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Post by Jonales on Apr 16, 2017 2:36:12 GMT
Mountain Dwarves Task Updates: 1.) Mountain Dwarf Chief 2.) Slaying the Ogre Chief 3.) Mountain Dwarf Chief to complete
Walkthrough: Talk to the Dwarf Chief at Mountain Dwarf town. He tells you to slay the Ogre Chief who is in the ogre village. You can get there by going to the northeast exit of wild mountains map, or north west of western foothills map. Once at the ogre village, there are plenty of ogres in the map and there is a hut the chief is inside on the northwestern part of the map. When you get there you can defeat the ogre chief, then return to the dwarf chief and tell him the news.
Comments & Tips: You can lure the ogre chief out of the hut. Sometimes going north from wild mountains might get you into a battle for the 2nd part that wasn’t completed. It might be better to go to outskirts and go northwestern exit.
Mountain Dwarves Task 2 Updates: 1.) Mountain Dwarf Chief 2.) Slaying Guethgor the Ogre Mage 3.) Mountain Dwarf Chief to complete
Walkthrough: Talk to the Dwarf Chief at Mountain Dwarf town. He tells you to engage in battle with the ogres and to kill Guethgor the Ogre mage. You can get there by going to the northeast exit of wild mountains map, and the battle takes place in 3 parts on the next map wild mountains plateau.
Three parts. After the first part, you can go back to the entrance of the map or ever rest at MDT, then come back again.
Comments & Tips:
Guethgor can use prismatic pray so prepare death wards. Clarity/Mind Blank, elemental protection spells, breaches, and spell resistance work well.
Blinding the ogres or affecting the map area with spells – grease, clouds, darkness with ultravision - is very effective.
In these battles ogre hybrids, ogre champions, and ogre hybrids advance and attack. They have plenty of attack so be careful. To complete the quest you need to slay Guethgor who comes in the 3rd battle.
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Post by Jonales on Apr 16, 2017 5:55:20 GMT
Around level 12-14
Wheaton – Lonely Caves
Updates: 1) Wheaton Mayor (ask about work and be happy to) 2) Touching the stone for runes in lonely caves.
Walkthrough: When you talk to the wheaton mayor and ask for work, he’ll tell you to go to the lonely caves and see what the bandits have been up to…but this is for level 12-14 not for level 6-8. To get to lonely caves, go to the church of donblas – west of wheaton outskirts south - and then go south. Continue until you reach what looks like rigging that goes down, and you can use it to get into the caves next map which will serve as our reference – the “Underground River”. On the underground river map, there are 3 important paths for the quest: 1.) The path of the first part, which when you go further in the caves is the path on your left which is to the north. 2.) The exit to the surface which is the path where you continue straight or east. 3.) The path to the right or southeast and the 2nd final part of lonely caves.
There are water elementals, water imps that throw ranged acid weapons, and huge/greater elementals along the way. To continue take the northern exit a bit further down the north edge of the map. Follow that path until you get to “An explorers retreat” where you will find a door. Once there…Stop! There are traps. To defeat these traps you must destroy all the rocks, and then you can destroy or unlock the door. Try not to bash the rocks to destroy them, but use range or spells as they will damage you if you whack them. If you do, the area is a free rest area for health, so whack it only once or twice. Then you can touch the obelisk and return back to underground river. Take the exit to the surface and…Part 2 to continue.
Comments & Tips: Try to have +3 enhancement on your melee weapons for the huge and greater elementals. Greater magic weapon works. Elemental resistance works well for the ranged acid imps. The most important part is to follow the directions for the traps. They will make you respawn if you don’t.
Wheaton – Lonely Caves 2
Updates: 1) Arakan summoner on top of Mage tower (Arakan outskirts west) 2) Parchment and quill from a Scribe merchant in town. 3) Map of Ages in Lonely caves. 4) Using the copy of the ancient map in your inventory. 5) Wheaton Mayor to complete.
Walkthrough: …Go to the arakan mage tower in arakan outskirts west. At the top of it you can talk to a summoner, and then find a scribe merchant for parchment and a quill.
Finally, go back down to underground river and take the path for the 2nd part. On the next map along the path there are several water stalagmite crossings and a fork… go left (east on the map southeast path) where there are no elementals. Right leads you only to more elementals and a temple of the waves. Continue taking that left fork and at the last group on the next map – a door in the depths – there is a larger group with greater elementals. You can try to lure or invisibility past.
Once you get inside past the door to “The Map Room” …Stop! There are more traps. To defeat these traps you must first destroy the first row of pillars, then destroy all the corpses on the ground, then bash one of the 2 central 2nd row pillars until there is no more acid leaking from them.
Then there are more traps that do something near 40 damage but not enough to defeat you – free rest area. Then you can draw the map of ages, go back to the surface, use the ancient map for the last update, and tell the wheaton mayor.
Comments & Tips:
Try to have +3 enhancement on your melee weapons for the huge and greater elementals. Greater magic weapon works. Elemental resistance works well for the ranged acid imps. The last group of water elementals in the map “A door in the depths” is the most dangerous group. Be careful of the last group.
The most important part is to follow the directions for the traps. They will make you respawn if you don’t.
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Post by Jonales on Apr 16, 2017 5:59:13 GMT
Arakan – Aspects of Orcs Part 1 & Fer – Elijah’s Tasks Part 1
Pre Tips - Have raise scrolls for your party! A cleric with word of faith & raise would be great! Try to invisibility past the orcs!
Updates: 1.) Arakan librarian Iziz the caretaker & Elijah Lightbringer after completing IB & Orc Captain quest. 2.) A scribe for a drawing kit for drawing the totem. 3.) Killing Orc commander 4.) Touching the totem of Gruumsh 5.) Returning to Elijah & Iziz for next parts.
Walkthrough: After slaying the IB and Orc captain, Elijah wants you to slay 3 more troubling commanders, one of which is the orc commander. The orc commander is in a hut in the orc settlement map, two maps north of mount drassa. You can also get there from the east of the settlement map as well.
Iziz the caretaker in Arakan also wants you to draw a totem from the orc lands. You need a drawing kit from a scribe. The hut is in the northwest section of the map guarded by orcs outside. Once inside, you can open the door and wait to lure the commander and a few captains to the empty entry room. This is advised as there are a few orc mages around the commander.
Once the commander is slain you can go to the northwest exit of the settlement map to the totem area. The totem has several orc mages around it and a crowd before. You can lure the mages, range them, and especially word of faith them. Once the totem is drawn by clicking the totem, you can return to both Elijah and Iziz for rewards for these parts.
Comments & Tips: After fighting the first orc group north of mount drassa, you can invisibility past to the settlement and go left to cut down the amount of orcs you’d have to fight, although the mages might see you and horrid wilting. The mages have horrid wilting and prismatic spray. Death ward will help. The best thing to do is word of faith them to blind them. When going back, resting at the totem map to reset invisibility is slightly better than resting at the settlement map.
Arakan – Aspects of Orcs Part 2
Updates: 1.) Arakan librarian Iziz the caretaker 2.) Kima Daley at the church of donblas west of wheaton outskirts south. 3.) Arnold the chicken in fer. 4.) Touching the totem of Gruumsh and Killing the aspect. 5.) Returning to Elijah Iziz.
Walkthrough: After returning to Iziz he says you must draw out the aspect of Gruumsh and slay it. This can be done with the blood of an elf (Kima ) and a willing sacrifice (Arnold the chicken).
After getting them, go back to the totem map and with the same strategy clear the orcs, then touch thte totem and slay the aspect.
Return to Iziz for the reward. He offers you a weight reducing box or a robe which can hold one spell (from casting or scroll only).
Comments & Tips: After fighting the first orc group north of mount drassa, you can invisibility past to the settlement and go left to cut down the amount of orcs you’d have to fight, although the mages might see you and horrid wilting. The mages have horrid wilting and prismatic spray. Death ward will help. The best thing to do is word of faith them to blind them.
When going back, resting at the totem map to reset invisibility is slightly better than resting at the settlement map. The aspect can be hard to hit for melee. Harm from clerics or spells from casters can help to damage it.
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Post by heavymetal2000 on Apr 16, 2017 16:17:09 GMT
Additional tips for lonely caves if you feel like adding them
If you absolutely have no ranged options for the rocks you can destroy them in melee.
Iirc the pattern is, rock closest to entry point, far left rock, left rock by obelisk door then rock on right side of door.
The last rock on the right will still do some dmg to you but it will be greatly reduced.
If you do not have pick lock bring a needle point rapier, but I'd suggest always investing at least 1 pts here when possible.
If you need to bash the door it requires >20 str iirc.
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Post by Jonales on Apr 30, 2017 22:44:28 GMT
Okay new players, something important to separate from the wall of quests. You might have noticed at the next part near stormhold there is the beginning of a quest called The Ancient Portal.
This quest is a 6 part quest that will end with you going to a different part of the three towns server. People usually complete portal after level 20 so it’s known as “epic lands”.
Two things to note for portal. The first is while you do portal, you can gather signatures for another quest called The Balance Accords. You can get this quest by going to the pureblood camp (see basic map of northwestern lands) and speaking to Uncle Sid who is off on a grassy path to the northeast on the pureblood camp map. After speaking to him and returning, he tells you to gather 6 signatures. 3 are in the towns (MDT, Ten dragons, Sojan) and 3 are in portal quests – Elf lady Chiana , Underdark dwarf Kasil, and Dram in Caendryll.
Basically…you should get to the pureblood camp before you go to the 2nd part of portal which is elves. That way you don’t have to go back to elves, the underdark, and caendryll.
The other thing to take note of is that you have to complete all 6 of the parts of portal to finish. You can do them in any order, but there is a slight experience bonus for doing them in order. The order is: 1.) Under Stormhold, the beginning. Usually referred to as “Bragg and Portal” 2.) Elves, which are south of the western blackwood and arakan. You have to talk to a druid off the lost paths and then defeat a dragon Sirith’Anduil. 3.) Underdark. You can get to the underdark by going further into the iron brotherhood fort in contested area west, or going east of mirianar caves south. Do that until you reach a map called Abandoned Mines, and from there take the north exit. In the underdark you have to go to a temple of hounaste, solve a puzzle, then get a staff from an altar. 4.) Caendryll. The path to Caendryll is on the basic northwestern lands map. You have to go to a building in the northwest of the map and go up to defeat Vorathna, then destroy a brazier. 5.) Ice giants, referred to as “Icies”. You can get to them by going to the Frozen North part of the northwestern lands map. You have to speak a hermit in a cave Ledric, then go inside the ice giants tower and slay their queen. 6.) Varuls. One of the more difficult quests pre portal, as it should be. You have to go west of vanguard and then south, and keep going south of the portal area to a temple where you can defeat an undead with a key, open the door and gather the Portal water for the last part of portal.
Also if you got the pureblood camp after having got all the signatures, you can talk to the tribe’s shaman who asks you to get the chief Varul ear. The chief varul is along the path to the temple. You can also talk to erugish further inside the camp for a grindel lands quest.
After doing all of the parts, you can go to the portal (on the basic northwestern map) and use the stones (top to start, then clockwise) and take the portal to epic lands.
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Post by Jonales on Apr 30, 2017 22:46:53 GMT
Fer – Elijah’s Tasks Part 2 General Bragg & The Ancient Portal. Updates: 1.) Elijah Lightbringer after completing IB & Orc Captain quest. 2.) Slaying General Bragg in Stormhold castle. 3.) Talking to the creature below Stormhold castle. 4.) Returning to Elijah to return Bragg’s head. Walkthrough: Elijah wants you to slay General Bragg of the Iron Brotherhood. After speaking to Elijah to get Elijah’s task, you can go to contested area west and then keep going west. Once at the map bleeding fields west you can take the upper route without a gate to a cave underneath Stormhold with assassins which most need true seeing to fight. Once past that you can enter stormhold, take stairs up, and keep going up until you reach the room with General Bragg in it. While going up there are groups of enemies and guards. General Bragg is surrounded by many guards so it might be necessary to lure him with a ranged weapon. Once he is slain and you get his head, go back to the bottom of stormhold after the cave, and you can take the southwest room’s exit to a cave. This the path to start portal. Once there keep going and you will meet vrocks which can launch mind attacks so have mind immunity up. After that there are slaads and more vrocks, as well as traps which you can eliminate by destroying rocks on the path to the portal, which is along the western edge and go south. Southwest exit to proceed on minimap. After that you turn right, then to the room on the right (southeast room) and talk to the creature to begin the quest “The Ancient Portal”. Return to Elijah to turn in Bragg’s head. Comments & Tips: If someone knows the way you can simply run up stormhold without fighting any guards after you clear the bottom. Remember to have mind immunity for the vrocks. Protection from evil will work. Luring Bragg can be helpful. Invisibility running through bleeding fields like in Smiths guild quest can help as well. True seeing will help with the assassins in the caves when entering. Might need ranged/spells to destroy the rocks for the traps to portal. Fer – Elijah’s Tasks Part 3 Updates: 1.) Elijah Lightbringer after completing IB & Orc Captain quest. 2.) Slaying the Bleeding Eye Chief in Bleeding Eye Camp hut. 3.) Returning to Elijah to return the head. Walkthrough: After speaking to Elijah to get Elijah’s task, you can go to Vanguard Marches and get the Bleeding Eye camp however you prefer. It is advised once on the Bleeding Eye camp map, to invisibility and run into the central structure as in the camp there are many Bleeding Eye warriors. Once inside the structure the chief is inside guarded by a few warriors and a cleric or two. Defeat them all, get the head, and return to Elijah for the reward. Resting for invisibility out might be helpful as well.
Comments & Tips: Invisibility running from the bleeding eye camp entrance to the central structure and back is advised. The clerics can word of faith you so be prepared to restore or remove blindness/deafness. Stunning/blinding the warriors in any way can help. The clerics have stoneskin so greater magic weapon can help.
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monra
Wheaton Pixie
Posts: 3
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Post by monra on May 12, 2017 9:46:06 GMT
Hi Jonales and others, I am new player here; your post have been a great help for understanding this quests and not bothering other players.
Something more. I have started the "storm on the horizon" quest but I am stuck after talking to the mage in den of Thieves and getting the map. I have also taked to the librarian in Arakan but then I have to find an elven map. Could you explain me the way? thank you in advance
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Post by kalmeb on May 12, 2017 15:06:25 GMT
Hi Jonales and others, I am new player here; your post have been a great help for understanding this quests and not bothering other players. Something more. I have started the "storm on the horizon" quest but I am stuck after talking to the mage in den of Thieves and getting the map. I have also taked to the librarian in Arakan but then I have to find an elven map. Could you explain me the way? thank you in advance It is the map room you find when you do the Lonely Caves quest. If you have a copy of the map in your inventory you can use that and you will get a quest update.
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Post by Cheshire Rat on May 12, 2017 20:17:32 GMT
There's some XP for getting to the point of being able to sail, but the Isle of Storms is epic level content for most.
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Post by Jonales on Jun 8, 2017 6:18:48 GMT
Longer comments and tips sections here. Storm peaks and elves can be harder for newcomers. Partying up is advised.
An errand for Uncle Sid & the Balance Accords – Pureblood signature quest.
Updates: 1. Talk to Sid in the pureblood camp. 2. Talk to Richal in Fer tavern. 3. Return to sid at pureblood camp. Talk to him again for the balance accords. 4. The six signature updates – Mountain dwarf doctor, Brorther Kalerac, sojan, dram, chiana, and kasil maile. 5. Return to sid to complete.
Walkthrough: You have to get to the pureblood camp to talk to sid who asks you to get information to Richal in fer. Running all the way back, Richal asks you to talk to sid again. When you do then talk to him again, he asks you to gather signatures for the balance. After getting all of them (1k exp each) you can return to sid to complete.
Comments & Tips: The hardest part is getting past the storm peaks map and the hidden valley map after that, with the pureblood camp northeast exit of the hidden valley map. The storm peaks map has a chance of lightning hitting you with a reflex save around 14. If you can get your reflex up high enough you can half the damage each time. Lightning resist amulets from arakan might help, as well as elemental resist spells or evasion.
The other dangerous part about it is the enemies. Remember that ogre hybrid in the widget quest? There are more of them, and they are still just as dangerous pre epic. There are deranged giants with knockdown and comparable attack. Krenshars in the hidden valley map have mind attacks so use mind blank or clarity. The krenshar alpha deep in the krenshar cave has too much hp and can be animal empathied with the animal empathy rings from arakan.
You can fight them with a group and healing against lightning damage, or you can run with extended invisibility spell or invisiblity + greater sanctuary +clarity to protect from the krenshars mind attack once you get used to running through. These signatures get you a lot of experience during portal quest and is a good place to farm with drones/summons and mind protection during these levels and levels 20-23. If you don’t do it and you want to after portal, you will have to go back through elves and underdark.
If you go up a cliff opposite the entrance of pureblood camp, or south of the hidden valley you get to ogre giants. Casters can use summons and spells here but warriors might not like farming since the attack is too high. With mind immunity krenshars are good to farm for warriors from 16-19.
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Post by Jonales on Jun 8, 2017 6:20:02 GMT
Portal Part 2 - Elves
Updates: 1.) Talking to the hermit on the lost paths. 2.) Slaying Sirith’Anduil. 3.) Chiana for the pureblood signature quest.
Walkthrough: You have to go south of the blackwood which is west of arakan outskirts next to the tavern with Sojan – another pureblood signature. When you go south you go past dar the hunter to the southeast corner of the map and then after that further south where you get to the lost in the woods map. At this map, you must keep going to the southern side east exit until you get to the blackwood southern border map.
Once there you will have to slay an elf on the emplacement to get elf blood, then put the blood on a pedestal which will transport you over. This is a good place to rest but some spawns happen. At this point you begin the first part of elves which is getting to the hermit.
The hermit is at the end of a series of lost paths maps. If you go west from Blackwood southern border you go to the start of the path to the hermit. Then you keep going on those paths (western part of west lost paths, east goes to more elves) to the hermits cave, talk to him, and then go back. There are 2 lost paths map, east of southern border map and west of southern border.
You can go south a variety of ways since the lost paths maps connect to the elven lands, but you must go south from blackwood southern borders to southern woods water ways. Water ways is important because it has a forest master which has true seeing so people usually clear it out. Defeat the forest master and the elves in this map. After defeating them and the remaining elves, you can get the signature in the cave to the south, and the cave with elves and sirith anduil the boss is to the west of water ways map. Sirith anduil can transform into a dragon, and it is best to lure the druids away from him into water ways.
Comments & Tips: Elves can be an intense part of portal. They launch seeker arrows and have high attack. Sneakers might need more sneak items for very high sneak and casters should be wary of engaging the foes…premonition at your level might not protect you. Best to let the tanks lead/lure, or summoned elementals like fire, water, or air.
Invisibility is helpful here after the hermit, as well as elemental resist spells being helpful throughout. Mind immunity like mind blank or lesser mind blank will help as well as freedom of movement for the forest master. Spell resistance might be of some help, as well as protection from spells. Invisibility spell – not a ring - can get you from southern border to the water ways.
Magic vestment, barkskin, shield of faith might help. The total AC needed is 49 against archers so 45 is pretty decent. Elemental resist is as important since many elves launch seeker arrows which are changed by the server to do elemental damage. Even resist elements is helpful to tanks. A tank here can have 49 ac and still die due to seeker arrow. Might want spare elemental resist spells.
After you get to southern border map, lost paths can be confusing. The west path of west lost paths eventually takes you the hermit, but the east path contains archers that can shoot you when you go through the western path. To be safe on the lost paths maps, clear both the eastern map and western map.
When you reach the water ways map, there is a group of elves after the first bridge, but try not too get to close to the 2nd bridge because the forest master is waiting with more elves. Its best to lure them across the bridge. The forest master alone might take all your party to defeat, and he has storm of vengeance and stonehold.
It is best to lure the druids away and as many elves as you can before taking on sirith anduil. If you charge him without luring, there might be 2 archers still inside. The druids near him can storm of vengeance as well.
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Post by Jonales on Jun 12, 2017 5:59:57 GMT
Just the portal part of underdark for now. There are more UD quests, I'll get to them.
Portal 3 - Underdark
Updates: Don’t forget the Balance accord signature at the dwarf camp. 1. Touching the altar at the temple of Hounaste.
- How to get there section - Now, I’ll spell out clearly how you can get to the underdark here. There are 3 ways accessible to you normally, and they all converge on the map Abandoned Mines: 1.) Contested Area West -> IB fort -> Captains quarters -> abandoned mines 2.) Contested Area west -> West exit -> Mccaughey Glen -> North exit -> East until Abandoned mines 3.) Abandoned Mines East you can go further from where you found Tinnely and you get to the same place as from the IB fort.
After getting to Abandoned Mines, you go to the center of the map and then a north exit, where you will meet a group of deep dwarves. After that group of dwarves is the exit to the underdark.
Walkthrough:
Part of opening the portal requires a staff at the temple of Hounaste in the underdark. You must travel through the underdark to the temple, solve a puzzle, and touch the altar to get the staff. Then go back up to the surface.
Upon first arrival many are confused by the underdark and its paths…a compliment to the designers. It’s simple though. There are 4 main maps to be concerned with in the underdark: 1.) Upper Level 2.) Lower Level 3.) Dwarf City Outskirts (Dwarf city outskirts south) 4.) Dwarf Outskirts (Outskirts North)
Along the way there are deep dwarf enemies and some deep dwarf casters. They can word of faith, summon elementals, and heal. Luring when you see a group of dwarves can be helpful if you are fighting. At the end of lower level and start of dwarf city outskirts there are two dwarf mini bosses which are tough warriors, and they have clerics alongside them. If you are fighting, prepare to fight tougher here. You can honestly invisibility run but the clerics word of faith you so you are blind, and at lower level there can be a group of dwarves blocking so better to be safe. Sometimes the clerics dispell as well.
Traveling section :
A.) Abandoned Mines -> North Exit -> Upper level -> Northwest Exit -> Lower level
B.) Lower level -> North route -> Northeast exit -> Dwarf City Outskirts
C.) Dwarf City outskirts -> Northwest Exit -> Hidden stream -> Dwarf outskirts (Assassin ahead) -> West path squeeze through rock -> Northwest Exit -> Dwarf camp Use true seeing or a tank for the assassin. On dwarf outskirts from hidden stream’s exit you go up until a rock with the assassin, and you have to use w a s and d to squeeze around the rocks to go to the northwest exit to the dwarf camp. The balance signature is on the upper part of camp named Kasil Maile.
D.) Rest up and now you have to go back to Dwarf city outskirts - where you came from, south of hidden stream. Dwarf City outskirts -> Southwest exit -> Drow Enclave -> Northwest Exit (I think the only one) -> Underdark - Deep -> Exit on western side -> Forgotten cave -> follow the path until the temple
On "underdark - deep" map there is a group of drow with an assassin or two, and about 3 casters with some warriors. After that there is one sneaking handmaiden so be careful of her, and then the exit to the map with the temple. Now honestly, after underdark-deep if you have a caster with invisibility then you can normally invisibility run straight to the temple even though there are priestesses with true seeing. The priestesses cast some other spells instead of dealing with you even though they see you, so if you have a small party you can all run right past them and deal with the chasers inside or near the temple.
However, you deny yourself a truly thrilling and challenging fight if you do. The handmaidens are stealthy so true seeing is very helpful, and the clerics can summon. Some handmaidens are damaging archers and the very first positioning with archers and clerics is usually approached by luring. True seeing/Remove blindness/Restore for word of faith might help as well.
Now if you get past the handmaidens and into the temple, there is a puzzle. The puzzle is a 5*5 square puzzle and when you select one square, each one in the same row and column get switched as well. The point is to make them all red for on (let’s say) rather than white for off. If you get stuck you can shout for help but I don’t want to deny you the thrill of solving a puzzle.
After you get past the puzzle, you touch the altar to complete.
Now back up. Remember…only the 4 main maps to worry about.
Comments & Tips:
True seeing, stoneskin/premonition help greatly. Ultravision can be helpful against drow. Many of the clerics use word of faith so remove blindness/restore/true seeing can help with that. Death ward, spell resistance, and mind blank help against the drow casters. The drow wizards can use finger of death. Freedom can protect against assassin paralysis, but isn’t necessary. Restore and lesser restore can be helpful in restoring your strength if you get sneak attacked by drow/dwarf scouts.
On the map lower levels, near the center after a dwarf gate encounter, there is a storage room for another quest stat and a free rest. With this you can basically invisibility to the lower level, get in the storage room and then rest.
You should have true seeing for the path to the portal from Dwarf city outskirts. On the drow enclave map, the next map, and the temple map is when you need it.
Some don’t want to do it but there is a dwarf quest line for slaying two drow leaders basically along the way of where you walk. You can gain some exp for doing these along the way. This allows you access to the dwarf store.
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Post by Jonales on Jun 13, 2017 15:11:51 GMT
Underdark – Deep Dwarf Alliance
Updates: 1. Olon in storage room , center of underdark lower layer 2. Gimak leader of dwarf camp 3. Slaying drow squad leader 4. Gimak in dwarf camp 5. Slaying drow priestess north of underdark – deep 6. Gimak to complete
Walkthrough:
Olon asks for help against the drow and tells you to speak to Gimak. Gimak welcomes your help and tells you to slay the drow squad leader in the deep dwarf city. After slaying her, Gimak tells you to slay another drow leader the priestess of a camp near the path to portal. After slaying her you can return to Gimak and get a quest reward.
There will be drow in groups to fight. The best deep dwarf city entrance to use is south of dwarf outskirts which means just past the rock to hidden stream. After you enter you can go around the structure to the entrance and enter the big structure than fight the group and slay drow leader darkness happens often here.
At this point turning in the quest gives you a small quest reward and access to the dwarf stores. There is +4 equipment and an expensive but decent Damage Resist plate armor. Also some dark ammunition tools.
The 2nd leader is the northern route rather than the western route of underdark- deep map, which is the map before the map with the temple. So all you have to do is go north as well, fight a few group of drow, go to the hut in the center north of the camp, try to lure some drow out of it, and defeat the priestess.
Then return to Gimak in the dwarf camp before you leave the underdark for the reward.
Comments & Tips:
Drow patrol leaders can do damage in melee. Wizards have finger of death sometimes. Priestesses can storm of vengeance. Get death ward and mind immunity.
Remember true seeing for assassins and scouts around drow. Ultravision for darkness.
Best to lure the 2nd leaders forces out even if a small bit. Sometimes after its best to all in but there might be a storm of vengeance.
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Post by Jonales on Jun 14, 2017 0:40:19 GMT
Portal part 4 – Caendryll
Updates: Dram signature in the house in the central north part of map. 1. Beating the orb long enough to destroy it.
Walkthrough:
To continue with portal you have to visit caendryll, defeat a Vorathna, and destroy the orb she’s using. To get to caendryll go to vanguard and use the southwest exit. Continue along that path until a large gate. That is caendryll. Where you need to go is a tower in the northwest part of the map. When you enter, you are on the ground floor and you must go up the stairs to the right to get to the 2nd floor. Past a group on either side is the room where Vorathna and the orb is.
Comments & Tips: When going toward caendryll from vanguard, the enemies are cloaked so use true seeing.
Outside caendryll is a usual rest point.
One important thing to note about caendryll tower is the amount of spells there are. Any and all magical buffs - even spell mantles - would be useful when fighting in the caendryll tower.
The other thing to note is that there is a small chance of you being “entranced” in fear by a caendryll ambush. This includes inside the tower. Because of this, it’s helpful to invisibility when going to the tower, and sometimes you can make it to th 2nd floor easily enough. Sometimes you don’t make it past 1st floor while invisible though.
Because of the ambushes, the most important thing is speed. This doesn’t mean you shouldn’t fight in the first floor and that you can't rest on the 2nd after fighting. Put simply, try not to lollygag in caendryll when doing the portal quest.
A duo of spell breach, mordenkainen’s disjunction, or greater dispelling might help against Vorathna. Luring the group around her can help. Remember to beat the orb and get Drams signature.
Oh and if there is a portal open in the central north part of Caendryll Plaza...that is a level 40 area. Don't go in there while doing portal.
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Post by Jonales on Jun 15, 2017 17:04:46 GMT
Portal part 5 – Ice giant “Icies”
Updates: 1. Talk to Master Ledric about the ice giant queen. 2. Slay the ice giant queen.
Walkthrough: The ice giant queen has a shard that you need for the portal. You need to travel through the frozen wastes to the ice giants home, go through until the ice giant queens hall, and slay the queen.
To get to the ice giant queen you need to go to the Frozen Peaks north of the Peaks. At the northeast part there is a cave with Master Ledric. You take the eastern exit from Frozen Peaks after speaking to Ledric and on the central east part of the map Ice Giants Peak is the Ice Giants Lair.
Enter the structure and the exit on the east part of Ice Giants Lair leads to more giants and giant mages, and then the queen’s halls. The exit to the west leads to Frozen Peaks faster once you defeat her.
Both maps outside the ice giants structure (Frozen Peaks and Ice Giants Lair) has sneaking wolves that can knockdown and move fast enough to keep attacking most. Use true seeing to spot them so they don’t sneak you.
Comments & Tips: Icies is generally a straightforward part of portal. Use true seeing outside the ice giants domain to spot the sneaking wolves. Have death ward to avoid the ice giant mages wails. Spell protection and mind immunity will help against them as well.
Healing kits or capabilities may help when fighting the giants to the Queen’s halls.
Storm of Vengeance or other area spells might help in the ice giants hall when luring.
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