaped
island in the large lake found in the center of the zone (white to a 55 and
melees). Ripclaw, in The Hunt, can usually be found roaming the hills in the
western part of the zone with the manticores (white to a 55, melees, LHs). All
three mobs see through invisibility and have a fairly large aggro range, so
be careful. Once you have the three weapons, return to Arios in Forkwatch and
he'll say you're ready to go after Bloodletter.
Port to the Isle of Dread as normal via Norach in Cazic Thule and swim to the
shore. Head left from the raft, along the mountains, until you come to an altar
of sorts. There should be a Graumord ritualist here; if he isn't there, then you
cannot summon Bloodletter. This Bloodletter is similar to the normal one that
spawns in IoD, so be careful to avoid the AoEs. Loot the shattered sword upon
its defeat and return to Arios in Forkwatch. He congratulates you on a job well
done and says there are two more things that you need to help fix the sword.
These items are the meteoric haft and head; the haft drops off of the skeletal
giant located in Elephant Graveyard (yellow to 55, large lifetap, melee) and
the head drops off of the Quintashi's handmaiden in Abysmal Sea (yellow to 55,
enchanter-type, pet). The skeletal giant is found roaming the canyons where the
Xrags are and Quintashi's handmaiden is usually found swimming in the canyons
around the cave entrance to the area with Quintashi's lair. Bring back both
items to Arios in Forkwatch and he'll send you to Grimm Brellhand in Gramash
Ruins (S) and mentions that it will probably cost around 15,000 tunar. Make sure
to bring the shattered sword from Bloodletter and the hammer Arios gives you
from the haft and head to Grimm. Have Grimm forge the weapon and pay him the
tunar, then bring the weapon that was forged back to Arios to receive
56.7 mill XP and an archetype-specific piece of equipment.
.--------------------.
( LAVASTORM 55 QUEST )
'--------------------'
QUESTGIVER -- Minstikie
LOCATION -- Lavastorm Mountains (SE); Gnome encampment when you first port there
CLASSES -- All and must have finished Lavastorm 53
Minastikie will tell you to meet with Professor Ceryk in Mila's Reef. Find a
tall hill along the mountains and you should find Ceryk standing at the top;
this hill has a T-shaped stone on it. Ceryk asks you to speak with Chief
Terican in the kerran village in the Hunt, which is located on the western
coast. He will ask you to bring back the horn of a monstrous rhino (dark blue
at 60 and very similar to a regular raging rhino), which spawns when you talk
to him and is located a little east of the pavilion where all of the lions roam.
.----------------.
( KERRA 55 QUEST )
'----------------'
QUESTGIVER -- Prophet of Kumaj
LOCATION -- Kerra Isle
CLASSES -- All and must have finished Kerra 53
With the totem given to you at the end of the first quest, Kumaj asks you to
go to an area south of him and speak with the spirits. Go south along the coast
until you reach a pillar surrounded by hama dryads. Approach the pillar (you
can be invised) until you get a popup that tells you to kill a renegade merman
that has been terrorizing the nearby fishing villages.
.----------------.
( ARIOS 57 QUEST )
'----------------'
QUESTGIVER -- Arios the Battered
LOCATION -- Forkwatch; By the river, near the bridge
CLASSES -- All and must have finished Arios 55
Talk to Arios again when you're ready to log this quest. He talks about how the
Betrayer must have made a contract with someone, but he still lacks the
information needed. Arios wants you to go and talk to the Chamberlain at the
Naga fortress in Sylhilthis' Dwell. Chamberlain Xentak can be found on the first
bridge leading to the front door of the castle. Before Xentak can allow an
audience with one of the Naga, you will need to do a favor for him. He wants you
to find and kill an escaped kappa slave named Blacksmith Kratak, who managed to
go east to the wild kappas. He can be found around the temple where the phantoms
can be found, usually near the mountains to the south but not always.
Loot Kratak's hammer and go back to Xentak at the Naga fortress. He says that
you can now meet with one of the Naga, but not at the fortress. You must journey
to South Toxxulia and find the lake of mud in the northern area. Shrixiv is
usually found along this lake of mud or along the mud river. Shrixiv wants you
to go to Vox's lair in Permafrost and find the skald that holds the book of
records. Magnar the Skald can usually be found in the room with the Voxite
mages or in the room opposite the false painting wall behind Frostborn II's
throne. Magnar is a priest and should con yellow to you at 57. Return to
Shrixiv in South Toxxulia once you have obtained the book and she'll tell you
that she needs a memory stone from a fire goblin oracle in Lavastorm.
Take the Waysender near Klick'Anon to the Lavastorm Mountains and travel north
along the lava river. When the river bends around, head west until you can spot
a small fortress; this is the fortress you need and is commonly referred to as
the goblin general's fort. Oracle Frish is usually located outside of the fort,
on one of the sides (yellow to 57, cleric-type, lots of HP, 500 FR DS). Bring
the memory stone back to Shrixiv in South Toxxulia and she'll send you to kill
Chronicler Varae in Tak'Xiz South. Varae can usually be found roaming in the
southern sections of the zone, so start your search there (yellow to 57,
cleric-type).
Before you take the disheveled tome back to Shrixiv in South Toxxulia, get some
people together and have them wait for you at the kappa fort in Sylhilthis'
Dwell. Upon turning in the tome to Shrixiv, she will despawn and you'll be asked
what to do next in the quest log. Head to the fort in Sylhilthis' Dwell and go
to the top floor. As you approach the room with the wooden spiral ramp leading
to the very top floor, you should get a popup that will spawn an attackable
Shrixiv. She acts the same as the rest of the snakes here in the fort, meaning
she has a lot of HP, has DR/AR nukes and is completely immune to anything that
is AR-based. Once you kill her, loot the earthen scroll and walk around where
she died to get a popup that advances the quest.
Return to Arios in Forkwatch and he'll mention getting the scroll translated,
sending you to a magician in Freeport named Malsis. To help him in his
translation of the scroll, he needs a keystone glyph from a rune dervish located
to the deserts of the south and 15,000 tunar. The rune dervish (dark blue
magician with Efreet pet) roams around the Elemental Towers zone, usually west
of the human magicians in the little canopies. Return to Malsis with the
keystone glyph and 15,000 tunar to get the translated scroll, then return to
Arios in Forkwatch.
Arios wants you to bring back proof of the Rallosian army's presence in the
Dead Hills. What you need to do is go to the Envar complex and kill the mobs
there until you happen upon a rallosian insignia. Note that it drops from any of
the mobs inside the complex and is completely random, so it may take anywhere
from an hour to a week to get it. Since the mobs are the easiest on the ground
level, it is probably best to farm there. While you're out here, look for
Dresk the Lost in (SW/W) and Starn the Aimless in (SE/E), since you'll be
needing both of them after you turn in the insignia. Once you turn in the
insignia, Arios will ask you to retrieve the tomes from Dresk and Starn.
Once you obtain both tomes, bring them back to Arios. He wants to get the
attention of one of the Archons and asks you to kill Overseer Durekar in
Geomancer's Citadel. Durekar can usually be found roaming in the northern areas,
just north of the small mountain range that is just south of the two elemental
towers in the north. Once you find Durekar and kill him (white con to a 60 and
only melees), roam around the area where you killed him to receive a popup from
Archon Seradesh that asks you to come to the bridge in Geomancer's Pass.
Approach the bridge from the south end and the Archon should spawn in the middle
as you're walking along. Talk to her and then return to Arios to finish the
quest. You receive 64.1 mill XP and a piece of archetype-specific equipment.
.--------------------.
( LAVASTORM 57 QUEST )
'--------------------'
QUESTGIVER -- Minstikie
LOCATION -- Lavastorm Mountains (SE); Gnome encampment when you first port there
CLASSES -- All and must have finished Lavastorm 55
.----------------.
( KERRA 57 QUEST )
'----------------'
QUESTGIVER -- Prophet of Kumaj
LOCATION -- Kerra Isle
CLASSES -- All and must have finished Kerra 55
Kumaj's first order is for you to go and slay two beasts that have been
infecting the kerrans in the Toxxulia forest. These two beasts are the diseased
tempest panther and the pestiferous spider queen, both of which spawn in South
Toxxulia. Due to the spider's long name, going by that alone will make spotting
the queen tough; the queen cons yellow to a level 57 character so you should go
by the color of the con rather than the name. Both of the mobs usually can be
seen in the southern/central areas of the zone. Once you have the items from
both of the mobs, return to the Prophet. He next needs some timballa leaves,
which you can buy from the Healers in Arcadin or Stone of Morthalis (Ometoj in
Arcadin and .. in Stone of Morthalis).
Once you buy the timballa leaves, return to the Prophet and he will give you
your next task. He tells you of a kobold that hunts the kerrans to the south
and wears a necklace of the slain kerran's paws. You're looking for Krend
Catsbane, who spawns in Abysmal Sea, usually right along the border with The
Hunt. Return to the Prophet with the necklace and he'll tell of the next threat
to the kerran tribes. The kappa skinner is the next mob you need and spawns
inside the fortress in Sylhilthis' Dwell, on the second floor in the first room
on the right (no placeholder, so if you don't see it, it's not up).
The Prophet now asks you to speak with Costume Maker Leboi located in the Gulf
of Uzun. You're looking for the island with the theatre place on it; Leboi is in
a tent near the ramp that leads up to the actual theatre. Make sure you have the
pile of kerran hides from the kappa skinner and bring around 15,000 tunar with
you to pay Leboi to make the kerran costume (should be around 10-11k, but better
to be safe).
.----------------.
( ARIOS 59 QUEST )
'----------------'
QUESTGIVER -- Arios the Battered
LOCATION -- Forkwatch; By the river, near the bridge
CLASSES -- All and must have finished Arios 57
Arios says it's finally time to go after the Anvil and Sarek. To make the Anvil
susceptible to attack, Arios sends you to get a key that has been separated into
two halves. Both of these are in the hands of terran caretakers (red con to a 60
and only melees) in Geomancer's Pass and Elemental Towers. The one in
Geomancer's Pass can be found on the left and right sides of the bridge where
the Anvil of Sarek is located and the one in Elemental Towers is roaming the
zone, so you might have to look a little bit to find that one. Once you have
both halves, bring them back to Arios in Forkwatch. He will form the keys into
one and ask you to approach the Anvil of Sarek with it in hand, who will
crumble according to his theory.
It's probably better to approach the Anvil from the southern side, doing so
very carefully and just enough so you get the popup. Pick one of the options
(this author picked the "I have the key" option) and then head back to Arios in
Forkwatch, with the earthen key in your inventory. Arios asks you to seek out
Informant Liarah in Cape Dreg for some information, which will come at the price
of 20K.
.--------------------.
( LAVASTORM 59 QUEST )
'--------------------'
QUESTGIVER --
LOCATION --
CLASSES -- All and must have finished Lavastorm 57
.----------------.
( KERRA 59 QUEST )
'----------------'
QUESTGIVER -- Prophet of Kumaj
LOCATION -- Kerra Isle
CLASSES -- All and must have finished Kerra 57
The level 60 epics are a continuation of the path spells and quests that you
have done at levels 20, 30, 40 and 49. Instead of being divided like they were
at level 49, they are separated into evil and good toons, according to their
archetype, which will mean a total of 8 different quests.
The first thing you need to do is to align yourself with either the gnomish
researchers or the lieutenants, which can be done in one of two ways. You can
either do the zombie quests (listed in the Other Quests section) or talk to one
of the recruiters in either Freeport (evil) or Klick A'non (good). If you're
already good or evil, then you need not worry about anything. The problem comes
in if you are neutral, which means that you'll need to make a choice as to which
quest you'll want to do. Other than having to experience a different quest, I
wouldn't say there is any other difference. The Recruiter in Freeport is located
near the gate near the coachman, just like in Klick' Anon. The questgivers below
are who you go to after you speak with the recruiter you need to talk to.
-----------------------------------WARNING------------------------------------.
| |
| If you are of neutral affiliation, then you must choose to be either good |
| or evil for the level 60 epics. These affiliations are purely for the epics |
| only and do not affect any previous factions or coaches. It seems that only |
| evil (evil class AND evil race) and truly good characters don't have a |
| choice when it comes to alignment. This means that Humans and Erudites, for |
| example, have a choice as to whether to go good or evil. |
| |
| Due to the retreat of the lieutenants, you will need to speak with one of |
| the Recruiters to choose your alignment. This is the only way, at the |
| moment, to choose it. There are many Erudite Necromancers and the like that |
| have done the good caster epic, so those neutrals will probably be able to |
| choose whichever they want to do. The Recruiter in FP (evil) is located |
| along the wall near the coach and the Recruiter in Klick is located just |
| north of the coach. |
| |
'-----------------------------------WARNING------------------------------------'
------------------------------------NOTE--------------------------------------.
| |
| Once you have obtained your XP for the last epicsode, you will be sent to |
| Edipolis in Shon-To Monastery to obtain your 60 epic spell. He is located on |
| the western side of the lake located in the zone. Before you are able to |
| pick your spell, you will be forced to rehab your CMs and TPs. After that, |
| you will be given a choice of three epic spells so choose wisely. Once you |
| have chosen your spell, you will be sent to either Pruditoga in Klick'Anon |
| or Hydilla in Freeport (both located near the Recruiters) to choose your |
| epic item. Listen carefully to what those NPCs have to say and |
| congratulations on finishing your epic. |
| |
'------------------------------------NOTE--------------------------------------'
/==================\
( GOOD CASTER EPIC )
\==================/
.------------.
( EPICSODE 1 )
'------------'
QUESTGIVER -- Magi'kot
LOCATION -- Elemental Towers (W)
CLASSES -- All casters flagged as good from Recruiter in Klick' Anon
Magit'kot is located on the shoreline north of the little island that is just
north of the water elemental tower. He is preparing for the ultimate summoning
and asks if you are up to the challenge of helping him. His task is to collect
2 ghostly goos from the undead in Centaur Valley. Simply follow the river next
to Blackwater to the north and you won't miss the Wandering Ghasts and Spectres.
Farm these until you get two ghostly goos, then head back to Magi'kot. You find
out that the goos were to help bind a book of his. His second task is to gather
2 enchanted goblin beads from the Soothsayers and Assassins in Guardian Forest.
Remember that the beads only drop from the level 60-62 mobs; head back to
Magi'kot once you have two.
Once you bring those back, Magi'kot says it's time to actually start working on
the summoning. He wants you to get a soul from Aktrana the Flamekissed, but you
must first gather some components to summon him. You must first get his heart,
which drops off of the animated lava in Lavastorm. There are a few camps near
the gnome encampment when you first port into Lavastorm where you can farm for
the heart. Once you have the heart, find the statue of Aktrana nearby and place
it in it, which will cause the statue to become an unconnable roamer. This will
also spawn gargoyle patrollers around the mountain to the north. Kill these
until a Fire Imp Protector spawns and keep killing until you loot the brain of
Aktrana. Find the statue and insert the brain, which will spawn Aktrana the
Flamekissed. Kill him and loot one of the souls to return to Magi'kot, who will
reward you with 20 million XP.
NOTE: It is highly suggested that you do all of this in order and as quickly as
possible. Inserting the heart advances your quest and you cannot do that
part again unless you start over on the whole quest. The original statue
will eventually respawn after about an hour or so from when you hand in
the heart. If you are on the brain part and the statue respawns, then you
either must start over or wait until someone else kills Aktrana to loot
one of the items. If you have the soul from Aktrana, you need only farm
the heart and do not need to brain.
.------------.
( EPICSODE 2 )
'------------'
QUESTGIVER -- Magi'kot
LOCATION -- Elemental Towers (W)
CLASSES -- All casters flagged as good from Recruiter in Klick' Anon and have
finished Epicsode 1
Magi'kot wants to stop the bandit problem that has been plaguing Freeport. Head
to the city and out the north gate. Every few hours, two Bandit Henchmen and a
Desert Brigand will spawn, walk through the town and despawn outside of the
exit near the coach. Make sure you have a few hundred tunar on you when you do
catch them up, as you will need to get a few popups where they steal tunar from
you; once you do, kill the Desert Brigand and head back to Magi'kot. His next
task is to gather a few components for the summoning of Vylinnuza the Tide. To
do this, you'll need to kill A LOT of enchanted sirens. You need a total of 6
special pieces in order to combine them into the 3 gems needed for the
summoning.
There are three camps of sirens in Odus: Kerra Isle (SW), West Toxxulia (SW) and
The Vastly Deep (E). Three of the items you do are rare drops from the sirens
(one from each camp), while the other three are obtained from the chests at the
three camps. You'll need to farm waterlogged keys from the sirens, but there are
a few things that should be noted before going here. There are a total of 3
different keys (cannot tell one from the other) that drop at each camp. If the
key you loot doesn't open a chest at the camp you looted it from, save it and
try it at the other camps. With that said, you'll need 3 pieces that drop from
the sirens and 3 from the chests at the sirens, one from each camp. Once you
have all six pieces, equip a level 1 jewelry crafting kit and combine them like
this:
Once you have the three combined gems, begin gathering up a small raid party and
head back to Magi'kot. Once you hand in the gems, Magi'kot will summon forth
Vylinnuza the Tide, who will come in from the north. Make sure the tank has max
CR and LR, as well as high AC and Agility, because Vylinnuza hits hard. It seems
that Vylinnuza resists all nukes except for LR and she also has a 1,000 AoE
attack, so try to avoid getting too close to her. Once you kill her, loot one of
her souls and wait for Magi'kot to respawn to hand it in for 30 million XP and
10,000 tunar.
.------------.
( EPICSODE 3 )
'------------'
QUESTGIVER -- Magi'kot
LOCATION -- Elemental Towers (W)
CLASSES -- All casters flagged as good from Recruiter in Klick' Anon and have
finished Epicsode 2
Magi'kot still needs one more elemental's soul before he can summon the ultimate
creation. This elemental is named Boldunder and can be found in the deserts of
Odus. Before you go and try to kill him, make sure to bring a good war party
with you, as he is one very tough mob (a lot of petters is a good idea; maybe
10-15 to be on the safe side and around 20-25 people total). Head to North
Barren Coast (C) and search around the base of a hill for a popup that says you
feel a rumbling in the ground. You will now need two more popups nearby that
say the rumbling is getting louder. Once you find the third popup, Boldunder the
Stalwart will spawn on top of you and most likely kill you. He has around an
1,100 AoE nuke, so be careful not to get too close all the time as you try and
take him out. Once Boldunder is downed, loot one of the four NTL souls he drops
and head back to Magi'kot.
Magi'kot is about ready to summon the ultimate elemental and would like you to
meet him up on the Plane of Sky. Gather up a raid force and have them standing
up on the island you port to on PoS (port up via a druid or wizard or from the
50 charge gem bag Magi'kot gives you). You will probably need around 20-30
people for this part, with a lot of them being petters. Once everyone is ready,
have the person with the quest log speak with Magi'kot in Elemental Towers and
say you are ready, which will make him disappear and reappear next to a rock
near the port-in spot on PoS. Talking with him will spawn Ahriaana the Ultimate,
who will turn around and kill Magi'kot. She is very similar to Boldunder with
damage, with the addition of a very rare ability to port whoever has aggro off
of the island (and back to their bind spot). Once Ahriaana is dead, loot one of
the eight torn journal pages and immediately go and find the Ghost of Magi'kot
roaming about nearby to get your XP. You can then head to Edipolis
/==================\
( GOOD HEALER EPIC )
\==================/
.------------.
( EPICSODE 1 )
'------------'
QUESTGIVER -- Ruddish the Devout
LOCATION -- Spider Mine (SW)
CLASSES -- All healers flagged as good from Recruiter in Klick' Anon
.------------.
( EPICSODE 2 )
'------------'
QUESTGIVER -- Ruddish the Devout
LOCATION -- Spider Mine (SW)
CLASSES -- All healers flagged as good from Recruiter in Klick' Anon and have
finished Epicsode 1
Your first objective is to kill the bandit leader, Somithus the Brigand, near
Oasis.
.------------.
( EPICSODE 3 )
'------------'
QUESTGIVER -- Ruddish the Devout
LOCATION -- Spider Mine (SW)
CLASSES -- All healers flagged as good from Recruiter in Klick' Anon and have
finished Epicsode 2
/=================\
( GOOD MELEE EPIC )
\=================/
.------------.
( EPICSODE 1 )
'------------'
QUESTGIVER -- Sensei Melinus
LOCATION -- Qeynos Prison (NE)
CLASSES -- All melees flagged as good from Recruiter in Klick' Anon
.------------.
( EPICSODE 2 )
'------------'
QUESTGIVER -- Sensei Melinus
LOCATION -- Qeynos Prison (NE)
CLASSES -- All melees flagged as good from Recruiter in Klick' Anon and have
finished Epicsode 1
.------------.
( EPICSODE 3 )
'------------'
QUESTGIVER -- Celedonicus
LOCATION -- Qeynos; Inside the theater
CLASSES -- All melees flagged as good from Recruiter in Klick' Anon and have
finished Epicsode 2
/================\
( GOOD TANK EPIC )
\================/
.------------.
( EPICSODE 1 )
'------------'
QUESTGIVER -- Paladin Talimas
LOCATION -- Thedruk (NE)
CLASSES -- All tanks flagged as good from Recruiter in Klick' Anon
.------------.
( EPICSODE 2 )
'------------'
QUESTGIVER -- Paladin Talimas
LOCATION -- Thedruk (NE)
CLASSES -- All tanks flagged as good from Recruiter in Klick' Anon and have
finished Epicsode 1
.------------.
( EPICSODE 3 )
'------------'
QUESTGIVER -- Jakai
LOCATION -- Diren's Hold; In fort at top of mountain
CLASSES -- All tanks flagged as good from Recruiter in Klick' Anon and have
finished Epicsode 2
.------------.
( EPICSODE 1 )
'------------'
QUESTGIVER -- Animator Jen'Tylis
LOCATION -- The Green Rift (W)
CLASSES -- All casters flagged as evil from Recruiter in Freeport
.------------.
( EPICSODE 2 )
'------------'
QUESTGIVER -- Animator Jen'Tylis
LOCATION -- The Green Rift (W)
CLASSES -- All casters flagged as evil from Recruiter in Freeport and have
finished Epicsode 1
.------------.
( EPICSODE 3 )
'------------'
QUESTGIVER -- Animator Jen'Tylis
LOCATION -- The Green Rift (W)
CLASSES -- All casters flagged as evil from Recruiter in Freeport and have
finished Epicsode 2
.------------.
( EPICSODE 1 )
'------------'
QUESTGIVER -- Rashiroz the Rogue
LOCATION -- North Kithicor (C)
CLASSES -- All melees flagged as evil from Recruiter in Freeport
.------------.
( EPICSODE 2 )
'------------'
QUESTGIVER -- Rashiroz the Rogue
LOCATION -- North Kithicor (C)
CLASSES -- All melees flagged as evil from Recruiter in Freeport and have
finished Epicsode 1
.------------.
( EPICSODE 3 )
'------------'
QUESTGIVER -- Rashiroz the Rogue
LOCATION -- North Kithicor (C)
CLASSES -- All melees flagged as evil from Recruiter in Freeport and have
finished Epicsode 2
/================\
( EVIL TANK EPIC )
\================/
.------------.
( EPICSODE 1 )
'------------'
QUESTGIVER -- Ozmo the Basher
LOCATION -- Oggok Gate (S); near the hills with the bonecrushers
CLASSES -- All tanks flagged as evil from Recruiter in Freeport
After avoiding angering Ozmo, he will tell you that your first objective is to
.------------.
( EPICSODE 2 )
'------------'
QUESTGIVER -- Ozmo the Basher
LOCATION -- Oggok Gate (S); near the hills with the bonecrushers
CLASSES -- All tanks flagged as evil from Recruiter in Freeport and have
finished Epicsode 1
.------------.
( EPICSODE 3 )
'------------'
QUESTGIVER -- Ozmo the Basher
LOCATION -- Oggok Gate (S); near the hills with the bonecrushers
CLASSES -- All tanks flagged as evil from Recruiter in Freeport and have
finished Epicsode 2
Welcome to the quests section that will usually require a raid force to
accomplish. While some of these quests are from pre-Frontiers, they can still
provide a worthy challenge to players even at level 60. The quests that go into
this section will be solely based on my own feelings about whether or not they
belong. As such, any e-mails relating to the quests being removed from this
section because they are not considered a raid anymore will be ignored
completely.
.----------------------.
( AVATAR OF FEAR QUEST )
'----------------------'
QUESTGIVER -- None
LOCATION -- Cazic Thule; the main temple in the north section of zone
CLASSES -- All,
As pointed out above, there is no questgiver for you to log the quest; all you
have to do is gather all of the pieces together and you will be able to spawn
the Avatar of Fear. To start the quest, you will need to kill High Priest
Siblis, who can be found in the area below the Tae Ew Guardians (drop down
through the hole). You will need two items off of him, the symbol of fear and
his skull. Siblis is a cleric-type mob and is level 50 (AR-based nukes).
Everyone in your party will need the symbol of fear, but you won't need to kill
Siblis a lot since he drops four symbols every time. Siblis' Skull is the rarer
item and may require you to kill him a lot in order to get it.
While you're waiting for the skull to drop, have everyone who has the symbol of
fear to drop it in the pool in the room with the maneaters to get a sapphire
talisman (needed to port down to the next level). You'll also need someone to
farm the regular Tae Ew Templars, Champions and the occasional Archon to get an
Archon's Heart (Archons always drop one). When you get one, give it to the
person who will spawn AoF. That person needs to place the heart on the altar in
the main room where you first dropped down. This will get you the second of
three talismans needed to spawn the beast (this talisman will port you to the
level with Siblis when you approach the clay guardian, but you can pull Siblis
from below).
Once you have Siblis' Skull and the two talismans, head to the same room where
you dropped the symbol of fear into the pool and drop Siblis' Skull into it.
This will spawn Hand of Thule at the doorway to the room, so make sure you have
your Tank ready beforehand to get Hand of Thule's attention. Once you take down
Hand of Thule, have the person spawning AoF loot the piece of tablet off of its
body. Now is the time to have everyone port down to the next area via the
guardian in the room with the pit (the excavator spawns here for the 47 quest;
thulian watchers see through invis but only melee). Once down there, have the
person spawning AoF to head up to the top of the nearby ramp and search around
for a popup (thulian arachnids will spawn). This will get you the other piece of
the tablet.
Once that person has gotten the popup, continue into the next room and drop down
into the final area. When you do get to the bottom, you'll probably gain the
aggro of the Tae Ew Chosen, who is another mob you need to kill for two items.
The emerald talisman (drops it all the time; used to port out of the temple) and
Horn of Cazic are what you need, with the Horn being the rarer of the two items.
While someone is farming the Chosen for the Horn, have the AoF spawner die to
get out of the temple. They then need to journey back to the temple and get
another sapphire talisman and rez back to the bottom of the temple.
Once you have the three talismans, the Horn and the two pieces of the tablet,
you're ready to spawn the Avatar of Fear. The resists needed for the Avatar of
Fear are AR, PR, LR and DR, so make sure your tank is properly prepared for such
before rezzing back down. Have the person spawning AoF run around the altar at
the bottom until s/he receives three popups. Upon receiving the third popup, AoF
will spawn across the room. Have the tank make AoF face one direction and have
all of the healers and damage dealers on his backside. When AoF gets to around
2 reds left, have everyone except for the tank hide behind the pillars to avoid
the AoE attack. Have the tank call the AoEs and call in the DDs to unleash
the rest of the damage to down AoF. The spoils of the battle are whatever rares
he may drop.
.--------------------------------.
( PLANE OF DISEASE ABILITY QUEST )
'--------------------------------'
QUESTGIVER -- Yarfsnoogle
LOCATION -- Inside PoD; Located near the Noroxus questgiver
Tarfsnoogle wants to reconstruct his friend, but he needs you to collect the
parts needed to do such a thing. To acquire these parts, you will need to kill
certain named mobs in the Plane of Disease for fetid rotting NO TRADE items.
.----------------------------.
( PLANE OF SKY -- RAIN CHAIN )
'----------------------------'
This is a walkthrough for the Rain Chain on the Plane of Sky. Make sure you
bring 2,000 tunar to buy a key if you are not already flagged for the chain.
Find the essence of rain and port on over to the very first island. Make sure
that your tank has max AR, which will be needed throughout this chain of
islands. Two groups is more than enough to completely do this chain (assuming
the players are good enough). Once everyone is on the first island, you can
begin you trek through the easiest chain on the Plane of Sky. On this isle, all
you have to do is kill the flesh fiends until you can get a named mob to spawn.
Killing this named will yield a total of 8 keys, so hand them out and repeat if
necessary. Once everyone has a key, find the portal and head on over to the
second island.
shard of the flood
The second isle of the Rain chain is one of the more annoying ones. You must
log a little mini-quest for this isle that will yield 8 keys at the end, so have
as many people log the quest from Trixie Longwings near the port in spot as you
need. To get through the maze, take the left path at the start, then turn right
and take the second right and follow that path until you reach the first turn.
When you come to the first fork, take the right path and when you get to the
second fork, take the right path again. Turn left at the last split in the path
and you will end up outside on the other side of the maze. Note that the
gargoyles normally don't drop loot, so you should either kill them until they do
or you should not even open the loot window of them. Upon reaching the other
side and approaching Serie Lightwings, a yellow con Spirit of Kargolan will
spawn. Talk to Serie and she will come with you to the other side of the maze;
reaching the other side with her will net you a wand that you can use to make
8 keys to move onto the next isle (portal on other side from where you start).
shard of downpour
The third isle for the Rain chain is one of the more annoying ones. This is also
the place where you can hand the pieces to acquire your PoS armor set (must be
level 60). To progress, head to one of the towers on the far end of the island
and speak to Singe Burntfeathers.
Ghizilanve -- black gem of Narciliissin
Granavik the Bugbeast -- shard of torrents
Narcilissin the Warlock
Spirit of Narcilissin -- shard of storms
Chimareon the Tyrant -- shard of cascades
Construct of Storms --
.---------------------------.
( PLANE OF SKY -- SUN CHAIN )
'---------------------------'
This is a walkthrough for the Sun Chain on the Plane of Sky. Make sure you bring
2,000 tunar to buy a key if you are not already flagged for the chain. Find the
essence of sun and have everyone port over to the first isle. Make sure your
tank has max PR, DR and AR before attempting this chain. The first island of
this chain is fairly easy. You must kill the regular fairies on the island until
the princess spawns (yellow to a 60), who will drop 2 keys upon her defeat, as
well as a shard of radiation (used for later). Continue doing this for your
party until everyone has a key, then get the popup from the portal on the
island and port over to the second isle.
When you first arrive on the second island, be careful not to fall into the
pit in the middle. Head up the ramps until you find yourself face to face with
Master Fiharaz. He will spawn three Imerzan sycophants at the bottom of the
first ramp you came across. Kill them and loot one of the talismans, then head
back to Fiharaz, who will now grant you passage under the castle to the lair
of Imerzan. Head into the other tower and head down the small ramp right next to
the entrance, which is where you'll find a false wall. As you head down the
tight passageways and ramps, you'll encounter more imps. You'll soon come
across a long bridge; this has a 6k HP trap on it, so send a person with enough
HP to survive it, then continue down past all of the imps until you encounter
Imerzan. Upon its death, it will drop 8 tormented keys and a shard of beaming.
Use the key on the essence behind Imerzan to port to the third island.
When you first port to the third isle, you'll notice some whispering winds
roaming west of your initial position. These things have a nasty mana drain, so
hopefully you'll have some batteries here. Your objective here is to kill a
wailing wind, which is achieved by killing the whispering winds, which will
spawn whistling winds and those will spawn the wailing winds. The wailing wind
will drop 4 keys everytime it is killed. Upon killing the wailing wind, a
Torrential Wind will spawn somewhere on the island; it acts the same as the
other mobs on the isle (it has a mana tap). If you want the chance to kill an
extra mob after finishing the chain, make sure to kill this mob and loot the
shard of glimmers that it drops. Whenever you're ready, use the astral essence
to port over to the fourth, and final, island in the Sun Chain.
On this final island, you will need to kill the rapacious drakes until you spawn
a rancorous drake over by the astral essence. If you need the pristine drake
for the Lava 59 quest, then you will find it on this island if it is up. The
rapacious drakes have a nasty 1k DoT, plus a 1k crit and the regular quad. The
rancorous drake is the same as the rapacious drakes, but with a bigger bite to
its attacks. Anyone in the kill group of rancorous drake is flagged for the
chain, although the drake only drops on key. After killing the rancorous drake,
Randarin the Relentless will spawn in the middle of the island. Killing it will
drop a rare and a shard of the beacon, which is the final one needed to spawn
a new mob on a different island. Port over to the Island of Wonders via the
astral essence when you are finished on the drake island, then speak to the
Manifestation of Dreams to flag yourself for the Sun Chain.
.-----------------------------.
( PLANE OF SKY -- NIGHT CHAIN )
'-----------------------------'
This is a walkthrough for the Night Chain on the Plane of Sky.
.----------------------------.
( PLANE OF SKY -- SNOW CHAIN )
'----------------------------'
This is a walkthrough for the Snow Chain on the Plane of Sky.
.----------------------------------.
( PLANE OF SKY -- DESOLATION CHAIN )
'----------------------------------'
This is a walkthrough for the Desolation Chain on the Plane of Sky. This one is
the last chain on the Plane of Sky and also the hardest, so be prepared to spend
a lot of time here. To be able to port over to this chain, you will need to be
flagged from the Snow Chain, which is achievable by being in the kill group when
Aeyinar is slain. Once that is done, get a stone from each of the Marks on the
Island of Wonder, then speak to the Mark of Desolation to get ported to the
first island.
.----------------.
( SILISKOR QUEST )
'----------------'
QUESTGIVER -- Zaryn Boome
LOCATION -- Inside Blackwater by well by coach
.--------------------.
( TERRORANTULA QUEST )
'--------------------'
QUESTGIVER -- Yulil Ashebrook
LOCATION -- Eternal Desert (N); Standing next to group of rocks
It should be noted that this quest cannot be finished once a certain period of
time passes or if someone else logs the quest. If you do receive the quest, it
is highly suggested that you get all parchments right away to avoid wasting
your time and to ensure that you get a crack at this mob.
Yulil tells you a story of a beast named Terrorantula. In order to summon him
and rid this world of him forever, you must collect five parchments. Three of
them are received from popups, while the other two require you to fight two
level 50 monsters (they see through invis). Head to Tak'Xiz South (C) and find
the dam in the river nearby. Just north and south of the dam should be two
ruined walls; swerve amongst the rubble of both to find two popups that will
yield two of the parchments. Your next target is inside the actual ruined city
of Takish'Hiz. In the southeast corner of the city should be a broken tower with
three truearrow NPCs inside; roam around the tower and the walls of the city to
find another popup that will yield another parchment paper.
The next two parchments are acquired from triggered level 50 mobs that see
through invisibility. Go to Oasis and follow the river west.
Tak'Xiz South (C), two popups next to ruins just north and just south of dam
1) Tak'Xiv (W) in the rocks just North of river, fight Death Weaver (lvl 50)
2) Tak'Xiv (W) in rocks SW of Death Weaver spawn, fight Death Spitter (lvl 50)
3) Flying paper prompt in Takish'Hiz (inside the ruined city)
4) Tak'Xiz South (C) ruins (run around and between the ruined columned walls)
5) Tak'Xiz South (C) ruins (run around and between the ruined columned walls)
.-----------------------.
( THEATRE BIZARRE ACT I )
'-----------------------'
QUESTGIVER -- Maximillion
LOCATION -- Gulf of Uzun (S) General Trebe
When you first arrive to the island and find the path that leads to the entrance
that is guarded with two marionette ushers, you will need to traverse through
a small maze of sorts to get to the actual stage area.
"never leave your side. Even through thick and thin."
"the issue regarding our parents."
"confront our fears of them and face them head on."
"am ready my love. Let us do this together!"
.-------------------------.
( UNDEAD DRAKE LORD QUEST )
'-------------------------'
QUESTGIVER -- Magifent the Unliving
LOCATION -- Stone Watchers (W); Will receive a popup approaching the mausoleum
This can be quite a long quest, considering the amount of mobs that need to be
killed and also factoring in respawn timers. Whenever the popup that asks to
succumb to the voice or not shows, pick yes and eventually your quest log will
update. This is when you can speak to Magifent inside the mausoleum, so do that
and he'll tell you a bit of his past and about a powerful undead drake lord that
must be stopped. You must first speak with Keeper Sari in Darvar Manor. Sari
can be found at the inn just south of the DM coach. She'll tell you that the
drake lord sent out his minions to various locations and that each of them hold
gems of warding. Your first task is to go to the forests in Salisearaneen to
hunt emeraldine drakes for 5 gems.
Head to Salisearaneen (S) and look for a camp of sylvan centaurs close to the
road, surrounding a campfire on the east side of the road. Around this area and
a little east of it should be a lot of jade drakes. Keep killing them as they
respawn and eventually some emeraldine ones should spawn, which don't always
drop the gems you need. Note that this can take a couple of hours to get the 5
gems you need. It's a long process, but it isn't hard as the emeraldine drakes
are merely higher level jade drakes (light blue to a 60, melee, crit, and a
breath attack). What makes it a long process is the fact the emeraldine drakes
don't always drop the gems and the respawn on the drakes can be pretty long.
Once you have all 5 emeraldine gems, head back to Sari and she'll give you the
Ward of Nature. He sends you to Keeper Ikki next, who is standing near the
blacksmith in Highpass (on the right side of the small tent next to the
blacksmith). He wants 4 gems from sandstone drakes, who can be found in Tak'Xiz
South (E). You will just a valley close to the border with Takish'Hiz, and it's
northwest a bit from a higher level tier'dal camp with denouncers, knights and
elite dragoons. Kill any and all torrid drakes in this vicinity to get the
sandstone drakes to spawn; sometimes you may need to go on the hills to check
for some mobs. The respawn on the torrid drake placeholders seems to be a little
faster than the jade drakes, and the sandstone drakes seem to always drop a gem.
Once you have the 4 gems, head back to Ikki and he tells you he has arranged a
trade with Smitka, who is behind the coach. Trade her 2 gems and 5,000 tunar
for a whirlycog, then bring it back to Ikki and he'll give you the ward of the
desert for the other two gems.
Ikki sends you off to see Keeper Rilzen, who is located in Wyndhaven. Once you
get there, you can find Rilzen sitting next to some wood near the coach. He
sends you to the frozen area to the north to retrieve 6 pearlescent gems from
drakes of the same name. You need to head to the (NW) section of Permafrost
and look for a broken tower close to the shore and not that far from Vox's
castle. There should be a bunch of ice drakes flying around this tower; your
objective is to kill them. As they die, there is a possibility that the
pearlescent drake will spawn as soon as the ice drake dies; it doesn't always
happen and this is the only way you can get the pearlescent drakes. They always
drop a gem, so it shouldn't take too long to get all 6 gems that are needed.
Bring them back to Rilzen and he'll give you the ward of the frost.
Next, you'll need to see Keeper Amani in Arcadin, who is found wandering outside
of the northern wall. She wants you to avenge Marl's death and asks you to bring
back one pristine rubilent gem. Before you head to Lavastorm, go and buy any
level Jewelcrafting kit to bring with you, since you'll be needing it. This is
the longest and most time-consuming part of this quest, as you will need to kill
a total of 32 gems from the rubilent drakes. Head to the main gate leading out
of Lavastorm and follow the lava flow north, staying on the east side. Keep
following this until it bends around and you start heading south. Head west from
here until you find a fortress with a lot of fire goblins around it; avoid these
as best as you can (a lot of HP and 500 FR-based DS) and find the strip of land
west of the bridge leading into the cacxcstle. At the end is Blacksmith Kadeshi,
who is for another quest, but you're looking for a path behind him that leads
through the rest of LSM. When this path opens up to a wider area is the first
spot that you can find rubilent drakes; light blue torrid imps (easy to kill)
are placeholders.
Luckily, this isn't the only spot with these mobs as the respawn on them is a
few hours. Keep following the path and you should run into more light blue imps
(and hopefully more rubilant drakes). Eventually, you'll come across another
bend and start encountering fiery guardians, iron crawlers and some other mobs.
You can either push forward and come across a large section of land with white
con torrid imps (they are bad) or RH and start over from the beginning. I say
start over from the beginning of the path, since you'd have to deathgate past
the white torrid imps and there aren't that many light blue imps and drakes on
the other side. I strongly suggest stopping right before the white torrid imp
area. Note that the rubilent gems only stack to 10, so you will need to craft
them as you get them, and the pattern is as follows:
As you can see and as said above, you will need a total of 32 rubilant gems,
which will be crafted into 8 refined rubilent gems and those 8 refined ones will
be crafted into 2 polished gems and the 2 polished gems will make the one
pristine gem that Amani wants. With the pristine gem in hand, head back to Amani
in Arcadin. She will want you to cool the gem down before she can craft it into
the ward. You need to go to Blackwater and find the well that is behind
Tradesman Ralis; you need a popup that says the gem is the right temperature.
With all of your wards on you, head back to Magifent in Stonewatchers but you
don't have to talk to him yet. Head down the hill NW of the tomb and approach
the swamp. You should see something in your chat window about hearing
some bonewings. A bloodstone drake will then spawn nearby; your objective is
to keep killing them until a Bloodstone Gem Keeper spawns. Kill this and loot
one of the four ward of magics it spawns, then head back to Magifent at the
mausoleum. He will take your wards and return to you a ward of elements. Gather
around 2-3 groups of 60s and head S/SE from the mausoleum. The Undead Drake
Lord will spawn on the raised area, but so will bloodstone drakes after a short
while so hurry up and pull UDL before too many drakes spawn.
The Undead Drake Lord will drop four tainted gems, as well as a piece of
Drakescale gear. Of course, you're not totally done yet as you will need to
head back to Magifent. He says to meet him behind the mausoleum for your
reward. Head west of the tomb to a rock and you should see some things in your
chat window about Magifent appearing. He will appear with a red con ghoul pet,
who has separate aggro from Magifent. Both of the mobs have pretty good resists,
so you'll need 3-4 DDs to help kill him most likely. Once you kill Magifent,
he will drop four regular gems and four colored gems (green, blue, crimson and
gold). Loot one of the regular ones and all four of the colored ones if you
want, then head back to the Magifent in the tomb. When you talk to him, your
log will update and say something along the lines of seeking out someone who
can craft the gems into something useful. You need to head to Klick'Anon and
head towards the east gate. You will see a guard tower before you get to the
gate; Gedwin at the top will give you your reward based on which colored gem
you looted from Magifent. You can change your reward if you have other colored
gems, but it will cost you 25,000 tunar and you'll lose the previous ring.
Crimson -- Str 50, Dex 25, POW 175, Wis/Int/Cha -50, Sta/Agi -10
Blue -- Str -75, Pow 135, PoT 25
Green -- Wis 30, HP 95, PoT -20, All resists +10
Gold -- Sta 75, Dex -75, HP 125
These are all of the quests that don't belong to any of the other categories
in the guide. Note that if there is a "Repeatable" option listed under the
initial information, then the quest can be done an infinite number of times.
Otherwise, the quest can only be done once.
.----------------------------------------------.
( ACOLYTE OF BRISTLEBANE - FAN FAIRE '05 QUEST )
'----------------------------------------------'
QUESTGIVER -- Acolyte of Bristlebane
LOCATION -- Bobble-by-Water; By a well near the coach
NOTES -- Sly Ice Giant is triggered, as well as the fire goblin guards near
Kadeshi
This whole quest is split into 6 parts, in which you'll receive XP at the end
of each section. You need to retrieve 5 gems to help repair a staff of rainbow
magic that Bristlebane messed with. The first gem you need to get is the blue
one. The acolyte sends you to Gil Swimmerbee in Vastly Deep and he can be found
in the (W) portion of the zone, standing on a small boat off of a dock with a
ratman catcher on it. Gil sends you to Steely Stoutdale in Anu Village, who is
just outside of the actual village in the (C) part of the zone.
.-----------------------.
( AGENT OF GROWTH QUEST )
'-----------------------'
QUESTGIVER -- Agent of Growth
LOCATION -- Lake Rathe (C); On the same island with Portal Guardian and Agent of
War
REPEATABLE -- Yes
.----------------------.
( AGENT OF HONOR QUEST )
'----------------------'
QUESTGIVER -- Agent of Honor
LOCATION -- Halas (S); Standing next to a guard tower straight south from tunnel
REPEATABLE -- Yes
.----------------------.
( AGENT OF SPITE QUEST )
'----------------------'
QUESTGIVER -- Agent of Spite
LOCATION -- Bobble-by-Water (SW); Standing next to a tree next to the river west
of the coach
.----------------------------.
( AGENT OF TRANQUILITY QUEST )
'----------------------------'
QUESTGIVER -- Agent of Tranquility
LOCATION -- Shon-To Monastery (C); Standing on east shore of the lake just east
of the monk's temple
.--------------------.
( AGENT OF WAR QUEST )
'--------------------'
QUESTGIVER -- Agent of War
LOCATION -- Lake Rathe (); On same island as Agent of Growth and Portal Guardian
This is probably the most challenging out of the five agent quests, since you
are meant to complete this solo (there are ways around that though). You will
have to
.---------------------------.
( ANU OBSERVATORY PET QUEST )
'---------------------------'
QUESTGIVER --
LOCATION --
.-----------------------.
( ANU VILLAGE PET QUEST )
'-----------------------'
QUESTGIVER --
LOCATION --
.---------------------.
( FAN FAIRE '06 QUEST )
'---------------------'
QUESTGIVER --
LOCATION --
.------------------------------.
( ISLE OF DREAD ENTRANCE QUEST )
'------------------------------'
QUESTGIVER -- Norach
LOCATION -- Cazic Thule (S); On a small island in between the two island temples
This quest is simple in its design, but can be a little challenging in its
execution. All you must do to gain access to the Isle of Dread is to kill a
dreadnaught. There are a bunch of dreadnaughts to be found in Anu Village (S),
so find one first before engaging. Dreadnaughts have some unique abilities that
make them very difficult mobs. If you're looking to tank one up front, then make
sure the tank has max CR and there is a healer that has a tick of around 6-700.
Dreadnaughts have an AoE debuff that lowers your HP to 700, as well as adding
a 150 DoT; in addition, they have another 350 DD AoE (can't resist debuff, but
can resist the other two). You can also kite him, since dreadnaughts can be
rooted/kited using snare. Whenever you do kill one, loot the medallion and bring
it, along with 10k tunar, back to Norach who will port you to the Isle of Dread.
Note that you will need 10k tunar every time you wish to journey to IoD, but you
will not need the medallion any other time after the first.
.---------------------------------.
( PLANE OF DISEASE ENTRANCE QUEST )
'---------------------------------'
QUESTGIVER -- Necrologist
LOCATION -- Dead Hills (NW); By rocks just outside of the mausoleums
The Necrologist asks you to retrieve three Deathknight hearts before you will
be able to access the portal. These three Deathknights are located in
Takish'Hiz, Salisearaneen, and Fort Alliance. The one in Salisearaneen is
located in (E), in the worg pit (there are two here, one is light blue and the
other is yellow to a 60; both drop the same heart). The one in Takish'Hiz is
located just north of the ruined city, in the small undead forest. The one in
Fort Alliance is in the (S) section, bordering the (C) section and is roaming
around a small pond. With the exception of the second Deathknight in Salis, the
other two are light blue at 60 and have a large lifetap.
Once you have all three hearts, venture back to the Necrologist to turn them in.
You can now access the portal, so fight your way there and talk to it to go
through.
.-----------------------------.
( PLANE OF SKY -- ENTRY QUEST )
'-----------------------------'
QUESTGIVER -- Sektamoot
LOCATION -- Sphinx Pyramid (NE); Behind the Ankexfen pyramid
CLASSES -- Druids and Wizards (group port); Self-port for all others (Level 53+)
This quest is relatively short in what you have to do, but it can take a good
while because of the monsters you have to kill. There are a total of 6 monsters
you have to kill to collect 6 specific items, which will allow you to port up to
the Plane of Sky. The three sphinxes behind the pyramid will each give you a
riddle that you have to solve, which will result in you having to kill a
specific mob and bringing back an item it drops. You must solve the first riddle
of the sphinxes before they can give you their second one.
1) Once man, once beast, once half-man, now cold and dead. A servant to the
unknown, spirits not of the dead heed commands with the ice of the earth in
hand. (The answer is Skaldi Runehoof in the ice tomb in Anu Village (N); you
need the totem of the frozen north).
2) Shrouded in inky black on a deep blue horizon, a thorn pierced deep in
bulbous flesh. Many arms have strained but none have set it free. (The answer
is Kratas; you need the harpoon of telenin).
3) Ancient armor encasing muscle and bone, the name of a hunter engraved in the
belly of the wingless dragon. (The answer is crocosaurus in the lake in Lake
Noregard; you need the ring of garthis).
This quest isn't all about the great items or thrill of the kill, but is just
for fun. In Gramash Ruins (N), there is a tower with a few guards and a portal
pedestal at the bottom of the tower. In order to log the quest, you must find
the teleport orb at the bottom pedestal. The teleport orb mentions that you need
both the orb of stone and the orb of stars. These two orbs drop off of rare
spawns around the tower. Apprentice Yavim, who spawns next to the table inside
the tower, drops the orb of stars and is a wizard-type mob (cons light blue to
a 49). Captain Eaealsha, who wanders around the tower just outside, drops the
sword etched stone and is a Paladin-type mob (only dual hits and has a full
heal at half life). Once you have both stones and the teleport orb is at the
bottom of the tower, turn both in and you should get a teleportation item that
will port you to the top of the tower (group). Radavex should spawn as soon as
you turn in the two stones, so once you port to the top, you have the
opportunity to kill him. The loot that drops off of him is your reward for the
quest.
If you follow the directions to get to Relk below, you'll see the
two ramps leading upstairs on either side of the middle room. Head
up the eastern ramp, follow the small path to a long hallway and
head east and go inside another long hallway the runs north-south.
Follow this hallway all the way to the north, but don't exit it;
Karis is in the last room on the left.
REPEATABLE -- Yes
NOTES -- You do not need to log the quest in order to get the mobs, since they
are rare spawns. Thus, it is better to get all three mobs before
heading to Karis.
You will need to kill three specific mobs to obtain three keys that will free
Karis from his little imprisonment here. Those mobs are Relk Icemapper, General
Frostbeard and Warlord Kraven and all three are located inside the castle. To
get to Relk Icemapper, head inside the castle and take the very first right that
you come upon. Keep turning right as you follow this small passageway and you'll
pass a pen area with a frost wolf, which will lead into a larger area with some
ice goblins. You will see two ramps leading upstairs and a small area in between
those two ramps; Relk spawns in that room, in front of the makeshift map. He
has a lot more HP than normal, quads and has various nukes that he uses; he can
be a challenging mob for someone soloing.
To get to General Frostbeard, find those two ramps that lead upstairs from the
one room next to Relk Icemapper's. Take the western ramp upstairs and find that
one long hallway that runs east-west. Take the hallway all the way to the west
and you should be in a small room with a frost wolf and two exits; one leads to
the caves on the western side and one continues into the castle, so take the
one that continues into the castle. You should happen upon a room with another
two exits; take the path that is guarded by two ice goblins. You will come upon
a small room with a bunch of ice goblins. There is a small room in the far back
where Frostbeard spawns. He's the easiest of the three mobs to spawn Snowgrin,
with a few AoE crits here and there.
There are two ways to get to Warlord Kraven, one is from where you found
Frostbeard and the other is from the eastern cave system. Head inside the cave
on the eastern side and make lefts at all of the forks to come upon a room with
some Voxite mages, which see through invisibility and are nothing but
cleric-type mobs. Take a right at the path leading out of this room and follow
it to a large room with an ice throne. The painting behind the throne is false
and is where Snowgrin spawns after you have handed in all three keys, so make a
note of this location for later. You should see two doors on the north side of
the room; take either one and go into the large room with two paths leading east
and west on the southern side of the room. Either one will lead to a room with
a ramp leading down to where Kraven spawns. If you take the other exit from the
room right before Frostbeard, you will come upon a room with a ramp that leads
upstairs. This is right next to those corridors that lead east and west to the
room with Kraven. Kraven can be conned from the main bridge outside of the
castle. He has a regular crit, a 750 fire AoE nuke and a lot of HP, but he isn't
too difficult of a mob.
Once you have all three keys, make your way back to Karis' room and hand them
all in. The initial Karis will despawn and another, more sane, Karis will
respawn in his place. You will get a popup that tells you to stay away from the
top levels of the keep to avoid the enchanter that place Karis under control.
You must now make your way to the large room with the ice throne in it, so look
at the paragraph above to find your way there. Once there, head inside the false
painting behind the throne and Grilmesh Frostcackle will spawn, so head back out
to the throne. After a little incantation, Snowgrin will spawn and you have
around a 5-10 second window to pull Snowgrin before Grilmesh will become
attackable. Snowgrin acts similar to Kraven, but with a much bigger AoE that
seems to be a bit more sporadic than Kraven's. The spoils that Snowgrin drops
are your rewards for this quest (one possible item that he may drop is a
Dragoneye). Grilmesh doesn't drop anything.
.-------------------------------.
( ZAORAN PLATEAU ENTRANCE QUEST )
'-------------------------------'
QUESTGIVER -- Portal Guardian
LOCATION -- Lake Rathe (C): Island with Agents of War and Growth
This quest requires that you have done the five Agents quests. Once you have
finished one of the quests (or handed in items for the hunt and gather ones at
least once), speak to that Agent and you should get an option
.-------------------------.
( ZENTAR'S KEEP PET QUEST )
'-------------------------'
QUESTGIVER -- Sundro Stikala
LOCATION -- Zentar's Keep; Floor below Zentar Reese
CLASSES -- Level 50+; Anyone able to obtain 350+ faction with Zentar's Keep
Before you start this quest, you might want to go and gather some of the items
that you will need. You need 4 of a certain stack from the tenacious frost
giants; casters need, healers need, melees need, and tanks need the helms. You
will also need a level 41 Tunaria Bass (I got mine in Hazinak just off of the
docks and I heard Oasis is another good spot). Another item is fur trousers,
which can be tailored with a fur swatch and leggings pattern (anyone can do this
because it's only a level 1 tailored item). Another item you'll need, and this
part is a bit weird, is an aurabound shield (level 50, healer glowy shield),
which can be gotten by farming for it or buying one of off auctions (global rare
from any mobs around level 50). The last thing you'll need is 5,000 tunar.
When you first speak with Sundro, he tells you a story of how his father died
in an attempt to slay a dragon and he wants you to help him. His first order of
business for you is to obtain 4 of a stack from the tenacious frost giants;
please look at the beginning of the first paragraph to see which item you need.
Once you bring him what he wants, he'll give you a No Trade Lore sword and wants
you to go and speak with his father in Tak'Xiv. Coach to Oasis and follow the
river west until you first enter the zone of Tak'Xiv. You should be able to find
Jebdo Stikala on the shoreline before the bridge with the D'Narus NPCs. He can
be found on either shore and I have seen him on both; he stays still and doesn't
roam at all.
When you speak with Jebdo, he mentions a fight with a dragon in the region that
was defeated by one man named Altivo. It seems that this man's name has been
long forgotten by the people and Jebdo wants you to go around and tell five
people of the story of this man and his great deeds. He will tell you what the
sword is if you can get the five people to sign an agreement that they'll tell
five people. These five people reside in Baga Village, Fort Seriak, Green Rift,
Hazinak and Honjour.
Go to Hazinak and speak with Guard Morgan, who can be found on the bridge that
goes over the river and connects to the fort there. He will request the Tunaria
Bass because he is hungry, so fish for one in Hazinak, give it to him and he'll
sign a paper so you can show Jebdo. Next, head to Honjour and seek out a NPC by
the name of Jol the Fat. He is cold and wants you to bring him some fur
trousers, so bring him a pair and he'll sign a paper so you can show it to
Jebdo. Next, go to Fort Seriak and find Guard Zex in one of the towers; simply
pay him 5,000 tunar and he'll give you a note saying he'll spread the word.
/======================\
( CLASS MASTERY QUESTS )
\======================/
.-------------------.
( TEST OF AGILITY 1 )
'-------------------'
QUESTGIVER --
LOCATION --
.-------------------.
( TEST OF AGILITY 2 )
'-------------------'
QUESTGIVER --
LOCATION --
.-------------------.
( TEST OF AGILITY 3 )
'-------------------'
QUESTGIVER --
LOCATION --
.-------------------.
( TEST OF AGILITY 4 )
'-------------------'
QUESTGIVER --
LOCATION --
.--------------------.
( TEST OF CHARISMA 1 )
'--------------------'
QUESTGIVER -- Sylanthia De'Crevast
LOCATION -- North Kithicor (NE); On the first hill east of the wild griffawns
.--------------------.
( TEST OF CHARISMA 2 )
'--------------------'
QUESTGIVER -- Sylanthia De'Crevast
LOCATION -- North Kithicor (NE); On the first hill east of the wild griffawns
.--------------------.
( TEST OF CHARISMA 3 )
'--------------------'
QUESTGIVER -- Sylanthia De'Crevast
LOCATION -- North Kithicor (NE); On the first hill east of the wild griffawns
.--------------------.
( TEST OF CHARISMA 4 )
'--------------------'
QUESTGIVER -- Sylanthia De'Crevast
LOCATION -- North Kithicor (NE); On the first hill east of the wild griffawns
.---------------------.
( TEST OF DEXTERITY 1 )
'---------------------'
QUESTGIVER -- Medaesis
LOCATION -- Freeport (S); Out north gate and follow the wall west, he's next
to a cactus
.---------------------.
( TEST OF DEXTERITY 2 )
'---------------------'
QUESTGIVER -- Medaesis
LOCATION -- Freeport (S); Out north gate and follow the wall west, he's next
to a cactus
.---------------------.
( TEST OF DEXTERITY 3 )
'---------------------'
QUESTGIVER -- Medaesis
LOCATION -- Freeport (S); Out north gate and follow the wall west, he's next
to a cactus
.---------------------.
( TEST OF DEXTERITY 4 )
'---------------------'
QUESTGIVER -- Medaesis
LOCATION -- Freeport (S); Out north gate and follow the wall west, he's next
to a cactus
.------------------------.
( TEST OF INTELLIGENCE 1 )
'------------------------'
QUESTGIVER -- Inquiladius Expica
LOCATION -- Druid's Watch (C); Just west of Grave Digger Joe's shack
As with the Strength quests, you must first answer Inquiladius' initial
questions correctly to advance onto the very first quest. The first set of
riddles are rather easy and you can get two of the items before you actually
head out to log the quest. The three riddles are as follows, as well as the
answers to each one:
1) What goes on and on, with an "I" in the middle?
- Find Farmer Moegar on the other side of town and purchase a bag of onions
from him for 1,200 tunar
2) What has four fingers and a thumb, but is not made of flesh, fish, bone or
fowl?
- Go to the bandits in Bandit Hills and keep killing them until you obtain
NO TRADE gloves
3) My life can be measured in hours. I serve by being devoured. Thin, I am
quick, fat I am slow. When I am aglow, wind is my foe.
.------------------------.
( TEST OF INTELLIGENCE 2 )
'------------------------'
QUESTGIVER -- Inquiladius Expica
LOCATION -- Druid's Watch (C); Just west of Grave Digger Joe's shack
.------------------------.
( TEST OF INTELLIGENCE 3 )
'------------------------'
QUESTGIVER -- Inquiladius Expica
LOCATION -- Druid's Watch (C); Just west of Grave Digger Joe's shack
.------------------------.
( TEST OF INTELLIGENCE 4 )
'------------------------'
QUESTGIVER -- Inquiladius Expica
LOCATION -- Druid's Watch (C); Just west of Grave Digger Joe's shack
.-----------------.
( TEST OF STAMINA )
'-----------------'
QUESTGIVER -- Faercis
LOCATION -- Gramash Ruins (W); Next to a small lake
First and foremost, you might need drinks or food before you start this quest.
If you want all four levels of this CM, then you will have to defeat 4 waves of
mobs, with each wave consisting of 10 mobs.
.--------------------.
( TEST OF STRENGTH 1 )
'--------------------'
QUESTGIVER -- Goran the Strong
LOCATION -- Halas; Inside the tunnel
When you first speak to Goran, you must make the correct responses or else he'll
port you back to your spiritmaster if you make the wrong choice 4 times. His
first test of your strength will have you going to a hill near a cave in Bandit
Hills. Head to the entrance of the serpent cave in Bandit Hills (E) and find the
hill nearby with an Old Man on it. You must look on the eastern side of this
hill for a popup that will spawn two Goran's Beasts, who are level 25 and have
a lot more HP than a normal mob around that level. Once you kill both of them,
loot their tails and return to Goran. Upon the completion of this quest, a new
CM called Bulging Muscles 1 will open up (grants 10 STR base for 5 CM points).
.--------------------.
( TEST OF STRENGTH 2 )
'--------------------'
QUESTGIVER -- Goran the Strong
LOCATION -- Halas; Inside the tunnel
Speak to Goran again and he'll send you to the same area in Bandit Hills (E) for
the second test of strength. You want the same hill as the last one, except
this time you will want to talk to the Old Man. Speaking to him will spawn
three Goran's Beasts, all of which are around level 35. Kill them, loot the
items they drop and return to Goran the Strong in Halas to open up Bulging
Muscles 2 (20 STR for 10 CM points).
.--------------------.
( TEST OF STRENGTH 3 )
'--------------------'
QUESTGIVER -- Goran the Strong
LOCATION -- Halas; Inside the tunnel
.--------------------.
( TEST OF STRENGTH 4 )
'--------------------'
QUESTGIVER -- Goran the Strong
LOCATION -- Halas; Inside the tunnel
.------------------.
( TEST OF WISDOM 1 )
'------------------'
QUESTGIVER --
LOCATION --
.------------------.
( TEST OF WISDOM 2 )
'------------------'
QUESTGIVER --
LOCATION --
.------------------.
( TEST OF WISDOM 3 )
'------------------'
QUESTGIVER --
LOCATION --
.------------------.
( TEST OF WISDOM 4 )
'------------------'
QUESTGIVER --
LOCATION --
The Storyteller set of quests are special, in that upon completion of the
quests, you can visit The Storyteller in Baga Village and obtain a special
faction with him. With enough faction, you can start acquiring rewards from the
various merchants located near him. Depending on the amount of faction that you
have gathered, you can obtain plenty of different rewards. Note that only
quests that are listed under this section will be usable for The Storyteller
faction.
.----------------------.
( EVIL'UTION -- PART 1 )
'----------------------'
QUESTGIVER -- Madrias Tam
LOCATION --
CLASSES -- All players 20+
To help Madrias in his quest to restore power to items, he first needs you to
acquire two shimmering ore from Enraged Earth elementals nearby. To get the
Enraged Earth elementals to spawn, you might need to kill the Shambling Earth
ones. Head to Highbourne (SE) and you'll find the elementals roaming on the
mountainside. Kill the Shambling ones until you get Enraged ones to spawn;
the Enraged ones don't always drop the shimmering ore, so you may need to kill
a few of them to get what you need. When you get them, return to Madrias.
For the next part of the quest, you will need to seek out some Gem Biter
Beetles, but they do not roam around. You need to wander around in (SE) and (E)
to find some connable rocks (sunbaked stone or loose stone). Walk up to any
and interact with it to dislodge it; if there are beetles under the rock, they
will spawn and if there aren't any, then you will need to find another rock.
When you get beetles to spawn, kill them until you acquire an imperfect gem.
Take this back to Madrias and he'll send you to the Gem Polisher on the other
side of the boat next to Madrias. Put them gem into its tumbler, then talk to
the NPC again to retrieve a Pulsaric Gem.
Take the Pulsaric Gem back to Madrias and he'll give you your next task. You
will need to hunt the local undead of Highbourne. He gives you a Soul Energy
Collector and your objective is to find the Lost Souls inside the necromancer
area. Head across the docks, past the dockmaster that ports good-aligned toons
to Arcadin, and head inside the hallway into the evil area of Highbourne. You
should be able to con Lost Souls as you traverse through the hallways. Simply
walk up to one and "talk" with it, then pick the option to take its essence.
Once you have gotten three essences, head back to Madrias.
Your last objective is to acquire three vials of lion's blood from Abyas and his
small clan. Head to Highbourne (NW) and find the hill close to the shore to find
Abyas and the lionesses roaming on top of it. Abyas will always drop at least
one blood, while the pride lionesses will drop the blood at random. When you
have the three vials, head back to Madrias. For your efforts, you will recieve
1.5 million XP and a scroll, which will give you a spell to summon a level 20
archetype-specific ring.
.----------------------.
( EVIL'UTION -- PART 2 )
'----------------------'
QUESTGIVER -- Madrias Tam
LOCATION --
CLASSES -- All players 30+
When you speak with Madrias, he will tell you to summon a level 20 ring so he
can inspect it. He says that it requires a forgemaster in order to improve the
ring and he has heard of one. You must seek out the forgemaster "south of the
sea that isn't, on the skull's spine." You need to venture to Brokenskull
Rock (W) and you'll find Hermit Washburn located on the mountain connected to
the skull-shaped rock. Summon a level 20 ring before you talk to him and he'll
tell you what you need to do. He'll give you an aged mining pick and tell you to
go get the items; talk to him again and he'll mention to go northwest to a
cemetary.
Head northwest from Hermit to Burial Mounds (S), where you'll find a graveyard
situated on atop a small hill. Find the question marks on top of the graves and
"talk" to them until you acquire three Penumbral Metals. Once those are in your
possession, head back to Hermit Washburn. After giving him the ore, Washburn
says that he now needs a hammer to work on smithing the ring. He sends you to
find someone in "Talker's Woods." Head to Spirit Talker's Wood (C) and find the
small lake there with the dark orb in the center. Head east from the lake and
you'll find some Shrublings, along with some other NPCs "dancing" around the
hill. Speak with Urtica Dioica and acquire the Archaic Hammer from her. With
the hammer in hand, head back to Washburn but summon a level 20 ring before
you talk to him. He'll work on your ring, but mention that it went "poof" after
he was finished, then mentions to you to go back to Madrias in Highbourne. After
he finishes talking, summon a ring for him and he'll take away your level 20
spell and give you a scroll for an ability to summon a level 30 ring, plus
4 million XP.
.----------------------.
( EVIL'UTION -- PART 3 )
'----------------------'
QUESTGIVER -- Madrias Tam
LOCATION --
CLASSES -- All players 40+
Madrias sends you Magus Niska in Klick'Anon, who is located in the necromancer's
area. As you cross the bridge and head past the gate, make a sharp right turn
and you'll see a path leading down to an area with some lava. On the right side
of the lava is a small path; the wall there is false and you can find Magus
Niska in this area behind the false wall. Magus will ask you to summon a ring,
so do so and he'll mention that he can fix the ring. However, the tomes and
books he needs for the spells are no longer in his possession and he needs you
to help him reacquire them. He mentions that some Humans, Dark Elves, Erudites
and Gnomes had borrowed the books.
This is where the quest becomes a bit more complicated. There are a total of
6 cities in which you can find these so called books of Niska's, which are
Klick'Anon, Freeport, Qeynos, Highbourne, Neriak and Darvar Manor. You are
looking for the books on the shelves that con dusty tome, leatherbound book,
ancient text and the like. You will find more than one kind in a city, but there
is only one kind of book in each city that will yield the items you need. For
example, the dusty tome one in Freeport is what will yield the books you need to
advance the quest. You need to collect a total of four books, which are Magi
Libellus, Compendium of Energy, Harog's Formulae, and Znib's Journal (all of
them are LORE, so you can only carry one of each). What book you will receive
is completely random, so it's best to move on to another city if you keep
getting the same book.
FREEPORT (dusty tome) - Caster's guild where Rea roams (Shadow Custodian)
- Area where warriors start out
DARVAR MANOR (ancient) - In the building by the coach
HIGHBOURNE (ancient) - On all three floors of the library (Shadow
Custodian)
QEYNOS (leatherbound) - Building next to Paladin's guild
- Bayle Manor (Shadow Custodian)
NERIAK (leatherbound) - House Do'Vexis (by queen and king's gate)
- Cleric's guild (circular area before SK and Necro
area)
- Couple of the areas on the west side of city
KLICK'ANON (leatherbound) - By Magus Niska
- By level 17 questgiver
You can get more than one book in any one given city, although it's best to
keep switching. You may be attacked by Shadow Custodians in the locations listed
above with the name of the mob after the location; they come in two varieties,
wizards and paladins.Once you have acquired all four books, head back to Magus
Niska in Klick and pick the second option to hand the books over to him. He
finishes up with the ring and hands over a sealed scroll to you to take back to
Madrias. Head back to Madrias in HB and he'll look at the scroll, and also
mention that it seems Niska was trying to end his life in the process. He'll
remove your level 30 spell and give you a scroll for your level 40 spell to
summon a ring, along with 6.5 million XP.
.----------------------.
( EVIL'UTION -- PART 4 )
'----------------------'
QUESTGIVER -- Madrias Tam
LOCATION --
CLASSES -- All players 50+
Summon a level 40 ring, so you can show it to Madrias. Madrias talks of some
evil entities occupying the ring and asks you to speak with the shepherd in
Moradhim. Shepherd Brook is located on the right side of the ramp that leads
into the city of Moradhim. Summon a ring for her and she'll start talking about
the malevolent forces that she feels inside the ring.
.----------------------.
( EVIL'UTION -- PART 5 )
'----------------------'
QUESTGIVER -- Madrias Tam
LOCATION --
CLASSES -- All players 60
Summon a ring for Madrias to examine and he'll mention that you're almost
done with restoring the ring. You are on your last set of tasks, but they are
also the hardest ones. You have to acquire three pieces of sulfur, three
Necrotic remains and the actual bones of the previous Dark Lord who had the
ring. To obtain the sulfur, you will need to venture forth into the dungeon of
Solusek's Eye.
.----------------------.
( PAINEEL GREAT ESCAPE )
'----------------------'
QUESTGIVER -- Kerran Escapee
LOCATION -- Paineel (S)
CLASSES -- All that are levels 46-60
.----------------------.
( PLANE OF SKY STORIES )
'----------------------'
QUESTGIVER -- Various
LOCATION -- Plane of Sky
CLASSES -- All levels 53-60
The stories revolving around the Plane of Sky involve you going through each
chain and collecting the new shard on each island, either from pre-existing mobs
or from new ones. Note that one person will need to collect all of the shards,
as they are NO TRADE (but not LORE).
.--------------------------.
( TEMPLE OF LIGHT/BEFALLEN )
'--------------------------'
QUESTGIVER -- See below
LOCATION -- Takish'Hiz (C); On top of a hill just west of the ruined city
CLASSES -- All levels 50-60
On top of a hill in Takish'Hiz (C), west of the ruined city and a little south
of the dead forest, are three NPCs named Nayr Nonnahs, Rian Baesh and Nolram
(). All you need to do is kill Nolram and you will receive a quest in your log
(as well as a -2000 Befallen faction hit). Loot the handwritten note and the
Old Scroll and inspect both of them. The Old Scroll has a coded message on it,
while the note will provide you with a clue. The coded message on the Old Scroll
is as follows:
This next portion of the quest is completely optional if you already know the
what the coded message is. The "handwritten note" mentions a Nothard and
Freeport, plus it also has a "3" underlined in the corner. Head to Freeport
and make your way past the caster's area to a building with William Nothard
inside. Speak with him and he will reveal that you might find a clue in
Takish'Hiz. Head to the ruined city and go inside the rounded building to where
players go for their 49 epic.
.-----------------.
( THE DAWN MAIDEN )
'-----------------'
QUESTGIVER --
LOCATION --
CLASSES -- All levels 30-45
.-----------------.
( THE ILLUSIONIST )
'-----------------'
QUESTGIVER -- Investigator Ishal
LOCATION -- Highpass; Near the northern exit (pickclaw one)
CLASSES -- All levels 46-60
Ishal mentions about the lot of troubles that have been going on lately and
mentions Flint, who seems to have gone missing. Ishal says that Flint was last
seen south of his position and wants you to go look for any sign of him. Head
out the exit by the coach and follow the road until you spot Flint on the side
of the road near a guard tower, just before the first highway bandits cave. The
quest has a few possible paths, depending on your answer to Flint.
1) "The protection of Highpass is of utmost importance." (50)
Flint suspects that there is a conspiracy going on within Highpass that involves
the higher ranking people. Flint suspects that the Enchanter's guild is behind
something and asks you to acquire some griffon blood. You will need to talk to
Enchanter Kerina, who is located in the area past the blacksmith, where the bank
tower is. After a small inquiry about the apprentice, she tells you where to
find the griffon blood. Head back out the exit near the coach and find the very
large mountain in Strag's Rest (E). On top, you will a red con to a 60 Mature
Griffon. Kill it, loot the blood and return to the Enchanter in Highpass.
Return to Flint with the treated blood. Flint will despawn upon giving away the
blood and another Flint will pop up saying they found some bodies. You will
receive a popup too saying to follow the tracks of the fake Flint's down the
road. Not too far down the road, near a rock, Akista Sind will spawn and start
attacking you. He is an Enchanter-type mob, with a large mana drain, AR/LR
nukes, and a AR-based DoT. Also during the encounter at intervals that is
determined by Akista's HP, Doppelgangers will spawn (they act the same as Akista
himself). Akista will drop 5 sashes, which are your rewards. All of them are
level 50 and have 70 HP/Power and 15 AC. Also, each sash will grant a
short-lasting illusion that is triggered when you get hit with the sash
equipped.
2) "Only when it involves a reward. Highpass is not my concern." (50)
Flint says that he may have a use for you and upon speaking to him, he sends you
to ambush a courier carrying some supplies to Highpass. He mentions that the
courier usually sets up camp between Bastable and Highpass, on the side of the
road near a fallen tree. Head out the northern exit of Highpass and follow the
road towards Bastable until you spot the fallen tree on the side of the road.
There should be a red con to a 60 Courier wandering around the tree, so kill him
and loot the griffon blood, then return to Flint. Flint mentions that he is
using a cave to the south as a lab and for you to meet him outside of it. Head
along the road and at the second highway bandit cave, you should get a pop up
that says it's the correct cave. Head inside and find Akista Sind in the far
back of the cave. While speaking to him, a white con (to a 60) Highpass Guard
will spawn behind you, so kill it and then a red con (to a 60) Highpass
Magistrate will spawn. Kill it and talk to Akista to receive 25 million XP and
Akista's Ring.
3) Pick option 1 as a response from Flint and go back to HP to Ishal (25)
Ishal will start talking about how another guard has gone missing and he needs
your help in saving him. He mentions how goblin footprints were found near his
residence and that they lead towards Moss Mouth, plus he said that some rangers
are helping to find the guard. You need to head to Moss Mouth (SW) and find a
camp of high level goblins next to a trees that are along the mountain. Ranger
Mek is standing south of the camp and mentions something about clearing the camp
before you can investigate the area. All you seem to need to do is kill one of
the three goblins there, then approach the camp and you'll receive a pop up that
says you found the bodies of two people (a young enchanter apprentice and
Investigator Flint). Back at Highpass, Ishal says you need to hurry up and
capture the imposter Flint. Head back to the Investigator Flint you found on the
road near the highway bandit caves and upon speaking to him, he'll change into
Akista Sind. He's an Enchanter-type mob with a mana drain, DoT and AR nukes.
Kill him (he drops the same sashes as the Akista in option 1), then head back to
Ishal in Highpass to receive 25 million XP and Akista's Ring.
.-------------------------.
( THEATRE BIZARRE ACT III )
'-------------------------'
QUESTGIVER -- Sabrina
LOCATION --
CLASSES -- All levels 50-60
Sabrina dabbles in some alchemy and one of her experiments has gone wrong. She
wants you to go on stage and clear it of any green jelly. When you get on the
stage from either side, you will get a popup that says you spot some green jelly
on the stage and a drop of slime will appear. This mob has a fairly weak quad,
with 1200 crits every round or so, and it has a lot of HP. A clump of slime will
spawn right on top of you when the drop is killed; the clump is just a slightly
stronger version of the drop of slime. After the clump of slime is killed,
another one will spawn.
.------------------------.
( THEATRE BIZARRE ACT IV )
'------------------------'
.-------------.
( WINDBREAKER )
'-------------'
QUESTGIVER -- A neriak book or A qeynos book
LOCATION -- Neriak; Second area west of the main hallway, inside a house
Qeynos; Inside the caster guild, next to Gadenon Flamefist
CLASSES -- All levels 20-60
NOTES -- Quest is repeatable
Depending on your alignment, get either of the two books listed above and take
it with you. You will now need to seek out a scholar in one of two places,
Highbourne if you're good or Freeport if evil.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
____________| |___________
============| XIV. LYCANTHROPE AND WEREHUNTER (L100) |===========
¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯¯¯¯¯
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
This section will deal with everything that has to do with the wereforms and
werehunters. All quests dealing with them will be put into this section, as well
as other information about them. Your character must be at least level 30 before
attempting any of these quests. Note that once you do a wereform and accept the
infection or get the werehunter brand, then you are stuck with that choice and
there is no turning back.
/=====================\
( GENERAL INFORMATION )
\=====================/
As noted above, you must be at least level 30 before you can attempt the quests.
There is still a lot of speculation revolving around the lycanthrope quests, so
this section will deal a bit with those. Once you have done the lycan quest that
you want to do, it is time to get infected. It is highly suggested that you get
your faction with your lycan group to 1000+ as soon as possible, although it is
possible to get infected before that time, since the quest that follows
infection requires that much faction in order to log it.
There is also some mobs out there that will give you faction, but will not
infect you, so you must pay attention to what you kill. The mobs that will
infect you ALWAYS have "were" in the second part of the name and they are the
ONLY ones that will infect. Your greatest chance of infection comes from weres
the same level (WHITE) as you and the chances of infection decrease the farther
away they are.
Werehunters have a deep lore and are kind of a special case. Whenever one
finishes the branding quest, all that opens up CM-wise are PoT/HoT CMs and
anti-stat ones (STR for healers and casters, and INT for melees and tanks).
.------------------------.
( WEREHUNTER BRAND QUEST ) Tserrina Syl'Tor, 8.3 mill xp
'------------------------'
QUESTGIVER -- Djivan Mertshak
LOCATION -- Oasis
CLASSES -- All who are not branded as a lycanthrope; Level 30 and above
Djivan says the Werehunter name is rich with history. He mentioned next that
there seems to be some strange happenings in the village of Hodstock north of
Freeport and that it seems to be connected to a new resident there. He wants you
to go to Hodstock and see if the new dweller is a lycanthrope. He gives you an
enchanted silver needle to prick Slick with and he'll turn into one if he is
one. You will definitely need help for this mob, as it is quite a difficult
challenge if you would try to solo as he has a pet rat that will also attack you
while he does. Once you arrive at Hodstock, Find Slick Svenson and Bucktooth and
prick Slick with the needle to turn him and his pet into ratweres. At 30, both
conned red and they have a lot of HPs (they were green to a 55 and they both
quad, so they were between 35 and 40). Loot the note off of Slick and bring it
back to Djivan in Oasis.
Once Djivan reads the note, he notices that it seems that these lycanthropes are
hunting other ones. On the back of the note is a list of names that they're
trying to hunt and Djivan wants you to go to the one name on the list, Lynda
Elmquist, who is residing in Jethro's Pike. Jethro's Pike is located in Jethro's
Cast (S), which is one zone east of Wyndhaven. Lynda is located in a house
inside the town, so talk to her and she'll spawn as a were (no pet like with
Slick, but as tough as Slick). Bring the item she drops back to Djivan and he'll
send you to Marona Jofranka in Freeport (located near the coach, along the same
wall as the Ambassador but closer to the coach).
Marona tells you more of the heritage of Werehunters and will ask you to go to
Dravin Slaerin to see what the Siloth have to do in this whole matter (he can be
found inside the Necromancer's guild near the docks). He says he knows some
information, but is not willing to part with it unless you help him with a
matter. He wants you to bring a pouch to a gnome necromancer in Hazinak named
Ipstok. Necrologist Ipstok is located just outside of the city's walls, next to
some rocks by the river. Talking to him reveals yet another lycanthrope, this
time a necromancer who may summon a pet that is dark blue to the person who
triggers the mob (Ipstok, like the other two, will be red to the person who
spawns). Unlike the last two mobs who had loot, the person doing the quest will
need to be in the kill group to get a flag on this kill.
Once you kill Ipstok and are sure you were in the kill group, head back to
Dravin in Freeport. Dravin tells you that someone named Lord Mayong is either
controlling the Siloth or working with them. Report this information back to
Marona, who tells you of the ancient one named Mayong Mistmoore. Bring this
information back to Djivan in Oasis, who rewards with 2 million XP. Talking to
Djivan again presents you with a choice; choosing yes will brand you as a
werehunter and you will never be able to get infected by a lycanthrope. You
should be warned that this option is a permanent choice and at this present
time, cannot be reversed.
.------------------------.
( TSERRINA SYL'TOR QUEST )
'------------------------'
QUESTGIVER -- Djivan Mertshak
LOCATION -- Oasis
CLASSES -- All players branded as Werehunters and levels 30-45
This is a little sidequest of sorts for all of those Werehunters that aren't
high enough to log the Mistmoore quest.
.---------------------------.
( MISTMOORE QUEST - ABILITY )
'---------------------------'
QUESTGIVER -- Djivan Mertshak
LOCATION -- Oasis
CLASSES -- All players branded as Werehunters and levels 46+
Djivan starts off by telling you some more backstory about Mistmoore and the
Siloths. Djivan asks you to go and speak with Enrique Revnold to learn some more
about the past battle with the ancient one, Mayong Mistmoore. Enrique is found
north of Forkwatch; follow the road and you will run into the gypsy camp where
he is located. Enrique tells you of his ancestor, Vedel Revnold, who fought with
Mistmoore. It turns out that Vedel became one of Mayong's minions and is now
known as the Maestro of Rancor. Before Enrique will help you in your quest, you
will need to get something for him. Enrique wants a Writ of the Wild, a book
containing information on lycanthropes. To get this book, you must farm the
Unkempt rangers and druids in Unkempt North (S) until you obtain the book
(this is the same village that wolfweres and bearweres go to turn in tails).
Once you have the Writ of the Wild, bring it back to Enrique Revnold in
Forkwatch. Enrique will hand over the songbook of Vedel and mention that only
Vedel knows the song to awaken Mistmoore from his coffin. With the songbook in
hand, head on over to the Siloth mines and work your way to the level with the
drachnids. Bring a group with you, as you'll soon be fighting something that
cannot be soloed. From where you first entered the large circular room with the
spider mosaic on the ground, enter the second doorway to the right to find a
furnished room with an organ in the middle. Clear the room of the glyphed
familiars and then have the person who is doing the quest step on the red carpet
in front of the organ to get a popup, which will spawn the Maestro of Rancor
after around 5 seconds. His only move that you have to watch out for is an AoE
lifetap of around 860 every 30-45 seconds or so. Once he is dead, have the
person doing the quest loot "vedel's song of awakening."
=====================================NOTE=====================================.
| |
| Spawning the Maestro of Rancor will remove the songbook from your inventory. |
| If you fail to kill the Maestro, then you will have to start the ability |
| quest from the very beginning, meaning you'll have to farm another Writ of |
| the Wild. |
| |
'=====================================NOTE====================================='
There are two conditions that must be met before you can kill Mistmoore. You
must have vedel's song of awakening from the Maestro of Rancor and "mistmoore
coffin" must be up in the basement of the mines. Once both of those conditions
are met, then you will be able to do battle against Mayong Mistmoore. Gather
a party of 8 60s to be safe and make sure your tank can max AR before heading
down there. Once your party is buffed up and ready to go, have the person with
the song of awakening talk to mistmoore's coffin to spawn the ancient one.
Mayong is a lot tougher than the Maestro, as he has an AoE DoT of around 650 or
so, plus a melee AoE of around 2,000 or so. Also, he has a large lifetap of
around 2.6K, so your tank will need to be maxed on AR (the AoE DoT and the
lifetap are AR-resisted). Make sure the person who needs Mistmoore is in the
group who gets the XP from killing him. Once you have killed Mistmoore, head
back to Djivan in Oasis to get your ability, which is based on your archetype.
=====================================NOTE=====================================.
| |
| The same case as with Maestro is in effect with Mistmoore concerning being |
| able to kill him when you do summon. Spawning Mistmoore will remove the |
| song of awakening from your inventory. If you fail to kill Mistmoore, then |
| you will have to start the ability quest from the very beginning, meaning |
| you'll have to farm another Writ of the Wild and kill Maestro again. |
| |
'=====================================NOTE====================================='
Casters - Blessing of Yazmina - 80 Strength and 40 Intelligence
Healers - Blessing of Luludja - 80 Strength and 40 Wisdom
Melees - Blessing of Troka - 80 Intelligence and 40 Dexterity
Tanks - Blessing of Valentia - 80 Intelligence and 40 Strength
.-------------------------------.
( WERE CREATURE HUNT AND GATHER )
'-------------------------------'
QUESTGIVER -- Djivan Mertshak
LOCATION -- Oasis
CLASSES -- All who are branded as Werehunters, have finished the Mistmoore quest
and have around +500 Gypsies of Tunaria faction
Djivan will first ask you to take care of the Siloth problem. Head into the
Siloth mines and slaughter any and all that you find until you reach max
Gypsies of Tunarian faction, which seems to be around 1851. The best place is
at the bottom of the mines, where the mobs are light blue to a level 60 and
give +10 faction per kill. Once you have enough faction, head back to Djivan,
who will send you to the Assistant right next to him to verify if you have
enough faction or not.
Once you are flagged for having enough faction, Djivan will talk about how the
werehunters are working on a cure for lycanthropy, but they are lacking parts
from the were creatures to help in their studies. Djivan asks you to help out
and hunt the were creatures for their parts, but only the strongest ones will
do (any were creature level 46-60 will do). You are given the option to hand in
the parts in two different ways. You can hand in the parts as stacks, meaning
you can hand in 4 of one part from the same were (4 lionwere tails, for
example). You can also hand in the parts in sets, meaning one piece from all 5
different weres (one tail from a lion, bear, rat, wolf and gator). Depending on
the item you hand in and whether they're in stacks or sets, you'll receive XP
and a certain amount of Werehunters of Tunaria faction. Here is the amount of XP
and faction you receive for each piece from the lycans:
395,136 XP, 2 faction - 4 tails
493,920, 3 faction - one set of tails
1,140,480, 8 faction - 4 high quality meats
950,400, 4 faction - 4 pelts
This section deals with all of the Hunt and Gather quests in the game so far.
Hunt and Gather quests usually consist of you going out and gathering specific
items that the questgiver wants. In return, you'll normally receive experience
and sometimes an item or tunar. These quests can be a great addition to the
normal experience by grinding and is also a great way to make money. The quests
will be listed by the levels of the monsters that drop the items needed.
This Hunt and Gather is the best one for the level, surpassing even Siloth rings
for the short time you can do it when that becomes an option. The mobs you need
are located in Spider Mines (E), inside the cave in the hill. The drop rate for
the dark ores are fairly common from the cave crawlers, but you may not getting
them at the rate of Siloth insignia rings.
.----------------------.
( MUTANT ANT CARAPACES )
'----------------------'
QUESTGIVER -- Gypsy Leigh
LOCATION -- Oasis
REWARD -- 273,024 XP
LEVELS -- 30-
- Level 30ish
- Ant Colonies (N) and (S)
This H-n-G quest has you hunting the ants in the Ant Colonies zone. There are
two large anthills in the (N) and (S) sections of the zone, but you have to keep
an eye on what ants you need to kill. You only get the mutant carapaces you need
from the lower level ants (if they quad, then they are most likely too high) in
and around the anthills. This H-n-G isn't worth doing because the drop rate on
the carapaces is kind of low and there are much easier and more beneficial ones
out there (like the Siloth).
.-----------------------.
( SILOTH INSIGNIA RINGS )
'-----------------------'
QUESTGIVER -- Sergeant Sturgol
LOCATION -- Forkwatch
REWARD -- 395,136 XP, +4 faction with Citizens of Forkwatch, +5 faction with
Citizens of Hagley
LEVELS -- 30-45
This is probably the most common and known hunt and gather in the game. East of
Forkwatch is the Siloth castle and the salt mines, both of which contain the
mobs you need. Any of the Siloth mobs in the castle will drop the rings you
want, but there are some mobs inside of the mines that do not drop the same
rings. The mobs outside and on the first large floor drop the rings. This is one
of the best hunt and gather quests in the game because you get a ring from
almost every mob you kill.
The mobs located for this hunt and gather are inside of the Siloth mine, at the
bottom floor right above the floor with the drachnids. Unlike the previous
Siloth hunt and gather, this one isn't as good. The drop rate on the regal
Siloth bands is kind of low and it has taken up to 15 minutes to get just four
of the bands.
Tunaria and Odus aren't just for sightseeing; there are plenty of monsters out
there for you to slay. It is a vast and detailed world that will take a very
long time to thoroughly enjoy. This section deals with the mobs (enemies) that
are gathered in close proximity to each other to allow for experience hunting
(otherwise known as camps). They are separated into sets of tens, divided into
the levels of the players themselves.
The camps will be consisted of a name for them (usually given by the community;
some will be my own creation) for starters. After that, it will designated which
mobs are there and what kind of mobs they are. Next will follow the common loot
of the camp, which will include the stacking items (stacks). The last thing to
follow will be some comments on the camp by me. Since rares are pretty random,
I will not be including a list of what rare items drop at each camp, although
there might be a few where certain drops are known to drop. It should also be
noted that tradeskill gems have a chance to drop off of any mob in the game.
/=============\
( LEVELS 1-20 )
\=============/
.-----------.
( BBW CROCS )
'-----------'
MOBS -- caiman, young crocodile
LOCATION -- Bobble-by-Water (E); Small island off of the coast
LOOT -- caiman claw (79); caiman egg (86); caiman scales (76);
chipped crocodile tooth (43); cracked caiman tooth (44);
damaged crocodile scale (74); scratched crocodile claw (78)
This camp is ideal for characters around 4-7 or so. The shaman are probably the
easiest mobs in this little camp, because their spells only do around 7 damage,
although there may be a few from time to time that do 22 damage. Because of the
low levels of the mobs, most of the people that will probably go here will be
gnomes. With each kill, you will receive -2 faction with the Coldpaw Gnolls
(they start out neutral), but it will take a long time for them to become KoS
because of the tiny faction change.
.---------------.
( DESERT MADMEN )
'---------------'
MOBS -- decaying skeleton, desert madman
LOCATION -- Northern Ro (C)
LOOT -- blood of a madman (quest item); small bone chips (29);
withered bones (22)
The Bloodfoot Bandits are a great place for levels 25-29 or so. The lower levels
might want to stay outside, because of the fear of casting adds. All of the mobs
on the outside are melees, so there is no need to get worried about the casters
getting you. There are two nameds here, but only one of them drops a rare every
kill. Boss Hurg is the one that doesn't drop a rare every time he is killed and
has a respawn of maybe around 10-20 minutes. The other rare spawn, , is a
regular rare-spawn type mob, dropping a rare every single time he is killed
(it's not something to brag about). Boss Hurg spawns in the side room with the
jailor (30 path quest mob for a few characters) and the other named spawns in
the area with the Bartender. Although there is a merchant and blacksmith in the
cave, no one can use them. The healer is a Cleric-type mob, the mystic is a
Shaman-type and the warlock is a magician-type mob (complete with a melee pet).
All other mobs in the cave just melee. The jailor is for a level 30 path quest
for a few classes.
This camp is ideal for levels 25-29 or so. The cave crawlers are spiders, but
they do not have any poison like normal spiders do. They only melee and there is
only one roamer in the cave; the rest of the spiders are stationary. This is a
good camp complete with 4 different stacks, one of which is a Hunt and Gather
kind. It's possible that the cave could support two groups, but it may only be
able to support one because of the mediocre spawn rate. They also drop tunar
every kill and are not linked to each other, so you do not have to worry about
adds if they are close together. The queen crawler sometimes spawns in place of
the one cave crawler near the NPC in the back of the cave, but it doesn't seem
to drop anything other than the normal loot.
There are about two good camps here that are ideal for around levels 27-30 or
so. These consist mainly of merkan villagers, who are around level 32 or so and
only melee. The camp in the eastern section of the small village has about 3
villagers, so it might not sustain a group for long, so the tank will probably
have to pull the villagers from the small hut in the back of the village (the
one on the ground). The camp on the western side of the village has 4 villagers
and is perfect for a group around the levels mentioned above. There are merkan
guards (level 36 and quad) at the bottom and top of the ramp that leads to three
huts with more merkans in them (villagers, guards and shamans litter the huts).
There are two named spawns that are a bit rarer and have placeholders in the
huts above. Chief Merka is a cleric (AR-based nukes) and his placeholder is
either the shaman/warrior in the west hut or the shaman/warrior on the eastern
side of the north hut. Priestess Thiel is a shaman-type mob (DR-based nukes and
a pet) and her placeholder is located in the north hut, just behind the table.
They don't seem to drop any specific rares and are like normal mobs, loot-wise.
First, the goblin shamans see through invisibility, so be careful if you're
trekking through the cave to get something else. The mobs here also seem to have
a fairly long aggro range, meaning it can be very dangerous when the mobs start
running away when near death.
.------------.
( HP BANDITS )
'------------'
MOBS -- highway bandit, highway thug
LOCATION -- Trail's End (N); Along the road out west exit of Highpass
LOOT -- bandit belt (150), lantern (198)
There are a few caves along the road that contain these bandits that range from
31-35. First and foremost, the belts that drop from these mobs DO NOT STACK, so
that can become a major problem if you decide to XP on these. Other than that,
each cave can probably support a group in the high-20s to low-30s. It is quite
possible to get swarmed with some spots inside the caves, but it isn't really
anything to worry about. There are a lot camps out there that are around this
level and better, but the close proximity to a city with a bank and blacksmith
make it a decent spot.
.-------------------------.
( LIZARDMEN -- AGGRESSORS )
'-------------------------'
MOBS -- tae ew aggressor, tae ew sacrificer
QUEST -- Stonewatchers (NW)
LOOT -- bone spiked tiara (200), silver chain sash (148)
The first thing that needs to be said is that there are A LOT of roaming aviaks
on the ground, so you'll need to take a little extra care. The aviaks will not
aggro you until you get to -700 faction with them, but they are linked so you'll
need to a bit careful to avoid pulling a lot of mobs when they're close
together. Once you get to -700, they will start aggroing to you like normal.
Because of the high number of roaming mobs, the small village can probably
maintain around 3-4 full groups of around the low 40s. It doesn't seem that any
rares drop at this camp, so don't be expecting anything fascinating when hunting
here.
.------------------.
( BROKENSKULL ROCK )
'------------------'
MOBS --
LOCATION -- Brokenskull Rock ()
LOOT --
.--------------.
( GREAT EAGLES )
'--------------'
MOBS -- great eagle
LOCATION -- Spirit Talker's Wood (SW); There are nests near the mountain
LOOT -- great eagle feathers (poor, 452); great eagle feathers (good; 593)
great eagle feathers (excellent, 690); great eagle talon (367)
.------------------.
( GRIFFON WARRIORS )
'------------------'
MOBS -- griffon elder, griffon nest protector, griffon warrior, Windtuft
LOCATION -- Serpent Hills (E); Side of the mountain
LOOT -- large griffon eye (245), mountain feather (165),
mountain griffon talon (1174)
This camp is ideal for a group of levels 45-48 or so, mostly because of spawn
times. All of the griffons have a DS that ranges from 22-25, plus criticals of
around 700 or so. A tricky spot to pull is the nest on top of the stone hand.
You can go up to the nest and to the right a little to pull the nest protector.
You can probably go up to Windtuft (if he is up, just a normal griffon with a
name) to pull him, but if he's not, then simply pull the elder like normal (it's
best to always pull the protector first). One of the biggest draws for this camp
is the talons, which are worth 1,174 tunar for each one.
.----------.
( HEXBONES )
'----------'
MOBS -- hexbone
LOCATION -- Zentar's Keep; igloos surrounding the castle
LOOT -- bones of the void (233), skull of the void (296)
.-------------.
( HILL GIANTS )
'-------------'
MOBS -- hill giant
LOCATION -- Kelinar (NE)
LOOT --
.----------------.
( ICE GIANT REFS )
'----------------'
MOBS -- ice giant refugee, ice giant renegade, Tuggrin Bigeye
LOCATION -- Unkempt North (N)
LOOT -- carved mammoth tusk (doesn't stack, 376); cold iron nosering (402);
giant blue pearl ring (257); giant bone necklace (558);
large silver collar (318); mammoth hide tunic (doesn't stack, 478)
This undead camp is one of the few where the mobs are linked to each other.
There are two types of mobs here, both of which can't be told until they start
attacking. You have normal SK-type mobs, who only melee twice, have a 860-ish
crit and have a large lifetap. The other mob is a druid-type mob, alternating
between LR nukes (white con) and FR-based ones (yellow con), who also heal once
half of their life have been taken. There are two rarer mobs here as well.
A spectre's soul is a red con (to a 60), who is a Paladin-type mob (LH and a
crit) with a lot of HP and melees a bit on the hard side (400 hits with 3.5k
AC). The other rarer mob is a red con Wizard-type mob that doesn't seem to be
for anything in particular.
These mobs were added when epicsode 2 was put into the game and they hit VERY
hard. Thus, it is recommended that you have a very good tank here with high AC
(shield is pretty much required) and good Agility. With around 3,450 AC and 300
Agility, they hit for about 275-350. Sothimus the Brigand, a 60 epic mob, hits
for around 550 a hit with the above stats. All of the mobs are red to a 60 and
are aggro-linked, so a tank who knows how to body pull effectively is another
must. With recent updates, these mobs now have super SOW, so a group will have
to be very careful.
As with the Goblins, these Frogloks hit pretty hard melee-wise, so it's great to
have high AC and Agility to offset the damage. Froglok Slayers are the
melee-heavy of the two mobs that you'll the most there, with a 717 or so crit.
Of course, they also have a lifetap spell (hits for around 1700 unresisted) that
is DR-based. Inquisitors are cleric-based mobs, complete with AR-based nukes and
the ability to heal themselves (always once when they get to half life). There
is also a rarer roamer (Froglok Invader) that follows the same model as an
Inquisitor and is red to a 60. Jezia's locket and the summoner wands that drop
here are for the level 60 epic for some classes. The most important thing to
note is that the mobs have a 0 aggro range, meaning you won't have to worry
about any adds.
This camp is the one with the excavation site for the Anu Village pet quest. All
of the mobs are located around the campfires. The sages are shaman-type mobs,
complete with DR-nukes and wolf pets. The patrollers and centurions are melee
mobs, with a regular critical and an AoE one.
.---------------------.
( GEOMANCER'S CITADEL )
'---------------------'
MOBS --
LOCATION --
LOOT -- coarse salt (chef loot); mercurial construct rod (678);
mercurial stone (778); mithril flakes (778);
mithriled gargoyle eye (678)
First thing first, the melee damage of these mobs are pretty high, so high AC
and Agility is a good thing here. Goblin Assassins have a critical of around
860 that takes a good amount of time to refresh when compared to other camps in
the game. They also have a Dexterity debuff, while it seems the Soothsayers have
a debuff that affects some defensive component (agility maybe). Speaking of
them, they have a DR-based nuke of around 717 (pet groups usually only
concentrate on one Soothsayer; Badi Elder or a resist buffed other pet is great
at tanking Soothsayers). The Goblin Elder is nothing more than a stronger
Soothsayer that cons red to a level 60 character and has a light blue Primal
Spirit pet. The rest of the mobs con white to yellow to a level 60 and the
Soothsayers do not have a pet.
It can be a bit confusing at first as to how to get to the cave with the grizz
mobs. You must navigate your way through the kobold cave in The Warrens (always
take the left path when confronted by a choice; nothing sees through invis).
Once you go through it, you will be in an area surrounded by mountains. Find the
river nearby and swim through the underwater portion to get to the cave with
these mobs. It is very easy to tell which mob is which, because the name
confusion that happens at a few other camps also happens here. The dark-fur
gorillas are ALWAYS the warriors, which have a regular crit and AoE one. The
white gorillas are always shaman, who use DR-based nukes and have a pet. Should
you run out of regular mobs to kill, you can kill the primordial tortoises in
the water, which follow the same rules as the grizz warriors. There are a few
very good known rares that do drop here: orb of primordial intellect, tunarian
shield and breastplate and orb of spiritual fortitude.
.--------.
( MINERS )
'--------'
MOBS -- Taksehir Crystal Runner, Taksehir Foreman, Taksehir Miner
LOCATION -- The Great Waste ()
LOOT -- canteen of purified water (Chef); crystal mining pick (675);
sweaty bandana (701)
This camp can be a very dangerous one if you're not careful. First, the mobs
have linked aggro, so it is imperative that you want to body pull here. Now,
this can be a slight problem if you've killed A LOT of Nasehirs, so make sure
the tank can body pull. There are three types of mobs here; a melee, a caster
and a priest. The melee one is a Paladin-type mob and uses Lay Hands when it
gets to about half health. The priests are cleric-type mobs and use AR-based
nukes. The wizards here are definitely the most dangerous mobs, as every nuke
they have is AoE (860 for regular portion plus a 250 or so AoE portion). The
casters use an Erudite model, the clerics seem to always be in full body armor
and the other model used here are the paladins. One last thing to note is that
all of the stacks are No Trade.
.-------.
( MOOTS )
'-------'
MOBS -- guardian of saftemoot, Saftemoot
LOCATION -- Erud's Crossing (C)
LOOT -- elemental fire leaves (450); fire elemental bones (700);
fire elemental match (1350); fire elemental stick (600)
Although this is not a popular camp for players around the level of the ratmen,
it is still considered a popular farming spot for two reasons. The first reason
involves a very ultra rare drop here called the rhino horn axe of lightning,
a very good secondary weapon for melees and tanks (decent damage, 150 LR proc
and 80 DUR). The other reason, and more popular of the two, involves the
whiskers that drop from the ratmen, which are used for a hunt and gather that
starts in Stone of Morthalis (check The Hunt & Gather section for detailed
info). There are a few named mobs inside, but they seem to be just normal
ratmen with names.
There are two camps of Kobold Slayers, one along the coast and one along the
border near the lake with some nasty crocodiles (coastal and lakeside are
usually the names given to them). There are 2-3 roaming Slayers at the coastal
camp, so be careful when XPing there. Slayers only melee, with a pretty fast
refreshing critical, and they do have an AoE crit. There is a bit of a glitch
with the augurs, though. If the augur has a pet, then it is a priest; if it does
not have a pet, then the augur is simply a slayer with the wrong name. Slayer
Demaeog is a rare spawn that can be seen at the coastal camp, usually found in
one of the tents (drops slayer's claw earring always). Augur Rurrg is a rare
spawn seen roaming near the lakeside camp and always drops the gold ingot.
This is a very popular camp for levels 55+ players. All regular frost giants
have a AoE crit and a normal crit that refreshes pretty quickly. The tank will
need to body pull because of linked aggro and the close proximity of the mobs to
each other. There are a total of 3 different camps; one close to the northgate
between Zentar's Keep and Castle Lightwolf, another at the ice-encased ruins in
the Permafrost zone and the last one northeast of the one in Permafrost. The
mobs range from level 58 to 60, with the rarer spawns being red to a level 60.
The ice glyphs are for a Hunt and Gather quest in ZK (starts at 54) and the
shields are for a Hunt and Gather quest in Anu Village (stats at 56), so most
players divide them equally for all members of a group. The Arctic Spiritcaller
is a shaman-type mob and the Arctic Adept is a wizard-type mob. With recent
updates, the regular TFGs don't run away now and have super SOW.
This is one of the most popular camps, at the moment. It is the main haven for
people who like to AFK and a big part of players who range from levels 45-60.
Defenders have a 860 crit, plus a decent quad that is easily minimized with
AC around 2.8-3k. The Diviners (the reason why this camp is so popular) have a
FR-based nuke, plus they hit once for moderate damage that is similar to the
melee damage from a Defender. The Elder mob is just a slightly more difficult
version of a Diviner.
Welcome to the home of one of the pre-Frontiers dragons, Lady Vox. There are a
few things you should know before roaming about the castle. If it casts in the
castle, then it sees through invis, so be careful and keep conning to make sure
you don't get jumped by a lot of enemies. Despite their name, Voxite mages are
clerics, as are ice goblin priests and ice giant priests; ice goblin shamans use
DR-based spells. Ice goblin wizards are just as their name suggests, but there
are only about 3-4 of them in the castle (they roam around), which is also the
case with the ice goblin thieves. Frostborn III is a quest mob for some players'
level 49 epics, as is Frostborn II. Magnar the Skald is a quest mob for the
Arios 57 quest.
Permafrost is home to two pre-Frontiers raid-quality mobs, Snowgrin and Lady
Vox. Vox is a rare spawn and has a small precentage to spawn for each hour that
passes by in-game. Snowgrin, on the other hand, is a quest-spawned mob and its
questgiver can be found inside the castle (please refer to the Other Quests
section for details on Snowgrin). Warlord Kraven, Relk Icemapper and General
Frostbeard are the mobs you need to the Snowgrin quest. Other than that, there
are a number of named mobs that make Permafrost its home.
.------------------.
( QUINTASHI'S LAIR )
'------------------'
MOBS -- Quintashi's guardian
NAMEDS -- Quintashi
LOCATION -- Abysmal Sea (); underwater cave (will need Alchemist breath potions,
Bard breathing CMs or general breathing CMs)
This place is home to one of the newer raid mobs, Quintashi. He is a pretty rare
spawn, so some might not even see him at all during their playing time. You must
find the cave's entrance underwater and swim through to the second above-ground
room. From here, find the pop-up that will allow you to enter Quintashi's lair.
Once you're inside, the only way out is death, returning home, or an evac spell
from a Wizard. You will need to come here for a few 50+ quests, so most people
will know where Quin's lair is located. As far as information on Quintashi
himself is concerned, all that I know is that he does have a deathtouch and
always drops a Barbarian Bard only trident (seems like a quest item, but it's
not known what quest it is for).
This is definitely one of the more unique places I've run into while playing the
game. The set of mobs at Southwatch Keep differ depending on what time of day it
is in-game. During the day, you'll run into Deathfist Mercenaries, which come in
three varieties. There are female Ogres (shamans), male Ogres (quad-hitting
melees) and female Trolls (Shadowknights with lifetap from level 45 only). Once
night rolls around, the Mercenaries will disappear and the skeletal watchmen
will appear (all melee, ranging from levels 46-50). Ser Thesrick is just a
normal watchman and doesn't seem to drop anything that the others won't. Grug
Ironhead is a rare spawn (male Ogre) and can be located upstairs; he drops both
a shield (has it equipped if dropping it) and a belt. There is always one
skeletal watchman standing outside the front gate, regardless of the time of
day. It should also be noted that the wildlife in the region as well differs
depending on the type of day.
.----------.
( THE HUNT )
'----------'
MOBS -- ancient manticore, blackwater shark, charging rhinoceros,
great lionwere, great gatorwere, great wolfwere, karba'nai brute,
plagued insect cloud, raging rhinoceros, reed cobra,
sabretooth huntress, snapping tortoise, twisted hippocampus,
vercozian wyrm
LOCATION -- Southwesternmost zone on Odus (one west of Stone of Morthalis)
Players are able to create weapons, jewelry and armor for themselves through
tradeskills. There are four types of tradeskills: armor, jewelry, tailoring and
weapons. Any person can do any one, but it should be known that some classes
excel at a specific trade because of stat modifiers that help in the craft,
which are as follows:
ARMOR - Strength and Stamina
JEWELRY - Intelligence and Charisma
TAILORING - Dexterity and Wisdom
WEAPONS - Strength and Dexterity
Only the merchants in Freeport will be disclosed here (you'll have to find the
merchants in other cities on your own). The armor, weapons and tailoring
merchants are near the blacksmith near the north gate. The jewelry vendors are
located along the wall just outside of the north gate. In order to make an item,
you will need a kit/hammer (level specific), a mold and a level specific ore.
If you're confused at all about starting, then talk to the craft-specific NPC
near the merchants. There are gems specific to each tradeskill that can be added
once you get to a certain level, so you'll need to craft without gems until you
can get to that point.
Note that an unsuccessful attempt at crafting an item will net you the loss of
the raw materials, but not any gems that were tried to be put into it. The
following is a list of levels where you are capable of crafting a particular
level of items. For armorcrafting, you cannot make heater shields until crafting
level 3, kite shields until level 4 and tower shields until level 6. Note that
all shields made are 2 levels below the normal item level for that crafting
level. This chart holds true for all tradeskills.
One tip to help you level your crafts is to only make the basic mundane items.
This means to use only the mold and the metal for the item (and glass for
jewelcrafting). Yes, you will lose money but it is the best and fastest way to
raise your crafting levels without spending A LOT of time hunting down gems.
There are two types of armor that one can make with this tradeskill: plate and
chain. Armor gems have the designation that they are armor gems in their
descriptions. Plate armor can be worn by Clerics, Paladins, Shadowknights and
Warriors. Chain armor can be worn by the above classes, in addition to Bards,
Rangers, Rogues and Shamans. You cannot make heater shields until crafting
level 3, kite shields until level 4 and tower shields until level 6. Note that
all shields made are 2 levels below the normal item level for that crafting
level. Gems cannot be added to armor until level 4 (level 18 stuff), so you'll
need some money to get up to that level.
There are three types of jewelry that can be created with this craft: earrings,
bracelets and rings. Every piece of jewelry made can be worn by all races and
classes, so there are no restrictions there. An Enchanter would be the most
ideal class for this craft, since their power pool stats are Intelligence and
Charisma and those are the stats that help the most when crafting jewelry. The
only problem with Jewelcrafting is that you must have a gem in order to be
able to craft (the merchant sells glass to help you with this).
/===========\
( TAILORING )
\===========/
Tailoring is for those classes that have to endure the lighter armor in the
game, which are all casters, Monks, Druids and Shamans. You can use the common
armor crafting gems for tailoring, but there are specific tailoring gems that
replace the rarer armor gems. Once you reach level 3 in tailoring, there are two
sets of clothing, with each set being available to different classes. The only
other difference seems to be lower AC on the one set, so you don't have to worry
about stats. Common gems can be added once you reach crafting level 3.
Weaponcrafting is the only tradeskill, thus far, that hasn't undergone a revamp.
All of the weapons can be used by tanks and melees, but not all of them can be
used by the priests. Not all types of weapons can be crafted when you first
start out, but they will all be when you reach crafting level 3. A majority of
the gems can be added once you reach level 3, but there are a few that cannot be
added until the later levels.
This is a higher category of crafting that deals with class-specific items. You
should not be trying to deal with this until you've accomplished at least level
12 in the respective tradeskill, since you may be wasting a lot of money
attempting to craft an item. Mastercraft items deal with specific ingredients
that can usually be found from mobs around their level (nameds are notorious
for dropping the gems). The molds needed can be found in either Arcadin or
Stone of Morthalis from the Master Crafter merchants. The raw materials are
usually rare drops from mobs around the same level as the items.
This section of the guide will deal with the various factions that can affect
your gameplay experience. Factions play a huge part of the game and will affect
who likes you and doesn't like you. As soon as your character is created, there
is a difference of factions in the good and evil regard. Most creatures that
travel/are in a group have a faction tied to them and killing one will affect
your faction in a negative manner and sometimes in a positive manner. There are
three variations of faction: KOS (red faced), neutral (white faced) and happy
(blue faced). The following are the numbers associated with the variations:
KOS.......-2000 to -350
NEUTRAL...-349 to +149
HAPPY.....+150 to +2000
Remember to always keep track of your character's factions via the Character
option in the Start menu. If you get on the bad side of a faction that you want
to be good, it may not be so easy to fix it. Most towns have ways to fix their
faction, but there are a few at the moment that have no ways to fix them. The
only town at the moment that cannot be fixed is Bobble-by-Water, so avoid
killing anything that grants negative faction there.
.--------------.
( "A" FACTIONS )
'--------------'
-- ACADEMY OF ARCANE SCIENCE
-- This is the Alchemist, Enchanter, Magician and Wizard guild in Freeport
-- ACTOUR'S GUILD
-- This faction is unique to the island in the Gulf of Uzun
-- AKESSAN COLLECTIVE
-- ALLIES OF KITHRIN
-- This is for Kithrin, who resides in Sea of Lions
-- AMBASSADORS OF NERIAK
-- These are the few ambassadors for the Level 45 quest from Ambassador
Kizden G'Lux in CLW
-- AVIAKS OF THE KARANAS
-- These are the aviaks that live in the southern plains and do not belong to
a tribe
-- AVIAKS OF TUNARIA
-- These are aviaks who do not belong to any tribe at all
.--------------.
( "B" FACTIONS )
'--------------'
-- BANDITS OF TUNARIA
-- BARBARIANS OF THE ANU TRIBE
-- These are the Barbarians who chose to live by themselves in Anu Village
-- Ice Giant Refugees and Tenacious Frost Giants give (1) faction for each
kill
-- Killing any Barbarians results in a (-10) faction loss
-- BEARWERE
-- BINSHORE
-- BLACK ANTS
-- This is the colony of black ants that live in the southern areas of
Ant Colonies
The many people you meet throughout your journey, both playable and not, use
a lot of lingo that is unique to the game itself and is constantly used by the
users of the internet. This section will try and include as many abbreviations
and words that you may encounter throughout your journey on Norrath.
====================.=========================================================.
| TERM | EXPLANATION |
|====================|=========================================================|
| AC | Armor Class |
|--------------------|---------------------------------------------------------|
| AFK | Away from keyboard |
|--------------------|---------------------------------------------------------|
| AGI | Agility |
|--------------------|---------------------------------------------------------|
| Alt | A character that isn't your main one. |
|--------------------|---------------------------------------------------------|
| AoE | Area of Effect, which is a spell that effects all |
| | targets (good or bad) within a certain area. |
|--------------------|---------------------------------------------------------|
| AR | Arcane Resistance |
|--------------------|---------------------------------------------------------|
| Arc | The city of Arcadin. |
|--------------------|---------------------------------------------------------|
| BBW | The town of Bobble-by-Water. |
|--------------------|---------------------------------------------------------|
| BTW | By the way |
|--------------------|---------------------------------------------------------|
| BW | The town of Blackwater. |
|--------------------|---------------------------------------------------------|
| Bind | A character binds his soul to a specific location, done |
| | via a Spiritmaster in a town. Whenever the character |
| | dies, he is sent back to his bind point. |
|--------------------|---------------------------------------------------------|
| BRB | Be right back |
|--------------------|---------------------------------------------------------|
| Buff | A spell that gives the player increased abilities. |
|--------------------|---------------------------------------------------------|
| Camp | A place where a group of players can fight a certain |
| | group of monsters over and over. |
|--------------------|---------------------------------------------------------|
| CHA | Charisma |
|--------------------|---------------------------------------------------------|
| Char | Character |
|--------------------|---------------------------------------------------------|
| Charm | A spell that enables a character to use their target as |
| | a pet. Note that everything isn't charmable. |
|--------------------|---------------------------------------------------------|
| CLW | Castle Lightwolf. |
|--------------------|---------------------------------------------------------|
| CM | Class Mastery (either a certain one or a point) |
|--------------------|---------------------------------------------------------|
| CotH | Call of the Hero, which allows a Magician to summon a |
| | character to their very location. |
|--------------------|---------------------------------------------------------|
| CR | Cold (Ice) Resistance |
|--------------------|---------------------------------------------------------|
| DD | Damage Dealer. Melees and Casters fall under this |
| | category, because their sole purpose is to damage the |
| | enemy. |
|--------------------|---------------------------------------------------------|
| DEX | Dexterity |
|--------------------|---------------------------------------------------------|
| Ding | The character who says this just gained a level. |
|--------------------|---------------------------------------------------------|
| DoT | Damage over Time, which is a spell that causes a fixed |
| | amount of damage for a certain time period. |
|--------------------|---------------------------------------------------------|
| DR | Disease Resistance |
|--------------------|---------------------------------------------------------|
| DS | Damage Shield. A spell cast on a character which will |
| | cause damage to the enemy every time the character is |
| | hit. It could also mean the outpost of Dark Solace. |
|--------------------|---------------------------------------------------------|
| Flag | A denotation that your character has done something |
| | worthwhile. For example, in order to start the level 55 |
| | quest for Arios the Battered, you need to have a flag |
| | from killing Grundle. |
|--------------------|---------------------------------------------------------|
| FP | The town of Freeport. |
|--------------------|---------------------------------------------------------|
| FR | Fire Resistance |
|--------------------|---------------------------------------------------------|
| Gimp | This word is usually used when referring to a character |
| | that is much weaker than expected. It could also refer |
| | items using the same context as above. |
|--------------------|---------------------------------------------------------|
| GM | Gentar's Mines. |
|--------------------|---------------------------------------------------------|
| Group | Two to four people together to kill tougher mobs. |
|--------------------|---------------------------------------------------------|
| HB | The city of Highbourne. |
|--------------------|---------------------------------------------------------|
| HP | Either Hit Points or the city of Highpass. |
|--------------------|---------------------------------------------------------|
| HT | Harm Touch. An ability that Shadowknights possess that |
| | deals a lot of damage, but the recast time is very |
| | long. |
|--------------------|---------------------------------------------------------|
| IMO | In my opinion |
|--------------------|---------------------------------------------------------|
| INT | Intelligence |
|--------------------|---------------------------------------------------------|
| Invis | Spell that grants invisibility on the character. |
|--------------------|---------------------------------------------------------|
| IoD | Isle of Dread. |
|--------------------|---------------------------------------------------------|
| KG | Kill Group. This is mostly seen on raids, when more |
| | than one group are present. Some of the flags in the |
| | game are for the kill group only, so be careful. |
|--------------------|---------------------------------------------------------|
| Kite | A technique used by players that slows down the |
| | movement of mobs so they can cast a spell on them, then |
| | run again. This is similar to dragging along a kite. |
|--------------------|---------------------------------------------------------|
| KoS | Killed on Sight. This is represented by a red face when |
| | you con something. |
|--------------------|---------------------------------------------------------|
| KS | Kill Steal. When someone not in your group purposely |
| | kills the mob you have engaged, enabling you to get |
| | none of the experience. |
|--------------------|---------------------------------------------------------|
| LD | Link Dead. The character seems to still be in the game, |
| | but he/she has lost their connection. |
|--------------------|---------------------------------------------------------|
| LFG | Looking For Group. |
|--------------------|---------------------------------------------------------|
| LH | Lay Hands. An ability that a Paladin possesses that |
| | heals for a large amount. |
|--------------------|---------------------------------------------------------|
| Loot | Refers to the items that have dropped from a mob that |
| | has been killed. |
|--------------------|---------------------------------------------------------|
| Lore | A character can only have one item with this denotation |
| | on it. |
|--------------------|---------------------------------------------------------|
| LR | Lightning Resistance |
|--------------------|---------------------------------------------------------|
| LS/LSM | Lavastorm Mountains. Unless CotH'ed, you must be at |
| | least level 50 to port into this area. |
|--------------------|---------------------------------------------------------|
| LTB | Looking To Buy |
|--------------------|---------------------------------------------------------|
| LTS | Looking To Sell |
|--------------------|---------------------------------------------------------|
| LTT | Looking To Trade |
|--------------------|---------------------------------------------------------|
| Main | Someone's main character. |
|--------------------|---------------------------------------------------------|
| MC | Master Class. This is a special title that players can |
| | receive to make them stronger. |
|--------------------|---------------------------------------------------------|
| Meat Shield | This usually denotes a tank, an archetype that takes |
| | all of the damage. |
|--------------------|---------------------------------------------------------|
| ML | Main Loot/Looter. This is the person that loots a |
| | majority of the items during a regular group to help |
| | speed things up. |
|--------------------|---------------------------------------------------------|
| MT | Mistell |
|--------------------|---------------------------------------------------------|
| MT | Could also mean Main Tank. This is the tank on raids |
| | that takes the brunt of the raid mob's damage. |
|--------------------|---------------------------------------------------------|
| Ninja Looting | When someone loots an item off of a dead mob and |
| | immediately logs off or leaves the group. Whichever the |
| | case, the person who does this has no concern for the |
| | other members of the group or raid. |
|--------------------|---------------------------------------------------------|
| No Trade | An item with this denotation cannot be traded once it |
| | is in a character's inventory. |
|--------------------|---------------------------------------------------------|
| No Rent | An item with this denotation will disappear once the |
| | player logs off of the server. |
|--------------------|---------------------------------------------------------|
| NP | No problem |
|--------------------|---------------------------------------------------------|
| NPC | Non-Playable Character |
|--------------------|---------------------------------------------------------|
| Nuke | An attack spell usually cast by the casters. |
|--------------------|---------------------------------------------------------|
| OIC | Oh, I see. |
|--------------------|---------------------------------------------------------|
| OOM | Out of mana (OOP means out of power). The player who |
| | says this needs to rest before he can use any more |
| | spells. |
|--------------------|---------------------------------------------------------|
| PL | Power Level. A much higher player usually gains the |
| | attention of mobs so that lower level characters can |
| | level quickly. |
|--------------------|---------------------------------------------------------|
| PoD | Plane of Disease. The actual zone name is Last Home and |
| | is home to the God of Disease, Bertoxxulous. |
|--------------------|---------------------------------------------------------|
| PoS | Most likely referring to the Plane of Sky. |
|--------------------|---------------------------------------------------------|
| PoW | Plane of War or could mean power (mana). |
|--------------------|---------------------------------------------------------|
| PP | Pickpocket, an ability that Rogues possess. Could also |
| | mean Power Pool when referring to stats. |
|--------------------|---------------------------------------------------------|
| PR | Poison Resistance |
|--------------------|---------------------------------------------------------|
| PST | Please Send Tell |
|--------------------|---------------------------------------------------------|
| PvP | Player versus Player. One player can attack another, |
| | which is dueling in EQOA. |
|--------------------|---------------------------------------------------------|
| Rez | Resurrection of a dead player to help relieve some |
| | debt. The percentage wiped away depends on the player |
| | and level of the rez. |
|--------------------|---------------------------------------------------------|
| RL | Real Life |
|--------------------|---------------------------------------------------------|
| Root | A spell that stops the target's movement completely, |
| | where they're only enabled to use long-range attacks. |
|--------------------|---------------------------------------------------------|
| RR | Restroom is one use of this abbreviation. The other is |
| | Raging Rhinoceros, a favorite charmed pet for many |
| | classes. |
|--------------------|---------------------------------------------------------|
| RV | The city of Rivervale. |
|--------------------|---------------------------------------------------------|
| SE | Solusek's Eye. This zone is home to the dragon, Lord |
| | Nagafen. |
|--------------------|---------------------------------------------------------|
| Snare | A spell that slows down the movement of its target. |
|--------------------|---------------------------------------------------------|
| SoM | The outpost of Stone of Morthalis. Evil characters can |
| | get here via a Dockmaster in Freeport or Bogman. |
|--------------------|---------------------------------------------------------|
| SOW | Spirit of the Wolf. A spell that increases the running |
| | speed of a character. |
|--------------------|---------------------------------------------------------|
| Spam | Sending messages repeatedly through any communication |
| | channel that is usually annoying to other players. |
|--------------------|---------------------------------------------------------|
| Spawn | This refers to the reappearance of a mob after it has |
| | been defeated. A rare spawn is a NPC that is harder |
| | to find and appears once in a while |
|--------------------|---------------------------------------------------------|
| STA | Stamina |
|--------------------|---------------------------------------------------------|
| STR | Strength |
|--------------------|---------------------------------------------------------|
| ToS | Terms of Service. This is the agreement you see every |
| | time you start up the game. |
|--------------------|---------------------------------------------------------|
| Train | A large group of enemies is gathered and, most of the |
| | time, the intention is to kill other people with them. |
|--------------------|---------------------------------------------------------|
| Twink | Giving powerful equipment to lower level characters |
| | that normally could not obtain it. |
|--------------------|---------------------------------------------------------|
| Uber | Either a character or an item that is much, much better |
| | than expected. |
|--------------------|---------------------------------------------------------|
| WIS | Wisdom |
|--------------------|---------------------------------------------------------|
| WTB | Wanting To Buy |
|--------------------|---------------------------------------------------------|
| WTS | Wanting To Sell |
|--------------------|---------------------------------------------------------|
| WTT | Wanting To Trade |
|--------------------|---------------------------------------------------------|
| ZK | Zentar's Keep. |
|--------------------|---------------------------------------------------------|
| Zone | A specific area in the game. Players can check which |
| | zone they're in by pressing START and looking in the |
| | bottom right corner of the screen. |
|--------------------|---------------------------------------------------------|
| Zoning A Mob | The act of running away from a mob until it stops |
| | chasing you and goes back to its original point. |
'--------------------'---------------------------------------------------------'
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
____________| |___________
============| XXV. ZONE INFORMATION |===========
¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯¯¯¯¯
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
This section will deal with the zones of Norrath. The first thing you will see
is the world map for the game. Due to space constraints, I will need to use a
code for each zone. Each zone in the game is subdivided into 9 different
sections (NW, N, NE, W, C, E, SW, S, SE). After the map is layed out, I will
individually list each zone and make note of some interesting points to be aware
of in that zone. If a zone has a coach, it will be noted where in the zone it is
located and who can use it (i.e. who can actually go to and from that place via
coaches). The only zones separated from the continents are Lavastorm Mountains
(009), Solusek's Eye (164), Isle of Dread (165), Plane of Disease (166) and
Plane of Sky (167). There is also one locked zone on the disc named Zaoran
Plateau.
NOTE -- As of right now, only the names of the zones themselves will be listed.
At a later time, some information, if applicable, may be added to each
zone.
NOTE -- The zones marked with a (*) are Open Sea and do not contain anything at
the moment.
ZONE 000 -- Permafrost ZONE 010 -- Zentar's Keep
ZONE 001 -- Snowblind Plains ZONE 011 -- Unkempt North
ZONE 002 -- Anu Village ZONE 012 -- North Wilderlands
ZONE 003 -- Frosteye Valley ZONE 013 -- Guardian Forest
ZONE 004 -- Halas ZONE 014 -- Freezeblood Village
ZONE 005 -- Snowfist ZONE 015 -- Goldfeather Eyrie
ZONE 006 -- Greyvax's Caves ZONE 016 -- Sanfitzer's House
ZONE 007 -- Fayspire Gate ZONE 017 -- Fayspires, Tethelin
ZONE 008 -- NE Mountain Boundary ZONE 018 -- Kara Village
ZONE 009 -- Lavastorm Mountains ZONE 019 -- Klick'Anon
ZONE 020 -- Rogue Clockworks
--------------------------------------------------------------------------------
ZONE 021 -- Bogman Village ZONE 032 -- Mariel Village
ZONE 022 -- Unkempt Glade ZONE 033 -- Twisted Tower
ZONE 023 -- Salisearaneen ZONE 034 -- Murnf
ZONE 024 -- Gramash Ruins ZONE 035 -- Spirit Talker's Wood
ZONE 025 -- Diren Hold ZONE 036 -- Mount Hatespike
ZONE 026 -- Moradhim ZONE 037 -- Baga Village
ZONE 027 -- Shon-To Monastery ZONE 038 -- Misty Thicket
ZONE 028 -- Thedruk ZONE 039 -- Rivervale
ZONE 029 -- Castle Felstar ZONE 040 -- North Kithicor
ZONE 030 -- Collinridge Cemetary ZONE 041 -- The Green Rift
ZONE 031 -- Neriak, Nektulos ZONE 042 -- Bobble-by-Water
--------------------------------------------------------------------------------
ZONE 043 -- Wyndhaven ZONE 054 -- Whale Hill
ZONE 044 -- Jethro's Cast ZONE 055 -- Crethley Manor
ZONE 045 -- Surefall Glade ZONE 056 -- Fog Marsh
ZONE 046 -- Wymondham ZONE 057 -- Al-Karad Ruins
ZONE 047 -- Blackburrow ZONE 058 -- Jared's Blight
ZONE 048 -- Merry-by-Water ZONE 059 -- Bandit Hills
ZONE 049 -- Runnyeye ZONE 060 -- Highpass Hold
ZONE 050 -- Moss Mouth Cavern ZONE 061 -- Bastable Village
ZONE 051 -- Saerk Towers ZONE 062 -- Tomb of Kings
ZONE 052 -- Mu Lin's Reach ZONE 063 -- Temple of Light
ZONE 053 -- Hodstock and Temby ZONE 064 -- Freeport
--------------------------------------------------------------------------------
ZONE 065 -- Qeynos ZONE 076 -- Qeynos Prison
ZONE 066 -- Hagley ZONE 077 -- Druid's Watch
ZONE 067 -- Bear Cave ZONE 078 -- Spider Mine
ZONE 068 -- Blakedown ZONE 079 -- Mayfly Glade
ZONE 069 -- Alseop's Wall ZONE 080 -- Forkwatch
ZONE 070 -- Strag's Rest ZONE 081 -- Salt Mine
ZONE 071 -- Trail's End ZONE 082 -- Dshinn's Redoubt
ZONE 072 -- Ferran's Hope ZONE 083 -- Desert Hate
ZONE 073 -- Deathfist Forge ZONE 084 -- Deathfist Citadel
ZONE 074 -- Northwestern Ro ZONE 085 -- Muniel's Tea Garden
ZONE 075 -- Northern Ro
--------------------------------------------------------------------------------
ZONE 086 -- Highbourne ZONE 096 -- Geomancer's Citadel
ZONE 087 -- Stoneclaw ZONE 097 -- Cyclops' Fortress
ZONE 088 -- Aviak Village ZONE 098 -- Urglunt's Gate
ZONE 089 -- Urglunt's Wall ZONE 099 -- Widow's Peak
ZONE 090 -- South Crossroads ZONE 100 -- Brog Fens
ZONE 091 -- Centaur Valley ZONE 101 -- Serpent Hills
ZONE 092 -- Wktaan's 4th Talon ZONE 102 -- Chiktar Hive
ZONE 093 -- Deathfist Horde ZONE 103 -- Eternal Desert
ZONE 094 -- Box Canyons ZONE 104 -- Sycamore Joy's Rest
ZONE 095 -- Al-Farak Ruins
--------------------------------------------------------------------------------
ZONE 105 -- Geomancer's Pass ZONE 115 -- Dead Hills
ZONE 106 -- Lake Rathe ZONE 116 -- Ogre Ruins
ZONE 107 -- Sphinx Pyramid ZONE 117 -- Oggok
ZONE 108 -- Kelinar ZONE 118 -- Gerntar's Mines
ZONE 109 -- Fort Alliance ZONE 119 -- Elephant Graveyard
ZONE 110 -- Tak'Xiz ZONE 120 -- Tak'Xiz South
ZONE 111 -- Tak'Xiv ZONE 121 -- Takish'Hiz
ZONE 112 -- Oasis ZONE 122 -- Sea of Lions
ZONE 113 -- Great Waste ZONE 123 -- Slithar Hive
ZONE 114 -- Elemental Towers ZONE 124 -- Hazinak
--------------------------------------------------------------------------------
ZONE 125 -- Envar ZONE 135 -- Mila's Reef
ZONE 126 -- West Feerrott ZONE 136 -- Cazic Thule
ZONE 127 -- Moggok's Gate ZONE 137 -- Dinbak
ZONE 128 -- Oggok Gate ZONE 138 -- Stone Watchers
ZONE 129 -- Kerplunk Outpost ZONE 139 -- Broken Skull Rock
ZONE 130 -- Lake Noregard ZONE 140 -- Basher's Enclave
ZONE 131 -- Burial Mounds ZONE 141 -- Grobb
ZONE 132 -- Ant Colonies
ZONE 133 -- Sslathis
ZONE 134 -- Guk
--------------------------------------------------------------------------------
ZONE 142 -- Sylhilthis' Dwell ZONE 152 -- Stonebrunt Mountains
ZONE 143 -- West Plateau ZONE 153 -- The Vastly Deep
ZONE 144 -- East Plateau ZONE 154 -- Abysmal Sea
ZONE 145 -- Erud's Crossing ZONE 155 -- Paineel
ZONE 146 -- West Toxxulia ZONE 156 -- The Warrens
ZONE 147 -- East Toxxulia ZONE 157 -- South Barren Coast
ZONE 148 -- Arcadin ZONE 158 -- The Hunt
ZONE 149 -- North Barren Coast ZONE 159 -- Stone of Morthalis
ZONE 150 -- Kerra Isle ZONE 160 -- Gulf of Uzun
ZONE 151 -- South Toxxulia ZONE 161 -- Cape Dreg
--------------------------------------------------------------------------------
ZONE 162 -- Solusek's Eye
ZONE 163 -- Isle of Dread
ZONE 164 -- Plane of Disease
ZONE 165 -- Plane of Sky
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
____________| |___________
============| XXVI. RANDOM INFORMATION |===========
¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯¯¯¯¯
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
This section deals with random information that doesn't seem to fit into any of
the other sections of the guide. Anything that goes into this section is at my
own discretion.
.------------.
( HP FORMULA )
'------------'
Before determining the HP of any character, it should be known that there is an
unchanging number that is used. This is called HP Factor and the number is
different for each archetype. They are as follows:
TANK.....24
MELEE....16
HEALER...13
CASTER...10
With that known, the formula for determining a character's HP is as follows:
[(HP Factor) + (Stamina/11)] x Character's Level
Any CMs that add to HP Factor is added to the base HP Factor for that
character's archetype. Let's use a level 60 Warrior with 400 Stamina and no CMs
for an example. They would have [(24) + (400/11)] x 60, which would be 3,621
HP naked and unbuffed. If that same Warrior purchased Hearty 1, 2 and 3, they
would gain an additional 360 HP and be at 3,981 HP naked, unbufed and with only
those 3 CMs. For every HP Factor you add to your character, you take your
character's level and add that to your previous HP.
.--------------.
( MANA FORMULA )
'--------------'
Like with HP, it is possible to determine a character's power using a static
formula. Unlike HP, there isn't a certain factor that helps with the calculation
but there are other factors that you use. Every single character has two stats
that add to that character's power, one is a primary power pool stat and the
other is a secondary power pool stat. Of course, the primary stat adds more
power per point. The formula to determine a character's power is as follows:
[28 + (Primary/10) + (Secondary/20)] x Character's Level
An Enchanter's power pool stats are Intelligence (P) and Charisma (S). If a
level 50 Enchanter had a base of 200 Intelligence and 140 Charisma, that
character's power would be [28 + (200/10) + (140/20)] x 50, which would come out
to 2,750 power naked, unbuffed and with no CMs.
.-------------.
( HOT AND POT )
'-------------'
Heal over Time (HoT) and Power over Time (PoT) can be two confusing aspects of
the EQOA universe. Each character has a natural HoT and PoT and can be easily
figured out by dividing the character's overall power or HP by 50. Any PoT or
HoT that is purchased from CMs will stack no matter what. The confusing aspect
comes from HoT and PoT on your equipment.
Highest PoT/HoT item -- Full affect (25 HoT item will grant you 25 HoT)
Second highest item -- 20% of value (20 HoT item will grant you 4 HoT)
Any item after second -- 1 HoT/PoT per item
As an example, let's say a Shadowknight has 5 items with HoT on it (25, 20, 15,
15, and 10). The Shadowknight would receive 25 HoT from the one item, 4 from the
item with 20 on it and 1 HoT from the other three items. Thus, the Shadowknight
would receive a possible 32 HoT from the equipment, so it might be best to not
fully load your armor with a bunch of HoT, unless there were comparable stats
on it.
.---------.
( RESISTS )
'---------'
There are a total of 6 resists that a player has to worry about when playing.
They are Fire, Ice, Lightning, Arcane, Poison and Disease. The maximum that any
resist can reach is 315, which accounts for 90% of the damage of a spell (90%
of 350, which would be 100% resistance of a spell). There are a multitude of
ways for a character to raise their resists. Every 7 points into Wisdom will
raise a character's resist by 1 point. Thus, unless Wisdom is a power pool stat
for your character, you should always have it divisible by 7 should you decide
to raise your resists. Unless you're a tank who is going to become the main one
on raids, putting into Wisdom isn't a wise choice since you only have 485
Training Points (TPs) from your character's creation to the moment you hit level
60. The best way to raise a character's resists is via CMs. The Blessing CMs
that open up at level 10 are a great way to raise your resists. Once you reach
level 50 and have at least 500 CMs spent, one of the best options to raise your
resists becomes available, which is God Touched (raises all resists by 25
points).
As to which resist you want to raise, that's entirely up to you but remember
there are more common resists than others. Arcane (AR) is probably the most
common resist among mobs, as there are a lot of cleric, enchanter and
necromancer-type mobs. Also, Necromancers can minimize the damage from pacts
with AR, as can Shamans with Cannibalize and wereforms with the negative aspects
of the forms. On the other hand, Lightning (LR) is probably the least common
resist. Outside from a few select mobs (wizards, Quintessance of Veeshan,
Skahyir and a few others), it is rarely used. Also, the only way to increase
a character's LR is by a Cleric's Ward of Blessings (WoB) buff. Every other
resist has way to be raised (Cleric with PR/DR, Druid with FR/CR, Enchanter with
AR).
NOTE -- While a character will never be able to fully resist a spell, NPCs
(including pets) do not follow this rule, as they follow a 0-100 point
scale. Thus, it is possible that a NPC can fully resist a spell.
7/27/07 -- For the lack of a better reason, I am pushing an update through
with some more quest walkthroughs done. I am working on finishing
up the Storyteller set of quests, once I go through and recheck
everything. A good deal of work done, but still a long way to
completion. I also apologize in advance for any unclear information
(i.e. my own notes) and quests that only have a partial walkthrough.
4/28/06 -- This is the version first submitted to GameFAQs. Pardon the lack of
complete walkthroughs on some quests, but they will be done in a
short time. I have A LOT more work to do and not every section
listed in the Miscellaneous section will be in the final version.
9/18/06 -- I did a few more quests, but there is still a lot. I did the Master
Crafted tradeskill section.
6/29/06 -- I have finished up a few more quests, but still have a lot more to
get done, especially with the new ones being added here and there.
I'm thinking of eliminating a few more areas of the guide to both
cut down on the size of the guide and to help me as well. I'm also
looking at the few earlier walkthroughs I've written and might be
rewriting some.
6/10/06 -- After a long period of delay, I have started working on the guide
again. My first priority is the walkthroughs for the various quests
still undone and try to finish them as soon as possible. After that,
I'll start working on the Class Strategies sections or I might put
them on hold until ALL of the class balancing is finished. As this
guide goes on and on, some sections may be removed and some may be
added, all of my own discretion.
11/10/05 -- I have decided to eliminate the possible walkthroughs for each of
the races, due to the large quantity. I have also removed the Named
Mob section for now and may add it in later. Quest Walkthroughs and
Class Strategies are being worked on now.
10/13/05 -- Most of the layout for the guide is complete. I have some quest
walkthroughs finished, but a lot of quests still need some written
for them. This guide has been a long work in progress and many new
things are being added, while at the same time, some old things are
being removed.