Difference between revisions of "Cleric Epic 3.0"

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To begin this quest you will need to find the Book of Marr. This drops of the global loot table (see global loot for details). Once you have the Book of Marr proceed to Rathe Mountains and find Master Ingmar.
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='''Concatenated version'''=
 +
==Pre-lootable==
 +
The following items can be pre-gathered/looted:
 +
*[http://www.thehiddenforest.org/webtools/items.php?id=122341 Book of Marr]
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*[http://www.thehiddenforest.org/webtools/items.php?id=122345 Ingmars Smith Anvil]
 +
*[http://www.thehiddenforest.org/webtools/items.php?id=122347 Ingmars Smith Steel]
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*[http://www.thehiddenforest.org/webtools/items.php?id=122344 Ingmars Smith Hammer]
 +
*[http://www.thehiddenforest.org/webtools/items.php?id=122346 Ingmars Smith Bolts]
 +
*[http://www.thehiddenforest.org/webtools/items.php?id=122348 Mithril Steel Bar]
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*[http://www.thehiddenforest.org/webtools/items.php?id=122352 Liquid Bronze]
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*[http://www.thehiddenforest.org/webtools/items.php?id=122350 Raptor Tooth]
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*[http://www.thehiddenforest.org/webtools/items.php?id=122351 Ghoul Sinew]
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*[http://www.thehiddenforest.org/webtools/items.php?id=122349 Dragon Bone Bolt]
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*[http://www.thehiddenforest.org/webtools/items.php?id=122368 Block of Pristine Velium]
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*[http://www.thehiddenforest.org/webtools/items.php?id=122365 Slab of Pristine Velium]
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*[http://www.thehiddenforest.org/webtools/items.php?id=122366 Chunk of Pristine Velium]
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*[http://www.thehiddenforest.org/webtools/items.php?id=122367 Fragment of Pristine Velium]
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*[http://www.thehiddenforest.org/webtools/items.php?id=122379 Strong Silk]
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*[http://www.thehiddenforest.org/webtools/items.php?id=122378 Smooth Silk]
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*[http://www.thehiddenforest.org/webtools/items.php?id=122380 Soft Silk]
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*[http://www.thehiddenforest.org/webtools/items.php?id=122377 Dark Silk]
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*[http://www.thehiddenforest.org/webtools/items.php?id=122381 Tin Metal Bits]
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*[http://www.thehiddenforest.org/webtools/items.php?id=122382 Iron Metal Bits]
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*[http://www.thehiddenforest.org/webtools/items.php?id=122385 Silver Metal Bits]
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*[http://www.thehiddenforest.org/webtools/items.php?id=122384 Gold Metal Bits]
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*[http://www.thehiddenforest.org/webtools/items.php?id=122383 Mithril Metal Bits]
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*[http://www.thehiddenforest.org/webtools/items.php?id=122386 Velium Metal Bits]
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*[http://www.thehiddenforest.org/webtools/items.php?id=122392 Fragment of Living Glass] x4
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*[http://www.thehiddenforest.org/webtools/items.php?id=122394 Remnants of Marr] x4
 +
 
 +
== Step 1 ==
 +
Quest giver: [http://www.thehiddenforest.org/webtools/npcs.php?id=1773 Master Ingmar] (Rathe Mountains)
 +
#Give [http://www.thehiddenforest.org/webtools/npcs.php?id=1773 Master Ingmar] a [http://www.thehiddenforest.org/webtools/items.php?id=122341 Book of Marr] (global loot)
 +
#Give Master Ingmar:
 +
#*[http://www.thehiddenforest.org/webtools/items.php?id=122345 Ingmars Smith Anvil]
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#*[http://www.thehiddenforest.org/webtools/items.php?id=122347 Ingmars Smith Steel]
 +
#*[http://www.thehiddenforest.org/webtools/items.php?id=122344 Ingmars Smith Hammer]
 +
#*[http://www.thehiddenforest.org/webtools/items.php?id=122346 Ingmars Smith Bolts]
 +
#Receive [http://www.thehiddenforest.org/webtools/items.php?id=122342 bag] back from Master Ingmar. Combine the following items in this bag, and return [http://www.thehiddenforest.org/webtools/items.php?id=122343 Full Ingmar's Smith Bag] til Ingmar:
 +
#*[http://www.thehiddenforest.org/webtools/items.php?id=122348 Mithril Steel Bar] - Bishop Alderan - Plane of Valor
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#*[http://www.thehiddenforest.org/webtools/items.php?id=122352 Liquid Bronze] - Sir Forndel - Befallen
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#*[http://www.thehiddenforest.org/webtools/items.php?id=122350 Raptor Tooth] - Vrakkth - Timorous Deep
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#*[http://www.thehiddenforest.org/webtools/items.php?id=122351 Ghoul Sinew] - Kurckri - The Emerald Jungle
 +
#*[http://www.thehiddenforest.org/webtools/items.php?id=122349 Dragon Bone Bolt] - Sarkanoth - Field of Bone
 +
#Receive Letter to Weldar.
 +
== Step 2 ==
 +
#*Travel to Southern Planes of Karana and give letter to [http://www.thehiddenforest.org/webtools/npcs.php?id=1779 Weldarr].
 +
== Step 3==
 +
#*Travel to North Kaladim and talk to [http://www.thehiddenforest.org/webtools/npcs.php?id=1780 Madam Kurstiv].
 +
#*Fetch two armor pieces from Kurstivs garden.
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#*Forage the remaining two in North Kaladim.
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#*Return the armor items to [http://www.thehiddenforest.org/webtools/npcs.php?id=1780 Madam Kurstiv] and receive a key.
 +
== Step 4 ==
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#*Use key on door in South Kaladim and talk to [http://www.thehiddenforest.org/webtools/npcs.php?id=1781 Sentinel Kurstiv].
 +
#Solo task / Raid task.
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#*Solo task (lengthy):
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#**Patrol dock to find and kill smugglers.
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#**Receive [http://www.thehiddenforest.org/webtools/items.php?id=122363 Kormif Seal of Approval].
 +
#*Raid task (quick):
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#**Kill [http://www.thehiddenforest.org/webtools/npcs.php?id=1784 Madam Kurstiv].
 +
#**Receive [http://www.thehiddenforest.org/webtools/items.php?id=122363 Kormif Seal of Approval].
 +
#*Turn in Kormif Seal of Approval to [http://www.thehiddenforest.org/webtools/npcs.php?id=1781 Sentinel Kurstiv] and receive Letter to Weldarr.
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== Step 5 ==
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#Return to [http://www.thehiddenforest.org/webtools/npcs.php?id=1779 Weldarr] in Southern Planes of Karana and give letter.
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#*Collect [http://www.thehiddenforest.org/webtools/items.php?id=122368 Block of Pristine Velium], [http://www.thehiddenforest.org/webtools/items.php?id=122365 Slab of Pristine Velium], [http://www.thehiddenforest.org/webtools/items.php?id=122366 Chunk of Pristine Velium] and [http://www.thehiddenforest.org/webtools/items.php?id=122367 Fragment of Pristine Velium] from Velium Miners in Crystal Caverns.
 +
#*Return Velium to [http://www.thehiddenforest.org/webtools/npcs.php?id=1779 Weldarr] and receive [http://www.thehiddenforest.org/webtools/items.php?id=122369 Bindings of the Weapon].
 +
== Step 6 ==
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#Turn in [http://www.thehiddenforest.org/webtools/items.php?id=122369 Bindings of the Weapon] to [http://www.thehiddenforest.org/webtools/npcs.php?id=1773 Master Ingmar].
 +
== Step 7 ==
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#*Travel to Erudin Palace and talk to [http://www.thehiddenforest.org/webtools/npcs.php?id=1789 Tsuyara].
 +
#Solo task / Raid task
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#*Travel to Dragon Necropolis and talk to [http://www.thehiddenforest.org/webtools/npcs.php?id=1790 Kinvur'dk]
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#*Solo task (lengthy):
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#**Kill 4 [http://www.thehiddenforest.org/webtools/npcs.php?id=1791 Abyss Watchers] and receive [http://www.thehiddenforest.org/webtools/items.php?id=122370 Abysmal Heart Fragments]. Combine these to get [http://www.thehiddenforest.org/webtools/items.php?id=122374 Abysmal Heart].
 +
#*Raid task (quick):
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#**Kill [http://www.thehiddenforest.org/webtools/npcs.php?id=1795 Abyss Keeper] and loot [http://www.thehiddenforest.org/webtools/items.php?id=122374 Abysmal Heart].
 +
#*Turn in items to [http://www.thehiddenforest.org/webtools/npcs.php?id=1790 Kinvur'dk] and receive vial.
 +
#Travel to Steamfont Mountains and turn vial in to [http://www.thehiddenforest.org/webtools/npcs.php?id=1796 Spirit of Kinvur'dk]. Receive vial in return.
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== Step 8 ==
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#*Return vial to [http://www.thehiddenforest.org/webtools/npcs.php?id=1773 Master Ingmar].
 +
== Step 9 ==
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#*Travel to Ak'Anon and talk to [http://www.thehiddenforest.org/webtools/npcs.php?id=1797 Gulin Fizzlethorp].
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#*Talk to [http://www.thehiddenforest.org/webtools/npcs.php?id=1798 Fenisha Kandium].
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#*Head to Castle Mistmoore and kill [http://www.thehiddenforest.org/webtools/npcs.php?id=1799 Mistmoore Spider] for silk ([http://www.thehiddenforest.org/webtools/items.php?id=122379 Strong], [http://www.thehiddenforest.org/webtools/items.php?id=122378 Smooth], [http://www.thehiddenforest.org/webtools/items.php?id=122380 Soft] and [http://www.thehiddenforest.org/webtools/items.php?id=122377 Dark]).
 +
#*Return silk to [http://www.thehiddenforest.org/webtools/npcs.php?id=1798 Fenisha Kandium].
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#*Combine the following items (grandmaster smith required):
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#**[http://www.thehiddenforest.org/webtools/items.php?id=122381 Tin Metal Bits]
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#**[http://www.thehiddenforest.org/webtools/items.php?id=122382 Iron Metal Bits]
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#**[http://www.thehiddenforest.org/webtools/items.php?id=122385 Silver Metal Bits]
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#**[http://www.thehiddenforest.org/webtools/items.php?id=122384 Gold Metal Bits]
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#**[http://www.thehiddenforest.org/webtools/items.php?id=122383 Mithril Metal Bits]
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#**[http://www.thehiddenforest.org/webtools/items.php?id=122386 Velium Metal Bits]
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#*Return [http://www.thehiddenforest.org/webtools/items.php?id=122387 Forged Metal Needle] to [http://www.thehiddenforest.org/webtools/npcs.php?id=1798 Fenisha Kandium].
 +
#Travel to Burning Woods
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#*Solo task (lengthy):
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#**Find [http://www.thehiddenforest.org/webtools/npcs.php?id=87156 Elmestere Corrian].
 +
#**Receive [http://www.thehiddenforest.org/webtools/items.php?id=122388 A Dose of Wasp Spit].
 +
#*Raid task (quick):
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#**Find [http://www.thehiddenforest.org/webtools/npcs.php?id=1809 Wasp Queen Trigger].
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#**Kill Wasp Queen.
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#**Receive [http://www.thehiddenforest.org/webtools/items.php?id=122389 Massive Dose of Wasp Spit].
 +
#*Return to [http://www.thehiddenforest.org/webtools/npcs.php?id=1798 Fenisha Kandium] and turn in [http://www.thehiddenforest.org/webtools/items.php?id=122389 Wasp Spit]. Receive [http://www.thehiddenforest.org/webtools/items.php?id=122390 Tinkering Shawl] and a letter for Gulin.
 +
#*Travel to [http://www.thehiddenforest.org/webtools/npcs.php?id=1797 Gulin Fizzlethorp] and turn in letter.
 +
#*Travel to Steamfont Mountains and kill [http://www.thehiddenforest.org/webtools/npcs.php?id=1802 Forgotten Automaton]. Loot 4x [http://www.thehiddenforest.org/webtools/items.php?id=122392 Fragment of Living Glass].
 +
#*Combine [http://www.thehiddenforest.org/webtools/items.php?id=122392 Fragment of Living Glass] (Grandmaster Jewel Crafter required, 350 JC) to [http://www.thehiddenforest.org/webtools/recipes.php?id=10599 Ball of Living Glass].
 +
 
 +
== Step 10 ==
 +
#*Return and talk to [http://www.thehiddenforest.org/webtools/npcs.php?id=1773 Master Ingmar].
 +
#*Kill [http://www.thehiddenforest.org/webtools/npcs.php?id=1803 Child of Marr] in Everfrost for 4x [http://www.thehiddenforest.org/webtools/items.php?id=122394 Remnants of Marr] and combine to receive [http://www.thehiddenforest.org/webtools/items.php?id=122395 Essence of Marr].
 +
#*Travel to [http://www.thehiddenforest.org/webtools/npcs.php?id=1773 Master Ingmar] and turn in [http://www.thehiddenforest.org/webtools/items.php?id=122395 Essence of Marr].
 +
 
 +
Reward: [http://www.thehiddenforest.org/webtools/items.php?id=122334 Sceptre of Marr]
 +
 
 +
----
 +
----
 +
 
 +
 
 +
='''''Long version'''''=
 +
To begin this quest you will need to find the Book of Marr. This drops of the [http://www.thehiddenforest.org/wiki/index.php/Global_Loot global loot] table (see global loot for details). Once you have the Book of Marr proceed to Rathe Mountains and find Master Ingmar.
 
He is located in the southern part of the zone at the Guktan camp. Once handed in he will talk to you and ask you to get his tools for him. The tools are Ingmars Hammer, anvil, steel, and bolts (also on the global loot table). After turning in the tools Mater Ingmar he will give you a bag and send you to find:
 
He is located in the southern part of the zone at the Guktan camp. Once handed in he will talk to you and ask you to get his tools for him. The tools are Ingmars Hammer, anvil, steel, and bolts (also on the global loot table). After turning in the tools Mater Ingmar he will give you a bag and send you to find:
  
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[http://www.thehiddenforest.org/webtools/items.php?id=122346 Ingmar's Smith Bolts]
 
[http://www.thehiddenforest.org/webtools/items.php?id=122346 Ingmar's Smith Bolts]
  
To begin this quest you will need to find the Book of Marr. This drops of the global loot table (see global loot for details). Once you have the Book of Marr proceed to Rathe Mountains and find Master Ingmar.
+
After turning in the tools Master Ingmar he will give you a bag and send you to find:
He is located in the southern part of the zone at the Guktan camp. Once handed in he will talk to you and ask you to get his tools for him. The tools are Ingmars Hammer, anvil, steel, and bolts (also on the global loot table). After turning in the tools Master Ingmar he will give you a bag and send you to find:
+
  
 
[http://www.thehiddenforest.org/webtools/items.php?id=122348 Mithril Steel Bar] -> Bishop Alderan -> Plane of Valor
 
[http://www.thehiddenforest.org/webtools/items.php?id=122348 Mithril Steel Bar] -> Bishop Alderan -> Plane of Valor
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You receive Letter to Weldar.
 
You receive Letter to Weldar.
  
After talking to Weldarr he will send you to North Kaladim where you will need to speak with Madam Kurstiv (she is in the house with the mushroom garden outside). Madam Kurstiv wants you to find some armor, which is located in her garden. There are four pieces of armor you need to find. The first two are in the garden and are ground spawns. The other two need to be foraged in North Kaladim. Turn in the armor to Madam Kurstiv and she will give you a key. Use the Key in South Kaladim to speak with her Husband, Sentinel Kurstiv.
+
After talking to Weldarr he will send you to North Kaladim where you will need to speak with Madam Kurstiv (she is in the house with the mushroom garden outside). Madam Kurstiv wants you to find some armor, which is located in her garden. There are four pieces of armor you need to find. The first two are in the garden and are ground spawns. The other two need to be foraged in North Kaladim. 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 Madam Kurstiv asks you to find these items, you can spend a point in the AA to get 50 forage skill max (all classes get this, even clerics). Now, when you forage, 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!
 +
 
 +
Turn in the armor to Madam Kurstiv and she will give you a key. Use the Key in South Kaladim to speak with her Husband, Sentinel Kurstiv.
  
  
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'''Solo Task'''
 
'''Solo Task'''
  
You will need to go to Butcherblock mountains and find the smugglers. The smugglers drop Letters of Evidence #1-4. There are 5 static spawn points. Once you have all the letters of Evidence hand them into Father Kurstiv and he will give you Kormif Seal of Approval. Go back to the husband and turn in the seal. The husband will give a letter for Weldarr.
+
Sentinel Kurstiv will send you to a solo instance of the Butcherblock docks, where you'll meet Habormaster Ironbeard. Here you will help Ironbeard on his patrol around the docks and assist him in finding and killing any smugglers he may find. If you discover any Kormif Smugglers, you will get one of the four items of evidence required for this task. Ironbeard will explain how the instance works in detail, or you can just ask him to give you a summary (reading through the detailed information at least once is recommended). The general idea of this instance is:
 +
 
 +
* Follow Ironbeard around the docks on his patrol (he has three distinct paths that he takes around the docks and he selects from these randomly).
 +
* Keep an eye on him as he interrogates the npcs wandering the docks. Some might be smugglers. Some of these will try to run, some will fight. Help Ironbeard by stopping the runners and healing him as he fights the rest.
 +
* You can inspect any of the wandering npcs by targeting them. After a few moments, there's a chance you will discover the target's "disposition". Initially this will seem normal, like "a happy traveller" or "a disgruntled civilian". If you keep inspecting them for long enough (keep them targeted) you may discover a further disposition that suggests there might be more going on, such as "a furtive traveller" or "a sweating civilian". In some cases, this isn't important and eventually you will see that they are innocent. If this is the case, their name will change to "an_innocent_traveller", for example. However, if they are a smuggler, you will eventually discover this and their name will change to something obviously nefarious, such as "a_criminal_traveller" or "a_rogue_civilian".
 +
* At any time, whether you've discovered more about your target or not, you can hail them. If you do this, Ironbeard will stop whatever he is doing (unless he is fighting or chasing a smuggler) and he will run over to interrogate your target. Each time you do hail a target, there's a cool-down of 30 seconds before you can do it again. This cool-down increases by 10 seconds with every hail, but this resets back to 30 seconds again once Ironbeard completes a full patrol (one full circuit around the docks). So, choose your targets wisely!
 +
* There are other ways to find potential smugglers. Watch how they behave and where they wander. An innocent npc might visit some of the other static npcs around the docks to sell goods or discuss their business. They're more likely to move normally around the docks and are less likely to sneak about, out of sight.
 +
* Ironbeard won't waste time interrogating any wanderers that you or he have already proved innocent. So even just clearing potential suspects in this way can help speed up the process. Ironbeard will even stop the interrogation early if you discover they're innocent in the middle of his interrogations. And his interrogation will be shorter if you've already discovered something about their disposition by inspecting them. It's well worth taking the time to inspect targets because of these reasons.
 +
* The event has levels, from 1 to 5. You begin at level 1. With each smuggler you kill, you make progress to the next level (1 point). If you highlighted a smuggler by hailing it, you gain more points. If you discovered the target's disposition level 2 (suspicious types, like "furtive" or "sweaty") you gain even more points. And if you fully disclosed a smuggler outright before Ironbeard finished interrogating them, you gain the maximum points. Be wary that if a fleeing smuggler manages to escape (they do this if they leave the port's boundaries and run past the flags outside of the archway leading inland) then you lose one point and can potentially lose a level this way. Also be aware that if you or Ironbeard die in combat, your level (and all benefits) get reset to the start again!
 +
* With each event level you gain, the chance of discovering smugglers increases. This includes the chance of finding the Kormif Smugglers that you're ultimately interested in as part of the task Kurstiv sent you here for.
 +
* The other major benefit of gaining event levels is that your inspections work faster and have a higher chance of success (meaning you discover innocent or guilty targets faster).
 +
* However, with each level you gain, the smugglers become more powerful! But don't worry, you can get help to improve Ironbeard's chances in battle.
 +
* There are several static npcs around the docks and some of these will help you and Ironbeard as he patrols. What they offer and when depends on your event level. As Ironbeard patrols about the docks, watch as he greets these npcs and they greet him back. To begin with, most will just say hello but as you progress through the event they may offer you help. If they do this they will message you with grey text.
 +
* The smith will offer to upgrade Ironbeard's weapons at levels 2, 3, 4 and 5. When he does this he will step out of his house and message you. Ironbeard will wait next to him. He waits for ONLY 45 seconds so stop whatever you're doing and run over quickly and hail him, then select the option to upgrade Ironbeard. Ironbeard's weapons will visibly change as he levels up. If you miss out, you can do it again the next time Ironbeard passes the cleric on his patrol but that means Ironbeard will be weaker than he should be against tougher opponents.
 +
* The cleric will offer to upgrade Ironbeard's maximum health at levels 2, 3, 4 and 5. This works the same way as the smith, so make sure you run over to get your upgrade.
 +
* The dock official walks out from her house on the pier to greet Ironbeard as he passes the central pier. She will offer her services from level 1 and will offer them to you every time Ironbeard passes her. She gives you warrants. The number she gives you increases with each event level (up to 4 maximum). The warrants will instantly uncover the disposition of any target and tell you if they're guilty or innocent. The only time they don't work is if Ironbeard is already interrogating the target (so you don't waste a warrant).
 +
* The fish merchant will message you every time Ironbeard passes. He has a network of spies that he refers to as his "little birds" and he will tell you how many smugglers are in the docks at that time. He won't count any that have already wandered out of the docks (and so cannot be interrogated).
 +
* The enchanter will offer two separate services. Every time Ironbeard passes him, he will offer to refill your mana to full. At level 3, 4 and 5 he will offer an additional service to increase Ironbeard's attack speed. He waits for only 45 seconds so don't waste time and run over to him as soon as you can. Ironbeard will wait by his side if he is offering him a haste upgrade.
 +
* Finally, the ranger will use her tracking ability to point out the nearest smuggler to you, even if they are still undiscovered. She'll do this by changing your target to that wanderer. She will only pick smugglers that are still in the docks and so can still be interrogated.
 +
* At event level 5, the smugglers are the most dangerous and they will likely be very common compared to level 1. You have the highest chance of finding Kormif Smugglers and you can discover criminals much faster when you inspect. Once you've gotten Ironbeard all his upgrades, he'll be really strong and will be a good match for the smugglers.
 +
* However, at level 5 you are no longer interested in normal smugglers (you no longer need to gain levels from them), you're only interested in Kormif Smugglers for the evidence. So, to help with this, some of the npc helpers will change how they help you...
 +
* The dock official will give you special warrants that will tell you if the target is a Kormif Smuggler (otherwise it'll work as normal).
 +
* The fish merchant will ask his little birds to only inform on how many Kormif Smugglers there are in the docks.
 +
* The ranger will only track Kormif Smugglers for you and will ignore all others.
 +
* Ironbeard will respond to direct hails (targeting him) so long as he's not interrogating or fighting. At this time, he will give you some options. You can ask him to wait (this effectively pauses the event. It's highly recommended you do this if you want to go AFK or gate out - it means Ironbeard won't go get himself killed and reset the event). You can ask him to restart his patrol (this is different to resetting it). This just makes him start his patrol from the beginning again. This is most useful if Ironbeard occasionally glitches and stops patrolling (shouldn't happen but just in case it does). It's also useful if you just want him to take a certain route to go to the right contact for an upgrade quickly. Finally, you can ask him to reset the encounter (he warns you if you try this). This fully resets your progress to the beginning. Use this if you're finding the higher level smugglers too difficult, or if you just fancy playing from the start again.
 +
* Your progress is saved with every kill or failure. This means you can play the event for a while, then ask Ironbeard to wait and then camp out or go do something else. When you return, your progress will be reinstated exactly as you left it.
 +
 
 +
Once you have all the letters of Evidence, you're free to leave Ironbeard and then go hand them into Father Kurstiv and he will give you Kormif Seal of Approval. Go back to the husband and turn in the seal. The husband will give a letter for Weldarr.
 +
 
 +
'''Note: The solo instances in this quest are open for clerics that already completed the quest previously. If you want to try these solo instances, speak to the character that creates the instance. In the case of the docks, speak with Sentinel Kurstiv. You will be rewarded with AA potions instead of the quest items. You can get up to 4 (and then the event ends and you won't be able to try it again).'''
  
 
'''Raid Task''' (12 hour timer)
 
'''Raid Task''' (12 hour timer)
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Head over to Master Ingmar and turn in Bindings of the Weapon. He will say that he needs a tooth from a dragon and need to find Tsuyara. Head to Erudin Palace. Tsuyara will send you to Dragon Necropolis to speak to Kinvur'dk.
 
Head over to Master Ingmar and turn in Bindings of the Weapon. He will say that he needs a tooth from a dragon and need to find Tsuyara. Head to Erudin Palace. Tsuyara will send you to Dragon Necropolis to speak to Kinvur'dk.
Once you talk to Kinvur'dk you will have to chose the raid event or the solo task.
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Once you talk to Kinvur'dk you will have to choose the raid event or the solo task.
  
Solo task
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'''Solo task'''
  
Find an Abyss Watcher (there are 4 of them)
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* Kinvur'dk will tell you to find the Guardian of the Tomb. He is a grizzled old cleric barbarian and he can be located near to the zone in, stood by the hatch doors leading to the underground area (where the abyss watchers used to be).
-they are level 70 on 6 min timer
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* The guardian will explain what you need to do for this part of the quest. He gives you his Vorpal Blade and tells you how to use it. The Vorpal blade is the key to the instance and will be destroyed if you zone anywhere other than the instance with it in your inventory. The guardian will give you another if this happens. Once the instance is created and you have the Vorpal Blade, you simply click the door (hatch door) that is immediately to the guardian's right hand side. Normally, this door just slides open and lets you go into the underground tunnels. But when the instance is created and you carry the blade, it'll zone you into your own private solo instance, on the other side of the hatch door.
-The drops all have the same name BUT have different ID numbers. Each Watcher drops a different Fragment of an abyssal heart
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* Once zoned in, you'll notice the door won't open behind you. You'll need to explore the tomb (it's a proper dungeon crawl just for clerics!) to find the Abyss Watchers (they're level 74 and con red, there are four of them and they're the bosses of the instance). The Vorpal blade is useless against anything except for shades. All of the creatures in the instance are shades, so it'll do great damage to them if you melee them.
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* It's recommended that you work on your cleric's 1HB and Offense skills (and if possible their defence and dodge skills) before doing this instance. This instance is designed for a Rank 5 (Tier 5) cleric. If you're not sure what rank your cleric is, use the command #myrank. It's strongly recommended that you mem a strong root spell (recommend Divine Genuflection and True Death Serenade, both are new spells that came with the revamp). You'll need to crowd control a lot in this zone and these two spells are ideal for this. Serenade will let you calm all but the bosses, leaving you free to walk right past them if you need to.
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* '''NB: It's almost essential to use the RoF2 client for this instance because RoF2 allows you to slot and delete augments on the fly. If you don't use RoF2 and zone out to insert augments into the Vorpal Blade, you lose the augments (they're destroyed and are only given back to you by the guardian if they were already slotted into the blade). So, go get RoF2 before you try this. You won't regret it, it's a much better client anyway!'''
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* The Vorpal Blade has 5 levels and starts at level 1. You'll need to level it up to 5 before you attempt the hardest npcs in the instance. At level 1 it does plenty of damage against the low level shades and also has a Mem Blur click (once every 60 seconds), which is extremely useful for crowd control and pulling. At level 5, the sword changes appearance and is an absolutely devastating tool of destruction against the shades. You don't get the mem blur on the level 5 sword (but you won't need it). What you get instead is a huge nuke and debuff that you can cast every 30 seconds.
 +
* There are five types of abyss watchers:
  
Raid task
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hollow (level 68)
 +
shimmering (level 71)
 +
shining (level 72)
 +
deathly (level 73)
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Abyss Watcher (bossses level 74)
 +
 
 +
* The hollow shades are quite weak and you should be able to tank a couple of them at once with the Vorpal Blade. You need to be wary of which targets you kill and which to leave alone, however. All npcs have a title in brackets beneath their names. It'll either say "Ascension" or "Descent". The Ascension shades will glow white and the Descent ones will glow black with skulls. If you kill the Ascensions, you will gain progress towards leveling your Vorpal Blade up. If you kill Descents, you'll lose progress. This is where your root and calm spells, along with the Vorpal Blade's memory blur, will be essential to navigate past the targets you wish to leave alive.
 +
* Attempting to fight any of the higher level enemies as a Rank 5 Cleric without upgrading your blade is risky and is likely to take a lot longer to kill them. At levels 3 4 and 5 the blade gets augment slots (a special type 13). The Ascension watchers can all drop type 13 augments that you can slot into the blade. There are three types and three levels of power for each (one that gives you offensive skills, one that gives you defensive skills and one that gives you a big proc damage spell for the sword). You can pick whichever you feel is most useful for you.
 +
* The level 5 Vorpal Blade has 2 aug slots, so you can insert two of the augs into it for huge benefits.
 +
* You can also loot three very rare items from any Ascension npc. These are one-charge clicks that give you huge benefits on a one-off basis. One will AoE mez every target around you, useful for emergencies. One will AoE damage all targets around you (100k damage!). One will give you a huge melee buff for a short time.
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* The four Abyss Watcher bosses are located at the end of the dungeon, in the tunnels around the large open area that has two waterfalls in the middle. They have place holders (a_deathly_abyss_watcher (Ascension)) and have a 50% chance of popping. You'll need to kill each one of them once (they all drop a different heart and you need all four of them).
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* All creatures in the zone have a 20 minute respawn timer.
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* In addition, there are Lodestorms (swirling purple and blue particle effects) that are dotted about the dungeon. These will replenish your mana to full if you walk into them, then they'll depop (20 minute respawn). Once you upgrade the Vorpal blade to level 2 or higher, there will also be a swirling blue particle effect near to the zone in point. You won't miss it, it's right in front of you as you zone in. This is really useful if you've leveled up and made progress through the zone but died or just had to log off or leave the zone. Entering this effect will port you to a safe location deeper in the dungeon. There are three points, one for level 2, one for level 3 and the same one for level 4 or 5.
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'''Raid task'''
  
 
Find the Abyss Keeper Trigger (12 hour timer)
 
Find the Abyss Keeper Trigger (12 hour timer)
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'''Solo Task'''
 
'''Solo Task'''
  
Go to burning woods and kill a Wasp Spitter (there are 5 static spawns on a 6 minute spawn timer)
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* Go to burning woods and find Elmestera Corrian (northern part of the zone at the end of the path leading to Chardok zone). She's a gnome trader that's stranded and is being attacked by four weak wasp spitters (they cannot be attacked and won't agro).
 
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* Speak with her and she'll offer to take you with her to her destination. She was heading to the fort (Chardok zone in) where other gnomes of House Taryn are setting up defenses to defend against a swarm of wasp spitters. You can help them defend against up to 5 attacks (10 waves per attack) in return for being rewarded with the single doses of wasp spit that you need for Fenisha.
Need name of drop and if they need to be combined first
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* Elmestera will zone you into a solo instance of burning wood, inside the fort. Speak with Commander Taryn who will explain how the battle event works in detail, or gives you a summary.
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* '''NB this task is designed for a rank 5 cleric but it's recommended you make sure you have a good group heal, a good single target elixir and heal and, if possible, get the group elixir spell that's just been released (True Elixir).'''
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* Essentially, you will need to heal the 5 warrior gnomes on the front line as they fight 5 attacks, each with 10 waves of wasps. Following a similar format to the other solo instances, these gnomes can be upgraded (up to level 6) and you can also grant them special attacks. The wasps get stronger with each attack and the number of wasps also increases, significantly so in attack 5.
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* To begin with, it's relatively easy to keep the level 1 gnomes alive against the first waves. It takes quite a while for them to kill the wasps though so you'll want to upgrade them. To do this, you need to spend Rally Points. You get these after every wave is defeated (the number you get also increases as you progress through the event).
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* You can spend these with the three npcs that stand nearby. One is the smith, one is the sage and the other is the strategist.
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* Smith: Gives you upgrades to then give to the warriors. Hail her when you have rally points and you can opt to buy one, two, four or eight upgrades in one go (if you have enough rally points). You then go and hail one of the warriors (only works when they're not in combat) and they will get upgraded to the next level. Level 1 costs 1 upgrade but this cost increases by double with each level (2, 4, 8, 16, so 31 points in total for each of the 5 warriors). The warriors visibly change when they level up (their armour changes colour and their weapons also change, plus their title changes to reflect their level).
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* Sage: The sage will replenish your mana to full. The cost of this starts at 1 point but then increases by 1 each time you need to use the sage.
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* Strategist: The strategist will give all of the warriors a new ability each time you give him rally points. There are five abilities. Stun, Cyclone Blade (AoE damage, 2x max damage), Flurry, Kiss of Life (this increases in effectiveness as the warriors level up) and Enrage. The cost starts at 2 rally points and doubles with each ability (2, 4, 8, 16, 32) but applies to all of the warriors (even if they die and respawn at level 1).
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* '''NB Group spells will work on warriors if they're in range! So group heals are effective in certain scenarios.'''
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* The 10th wave of each attack you will face the boss Wasp Spitters. These are red con and rampage. You'll only get one in attack 1 but the number increases with each attack (up to 5 on the final wave of the event). The chance that you'll find the wasp spit you need for Fenisha increases with each attack. It starts extremely low for attack 1 but is 100% for attack 5. So this means you are guaranteed to gain one of the four quest items you need if you complete the event (and highly likely to get one other in a lower attack too).
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* If you succeed and defeat the event, your warrior's upgrades and levels are saved. You can return at any time and repeat the event as often as you need to get the items you need. You have two options here, one is to redo attack 5 (the hardest but with 100% chance to drop) or you can restart at attack 1 (easier and much faster if you've got maxed out warriors but low chance to drop initially). The choice is yours. Just be wary...
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* If at any time you die, the battle is lost and all progress is reset to the start. If all of the warriors die and any wasps remain alive, the battle is lost. Wasps will agro you if you're not careful. Avoid casting heals on the warriors immediately after the wave starts (the wasps agro them immediately after spawning, healing the warriors before the warriors start attacking is likely to gain agro). Try to preheal with elixir if you can, the ideal time to do this is no later than the 10 second warning (yellow marquee message). If the warriors only have one target, it's safe to spam heal them (they hold agro well) but if they have more than one target you will need to be careful. Mem a good root spell!
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* If warriors die but you still survive the wave, you'll need to continue the current attack with a depleted force. If you survive the attack (defeating wave 10), any dead warriors will be replaced with new level 1 recruits on the next attack. But they'll be very weak if you're at later attacks so you'll need to upgrade them as a priority.
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* You get to rest between attacks (you need to speak with Commander Taryn to start the next attack) but there is only a 20 second grace period between waves. So you need to act quickly to buy upgrades and prepare for each wave! But between attacks you can take your time, rest up and upgrade freely. Sune is also available if you need to rebuff.
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* Hint: The front-most warrior, named Kastren, will often be the priority target for wasps - this means he'll agro the first boss Wasp Spitter and any additional wasps that spawn over the number of 5 - so you might choose to upgrade him first!)
  
 
'''Raid task'''
 
'''Raid task'''

Latest revision as of 11:47, 19 April 2023

Concatenated version

Pre-lootable

The following items can be pre-gathered/looted:

Step 1

Quest giver: Master Ingmar (Rathe Mountains)

  1. Give Master Ingmar a Book of Marr (global loot)
  2. Give Master Ingmar:
  3. Receive bag back from Master Ingmar. Combine the following items in this bag, and return Full Ingmar's Smith Bag til Ingmar:
  4. Receive Letter to Weldar.

Step 2

    • Travel to Southern Planes of Karana and give letter to Weldarr.

Step 3

    • Travel to North Kaladim and talk to Madam Kurstiv.
    • Fetch two armor pieces from Kurstivs garden.
    • Forage the remaining two in North Kaladim.
    • Return the armor items to Madam Kurstiv and receive a key.

Step 4

  1. Solo task / Raid task.

Step 5

  1. Return to Weldarr in Southern Planes of Karana and give letter.

Step 6

  1. Turn in Bindings of the Weapon to Master Ingmar.

Step 7

    • Travel to Erudin Palace and talk to Tsuyara.
  1. Solo task / Raid task
  2. Travel to Steamfont Mountains and turn vial in to Spirit of Kinvur'dk. Receive vial in return.

Step 8

Step 9

  1. Travel to Burning Woods

Step 10

Reward: Sceptre of Marr




Long version

To begin this quest you will need to find the Book of Marr. This drops of the global loot table (see global loot for details). Once you have the Book of Marr proceed to Rathe Mountains and find Master Ingmar. He is located in the southern part of the zone at the Guktan camp. Once handed in he will talk to you and ask you to get his tools for him. The tools are Ingmars Hammer, anvil, steel, and bolts (also on the global loot table). After turning in the tools Mater Ingmar he will give you a bag and send you to find:

His four tools are: Ingmar's Smith Anvil Ingmar's Smith Steel Ingmar's Smith Hammer Ingmar's Smith Bolts

After turning in the tools Master Ingmar he will give you a bag and send you to find:

Mithril Steel Bar -> Bishop Alderan -> Plane of Valor

Liquid Bronze -> Sir Forndel -> Befallen

Raptor Tooth -> Vrakkth -> Timorous Deep

Ghoul Sinew -> Kurckri -> Emerald Jungle

Dragon Bone Bolt -> Sarkanoth -> Field of Bone


Once you have collected the drops combine them in the bag and return to Master Ingmar. After turning in the combined item he will send you to find Weldarr who is located in Southern Planes of Karana in the hermits house.

You receive Letter to Weldar.

After talking to Weldarr he will send you to North Kaladim where you will need to speak with Madam Kurstiv (she is in the house with the mushroom garden outside). Madam Kurstiv wants you to find some armor, which is located in her garden. There are four pieces of armor you need to find. The first two are in the garden and are ground spawns. The other two need to be foraged in North Kaladim. 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 Madam Kurstiv asks you to find these items, you can spend a point in the AA to get 50 forage skill max (all classes get this, even clerics). Now, when you forage, 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!

Turn in the armor to Madam Kurstiv and she will give you a key. Use the Key in South Kaladim to speak with her Husband, Sentinel Kurstiv.


You have now made it to where you get to make a choice! There is a solo task or a raid task.

Solo Task

Sentinel Kurstiv will send you to a solo instance of the Butcherblock docks, where you'll meet Habormaster Ironbeard. Here you will help Ironbeard on his patrol around the docks and assist him in finding and killing any smugglers he may find. If you discover any Kormif Smugglers, you will get one of the four items of evidence required for this task. Ironbeard will explain how the instance works in detail, or you can just ask him to give you a summary (reading through the detailed information at least once is recommended). The general idea of this instance is:

  • Follow Ironbeard around the docks on his patrol (he has three distinct paths that he takes around the docks and he selects from these randomly).
  • Keep an eye on him as he interrogates the npcs wandering the docks. Some might be smugglers. Some of these will try to run, some will fight. Help Ironbeard by stopping the runners and healing him as he fights the rest.
  • You can inspect any of the wandering npcs by targeting them. After a few moments, there's a chance you will discover the target's "disposition". Initially this will seem normal, like "a happy traveller" or "a disgruntled civilian". If you keep inspecting them for long enough (keep them targeted) you may discover a further disposition that suggests there might be more going on, such as "a furtive traveller" or "a sweating civilian". In some cases, this isn't important and eventually you will see that they are innocent. If this is the case, their name will change to "an_innocent_traveller", for example. However, if they are a smuggler, you will eventually discover this and their name will change to something obviously nefarious, such as "a_criminal_traveller" or "a_rogue_civilian".
  • At any time, whether you've discovered more about your target or not, you can hail them. If you do this, Ironbeard will stop whatever he is doing (unless he is fighting or chasing a smuggler) and he will run over to interrogate your target. Each time you do hail a target, there's a cool-down of 30 seconds before you can do it again. This cool-down increases by 10 seconds with every hail, but this resets back to 30 seconds again once Ironbeard completes a full patrol (one full circuit around the docks). So, choose your targets wisely!
  • There are other ways to find potential smugglers. Watch how they behave and where they wander. An innocent npc might visit some of the other static npcs around the docks to sell goods or discuss their business. They're more likely to move normally around the docks and are less likely to sneak about, out of sight.
  • Ironbeard won't waste time interrogating any wanderers that you or he have already proved innocent. So even just clearing potential suspects in this way can help speed up the process. Ironbeard will even stop the interrogation early if you discover they're innocent in the middle of his interrogations. And his interrogation will be shorter if you've already discovered something about their disposition by inspecting them. It's well worth taking the time to inspect targets because of these reasons.
  • The event has levels, from 1 to 5. You begin at level 1. With each smuggler you kill, you make progress to the next level (1 point). If you highlighted a smuggler by hailing it, you gain more points. If you discovered the target's disposition level 2 (suspicious types, like "furtive" or "sweaty") you gain even more points. And if you fully disclosed a smuggler outright before Ironbeard finished interrogating them, you gain the maximum points. Be wary that if a fleeing smuggler manages to escape (they do this if they leave the port's boundaries and run past the flags outside of the archway leading inland) then you lose one point and can potentially lose a level this way. Also be aware that if you or Ironbeard die in combat, your level (and all benefits) get reset to the start again!
  • With each event level you gain, the chance of discovering smugglers increases. This includes the chance of finding the Kormif Smugglers that you're ultimately interested in as part of the task Kurstiv sent you here for.
  • The other major benefit of gaining event levels is that your inspections work faster and have a higher chance of success (meaning you discover innocent or guilty targets faster).
  • However, with each level you gain, the smugglers become more powerful! But don't worry, you can get help to improve Ironbeard's chances in battle.
  • There are several static npcs around the docks and some of these will help you and Ironbeard as he patrols. What they offer and when depends on your event level. As Ironbeard patrols about the docks, watch as he greets these npcs and they greet him back. To begin with, most will just say hello but as you progress through the event they may offer you help. If they do this they will message you with grey text.
  • The smith will offer to upgrade Ironbeard's weapons at levels 2, 3, 4 and 5. When he does this he will step out of his house and message you. Ironbeard will wait next to him. He waits for ONLY 45 seconds so stop whatever you're doing and run over quickly and hail him, then select the option to upgrade Ironbeard. Ironbeard's weapons will visibly change as he levels up. If you miss out, you can do it again the next time Ironbeard passes the cleric on his patrol but that means Ironbeard will be weaker than he should be against tougher opponents.
  • The cleric will offer to upgrade Ironbeard's maximum health at levels 2, 3, 4 and 5. This works the same way as the smith, so make sure you run over to get your upgrade.
  • The dock official walks out from her house on the pier to greet Ironbeard as he passes the central pier. She will offer her services from level 1 and will offer them to you every time Ironbeard passes her. She gives you warrants. The number she gives you increases with each event level (up to 4 maximum). The warrants will instantly uncover the disposition of any target and tell you if they're guilty or innocent. The only time they don't work is if Ironbeard is already interrogating the target (so you don't waste a warrant).
  • The fish merchant will message you every time Ironbeard passes. He has a network of spies that he refers to as his "little birds" and he will tell you how many smugglers are in the docks at that time. He won't count any that have already wandered out of the docks (and so cannot be interrogated).
  • The enchanter will offer two separate services. Every time Ironbeard passes him, he will offer to refill your mana to full. At level 3, 4 and 5 he will offer an additional service to increase Ironbeard's attack speed. He waits for only 45 seconds so don't waste time and run over to him as soon as you can. Ironbeard will wait by his side if he is offering him a haste upgrade.
  • Finally, the ranger will use her tracking ability to point out the nearest smuggler to you, even if they are still undiscovered. She'll do this by changing your target to that wanderer. She will only pick smugglers that are still in the docks and so can still be interrogated.
  • At event level 5, the smugglers are the most dangerous and they will likely be very common compared to level 1. You have the highest chance of finding Kormif Smugglers and you can discover criminals much faster when you inspect. Once you've gotten Ironbeard all his upgrades, he'll be really strong and will be a good match for the smugglers.
  • However, at level 5 you are no longer interested in normal smugglers (you no longer need to gain levels from them), you're only interested in Kormif Smugglers for the evidence. So, to help with this, some of the npc helpers will change how they help you...
  • The dock official will give you special warrants that will tell you if the target is a Kormif Smuggler (otherwise it'll work as normal).
  • The fish merchant will ask his little birds to only inform on how many Kormif Smugglers there are in the docks.
  • The ranger will only track Kormif Smugglers for you and will ignore all others.
  • Ironbeard will respond to direct hails (targeting him) so long as he's not interrogating or fighting. At this time, he will give you some options. You can ask him to wait (this effectively pauses the event. It's highly recommended you do this if you want to go AFK or gate out - it means Ironbeard won't go get himself killed and reset the event). You can ask him to restart his patrol (this is different to resetting it). This just makes him start his patrol from the beginning again. This is most useful if Ironbeard occasionally glitches and stops patrolling (shouldn't happen but just in case it does). It's also useful if you just want him to take a certain route to go to the right contact for an upgrade quickly. Finally, you can ask him to reset the encounter (he warns you if you try this). This fully resets your progress to the beginning. Use this if you're finding the higher level smugglers too difficult, or if you just fancy playing from the start again.
  • Your progress is saved with every kill or failure. This means you can play the event for a while, then ask Ironbeard to wait and then camp out or go do something else. When you return, your progress will be reinstated exactly as you left it.

Once you have all the letters of Evidence, you're free to leave Ironbeard and then go hand them into Father Kurstiv and he will give you Kormif Seal of Approval. Go back to the husband and turn in the seal. The husband will give a letter for Weldarr.

Note: The solo instances in this quest are open for clerics that already completed the quest previously. If you want to try these solo instances, speak to the character that creates the instance. In the case of the docks, speak with Sentinel Kurstiv. You will be rewarded with AA potions instead of the quest items. You can get up to 4 (and then the event ends and you won't be able to try it again).

Raid Task (12 hour timer)

The husband will ask you to kill his wife. Go to the Madam Kurstiv Trigger and Hail it. Once you say or click “Ready” Madam Kurstiv will spawn.

Loot Kormif Seal of Approval from Madam Kurstiv and go back to the Sentinel and turn it in for the Letter to Weldarr.

Now its time to run back to the Southern Planes of Karana and turn in the letter. Weldarr will send you to find Veluim Ore. There are four pieces of ore: Block, Slab, Chunk, and fragment. These items are located in Crystal Caverns on Veluim Miners. (Are the drops on all the miners or do they drop a certain one?) The Miners are level 70 and are a static spawn on a 5-8min timer. Once you have looted all four pieces of ore head back to Weldarr. He will give you Bindings of the Weapon for Master Ingmar.


Head over to Master Ingmar and turn in Bindings of the Weapon. He will say that he needs a tooth from a dragon and need to find Tsuyara. Head to Erudin Palace. Tsuyara will send you to Dragon Necropolis to speak to Kinvur'dk. Once you talk to Kinvur'dk you will have to choose the raid event or the solo task.

Solo task

  • Kinvur'dk will tell you to find the Guardian of the Tomb. He is a grizzled old cleric barbarian and he can be located near to the zone in, stood by the hatch doors leading to the underground area (where the abyss watchers used to be).
  • The guardian will explain what you need to do for this part of the quest. He gives you his Vorpal Blade and tells you how to use it. The Vorpal blade is the key to the instance and will be destroyed if you zone anywhere other than the instance with it in your inventory. The guardian will give you another if this happens. Once the instance is created and you have the Vorpal Blade, you simply click the door (hatch door) that is immediately to the guardian's right hand side. Normally, this door just slides open and lets you go into the underground tunnels. But when the instance is created and you carry the blade, it'll zone you into your own private solo instance, on the other side of the hatch door.
  • Once zoned in, you'll notice the door won't open behind you. You'll need to explore the tomb (it's a proper dungeon crawl just for clerics!) to find the Abyss Watchers (they're level 74 and con red, there are four of them and they're the bosses of the instance). The Vorpal blade is useless against anything except for shades. All of the creatures in the instance are shades, so it'll do great damage to them if you melee them.
  • It's recommended that you work on your cleric's 1HB and Offense skills (and if possible their defence and dodge skills) before doing this instance. This instance is designed for a Rank 5 (Tier 5) cleric. If you're not sure what rank your cleric is, use the command #myrank. It's strongly recommended that you mem a strong root spell (recommend Divine Genuflection and True Death Serenade, both are new spells that came with the revamp). You'll need to crowd control a lot in this zone and these two spells are ideal for this. Serenade will let you calm all but the bosses, leaving you free to walk right past them if you need to.
  • NB: It's almost essential to use the RoF2 client for this instance because RoF2 allows you to slot and delete augments on the fly. If you don't use RoF2 and zone out to insert augments into the Vorpal Blade, you lose the augments (they're destroyed and are only given back to you by the guardian if they were already slotted into the blade). So, go get RoF2 before you try this. You won't regret it, it's a much better client anyway!
  • The Vorpal Blade has 5 levels and starts at level 1. You'll need to level it up to 5 before you attempt the hardest npcs in the instance. At level 1 it does plenty of damage against the low level shades and also has a Mem Blur click (once every 60 seconds), which is extremely useful for crowd control and pulling. At level 5, the sword changes appearance and is an absolutely devastating tool of destruction against the shades. You don't get the mem blur on the level 5 sword (but you won't need it). What you get instead is a huge nuke and debuff that you can cast every 30 seconds.
  • There are five types of abyss watchers:

hollow (level 68) shimmering (level 71) shining (level 72) deathly (level 73) Abyss Watcher (bossses level 74)

  • The hollow shades are quite weak and you should be able to tank a couple of them at once with the Vorpal Blade. You need to be wary of which targets you kill and which to leave alone, however. All npcs have a title in brackets beneath their names. It'll either say "Ascension" or "Descent". The Ascension shades will glow white and the Descent ones will glow black with skulls. If you kill the Ascensions, you will gain progress towards leveling your Vorpal Blade up. If you kill Descents, you'll lose progress. This is where your root and calm spells, along with the Vorpal Blade's memory blur, will be essential to navigate past the targets you wish to leave alive.
  • Attempting to fight any of the higher level enemies as a Rank 5 Cleric without upgrading your blade is risky and is likely to take a lot longer to kill them. At levels 3 4 and 5 the blade gets augment slots (a special type 13). The Ascension watchers can all drop type 13 augments that you can slot into the blade. There are three types and three levels of power for each (one that gives you offensive skills, one that gives you defensive skills and one that gives you a big proc damage spell for the sword). You can pick whichever you feel is most useful for you.
  • The level 5 Vorpal Blade has 2 aug slots, so you can insert two of the augs into it for huge benefits.
  • You can also loot three very rare items from any Ascension npc. These are one-charge clicks that give you huge benefits on a one-off basis. One will AoE mez every target around you, useful for emergencies. One will AoE damage all targets around you (100k damage!). One will give you a huge melee buff for a short time.
  • The four Abyss Watcher bosses are located at the end of the dungeon, in the tunnels around the large open area that has two waterfalls in the middle. They have place holders (a_deathly_abyss_watcher (Ascension)) and have a 50% chance of popping. You'll need to kill each one of them once (they all drop a different heart and you need all four of them).
  • All creatures in the zone have a 20 minute respawn timer.
  • In addition, there are Lodestorms (swirling purple and blue particle effects) that are dotted about the dungeon. These will replenish your mana to full if you walk into them, then they'll depop (20 minute respawn). Once you upgrade the Vorpal blade to level 2 or higher, there will also be a swirling blue particle effect near to the zone in point. You won't miss it, it's right in front of you as you zone in. This is really useful if you've leveled up and made progress through the zone but died or just had to log off or leave the zone. Entering this effect will port you to a safe location deeper in the dungeon. There are three points, one for level 2, one for level 3 and the same one for level 4 or 5.

Raid task

Find the Abyss Keeper Trigger (12 hour timer)

Kill him.

Loot Abysmal Heart.

Once you have either finished the solo or raid task turn in you item/items to Kinvur'dk and recieve a vial. He will send you to Steamfont Mountains to his spirit to do a ritual. Turn in the vial to Spirit of Kinvur'dk and recieve the Canine of Kinvur'dk. Return to Master Ingmar.

Master Ingmar will now ask you for Living Glass and send you to Akanon to speak with Gulin Fizzlethorp. Talk to Gulin and he will send you to Fenisha Kandium who will ask you to get silk for her. Head to Mistmoore Mansion and look for a mistmoore spider (there are 4 static spawns). You will need to loot Strong,Smooth, Soft, and Dark then return them back to Fenisha. She will now ask you to bring her a sewing needle made from Tin, Iron, Silver, Gold, Mithril, and Velium metal bits. These are combined in a forge by a Grandmaster Blacksmith. All the of these items are on the global loot table and tradable. The combine is trivial at 350 skill level. Once you give her the sewing needle she will ask you to bring her wasp spit.


Last Raid or Solo task choice

Solo Task

  • Go to burning woods and find Elmestera Corrian (northern part of the zone at the end of the path leading to Chardok zone). She's a gnome trader that's stranded and is being attacked by four weak wasp spitters (they cannot be attacked and won't agro).
  • Speak with her and she'll offer to take you with her to her destination. She was heading to the fort (Chardok zone in) where other gnomes of House Taryn are setting up defenses to defend against a swarm of wasp spitters. You can help them defend against up to 5 attacks (10 waves per attack) in return for being rewarded with the single doses of wasp spit that you need for Fenisha.
  • Elmestera will zone you into a solo instance of burning wood, inside the fort. Speak with Commander Taryn who will explain how the battle event works in detail, or gives you a summary.
  • NB this task is designed for a rank 5 cleric but it's recommended you make sure you have a good group heal, a good single target elixir and heal and, if possible, get the group elixir spell that's just been released (True Elixir).
  • Essentially, you will need to heal the 5 warrior gnomes on the front line as they fight 5 attacks, each with 10 waves of wasps. Following a similar format to the other solo instances, these gnomes can be upgraded (up to level 6) and you can also grant them special attacks. The wasps get stronger with each attack and the number of wasps also increases, significantly so in attack 5.
  • To begin with, it's relatively easy to keep the level 1 gnomes alive against the first waves. It takes quite a while for them to kill the wasps though so you'll want to upgrade them. To do this, you need to spend Rally Points. You get these after every wave is defeated (the number you get also increases as you progress through the event).
  • You can spend these with the three npcs that stand nearby. One is the smith, one is the sage and the other is the strategist.
  • Smith: Gives you upgrades to then give to the warriors. Hail her when you have rally points and you can opt to buy one, two, four or eight upgrades in one go (if you have enough rally points). You then go and hail one of the warriors (only works when they're not in combat) and they will get upgraded to the next level. Level 1 costs 1 upgrade but this cost increases by double with each level (2, 4, 8, 16, so 31 points in total for each of the 5 warriors). The warriors visibly change when they level up (their armour changes colour and their weapons also change, plus their title changes to reflect their level).
  • Sage: The sage will replenish your mana to full. The cost of this starts at 1 point but then increases by 1 each time you need to use the sage.
  • Strategist: The strategist will give all of the warriors a new ability each time you give him rally points. There are five abilities. Stun, Cyclone Blade (AoE damage, 2x max damage), Flurry, Kiss of Life (this increases in effectiveness as the warriors level up) and Enrage. The cost starts at 2 rally points and doubles with each ability (2, 4, 8, 16, 32) but applies to all of the warriors (even if they die and respawn at level 1).
  • NB Group spells will work on warriors if they're in range! So group heals are effective in certain scenarios.
  • The 10th wave of each attack you will face the boss Wasp Spitters. These are red con and rampage. You'll only get one in attack 1 but the number increases with each attack (up to 5 on the final wave of the event). The chance that you'll find the wasp spit you need for Fenisha increases with each attack. It starts extremely low for attack 1 but is 100% for attack 5. So this means you are guaranteed to gain one of the four quest items you need if you complete the event (and highly likely to get one other in a lower attack too).
  • If you succeed and defeat the event, your warrior's upgrades and levels are saved. You can return at any time and repeat the event as often as you need to get the items you need. You have two options here, one is to redo attack 5 (the hardest but with 100% chance to drop) or you can restart at attack 1 (easier and much faster if you've got maxed out warriors but low chance to drop initially). The choice is yours. Just be wary...
  • If at any time you die, the battle is lost and all progress is reset to the start. If all of the warriors die and any wasps remain alive, the battle is lost. Wasps will agro you if you're not careful. Avoid casting heals on the warriors immediately after the wave starts (the wasps agro them immediately after spawning, healing the warriors before the warriors start attacking is likely to gain agro). Try to preheal with elixir if you can, the ideal time to do this is no later than the 10 second warning (yellow marquee message). If the warriors only have one target, it's safe to spam heal them (they hold agro well) but if they have more than one target you will need to be careful. Mem a good root spell!
  • If warriors die but you still survive the wave, you'll need to continue the current attack with a depleted force. If you survive the attack (defeating wave 10), any dead warriors will be replaced with new level 1 recruits on the next attack. But they'll be very weak if you're at later attacks so you'll need to upgrade them as a priority.
  • You get to rest between attacks (you need to speak with Commander Taryn to start the next attack) but there is only a 20 second grace period between waves. So you need to act quickly to buy upgrades and prepare for each wave! But between attacks you can take your time, rest up and upgrade freely. Sune is also available if you need to rebuff.
  • Hint: The front-most warrior, named Kastren, will often be the priority target for wasps - this means he'll agro the first boss Wasp Spitter and any additional wasps that spawn over the number of 5 - so you might choose to upgrade him first!)

Raid task

Go to burning woods and hail the Wasp Queen Trigger.

Wasp Queen drop Massive Dose

Return to Fenisha with the wasp spit and she will give you a Tinkering Shawl and a letter for Gulin. Go turn in the shawl and letter to Gulin and he will send you to Steamfont Mountains to kill a Forgotten Automaton and loot fragment of living glass (these are all the same and tradable). Once you have 4 fragments have a Grandmaster Jewel Crafter combine them. It is trival at 350 skill level. Return to Master Ingmar.

Once again Master Ingmar will send you on another farming expadition. This time it is for Essense of Marr. Go to Everfrost and kill Child of Marr for the essence (there are 4 static spawns at 6 minute timer, all the drops are the same and tradable). Once you get four essences of marr and an essence emerald you can have a Grandmaster Alchemist do the combine. Trivial at 350 skill level.

Go turn in the Essence of Marr to Master Ingmar

Please join us in Congratulating ________ on completing the Cleric Epic 3.0 Quest!

Sceptre of Marr