Shaman Epic 3.0

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Concatenated version

Pre-lootable

The following items can be pre-gathered/looted:


Step 1

Quest giver: Prophet Narumind in Halas

  1. Give Prophet Narumind a Shard of Dreams (global loot)
  2. Give Prophet Narumind:
  3. Kill these mobs and loot the following items:
  4. Turn in items to Prophet Narumind

Step 2

  1. Solo task (lengthy)
  2. Raid task (quick)

N/A

  1. Travel to Prophet Narumind and turn inn 4x Fragmented Essence of a Soul.

Step 3

  1. Travel to Southern Karana.

Step 4

  1. Travel to Plane of Growth.
  2. Turn in items to Prophet Narumind.

Step 5

  1. Travel to East Karana and find Guethar. Tell him "Prophet Narumind".
  2. Travel to Lesser Faydark.
  3. Travel to Plane of Nightmare
  4. Combine these two items in a fletching kit (trivial 350) to get A Bundle of Unicorn Arrows.
  5. Turn in to Guethar.

Step 6

  1. Solo task (lengthy)
  2. Raid task (quick)
  3. Turn in Gerrland's Head/4x A Bandit Medallion to Guethar.

Step 7

  1. Travel to South Karana
  2. Turn in item to Prophet Narumind.
  3. Combine the following items (trivial 350):
  4. Turn in Perfect Sharpening Stone to Prophet Narumind

Step 8

  1. Travel to Surefall Glade and find Sentry Alcherin. Tell him "werewolf".
  2. Travel to North Qeynos and find Archon Lucvor. Tell him "werewolf".
  3. Travel to Qeynos Hills and kill Vascruyn Werewolf. Loot 4x Paw of a Dead Werewolf.
  4. Travel to North Qeynos and find Archon Lucvor. Turn in 4x Paw of a Dead Werewolf.

Step 9

  1. Solo task (lengthy)
  2. Raid task (quick)
  3. Turn in necklace to Archon Lucvor.

Step 10

  1. Travel to Surefall Glade and find Sentry Alcherin. Turn in Order. Receive Fresh Werewolf Sinew.
  2. Travel to Halas and find Prophet Narumind.
  3. Turn in Fresh Werewolf Sinew.
  4. Combine the following items in a Reinforced Medicine Bag (trivial 350 Alchemy):
  5. Hand in Filled Soul Vial to Prophet Narumind.

Reward: Spear of Morell



Long version

Narumind.png

First stop is Halas. Find Prophet Narumind. Hand him Shard of Dreams = Global.

Prophet Narumind says, " A Shard of Dreams? Where did you find this (insert name here)?! These are extremely prized. "

Prophet Narumind says, " These shards of dreams are said to be splinters from the minds of gods themselves. But before we get into all of that, let me first introduce myself. I am Narumind, First Prophet of the Circle of Seers. "

Prophet Narumind says, " The visions that we have been having have dealt with the Goddess Luclin and her domain within the Plane of Shadows. While we cannot pierce the barriers that surround her plane, we have caught fragments of information that makes us believe something terrible is happening within the Shadows. However, lately our visions have been growing weaker due to our lack of sleeping herbs."

Prophet Narumind says, " Yes, the easiest way for us to combine our spirits and look into the future is when we are asleep. Lately though, our supplies have been running short because a number of creatures around Norrath have been raiding our caravans. Maybe if you are willing to get us some more supplies, then we will be able to see a bit deeper into the Plane of Shadows."

Prophet Narumind says, " There are four distinct sleeping agents that we need: Herbs, Leaves, Balm and Tonic. If you find one of each, bring them back to me."

Find and bring him four more Global drops:

  • Narumind's Sleeping Leaf
  • Narumind's Sleeping Herb
  • Narumind's Sleeping Balm
  • narumind's Sleeping Tonic

Prophet Narumind says, " These are exactly what we need (insert name here). Now let us get started."

Prophet Narumind says, " With these agents we should be able to see deep into the Plane of Shadows. Please, give us a few minutes while we combine our spirits..."

Prophet Narumind says, " Ah! What? (insert name here)? Yes, i remember you now. The vision was something else completely different this time. We were not taken into the Plan of Shadows as we expected. Instead we were forced into another reality of some kind. There, I came face to face with the god of dreams himself. Morrell Thule. He spoke with me about a powerful weapon that he says must be forged."

Prophet Narumind says, " He explained that this weapon is one of the keys to saving the inhabitants of Norrath from the destruction and darkness that is creeping out of the shadows. He told me that the weapon is unlike anything that has been crafted by mankind before and is actually formed by the union of mortality and the spirit world. He gave me exact detailed instructions that I can clearly recall. If you are willing to assist me, I believe we need to begin crafting this weapon as soon as possible. "

Prophet Narumind says, " The very first step to this weapon is harnessing the spirits of four different creatures around Norrath. These creatures are a Gorilla, an Iksar, a Spider, and a Froglok. You will need to travel through Norrath until you find four different Spirit Harnesses from each of those creatures. Once you have them, bring them back to me."

Hassarth.png
Alkanth.png
Vaglirun.png
Kkinrrack.png

Now off you go to find these four mobs:

  • Hassarth/ PoFear/ Loc. +540.47, +1377.40/ Gorilla Soul Harness
  • Spirit of Alkanth/ SSR Basement/ Loc. - 479.38, + 419.39/ Iksar Soul Harness
  • Vaglirun/ Dragon Necropolis/ Loc. +1423.50, - 16.87/ Spider Soul Harness
  • Squire Kkinrrack/ LGuk/ Loc. +1641.53, -455.99/ Froglok Soul Harness

Head back to Halas. Hand all four items to Prophet Narumind.

Prophet Narumind says, " Perfect (insert name here). Now lets move on to the next step."

Prophet Narumind says, " With these components, the next thing that Morrell instructed me to do is to complete a very powerful ritual of the soul."

Prophet Narumind says, " The ritual calls for something thst is not easily obtained by any means (insert name here). It calls for the Essence of a soul. From what Morrell told me, these can only be obtained in the area associated with death itself. You are going to have to travel out into the world to find a place where death feels at home and the souls of mortals can find rest. Before you leave though, you must make a choice about which type of Essence you are going to collect. Morrell informed me that there are two different forms of the essence. The Fragmented Essence of a Soul can only be obtained from the soul of a mortal who has not yet passed through the barriers of Drinal yet. And a Full Essence of a Soul can only be obtained from the Avatar of Drinal himself. You will need to pick which form of Essence you want to bring back since they require different rituals."

Choose mortal.

You have been flagged for the Slain Mortal Solo Encounter. You will need to find the Slain Mortals and bring back four Fragmented Essences.

Prophet Narumind says, " Very well (insert name here). You have chosen to partake in the collection of the Fragmented Essences of a Soul. You will need to return four of these to me for the ritual."

Head over to Shadowrest next.

Speak to Holgreth Yeltin. He asks you to help him put the spirits to rest. He zones you to a solo instance of shadowrest.

Solo instance - Kill waves of slain mortals

Once inside, run up the steps and speak with Holgreth again. He will explain how the event works. There will be 5 attacks by slain mortals, each 10 waves long. 5 paladins will defend the blue portal. You must keep them alive, healing and buffing them. You can use your pet (but not a bot). You can debuff, slow and otherwise damage the enemies but you'll be busy keeping everyone alive so an AoE slow and chaotic elixir (and send in your pet) is a good strategy.

After each wave, you gain rally points. These can be spent by talking with the npcs nearby. Each offer you benefits, either mana refills, improved equipment for the paladins or skill upgrades for the paladins. All of these benefits are essential if you want to complete the event.

The paladins can be upgraded to level 6. Their armour and weapons change to reflect their level and you can also see their level in brackets beneath their name.

The level 1 paladins are pretty weak although they will heal themselves moderately if they get low on health. But they will die if you don't keep them alive and give them upgrades.

By the time they're max level and skills they're killing machines, capable of defeating the final waves with your help.

Wave 10 of each of the 5 attacks will always spawn the boss slain mortals. There's an increasing chance you'll get rewarded with one of the four items Narumind requires. On wave 10 of attack 5 that chance is 100%. So it's well worth formulating a strong strategy to win the event but you'll get the 4 items eventually even if you can't beat it.

Your progress is saved after each attack so, once the attack is finished, you can leave and come back and continue where you left off.

Once you've got the four fragments, head back to Narumind.

Prophet Narumind says, " Great, with these we can finally move onto the actual crafting of the weapon!"

Prophet narumind says, " Now that we have all the ritual components completed, we can actually move onto forging the weapon itself. The shaft of the weapon, as Morrell describes it, must be made from the most ancient tress known to Norrath. He explained that most of the trees were long ago scorched in the blazes of Ro when Solusek set flame to the Elddar Forest. However, he knows that Tunare enchanted a number of the trees and gave them life which made them the first of the Treant race."

Prophet Narumind says, " The treants have been known to inhabit many different lands around the world of Norrath, however, it is said that those that live amongst the Great Mother are the Eldest. If you happen to find the Ancient Treants, bring back a bundle of their bark so that we can begin to create the shaft of the weapon."

Ancienttreant.png

Head over to the Southern Plains of Karana. Kill Ancient Treant and loot Ancient Bark Bundle. Bring back to Prohet Narumind.

Prophet Narumind says, " This is exactly the bark that we needed, now lets continue. "

Prophet Narumind says, " Now that we have the ancient treant bark, we need to find a way to fuse it together so that it can be molded into the correct shape. Morrell explained that there was only one substance known in all of existence to be able to reshape the form of a Treant, the sap from the Oak Mother. This ancient tree is said to be the birth place of Tunare and it's sap is the only substance strong enough to reshape this bark."

Prophet Narumind says, " Rumors say that the Oak Mother only produces sap once every 800 years. However, it is not uncommon for some of the sap to be soaked up into the ground or simply fall into groves along the base of the tree. If you are able to find any of the sap, please bring me at least four different jars."

Head over to Plane of Growth. Pick up two ground spawns:

  • Jar of Life Sap/ Loc. -735.33, +2978.48
  • Jar of Eternal Sap/ Loc. +1619.28, +663.96

Forage two ground spawns:

  • Jar of pure Sap
  • Jar of Tree Sap

Note: You can do this with a character that has a high forage skill (it's 5% chance to get the items) but this can take a very, very long time! There is a better way!

Once you're at this stage (not before) there's a mini game where you can forage yourself. You can spend 3 points in the AA to get 50 forage skill max (all classes get this). Now, when you forage in the plane of growth, the item you want will be given a random location and you'll be given a clue where it is (similar to warmer/colder). There are only a certain number of possible locations. If you forage close enough to the spot, you'll get one of the two items regardless whether you succeed or fail. This is a much faster way of getting these items, so it's highly recommended you take this option!

Give Prophet Narumind all four jars of sap.

Prophet Narumind says, " This is exactly what we need to reshape the bark. Let's move on ."

Prophet Narumind says, " Now that we have reshaped the bark to make an actual shaft we need to collect the components for the head of the weapon."

Prophet Narumind says, " Much like the shaft, the head must be forged from bones of an Ancient Creature that has long been extinct on Norrath. Morrell assured me that there is still a few of the breed remaining, however I cannot imagine where. In order to fashion the head of the weapon, we are going to need the Tusk from an Ancient Elephant."

Prophet Narumind says, " Most of the Ancient breeds of Elephants were hunted down years and years ago by the great hunters of the Karanas. Now, only a few select breeds remain and they are not what Morrell says we need. I do not know of any location where you could find such and Ancient Elephant, but I do have an old friend that is a Hunter in the Karanas. He used to deal solely with big game animals and may know something a bit more than I do. His name is Guethar, go and see if possibly he can help you out."

Head to East Karana using the Gorge of King Xorbb zone port from Elyse. Find Guethar and say " Prophet Narumind."

Guethar says, " Narumind sent you in search of an elephant tusk eh? Well I have collected an assortment of tusks throughout my hunts, however from what you are describing, the tusk you are looking for is something special and unique in its own."

Guethar says, " I have never seen anything like what you are describing (insert name here). However, I have quite a few friends who are hunters all throughout Norath. Perhaps if you are willing to run a few errands for me, then I can send out a messages to them and see if anything turns up."

Guethar says, " Every hunter has lots of errands and things to upkeep (insert name here). For me one of the worst is maintaining a stock of Unicorn Arrows. You see they are one of the few arrows known to the races that are able to always hit the target that you seek. The arrows are made from binging together Unicorn Hair and in the hair lies much of their unique powers and abilities. I recently used my last Unicorn Arrow and need a bundle made again. The process to make them is fairly simple, however it will require someone who has the hands of a grandmaster fletcher. If you happen to find someone who will assist you, then you need only combine a lock of Unicorn Hair together with the limb of a Strong Treant."

Head to LFay and kill A Lustrous Unicorn (Loc. -19.84, +2461.66). Loot it's Lock of Unicorn Hair.

Head to PoNightmare and kill A Strong Treant (Loc. +4554.32, +2461.66). Loot it's Strong Arm of a Treant.

Combine both in a fletching kit ( trivial 350 ) and return A Bundle of Unicorn Arrows to Guethar.

Guethar says, " These arrows are superb (insert name here). Perfect, now I have another task for you."

Guethar says, " The arrows you delivered to me were perfect (insert name here). While you were away I sent a phoenix message to an old friend of mine. He was notorious for hunting the bigger game throughout Norrath and if there is anyone who would know something about an ancient elephant herd, it would be him. Sadly though I have not heard back yet, but in the meanwhile there is something else you can help me with."

Guethar says, " Lately a group of bandits have been moving in on my hunting grounds. While I normally do not mind sharing hunting areas, these bandits are ruthless and careless in how they treat the animals that they kill. I hate everything that they stand for and want nothing more than their ultimate demise. However, their leaders are very powerful warriors that I cannot take on my own. However, if you are willing to help me, I think you could lessen their numbers."

Guethar says, " You see, their Lord, Gerrland, is a very powerful warrior who has surrounded himself with some of the strongest people he could find. While I want nothing more than Gerrland's head at my feet, if you cannot defeat him, you could also take out his top generals. So you have to make a choice (insert name here). Do you kill Gerrland or kill the bandit Generals?"

Choose Generals.

You have been flagged for the Bandit Generals Solo Encounter.

Guethar sends you to find the captain of the guard. This is Branagh Stoneblade and you can find him in the first tower partway up the ramp to highpass.

Branagh will send you to a solo instance to help him hunt bandits.

Solo instance - hunt bandits

Branagh will explain everything to you.

He wanders EK in a circuit starting from the village near the NK zone (Bridge), circling clockwise along the road to the Northern bandit camp, then round to the Northern village, then back round past the ramp and to the starting point again.

He stops at the bandit camp and both villages.

Keep him alive and assist him by debuffing and slowing targets. Pets are allowed. Bots are not.

64 Random civilians (roamers) wander through the zone. They eventually reach their last waypoint and depop. They're then spawned again at the start.

At each waypoint the roamers pass on their route there's a chance a bandit will pop and "hold up" the roamer. This plays out a short script between the two npcs and ultimately results in the bandit killing the roamer. It then waits 8 seconds then depops.

When the roamer npc dies they're popped again at the start.

The chance of a bandit (or general) popping to assault a roamer follows these rules.

Can only pop after the roamers waypoint 5 or before the last 5 waypoints. They will only have a chance to pop if they qualify by distance from Branagh. You won't see any bandits pop directly on Branagh but it's possible they'll pop quite close.

The chance increases with event levels. General pop chance is zero at level 1.

Branagh checks for bandits in range every 5 seconds. He'll automatically attack the first he spots. The radius he checks starts small and increases with the event level.

As soon as he engages, the bandit hold up script is cancelled (saving the roamer if not yet killed). The roamer escapes (and no longer can pop a bandit until it depops itself).

Points are rewarded for killing bandits. You get more points if the roamer was saved and even more if you witnessed the bandit for Branagh.

The player can witness bandits by targeting them. If the player is in range (250) and branagh is close enough to the player (350) then Branagh will attack the bandit.

This is called witnessing. The player gets more points for witnessing. The maximum points are gained from killing a bandit that the player witnessed and when the roamer was saved.

Generals provide more points still.

The bandits have 10 different types, two for each event level. They are either fighters or runners. If they run, they'll escape if they get 350m from the point of engagement. This is displayed as a x/100 value in their (title) beneath their name.

If they escape, the player loses points to the value of the event level (1 to 5) but cannot lose an event level.

Event levels work the same way as other solo instances. It increases the chance of bandits spawning but also boosts the gifts ally npcs offer the player.

These npcs are located in the two villages and will walk out of their homes to help the player when Branagh stops at their village.

  • Cleric: offers increased hps to branagh from level 2 to 5
  • Smith: offers new weapons to branagh from level 2 to 5
  • Sage: offers to replenish the players mana
  • Enchanter: offers to increase branagh attack speed from level 3 to 5
  • Informants (1 at each village): they will do two things. First, they spawn a wandering bandit in place of one randomly selected roamer. Second, they add a large temporary boost to the chance of seeing a bandit spawn nearby (it expires when you attack one).

This means the player has a very high chance of seeing a bandit spawn as soon as Branagh sets off again, so keep your eyes peeled. But it also means there's a chance they will run into a bandit that's just roaming about the zone.

At level 5, informants do the same but spawn a general instead of a bandit and boost the chance of seeing a general spawn nearby.

Finally, at the bandit camp, Branagh stops and spawns a number of guaranteed bandits in the camp. The player has the choice to attack or leave the camp be.

The type and number of bandits increases with the event level and there is a chance a general can pop. The camp is very risky at higher levels but will reward the player with a lot of points. It's recommended to not attack the bandit camp at level 5 if no general has spawned. You gain nothing for this fight at level 5.

The players progress is saved constantly and will be resumed any time they return.

Failure.

If Branagh or the player die, the event is failed and all progress is lost (event returns to level 1). Branagh pops again after 30 seconds at his starting point.

Success.

Every general killed gives the player a medallion and they need 4. They can leave at any time once they have 4. Even if they're lucky enough to get them before hitting level 5.

Return to Guethar with the 4 medallions.

Guethar says, " So you managed to kill off four of Gerrland's Generals, that is fantastic (insert name here)."

Guethar says, " While you were out dealing with Gerrland and his bunch of bandits, my old friend finally responded to my message. He claimed that in all of his travels the eldest herd of elephants that he found were those of that took refuge in the hills surrounding Lake Rathe. He claims that during the eldar wars of the ogres, the herd migrated deep into the mountains and have never left their new home. Perhaps these are the elephants that you are seeking."

Head over to South Karana. Kill An Elder Elephant and loot An Elder Elephant Tusk. Bring it back to Prophet Narumind.

Prophet Narumind says, " This is the exact replica that Morell shows me. Now then let's proceed."

Prophet Narumind says, " Now that we have the tusk in our possession, we must shape it into the correct form so that it can channel the spirit realm. Doing this will be no simple task (insert name here). You are going to have to search the entire world for the correct sharpening stones."

Prophet Narumind says, " in order to shape the tusk properly I am going to need you to bring me six of sharpening stones of different metals from around Norrath. Once you have them all, have a grandmaster smith combine them in a forge and bring me the Perfected Sharpening Stone."

Collect six Global drops and combine them in a forge ( trivial 350 ) to make A Perfected Sharpening Stone. Bring it back to Prophet Narumind.

  • Gold Sharpening Stone
  • Iron Sharpening Stone
  • Mithril Sharpening Stone
  • Silver Sharpening Stone
  • Tin Sharpening Stone
  • Velium Sharpening Stone

Prophet Narumind says, " With this sharpening stone, we should be able to shape the tusk simply (insert name here)."

Prophet Narumind says, " With this tusk properly shaped, there are only a few steps remaining to the completion of this weapon (insert name here). The next thing we must do is collect the proper bindings to hold the pieces of the weapon together."

Prophet Narumind says, " Morell told me that the bindings must be made of something that is not easily found. He explained that when a mortal is bitten by a werewolf, during the time before their first transformation, the newly bitten human is part of both the mortal and spirit world. Morrell says that in order to harness the powers of the spirit realm into a mortal weapon, we must use the sinew from such a newly bitten werewolf. While I do not know of any werewolf or how to find a newly bitten human, I know the sentinels of Qeynos have long fought hard to control the wolf packs that rage across the Karanas. Perhaps you could find some help there."

Head over to Surefall Glade and speak to Sentry Alcherin ( Loc. -146.99, -439.05) Say " werewolf ".

Sentry Alcherin says, " What is it that you seek? Sinew from a freshly made werewolf? You are a strange one at that (insert name here). However, I fear that soon there will be all too many freshly made wolfs running through these plains. Lately they have been growing more brave."

Sentry Alcherin says, " For years now we have held the packs of the White Fangs at bay, but lately they have grown more and more daring with their raids on villages of the Karanas. Myself and the other sentinels have done everything we can to keep them from overrunning the very walls of Qeynos, but lately it seems that we stand alone and our leaders abandon our cause."

Sentry Alcherin says, " Our greatest warrior, Archon Lucvor was recently appointed into the position of the High Sentinel. He is supposed to oversee the management of the White Fnags and ensure the safety of the people of Karana. However lately he has stopped sending us reinforcements and is no longer responding to our communications. We here, fear the worst that possibly he has fallen victim to some cruel power shift within Qeynos itself. If you are willing to help us, then possibly we may be able to get you what you seek. Go to Lucvor and explain our need for assistance."

Head on over to North Qeynos and talk to Archon Lucver ( Loc. -222.73, -281.51). Say " werewolf ".

Archon Lucvor says, " What? Hush fool! Do you not think that I am not watched?!"

Archon Lucvor says, " Speaking of White Fangs in public is a death sentence. You are a fool to come here and speak of them in front of me.

Archon Lucvor says, " I know of Alcherins need and futile attempts to hold the Fangs at bat (insert name here). They have me in the very cross hairs of their iron grip. You see, not long ago, they came in the night and stole away my daughter Isabell while she slept. That next morning I was introduced to the White Fang leader, Vascruyn who informed me that as long as I cooperated with their demands, my Isabell would come to no harm."

Archon Lucvor says," They have been ordering me to keep the sentinels at bay as much as possible. That is why I have not been able to send reinforcements to Alcherin and the other posts. I cannot risk standing up to Vascruyn and his clan without risking my daughter's life. But perhaps if you are clever enough, you could help decimate some of the numbers of Vascruyn's pack so that the risk would not be as great."

Archon Lucvor says, " Go out into the hills surrounding Qeynos. I do not know the exact location of their clan hold, but I know they are close. When you find the White Fangs, kill as many as you can. Bring me back four paws that are marked with Vascruyns tattoo so that I know you have done as asked."

Head on over to the Qeynos Hills werewolf camp ( Loc. +4771.13, -1034.01). Kill a Vascruyn Werewolf and loot Paw of a Dead Werewolf. Once you've collected four, bring them back to Archon Lucvor.

Archon Lucvor says, " Great (insert name here). Now, let's get to the real task at hand."

Archon Lucvor says, " You have done wonderfully (insert name here). already We have seen the White Fangs begin to squirm and panic compaired to their normal demeanor of late. Now there is but one last thing that you need to do before I will risk launching an attack on their Den to save my daughter."

Archon Lucvor says, " In order to ensure the safety of my Isabell, I want you to kill off the most powerful members of the Whit Fang clan. You will have two choices, either kill Vascruyn himself, or kill off his pack leaders."

Choose leaders.

You have been flagged for the Vascruyn Pack Leaders Solo Encounter.

Lucvor sends you to kill vascruyn leaders and rescue his daughter. Head back to the same place in Qeynos Hills where you killed werewolves. Nearby you'll see Tresha L'Argent. She's a werewolf hunter and she tells you where Isabell is held prisoner. The Leaders use a lunar magic to freeze time, at the moment of midnight on a full moon. In this alternate plane of time, the werewolves retreat to regain their powers before heading back out to the real world. Tresha will open a portal and marks your compass (the portal is in the archway of the nearby werewolf ruins, you can see it by a sparkling blue effect). Step into the portal and you'll be zoned into a solo instance version of Qeynos Hills.

Solo instance - werewolf hunter

This is a pure solo crawl zone. It's designed to be challenging for a rank 5 shaman. Use #myrank to check your rank and gear up (including augments) if you're too low. You can enter the instance regardless of your rank but it's recommended to be at least rank 4 before attempting the instance. The werewolves hit extremely hard.

Once you zone in you will notice that it's midnight. It stays midnight until you defeat the zone.

Directly ahead of you should stand a large statue of a silver wolf. It's named "Statue of Silverfang (Bane of Lycanthropy)".

Attack the statue (you need only inflict 1 point of damage) to destroy it and you're rewarded with an item named Statue of Silverfang and you'll see a message in grey text. It's Silverfang's spirit thanking you for freeing her.

If you have a pet up, send it away. You're about to get a huge upgrade!

Right click to cast the effect of the statue and it'll summon Silverfang to your side. She is a wolf pet that's roughly as strong as an Rk. III pet initially. She speaks to you; target her and read her dialogue. She explains what to do next.

There are five types of werewolf in the zone, ranging from the weakest nearby to extremely strong further in the zone. Silverfang will kill the weakest (feral) with relative ease if you heal her a little. It's recommended to mem a bunch of single target spells for this zone. Use your strongest direct heal, chaotic elixir (get it from plane of fire, it's rank 4) and any buffs you might have. It's strongly recommended to have a root and slow spell memorised as well (everything can be rooted and everything can be Slowed except for the final bosses).

Killing the feral werewolves (grey) will occasionally get you pet weapons and armour that are perfect to give to Silverfang. Don't bother trying to keep them, everything you get in the instance except the quest rewards gets destroyed when you zone anywhere else (including Silverfang herself, but you'll get it all back when you return and destroy the statue again to summon her).

There are four items of armour, silver hide, silver maw, silver hind and silver tail. There are three types of weapons, silver fangs, silver claws and silver incisors. These all greatly buff Silverfang so its recommended to get all of these before moving to the next type of werewolf, which are savage werewolves and they're brown (although you may be fine to just get 2 weapons and 1-2 items of armour initially).

The weapons are essential. They deal massive werewolf bane damage. This becomes required once you reach brutal werewolves (Black ones) because they're immune to non bane melee damage.

The level II weapons and above get strong procs. Fang weapons get a huge life tap, claws get an even bigger DD nuke and the incisors get a huge melee debuff with a small nuke. They're all extremely effective but you'll find you prefer a certain type over the others. Remember, Silverfang can dual wield. She'll use the items that are given to her by the best in slot, measured by ac. So feel free to keep giving her new items.

If you wish to see what items she holds, target her and type #mystats. If you want to "clean" her inventory (not necessary but you might prefer it) then send her away and summon her again. She'll give you all of the best items you've found to that point again so you can hand them to her.

Sune is available in the zone. She's in five different locations. Use her with Silverfang nearby to make sure she's buffed up. This should be the first thing you aim to do after summoning Silverfang.

The toughest non boss werewolves are the alpha werewolves (blue/silver). They're really tough. Try to avoid pulling more than one. If you do it might be best to let them kill you rather than let Silverfang die. If she dies, all your progress is lost (you won't get the same weapons back next time you summon her). If you die, you'll just need to get back into the instance and, though you'll be back at the start, you'll get Silverfang back with the same weapons and can often run back to your place of death quite fast.

A nice hint, there are very few safe spots in the zone but they do exist. If you're going to camp out, try to do it in one of the safe spots. If you can't find one and you need to log out, just gate to the forest.

The alphas drop level IV items. Get a full set of these before attempting the Vascruyn Leaders. There are 4 locations where these spawn. One near the zone line to west karana, one outside the house in the middle of the zone, one by the mile marker outside of Qeynos and one outside of the tower where Isabell is held prisoner.

The tower and house Leaders are 100% spawns. The other two are 50% shared with alphas. You'll notice these are leader phs because they never roam. Everything else in the zone roams so stay alert.

The leaders are very tough but doable with a IV Silverfang. They drop a broken seal of Vascruyn and one rank V weapon (random). These are the best weapons in the zone. Give them to Silverfang without hesitation. If she has two, she'll destroy everything in zone and the remaining two leaders you need to kill will be much easier.

Once you have 4 medallions, you can walk right up to the tower and the red/black barrier stopping you from entering will break. The sky quickly turns to day time as if time speeds up and all of the remaining werewolves die.

You can walk into rescue Isabell now. She asks for the four seals. Give them to her and she hands you her necklace to prove to her father, Lucvor, that she's safe. She then escapes, no longer trapped by the lunar magic.

Silverfang then speaks with you. Say farewell to her and she returns to her physical form, disappearing from view. You then zone back to Qeynos Hills automatically.

Head back to Lucvor and give him the necklace. He's overjoyed and gives you the orders you need to take back to Sentry Alechin.


Take them back to Sentry Alcherin in Surefall.

Sentry Alcherin says, " Finally! I cannot believe that you were able to get through to Lucvor! While you were away, we raided a recently made den of White Fangs and happened across a young girl who was bitten within the past couple days. Sadly she was slain in the raid of the den, but I was able to salvage some of the sinew from her corpse prior to adding it to the fires."

He hands you Fresh Werewolf Sinew.Take it back to Narumind.

Prophet Narumind says, " Great (insert name here). Now we are nearly complete."

Prophet Narumind says, " Now that we have all the pieces for the weapon itself, we need only complete one final step to merge the spirit realm into the weapon. The process is fairly simple, but the components required are a little hard to come by."

Prophet Narumind says, " Take this vial. You will need to find a grandmaster alchemist who is capable of combing six mortal souls as well as a Soul Ether within the vial. The Soul Ether is a rare occurance that can sometimes be found on the corpses of any living creature around Norrath. There are tales about how the Ether is the Soul of the creature trying to escape its final demise. Once you have the completed vial, return it to me."

Combine six Essence Emerald + Soul Ether (Global) + Empty Soul Vial in a Reinforced Medicine Bag (Alchemy trivial 350). Hand Filled Soul Vial back to Narumind.

Prophet Narumind says, " This is it! Now to just pour the vial contents over the weapons...and..."

He hands you Spear of Morrell!

Please join us in congratulating (insert name here) on completing the Shaman Epic 3.0 Quest!