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Post by Jonales on Jun 15, 2017 18:19:26 GMT
Remember to get the pureblood quest to kill the Varul chief to do alongside this one if you can (Look down to Pureblood quests).
Portal Ending - Varuls
Updates: 1. Slay the chief varul ancestor to get the key for the orb in the water. 2. Activate and enter the portal.
Walkthrough: Final part of portal. The Varul monsters are stealthy so you basically need true seeing to fight them. Stock as much as you can and count on using 2 or 3 per person.
You have to use the west exit of The Vanguard until you enter Wild Lands Veil of Mists. You go south two maps to another map of a similar name but it has a hill with many Varuls on it. At this map you can go west to the portal – which you can’t activate yet – but mainly to rest (some chance of respawn) so you can invisibility run or prepare to fight whichever you prefer.
You go south of the veil of mists with the hill to next map Varulheim – The Ravine, and after running and ignoring the casters or fighting an archer filled map, the next map has the Varul chief for the purebloods quest and the temple with the portal part in it.
After entering the temple you fight some ancestors and a chief varul ancestor ( since they are undead healing the chief damages him clerics and druids ) to get the key to open the door for the portal item. Once you click the water and get the orb, you can go back but the quest isn’t over. One of the things about varuls is the rate of respawn on them. The first main map with the archers on the hill has most likely respawned.
Resting in the temple is possible but can have a high chance of ambushing and you need true seeing to fight the ambushing varuls. Whatever you do, when returning be prepared to fight. When you enter the hill map there are casters right when you enter if they respawn. When you get back to the portal area you can rest (some chance of respawn), then activate it to cross or go back to the towns.
Comments & Tips: Firstly, the most important thing is the rate of respawn. Remember returning might include fighting. You need true seeing. Varulheim – the Ravine ( the 2nd map ) is very combat heavy if you fight. This is the last part to portal so the fights are significant. They have archers on both sides so having people kill them by going to the sides with melee or with an archer ally shooting will be needed. Many of the varuls are archers and so have piercing damage. Piercing damage reduction will help. Word of faith to blind them will help.
The first hill map includes casters with true seeing, and so before running through invisible the first map can be cleared, then your group can rest at the portal and have a safe first map.
Death ward is important here. Other anti magic preparations will be helpful as well. Prepare against storm of vengeance, fire storm, and blinding. The varuls might reduce your attributes so restores can help. A few DC boosted Wail of the banshees might help against the varul crowds. You can use fox’s cunning to boost intelligence etc. Storm of vengeance might help. They have evasion so reflex damage spells besides storm might not work. Horrid wilting works well, and confusion/fear as well as clouds can help against the crowds. Evards can do damage well but might not stun. Prismatic can work with it’s other effects, or bigby’s can work. Premonition will help you survive. Have more premonitions/Damage reductions.
Or, if you actually want to make it way easier, a epic dragon knight summon can help immensely with its fear aura. Barbarian terrifying rage might help as well.
You can certainly greater sanctuary through the varuls as well. Invisibility running is fine but a caster might cast at you or follow you.
Most fight though because of the casters, preparing to fight at temple map (after the ravine) in the upper left corner near a tree and luring.
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Post by Jonales on Jun 16, 2017 16:46:44 GMT
One can do these quests at any time but recommended after elves or underdark at least. Not many map names for a specific path in these parts because the paths are just straight. If you go on the paths you eventually get there. Ten Dragons Monastery – The Ordeal Updates: 1. Brother Koh in the monastery. 2. Brother Koh to begin the ordeal. 3. Defeat all the ordeal monks and collect their tokens. 4. Brother Koh at the end to complete. Talk to Brother Koh in monastery again to get next quest from Brother Sugnar. Walkthrough: Brother Koh wants you to do an ordeal to gain favor with the monks. You have to rest, get some items, and begin. You can buff after you begin but not before. Defeat the monks and get their tokens and turn it in. Comments & Tips: The last 2 fights are the hardest. The last has a quivering palm so you might want to send a summon first. The 2nd to last has 2 one with concealment.
During rhule and fer dragon you will meet enemies that deal a large amount of fire and cold damage. The best way to deal with this across all classes is a resist item for each, combined with flame shield.
Ten Dragons Monastery entirely – “Rhule & Fer Dragon” 1. Brother Sugnar 2. Master Ledric in the Frozen Peaks cave 3. Plant in Ice Giants Peak map 4. Master Ledric 5. Brother Sugnar 6. Master Ledric to tell you about the Rhule Staff 7. North of Ice Giants Peak eventually leads to Rhule tower, Rhule Chief, and Staff. 8. Brother Sugnar for an update (you can go to Master Ledric with the staff for less cash and about equal experience) 9. Delve into the Peaks cave entrance near the top which leads to the Fires of Drassa. At the third map (below the downward ramps) left leads to the smith that destroys the staff. 10. Brother Sugnar to complete. Walkthrough: The Ten Dragons Monastery would like you to contact Master Ledric in the Frozen Peaks. There are giants and timberwolves remember true seeing is needed for the wolves. When you do he says to get a plant at the bottom of the next. After you do you can go back to Sugnar who asks you to go again and ask Ledric to come back. When you go back to Ledric he says there’s a staff and you have to go get it. The path north of the next map (Ice Giants Peak) eventually leads to Rhule tower after…about 3 or 4 maps. You need true seeing for sneaking cats and some physical dr as well as cold resist would be helpful. You enter the tower and go upstairs, then lure and defeat the Rhule Chief to get the staff. You can go back to Ledric at this point (he turns into a baelor) but a larger cash reward gets granted for going back to Brother Sugnar who tells you to destroy the staff. The path to destroy the staff is nearby the path to destroy the Fer Merchants Dragon. You go to the Peaks of the Drassa range and take the cave entrance and at the 3rd map which is the fire giant lair go left upon entering to destroy the staff. To open the door to it you need to defeat all the flame shards - the last one needs to be slain on the map they are on, the door - before the door. They regenerate so its helpful to focus fire, and try to separate them perhaps by luring them outside. Go back to Sugnar to complete. Comments & Tips: True seeing and cold resist is helpful for the cold part, there are ice storms and ice drakes. Fire resist is helpful for the rhule part as there are also Fire Drakes. Try to separate the flame shards before the door and focus fire (entire party tries to focus on one) to defeat them. A Merchants Tale (The dragon) Updates: 1. Merchant in fer tavern. Use lore to identify the runes on the pillar to open the door. 2. Slay the dragon. 3. Merchant to complete. Walkthrough: Into the fires of drassa from the entrance at the top of the peaks eventually leads to fire giant lair. The exit forward from the entrance leads to the dragon, but you need to identify the pillar to open the door. You can use the arakan staff, and if you have high intelligence and fox’s cunning potion you can persistently try and eventually succeed. After that the bridge has small chance of ambush so many rest 1 by 1 there. Then the next map is the dragon. After defeating him you can go behind him and if you have enough open lock you can get some gold. The exit is after the gold. Return to the merchant to complete. The merchant can give you a reward item or if you refuse it a smaller amount of gold and experience based on level. Comments & Tips: Fire resist helps as there are some fire drakes and he is a fire dragon. A mordenkainens disjunction on the dragon would help even if you don’t use spells. If you do use spells you should at least breach the dragon. Greater missile storm helps as he has high saves and resist. Otherwise I’d go for horrid wiltings and elemental summons. He usually resists harms but a storm of vengeance will do some damage over time. When the dragon gets injured enough 3 fire giants come to help. If you stay too long in the dragons cave there will be random fire attacks on most of the party so have some fire resist items or spells up. If you have no one with high intelligence you might need a lore item.
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Post by Jonales on Jun 16, 2017 20:25:43 GMT
After getting all the signatures (most likely dram being last ) you can go back to the pureblood camp and get more quests from them to do alongside Varuls and the Grindels quest.
Grindel Chief (from Elijah in Fer)
Updates: Prerequisite – Complete Elijah’s tasks (Commanders) 1. Elijah asks you to slay a Grindel Chief 2. Slay the Grindel Chief 3. Return to Elijah
Walkthrough: After talking with Elijah you have to make your way to the peaks in the Drassa Mountain Range. Then you go west into grindel lands. There are some grindel sneaks and a cleric on the peaks map. The grindels have sneaks and clerics. The sneaks make it a good idea to have restores or lesser restores due to a loss of strength from crippling strike. Other than that prepare against clerics, perhaps with some true seeing.
You have to go west two maps from the peaks into grindel lands and then go North where you see a break in the treeline to a Northwest exit on the map into a Grindel cave complex. The complex has some more grindel groups around their huts and the chief is in a hut in the Northwest part of the complex. Once you enter the hut you’ll fight 2 or 3 guards and there will be 2 doors you can try to lure the chief from. Since he has a large crowd it’s good to try to thin the herd. When you slay the chief you get some experience and you can return to Elijah for the reward.
Comments & Tips: True seeing, anti clerics. Biggest note is to prepare for restoring your strength. Group spells usually serve people well here as well as simple summons with protection spells on yourself and others. Blinding and Storming at or around the end can help.
Pureblood Camp Quests 1
Updates:
Prerequisite – Finished the Balance Accords signatures quest
1. Talk to Sid when completing the Balance Accords and then some lower purebloods will speak to you.
2. The two lowers are the Pureblood Cook and The Guard outside the chiefs hut near the smith. Both will give you quests. 3. The quests are near to each other but you need both. When you get them you just have to run to the inn outside wheaton and talk to the cook there, as well as talk to the guard of the black merchant outside wheaton.
4. Go back and return the quests to the two. 5. Talk to the pureblood shaman in the chief’s hut and the pureblood guarding the docks behind the camp. These give you a quest to do alongside varuls (kill the chief and return ) and Grindels (Kill the high cleric and return).
6. Slay the two monsters. 7. Return and now you can use the shaman shop and the pureblood docks.
Walkthrough: After completing the first two and getting the quests, you have to slay the varul chief and the grindel high cleric. This will go over the high cleric since you basically kill the chief in the varuls portal quest. The Grindel high cleric entrance is near the Grindel Chief hut entrance, just a little farther in the corner. Go inside and fight a few sneaking and warrior grindels until in the center there is the High clerics group. Theres a group and a funnel so you can lure them with some area spells to make it easier. Just a large fight with some clerics and a warrior group around them.
Comments & Tips: Prepare for fighting clerics, use true seeing for the sneaks. Do this alongside Grindel Chief with Fer.
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Post by Jonales on Jun 18, 2017 6:53:25 GMT
For when you cross the portal...
Ancient Portal – Crossing the portal and back again.
Updates: 1.) Entering the portal after completing all 6 parts.
2.) Going west of the portal to a town called Harata, and speaking to it’s Mayor in the council hall.
3.) Going back to Fer through the portal then through varuls and the rest, then speaking to Elijah.
Getting the map from the lonely caves quest.
4.) Use the map from the lonely caves, and you can now sail to Harata.
Walkthrough:
Once you cross the portal you can rest in the map you go to. When you go outside the door you come to a desert land. The surrounding area is called the Great Desert and the town you have to go to is called Harata. Harata is about 7 or 8 maps west of where you come out of the portal. There’s a significant stretch of desert to cross.
The enemies you will mostly meet are called cliff fiends. They are sneaking monsters with death attack, so most people need true seeing. They can be animal empathied by druids/rangers/shifters, and they can be affected by mind attacks, wail of the banshee, and fear. They have high attack for people usually crossing over, but +5 soak items, slashing resist, and stoneskins will help against their attacks somewhat. It’s best to try to lure some if they are in a group as death attacks can happen from multiple foes.
On other maps there are enemies called asabiats. They have archers with + small acid damage as well as some warriors and perhaps a shaman on the path. After that there is a valley of fire with more cliff fiends, where fire damage just rains down on you so have fire resist items or spells, and heals if you don’t have evasion and reflex.
After that there is 2-4 more cliff fiends in a map titled “Outskirts of Tamehew” – you want to go south here – and then a group of harata guardsmen fighting asabiats that you can honestly mostly run by if you don’t mind ignoring an archer firing at you a bit.
You can enter harata on by going west of harata outskirts and talk to the mayor in council hall – southwest building – and then go back all the way to Elijah or Sid whichever you said at Harata. The difference is that you get a different first finale quest depending on who you said and both are fine. Elijah is the one people are usually nearest to help you with it. Resting at the portal on this side can help you invisibility back. Then you can use the map after speaking to Elijah or Sid so that you can sail to Harata.
Comments & Tips: The primary enemy cliff fiends can be surprising for newcomers. They move fast enough to catch you running and are stealthed with death attack and high attack values. Spot them with true seeing before and let tanks lead. A greater sanctuary can help here.
Cliff fiends can be animal empathied by druids/rangers/shifters, and they can be affected by mind attacks and fear. An enhanced DC wail of the banshee might help. They have very high attack for people usually crossing over, but +5 soak items, slashing resist, and stoneskins will help against their attacks somewhat. It’s best to try to lure some if they are in a group as death attacks can happen from multiple foes. Elementals can serve you well here. You can avoid the asabiats on the first map by running west on the north part of the first “Great Desert” map, but on the next you will have to fight or sneak by.
Also, an extended invisibility can honestly get you most of the way to harata and back safely, cutting off much of the risk. Greater sanctuary can help you the rest of the way. The asabiat shamans have true seeing so to be safe you can shield against spells.
Remember to complete it you have to go through the portal, to harata and speak to mayor, then back through the portal to the Three Towns Fer and speak to Elijah. Resting at the portal on the harata side (with the golems) is a free rest so it is safe.
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Post by Jonales on Jun 20, 2017 11:49:33 GMT
This quest and another Search for the Hetepka can be done in order to give you access past the west gate of Harata, which you need to go past for finales and other quests.
Harata – An Attempt for Peace
Updates: 1. Harata Mayor 2. Asabiat Sub chief 3. Slaying a Gorgon (if you can’t persuade bluff or intimidate) 4. Asabiat Sub Chief 5. Talking to Asabiat Chief and slaying him. 6. Asabiat sub chief 7. Harata Mayor to complete.
Walkthrough:
The mayor wants you to try for peace with the asabiats. You can go to the great desert map which has the northern bridge (west of the great wastes map) and exit to the asabiat village. Once there you can sneak along the west part of the map until a stairway in the back which leads to the asabiat sub chiefs room. When you enter be sure to take off your weapon, as if you enter with it equipped the asabiats will still be your enemy.
When they are your ally talk to the sub chief and if you can’t persuade him he’ll ask you to find a gorgon and slay it. Here’s an important part…you have to find it. It can be in quite a few maps between After the portal to the east and north of harata outskirts with a group of aqua-asabiats. There are specific spots it likes to spawn and some are hidden away so you won’t find it if you don’t look sometimes. One of the maps is great desert south which is south of the village. It can also be on the map north of outskirts of tamehew where you can speak to someone for another quest, but it is on the side hiding near a tower.
Whenever you find it and can slay it you go back to the sub chief without your weapon, and tell him. He allows you to talk to chief and when you do chief refuses peace. Then you have to slay him. He has a shaman so try to slay him first, then the chief is somewhat easier to deal with. Drone widget might help if you have it.
Once that’s done go to the sub chief and tell him and he agrees to peace, then go back to the mayor to complete. Once you go back to the mayor the asabiats will become unallied after a server reset, or if you talk to the mayor again.
If you keep the quest without speaking to mayor they will still be allied and you can cross the desert more easily. This is if you have completed Search for the Hetepka which also gives you west gate access.
Comments & Tips:
Remember when getting there after the bridge you can go along the west side and have to fight only a few guards and maybe a shaman, instead of the entire group.
The true problem of the gorgon quest is finding the gorgon. Because of this if you have a party that includes clerics, wizards, sorcerers, or paladins (and have at least one open lock with thieves tools from the harata market) then the other access quest Search for the Hetepka can be much easier. Finding the gorgon can be easy if your party has spotted it or you stumble upon it while farming, or it can take a while.
When checking for the gorgon, remember it can be north of outskirts of tamehew and north of harata outskirts, but don’t go any further along that way because there is a larger group of aqua-asabiats which are unallied.
You can rest above the chiefs room – might want to close the door to sub chiefs room – before you enter to fight him.
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Post by Jonales on Jun 20, 2017 17:05:58 GMT
Search for the Hetepka Updates: 1. Nami Tet with enough intelligence 2. Slay the Dragon 3. Nami Tet to complete Walkthrough: Nami tet wants you to get a gem from a dragon inside the Necropolis. You can enter the necropolis 2 ways and both require open lock, one just has lower dc and is longer. One is by the outskirts of tamehew near nami tet and using the stairs from oasis map’s exit or using the central entrance. The other is from harata outskirts and going up the stairs in the northeast corner of the map. Either way you get to the same map – the necropolis - which has neser sa casters and hai sa warriors as well as necro sa monk giant skeletons. The giant skeletons are easier but have quivering palm and highest attack. The neser sa and hai sa have immense damage reduction to all physical attacks and to hurt them basically you need non physical damage on your weapons. Don't use negative energy damage spells on them as it heals them, but negative energy damage from weapons - like soulfire - is fine. Once you get past a group of enemies in the central eastern part of the map you have to go through the east exit to more hai sa and necro sa and you’ll be on the central map of all the necro quests, crypts of the damned. For hetepka you want to go unlock the door to the central south and take the exit beyond. This will lead to a bridge. Unlock the doors and the bridge is a good place to rest although it spawns sometimes. Dragon is behind more locked doors further inside, and you can use mass heals to take him down easily. As a dragon he has fear aura so have mind immunity ready. Return to nami tet for the reward and west gate access. When you return you might have to unlock another door so be ready for that. Comments & Tips: Neser sa and hai sa are not affected by physical attacks at all. You have to use non physical damage sources like bless weapon, positive damage, flame weapon etc. Try not to use negative energy spells as it will heal them. Unless you want to go north through pale soul and aqua asabiat territory, you need open lock to get out of the necropolis. You want some type of caster or paladin really. What will hurt the hai sa/neser sa is heals and divine damage like hammer and searing light. Heals or mass heal is usually better than sunburst and sunbeam affects/blinds allies so probably not best to use. Lay on hands from paladins are extremely effective, and if the paladins don’t have much try to save for the casters.
If no one in your party has open lock at all, you can use knock scrolls, although you will need multiple because its a random roll each time. If you have 1 open lock you can buy +10 and +12 thieves tools in the harata market.
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Post by Jonales on Jun 24, 2017 15:47:51 GMT
Once past the western gate the main quests are Minotaurs and beholders because both contain a half of a key to the next city manonera.
To The Manonera City Part 1 - Minos
Updates
1) Talk to a stone inside the tower of Sebayet 2) Talk to another stone deep inside the labyrinth of minotaurs.
Walkthrough
Go west of harata two maps to the towers of sebayet map. First you have to talk to the stone inside the tower of sebayet. There are some clerics and oukrata spirit warriors but with luring it should be easier.
You will have to fight groups of minotaurs from here on out. After the tower of sebayet you go south to enter the minotaur labyrinth. Once inside you take southeast stairs exit to guards quarters, then you take the next southeast exit to stairs to the depths. The crowd before the next exit is a bit more than the others, but there is south stairs you need to take to labyrinth quarters.
Then the southeast exit again to approach to the throne, and at approach to the throne you should lure as well. After that there is the chief & minions off an exit in a hallway but the entrance to the stone is just down the hallway. You can run by the chief but most slay them for the oukrata prisoners quest key.
Getting out of the long quest is half the battle as well if you don’t have a dragon knight.
Comments & Tips #1 tip – Dragon knight summon. It makes almost all minotaurs run in fear. Barbarian terrifying rage can work if you have it.
The clerics have stoneskin and mass heal themselves so vampires/risens/undead watch out. You need +5 to get past stoneskin if you want to do damage immediately.
The minotaurs are often in groups and it behooves you to lure them if you need to. They have a huge vision range though and it can be hard to lure them.
Most spells work well against all except the clerics and these soul warriors with double axes who have elemental dr. The rothes they have are mind immune.
This quest is long and involves a lot of maps and fighting. You might want to pack some healing capabilities.
Since the minotaurs use warriors slashing reduction is great to have. The clerics like to earthquake and fire storm. Freedom of movement can prevent a knockdown and spell resistance/save boosts/element protection can help.
Best to lure the 2 big groups of minotaurs before the rock.
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Post by Jonales on Jun 24, 2017 23:38:53 GMT
To the manonera city – part 2 “Beholders” & Harata - Strange Creatures
Updates
To the manonera city If you do this first you need the update from inside the tower of sebayet. -Slay the heir of salios for the key to the grave. 1. Talk to the ghost after opening a grave for one half of the key.
Harata - Strange Creatures 1.) with enough intelligence talking to the merchant in the southeast of harata. 2.) Slaying Gordueth Elder son of salios.. 3.) Returning to the merchant for the reward (includes a widget as of now).
To the Manonera City Walkthrough
You have to go north of the tower to find a part of the key to the manonera city. North of the tower brings you to caves filled with more minotaurs and beyond…beholders.
After the caves at an exit to the northwest of the caves map you go to deep in the earth. In this map there are stone defenders with a mind affecting aura so have some defense against it. Then you have to have open lock and some bonus to get the gate open. After that there are a few smaller beholders to deal with and the exit to the north.
When you enter the next room deaths embrace, you have to open the next exit with a “hitting the panels password” and there are 4 squared panels. It is a crisscross of the 4 panels with the sides closed and top and bottom open. Another way to see it, imagine the 4 corners of a square. Now draw lines from the left bottom to left top, then left top to right bottom, then right bottom to right top, then right top to left bottom. That’s the pattern. Left bottom, left top, right bottom, right top, left bottom.
After that you reach outer warrens. At this fork if you proceed left you will eventually reach a map that leads to the 2nd widget quest in harata and the outside the temple map. However, the right fork which goes straight goes to chasms and most rest there and invisibility run past the beholders there to the same map – outside the temple. When you are outside the temple, the path to 2nd widget goes north – another locked gate - while the path to the mano key is to the east. When you go east the mano key is behind a locked door and the chief has the key. Do not take the southeast exit it leads to the caves with the minotaurs you passed.
You have to kill 2 pairs of beholders before the room with the heir of salios and his guard beholders. As beholders do, they have antimagic cones and death rays, so be wary. It might be helpful to send in summons first. You get the key from the chief, go down in the locked room to the northwest and open or destroy a grave then talk with the ghost. You have gotten a part of the mano key.
If you have done everything you wanted you can go to the southeast exit in the temple of the eye map and it leads you to the caves with the minotaurs.
Maps in explained order Caves -> deep in the earth -> deaths embrace -> outer warrens -> chasms –> outside the temple –> temple of the eye
Strange Creatures Walthrough (from outside the temple):
The path to the 2nd widget is north from outside the temple. You can invisibility as long as you can unlock the gate with open lock (knock makes you lose invisibility) and if it's a long enough invisibility you should run by the next map. Its like the outer warrens caverns and the widget path goes to the north. You should try to run past the northern larger circle which is filled with enough beholders to make a party of 6 players pause when fighting them due to a funnel entrance and their summons.
When you get past them you come up to a "tic tac toe" like 3x3 platform map Halls of the Elders. There is fighting on every platform and you should try to fight your way. You can go either way but you want to stop before you reach the central top. From before the central top platform you can lure Gordueth making it much simpler, and silence effectively prevents him from doing much. After defeating that boss you can try to rest near the entrance and invisibility back to the temple.
Maps in order: Outside the temple -> Tunnels of the Elders (north exit) -> Halls of the Elders.
Comments & Tips Okay here’s the deal. Beholders is a place where it’s very simple to have characters perish because the beholders can antimagic death wards away and then use a death ray that almost always works on an un warded character. That’s right, beholders remove your death wards and death attack you.
There are 2 generally known ways of dealing with this.
The first is to blind the beholders or make them not see you. People often use darkness and since the beholders won’t see you it’s a bit safer. The other version of this is blinding the beholders with word of faith.
I think one of the best strategies that works is a combination of these from clerics, in which a cleric darknesses ahead of themselves outside the beholders range, then go into the darkness and blind the beholders with words of faith. It’s a darkness and blind approach.
The 2nd way to deal with beholders death raying things is to have undead tank the death rays. This includes undead forms from shifters and undead summons from casters. Around this time there are 2 usual options – lvl 30 and below gets a shadow archer (except for pale masters, but no problems there), and level 31 gets you a shadow knight which is more effective and melee based. The undead can survive longer than other summons even a dragon knight here because of the beholders death attacks.
After that, you could prepare a bunch of death wards to fight the beholders since they take it away.
Strange Creatures tips: There are 2 other types of beholders. Animators can summon 3 undead summons that have damaging melee strikes, and there are beholders that cast like the bosses. Silence on an adjacent allied melee will effectively prevent casting beholders from casting. This works well on the boss beholder Gordueth Elder son of Salios.
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Post by Jonales on Jun 26, 2017 22:15:42 GMT
Once you get both parts of the key you can get past the western door west of the towers of sebayet. You have to do a quest to get a normal key for the gate into Mano, and there are several main quests you can do with the end result of getting to the isle of secrets, a regular level 40 rest area. To the Manonera City – Part 3 “Commander”
Updates
1. Update after defeating the manonera gate guard and trying to open the gate. 2. Update below the tower in the caverns. 3. Slay the Manonera Commander. Walkthrough
Once you gain the keys from the beholders and minotaurs, you can go past the door west of the towers of sebayet. There are 3 manonera guards here and the manonera gate guard is difficult. Defeat the gate guard and try to open the gate. You can’t go through the gate (unless you have I think a 46/47 strength bashing capability, or bought a mano key from the black merchant) and you have to go to the southwest of the map before the door. You have to reach it by way of a rope which you have to use at the corners and then swing on it. Then you can go down the stairs to the transition.
When you enter there are bugs to fight in a cavern. You have to proceed in the cavern by defeating the bugs, bashing rocks, and using the rope to go under the tower and through its basement. At the end there is a transition on the ground you can click and with a rope enter the basement of the guard tower.
You must then go upstairs through three maps with the mano commander at the top surrounded by a tough crowd. There is a wizard here “Ammanas” that you must be careful of because he casts hellball almost immediately and it does major damage while knocking everyone in the vicinity down. The best way to approach defeating the commander is generally luring. It can be difficult sometimes. After defeating the commander you have finished the next part of the journal entry and can now past the gate you tried to cross at any time.
Comments & Tips
The manonera need a +6 enchanted weapon to damage. If you do not have a +6 enchantment and use a weapon, your damage will go down. You need +6 enchantment for mano.
The wizard has hellball. Remember that. It does major damage and can knock your entire party down. You can try to lure it carefully. You can try to have some elemental protection.
The mano commander can use storm of vengeance and destruction. Be prepared for those and other cleric spells. The commander has quite a few guards around him so rushing with the funnel and the hellball is not advised. At least try to lure some of them. Greater Sanctuary and Invisibility can be used although the mano commander will be able to see you if you invisbility. When you use either, the enemies will still be able to be lured but besides the mano commander will not attack one as one lures them out.
The manonera commander is a cleric and has some magical protections. Some can be breached. An AC of 75 will be able to ward off the manonera’s blows. An AC of low 70’s can make it but those characters will be more damaged by manonera guards. An AC of 65 is good for formian warriors and manonera patrols.
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Post by Jonales on Jun 26, 2017 22:16:30 GMT
Manonera Quests – Shipyard
Updates 1. The kobold at the center of the great river in mano 2. The kobold dock hand in the map to the north shipyard. 3. If you can’t persuade the dock hand, you have to defeat the dock master. 4. Dock hand to complete.
Walkthrough
The first quest in the manonera city is being able to sail around with the kobolds. The map past the gate is one of a few places in the city where it is safest – but not completely safe – to rest. The map’s name is the Great River. At the center is a kobold. Don’t cast many area spells around it or you can become unallied to it. You can talk to the kobold and he will tell you to go north to the shipyard. On that map there might be 4 manonera warriors and the dock hand is to the northwest. If you can’t persuade him, you have to go see Snotti the dock master below inside the tower. Go inside, further downstairs, defeat some enemies and then you can either attack snotty outright or talk to him so he calls a small group of mano guards. After defeating him you can go back to the dock hand and he will let you sail to numerous areas in the city as well as back to Harata. He will also tell you about talking to other kobolds Mama Joorni and Old Norris who will both give you quests.
Comments & Tips
The manonera here are few but they are mostly melee. They have 2 beasts that can be animal empathied. Prepare for melee and some elemental damage from the dock master.
Manonera Quests – Overseer & Storeroom
Updates 1. Tarrik the rebel in kobold tavern in the slums 2. Mama Joorni in the southeast house of the slums 3. Slaying the overseer two maps north of the slums 4. Mama Joorni to get the next part to raid the storage room. 5. Getting an update inside a box room of the storage building.
Walkthrough
To start these quests you have to talk to tarrik the rebel at the kobold tavern in the slums. He is hidden so you might want to use true seeing and sometimes he decloaks especially if you are invisible. Then you talk to Mama joorni in the house southeast of the slums map. She tells you to slay an overseer who is two maps north. To do this you will have to defeat a few crowds of manonera warriors and archers. Once you slay the overseer you can return for a reward and another quest to get to the storage room.
The map with the building is two maps north and one map west. You can go west at the beginning with open lock or west at the map north of the slums. One you get there you need the code – a number – and then you’ll have to express it in binary using the levers starting from the white lever. Once you do that you can go past the door and into the building, defeat some manonera inside, and then go into a room with boxes for the update. Return to Mama Joorni for another reward to complete.
Comments & Tips
You could use invisibility for both parts to effectively get where you need to be. Resting is not recommended in the areas but you can sanctuary out if you can. It’s really a bunch of manonera melees and manonera archers. Damage reduction of all types might help. Area damage spells that work and heals will be of help.
Try to lure the bunches to help you deal with the crowds, and the archers can do damage from range. Dragon knight and barbarian fear will help. AC and damage reduction for tanks can help.
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Post by Jonales on Jun 26, 2017 22:17:28 GMT
Manonera Quests – Prison of Pain
Updates 1. Old Norris the kobold northwest house of the slums. 2. The Schmetterling in the prison of pain. 3. You will have to return to Old Norris who sends to you Mooke for the next manonera quest.
Walkthrough
After talking to Old Norris you will have to go south two maps of the slums to the market. There are manonera groups along the way. Then one more map south and the prison is in the southeastern part of the map. Throughout the there will be manonera melee including more powerful ones called painmasters. They are monks, have quivering palm, hasted monk speed, and can resist many spells. The best thing to use against them is word of faith or lowering their spell resistance, in addition to your own weapon damagers.
You will have to go east into the prison one more map and then you will come to a map with two rounded areas. The northeast door of the first rounded area leads to the prison master with the key. Once you defeat him and get the key then you can fight past the next rounded section and open the door. Then you can go east one more map inside and fight another group, and the Schmetterling’s cell which will need open lock to open is the northeast one. After speaking to the Schmetterling you go back to old Norris to complete. Comments & Tips
It’s more manonera melee except the painmasters are harder. The zombies with clouds can cause disease so you might want disease resist/items.
Manonera Quests – Deepwalkers
Updates
Prerequisites – prison of pain. This can be surpassed if another person in range has the key but you will still have to do prison of pain. You will also need the number for the manonera code, but you’d have to complete overseer for Joorni to tell you. 1. Mooke at the kobold tavern gives you a key to the sewer once you’ve completed prison of pain. 2. Ancient Deepwalker in the (Northeast section) deepwalker village. 3. Harata Doctor 4. Ancient Deepwalker 5. Harata Doctor 6. Slay a dragon for the cure. 7. Harata Doctor for the cure. 8. Ancient Deepwalker to give it the cure.
Walkthrough
With the key from Mooke you can go to the sewer from a door in the market, from the tavern, or from northwest section of the slums. If you don’t go below the market you will have to go south in the sewers map until a map with a code gate that leads west. There will be deepwalker warriors and casters. Once fighting them and going past the gate, you will have to turn left (south on the map) to the next exit, then take another left (east) past the door to the ancient deepwalker.
The ancient deepwalker says they have a disease and you can offer to find a cure for scrap reward. To get a cure you have to talk to the doctor in the harata market. Once there he asks you to get a sample of the disease so you have to go back to the deepwalker the same way and ask for the sample.
Then you go back to the harata doctor and he says to make a cure you need to slay a dragon. To get to it you have to go to base camp, which is a caravan transit in the southwest of harata. You take it and eventually get to base camp then go south until a desert map with the central stone mountain. Go around to the opposite corner of the stone mountain and take the stairs inside. Inside you will have to fight cliff fiends from after the portal until you get to the dragon’s lair.
If you fight the dragon without breaking the eggs nearby then near half health the dragon will have a mass of cliff fiends spawn. If you don’t want to deal with a mass of fiends you can break the eggs and then slay the dragon. Once you slay the dragon go back to the harata doctor who gives you a cure, and then go back to the ancient deepwalker for completion. The reward is 4 rare adamantine scrap pieces.
Comments & Tips
The deepwalkers can be past with invisibility mostly - sometimes an earth elemental might block your path. You will need a spell not a ring though to get past to the ancient, and an extended to get you back from talking with it . Be prepared to fight the casters with all forms of buffs. The warriors use bludgeoning damage.
Going south to slay the dragon isn’t usually difficult but if you don’t want to deal with the mass of fiends remember to break the eggs. On the last part when you complete the quest, the deepwalkers will be allied so you don’t have to be threatened when going back.
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Post by Jonales on Jun 26, 2017 22:19:02 GMT
Last quest before Isle of secrets access. No other way to put it, this quest is hard. You might want at least 3 people to get it finished, probably more.
Kobold Secrets – “Golems”
Updates Prerequisites – Deepwalkers, prison of pain, overseer, and storeroom. You will need the number code. 1. After doing all the quests you can talk to Mama Joorni to be given one more quest until she reveals the isle of secrets. 2. Reaching the starting ramp in the beginning golem area. 3. Defeating the large golem. 4. Defeating the golem master engineer. 5. Return to Mama Joorni for the reward and access to isle of secrets. Once at the isle of secrets you can use your ancient map to sail there from anywhere.
Walkthrough Talk to Mama Joorni with the other quests finished and she tells to go destroy the golems and engineers. Along the way there will be manonera, and then once you get past south river there will be golems. To get there you can sail to inner gates from a kobold dock. Once at inner gates (Do not go west near the western bridge or go past it, it’s an endgame/finale area) you can go south to south river and then go to the southwest exit to the first golem map.
At the first golem map you have to go west defeating golems, mages, some manonera archers, and the next map has a large golem with mages in the center. It’s best to try and clear the bottom or top and try to lure. After that you have to go west into the structure to defeat the main engineer mage. Once you are inside, opening doors will not be good because it gives you more enemies. Go to the code door and after clearing it open it for the battle with some mages and golems. If possible try to lure here as well.
After doing that you can go back to Mama Joorni for the reward and access to isle of secrets. When you reach it you can use your map to sail there from any sailor.
Comments & Tips
It’s recommended to have a sizeable party with you to do golems before level 40. One problem with golems is that they hit hard doing damage so you should have heals. Resting there is a high chance of ambush and the respawn is slightly fast, so heals are for doing the quest fast and trying not to rest.
Another problem is their damage. Without critical hit immunity and damage reduction, your health will go down fast. Their attack is too high for nearly all armor class builds. Anything you can do to reduce their melee chance will help such as blinding them or concealing allies. Critical hit immunity and slashing/bludgeoning resist.
Once inside the structure do not open doors. Just clear the code gate, enter the code, and try to fight the engineer and golems. Luring everywhere in the golems area can help.
The best advice is to get a sizeable party, heals, and plenty of damage sources with some crit immune and dr tanks or high hp dr tanks. Non tanks can try to have range or damage them while not being hit. Level 39 premonition and epic warding will not protect you from all of the physical damage. Pale masters with damage reduction and critical hit immunity might be able to electric sheath them while healing themseleves, although it’s best not to try this against too many golems. For this it’s good advice to get to level 35 so you can party with level 40 players.
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Post by Jonales on Jun 26, 2017 22:26:39 GMT
You've reached the end of the basic core quest guide for beginners. Once you reach the isle of secrets, you can choose among several endgame quests including Azath, Finale quests, New Caendryll Quests, Sendauntra Quests, and Trighton quests among others. These are more endgame areas so be prepared for endgame fighting. Once you've completed up to here you can get to level 40 and enjoy endgame areas.
You can also reach level 40 basically by farming enough to get there and you don't need to do the quests. Quests you might want to do are Finale, Sendauntra, and Trighton.
There are also other level quests that are extra and were not mentioned fully like Cadish, the Harata tower, Isle of storms, the other quests in Necro around harata, open desert quests, and a few more.
You could also join a guild and by earning enough reputation get access to it's stores.
Have fun!
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Post by heavymetal2000 on Jun 26, 2017 23:17:57 GMT
Amazing amount of time, effort, and work put into this. Great way for anyone new, or old and returning to refresh, catch up or find there way around the server! Thanks for all the input from everyone in the thread, in particular Jonales for going the extra mile and creating a great resource!
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Post by chreelister on Jun 27, 2017 5:32:20 GMT
I think Jonales needs rewarded in someway and we need to get this on the wiki.
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