Virindi Servant's Amulet Quest: Difference between revisions

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  |              Timer = 21 days
  |              Timer = 21 days
  |  Level Restrictions = 36+
  |  Level Restrictions = 36+
  |  Level Suggestions = 40+
  |  Level Suggestions = 80+
  |        Item Rewards = [[Fragment of the Singularity]]<br>[[Virindi Servant's Amulet]]
  |        Item Rewards = [[Fragment of the Singularity]]<br>[[Virindi Servant's Amulet]]
  |      Max XP Reward = None
  |      Max XP Reward = None
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== Notes ==
== Notes ==
* During [[Into the Darkness]] the creatures in the dungeons were updated.
* During [[Into the Darkness]] the creatures in the dungeons were updated. Now host to Telumiat Hollow Minion's, Assailer's, Virindi Preceptor's and Virindi Inquisitor's
* Also the original portal restrictions of 41+ and 36-45 were changed to have no upper limit.
* Also the original portal restrictions of 41+ and 36-45 were changed to have no upper limit.

Revision as of 21:29, 13 April 2009

Walkthrough & Notes     Dungeons & Maps     Rewards     Images     Dialog     Update History
Virindi Servant's Amulet Quest
Level: ??
Type: Small Group
Starts At: ??
Repeat: ??

Quest Overview

Half way through this quest the dungeon splits and each path has doors opened with levers in the other dungeon so at least two people are needed to open doors for each other. Each path has one of the two rewards so if both are wanted the groups must reverse and do both paths once.

Walk Through

  1. From the Obsidian Rim, run to the Chakron Gate dungeon at 52.9S, 62.7W.
    • Route: Access up the mountain is at 54.5S, 63.8W
  2. The dungeon is symmetrical so you can either stick left or stick right and you will eventually come to a room with two portals.
  3. At this point the group must divide. The Upper part contains the amulet and the Lower part contains the Shard. To get both parts you will need to reverse after doing once.
  4. See the Map for details on door and lever placement.
  5. At the end of the Upper part the Shard is on the ground and respawns every couple of minutes.
  6. At the end of the Lower part is the Chakron Flux Servant that drops the amulet and respawns every couple of minutes.
  7. After everyone has looted an item do not take the exit portal, last recall instead to return you to the top where a portal will take you to the two portal room so you can switch dungeons (there's both an exit and dungeon portal so be sure to take the right one).

Maps

Dungeon Coordinates Wiki Map ACmaps
Chakron Gate ?? -- 02AE
Upper Chakron Flux ?? -- 02AF
Lower Chakron Flux ?? -- 02AF

Items

Quest Items

Asheron's Missive Asheron's Second Missive

Rewards

Virindi Servant's Amulet Fragment of the Singularity

Lore & Dialog

Chosen of Asheron tells you, "Greetings, Isparian. My lord Asheron requests the cooperation of your people. Take this."

Chosen of Asheron gives you Asheron's Missive.

Chosen of Asheron tells you, "Assemble the artifacts and bring them to me, so that with my lord's help you may challenge and strike down the Hopeslayer."


Greetings, Isparian, I have instructed my emissaries to distribute these notes to your people because it is in the power of humans, and no one else in Auberean, to defeat Bael'Zharon. As your people were the agents of his escape from imprisonment, so you may find redemption in his defeat. I have known for some time that he could not remain imprisoned forever. I have devoted much of my time to finding other ways to defeat the Hopeslayer.

Many years ago, a council of mages of power surpassing mine convened to trap Bael'Zharon and contain his essence in the now-shattered crystal array. No such group of mages exists today, nor, I fear, will it ever again exist. I was the only participant to survive the cataclysmic ritual. Fortunately, events have converged in a way that may make it possible to defeat and banish the Hopeslayer for an additional period of grace.

The first part of the key to defeat Bael'Zharon lies in his past, when he was once a man named Ilservian Palacost. Ilservian had a beloved son named Avoren. Avoren is, of course, long dead, slain in the endless wars waged upon this island eons before your people came here. A great part of the Hopeslayer's rage, which inspired his crusade against Empyrean society, came from the death of his son. The dead son's body lies in a crypt in the desert. A surfeit of magical energy infuses the skull, energy with a resonance attuned to Ilservian Palacost. The skull can be used to drain some of the vital essence of Bael'Zharon.

The second part of the key to defeat Bael'Zharon is held by his own armies. There is an artifact, the Heart of Shadow, heavily defended by shadows and their allies, which serves as a conduit between the dark realm of the Hopeslayer's masters and this world. Put to proper use, the Shadow Heart can halt the flow between the shadow realm and our own. Strangely enough, even I would have remained ignorant of this artifact's existence, if not for whispered words by a shadowed entity who refused to let himself be known...

The last artifact is in the hands of the unknowable ones, the Virin'di. The Virin'di have made many compromises to allow themselves to manifest in this world. Their shared intelligence and powers of telepathy work imperfectly. They must also hold a piece of the core of their power in our world.

They maintain something called a "Singularity" which seems to serve many roles in their society and in their consciousness. A tiny part of this Singularity appears intermittently in their strongest fortress, found in the Obsidian Plains. The vast powers of dimensional magic contained in even such a small piece of the Singularity would be invaluable in finding a way to banish Bael'Zharon.

These items, together, would allow me to weaken Bael'Zharon from afar. He is far too powerful to be defeated in open battle, but with my ritual working to undermine him, powerful human champions will be able to overcome him. Be warned, however, that Bael'Zharon cannot be truly killed, nor can his influence, his altars, be eradicated. The best to be hoped for is that he will be banished from this plane of existence for a period of grace, and steps can be taken to prepare your civilization to deal with him should he ever again return. I request that any human who wields great power in this world take up arms to stand against the Hopeslayer.


I am pleased to say that the defeat of Bael'Zharon has been accomplished.

He has been driven off, though not destroyed. It would require powers far beyond ours to do such a thing. Such powers have not walked the world since the age of my people's legends.

The remnants of Dericost played a role in this victory. I remain uncertain whether their grievous losses are a tragedy or a blessing. I do not believe they have the numbers to stride across the world as its masters once more.

The Virin'di, those that walk in the space between all places, also assisted us. Do not believe this is any charity or sympathy from them. They do not understand either concept. As with the Dericost, they merely saw in Ilservian a dangerous rival that needed to be eliminated. With that threat removed, or at least delayed, I predict they will quicken the pursuit of their own goals. Again, I fear, I will need to oppose them.

We also owe a debt to, of all people, Isin Dule. I am unsure what motivated his unexpected assistance. The price he paid for it may haunt us yet; exiled from the Shadows, he and his followers have retreated to some undisclosed location. There is a rift in the forces of the Enemy, and this is not the end of his tale.

Most of all, the victory belongs to you, the peoples of Ispar. I am in your debt.

I am a single man. I have mastered many powers, yes, but nothing you yourselves could not, should you be taught. One man alone cannot stand against thousands, no matter his powers. You did what I could not, striving by the hundreds and thousands against the Enemy's legions. You collected the reagents of this vast binding. You kept them safe as they were brought to me. You fought hand to hand with the greatest evil of all time in the physical world as I struggled to weave the powers of earth and darkness and portalspace into a web around him.

I have often walked among you these long years, unseen, cautious in my explorations. I have overheard those who curse my name, who think I have brought you here intentionally as pawns in some great struggle. They have said that they would kill me should they see me in person. I have also overheard those who revere me as some paragon of animals, nigh to a god. They have said that they would worship me, should they see me in person.

I am not a schemer. I am not a god. I have been the death of everyone I once held dear. My people are lost for a mistake I made. There is more blood on my wretched hands than you can possibly imagine. My people were mariners, and like the captains of our great sailing vessels, I remain here at the wheel long after I lowered the last of the boats to safety. It is my fault, and that is my responsibility.

I have made so many mistakes. I am sorry for everything that has happened to you because of me. Were it possible, if I knew the path, I would have sent you home long ago. The Sundering, the very event that began to draw you here, skewed the ways.

A friend of my mother's once told me that the most painful experiences of our lives have a purpose which will only be known at the end of all things. When she told me this, I was but an ignorant boy, full of power and arrogance. I laughed at her. I am older now, and have seen too much. Now I turn her words over in my mind and wonder if what you have started here is but the next chapter of a struggle that has raged across my world for most of the 30,000 years we have record of.

You have turned a page. The next chapter begins here.

For now, I will remain in exile. It is, I think, better for us all if I do not disrupt your lives any more than I already have.

Whatever peace I have to offer, I offer to you. May Light fall gently upon your shoulders.

Notes

  • During Into the Darkness the creatures in the dungeons were updated. Now host to Telumiat Hollow Minion's, Assailer's, Virindi Preceptor's and Virindi Inquisitor's
  • Also the original portal restrictions of 41+ and 36-45 were changed to have no upper limit.