User:Taomagicdragon/Guides/Society Guide/Chapter 5: Advancement: Difference between revisions

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Now to list the tasks and advancement tests. In order to gain your rewards for each task you must speak to the Taskmaster that assigned the task to you once completed. As an Initiate, you can only do the tasks given to you by the 5 NPC's in the back right corner of the East Wing.
Now to list the tasks and advancement tests. In order to gain your rewards for each task you must speak to the Taskmaster that assigned the task to you once completed. As an Initiate, you can only do the tasks given to you by the 5 NPC's in the back right corner of the East Wing.


==Initiate Tasks: Each task is on a 3 day timer and rewards in 4 Society Tokens and 10 Society Ribbons==
==Initiate Tasks:==
Each task is on a 3 day timer and rewards in 4 Society Tokens and 10 Society Ribbons


===Task 1 - Ruschk Boss Taskmaster===
===Task 1 - Ruschk Boss Taskmaster===
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After turning in 95 ribbons (meaning doing every task twice if you want to get it done as quickly as possible), you will become eligible for the Adept Test. The Commendations Officer will tell you who in the East wing to talk to. Head there and get flagged for the test.
After turning in 95 ribbons (meaning doing every task twice if you want to get it done as quickly as possible), you will become eligible for the Adept Test. The Commendations Officer will tell you who in the East wing to talk to. Head there and get flagged for the test.


===Adept Test===Rewards in 10 Society Tokens, 20% xp towards your next level, and a 2-pull Society Chest Key (first time only). Enemies are Undead and Human, Fire and Acid weapons are preferred.
===Adept Test===
Rewards in 10 Society Tokens, 20% xp towards your next level, and a 2-pull Society Chest Key (first time only). Enemies are Undead and Human, Fire and Acid weapons are preferred.


This test isn't too difficult if you kill your way through. Head to Neydisa Castle then run to the Rogue Delvings portal at 74.8n 18.4e. You have two goals here: Collect 1 key from each Society Captain and retrieving the Lens of Filinuvekta from a thief named Benedino.  
This test isn't too difficult if you kill your way through. Head to Neydisa Castle then run to the Rogue Delvings portal at 74.8n 18.4e. You have two goals here: Collect 1 key from each Society Captain and retrieving the Lens of Filinuvekta from a thief named Benedino.  
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The first goal, obtaining the keys, from the drop you will see 4 different passages. Ignoring the South passage (Locked door), each passage leads to some undead followed by soldiers of societies, ending in a large room with each society's captain.
The first goal, obtaining the keys, from the drop you will see 4 different passages. Ignoring the South passage (Locked door), each passage leads to some undead followed by soldiers of societies, ending in a large room with each society's captain.


West: Celestial Hand - Silver Key
*West: Celestial Hand - Silver Key
East: Radiant Blood - Gold Key
*East: Radiant Blood - Gold Key
North: Eldrytch Web - Copper Key
*North: Eldrytch Web - Copper Key


It's advisable to go to your society first. The scouts and captain will not attack you unless you attack them. Talk to the captain to get your society's key. For the other two keys, you'll need to kill the captain and scouts.  Once you have all 3 keys, the second part begins.
It's advisable to go to your society first. The scouts and captain will not attack you unless you attack them. Talk to the captain to get your society's key. For the other two keys, you'll need to kill the captain and scouts.  Once you have all 3 keys, the second part begins.
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Now that you're an Adept you can receive tasks from the NPC's in the opposite corner from the Initiate Taskmaster meaning you can now do 10 tasks every 3 days if you choose. Below are a list of the Adept Tasks.
Now that you're an Adept you can receive tasks from the NPC's in the opposite corner from the Initiate Taskmaster meaning you can now do 10 tasks every 3 days if you choose. Below are a list of the Adept Tasks.


==Adept Tasks: Each task is on a 3 day timer and rewards in 4 Society Tokens and 15 Society Ribbons==
==Adept Tasks:==
Each task is on a 3 day timer and rewards in 4 Society Tokens and 15 Society Ribbons


===Task 6 - Delivery Taskmaster===
===Task 6 - Delivery Taskmaster===
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After turning in 195 ribbons since becoming an Adept, you'll become eligible for the Knight Test. Head to the NPC that the Commendations Officer will send you to in order to become flagged.  
After turning in 195 ribbons since becoming an Adept, you'll become eligible for the Knight Test. Head to the NPC that the Commendations Officer will send you to in order to become flagged.  


===Knight Test:=== Rewards in 10 Society Tokens, 20% xp towards your next level, and a 3-pull Society Chest Key (for first timers).
===Knight Test:===  
Rewards in 10 Society Tokens, 20% xp towards your next level, and a 3-pull Society Chest Key (for first timers).


Once flagged, you will need to head to the Ancient Cloister dungeon inside a valley by Ithaenc Cathedral at 82.5s 96.1e. The dungeon is fairly easy to navigate but it filled with high level Moars, Golems, and Moarsmen. It is advisable to run to the end though, if you have a small group, killing through is manageable. From the drop, head North into a large, open room, take the Right exit and follow the hall way, taking the third passage on the right and stick straight north until you reach a two-way split; take a right and stick left  up a ramp leading to another large room with a large, wide wall in the middle of it from the floor to the ceiling. Here you will take the South Exit and at the split, take a right and stick left up another ramp. Now stay straight and by the exit-portal is a Leatherbound Journal that you need to pick up and bring it back to the NPC that assigned you this test. There are other books in this dungeon that can be translated in Hebian-To for lore but are not required for any reason.
Once flagged, you will need to head to the Ancient Cloister dungeon inside a valley by Ithaenc Cathedral at 82.5s 96.1e. The dungeon is fairly easy to navigate but it filled with high level Moars, Golems, and Moarsmen. It is advisable to run to the end though, if you have a small group, killing through is manageable. From the drop, head North into a large, open room, take the Right exit and follow the hall way, taking the third passage on the right and stick straight north until you reach a two-way split; take a right and stick left  up a ramp leading to another large room with a large, wide wall in the middle of it from the floor to the ceiling. Here you will take the South Exit and at the split, take a right and stick left up another ramp. Now stay straight and by the exit-portal is a Leatherbound Journal that you need to pick up and bring it back to the NPC that assigned you this test. There are other books in this dungeon that can be translated in Hebian-To for lore but are not required for any reason.
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After returning the book you can go see the Promotions Officer to become a Knight. This allows you to use the Statue of Transport by Ithaenc Cathedral at 82.6s 88.8e that will transport you to Degar'Alesh, more commonly known as Freebooter Isle. This isle, and all of its charms, will be explained in Chapter 6. Below, however, are the Knight Tasks, all of which take place on Freebooter Isle. The NPC's are in the East wing and along the left wall.
After returning the book you can go see the Promotions Officer to become a Knight. This allows you to use the Statue of Transport by Ithaenc Cathedral at 82.6s 88.8e that will transport you to Degar'Alesh, more commonly known as Freebooter Isle. This isle, and all of its charms, will be explained in Chapter 6. Below, however, are the Knight Tasks, all of which take place on Freebooter Isle. The NPC's are in the East wing and along the left wall.


Knight Tasks: Each Task is on a 3 day timer and rewards in 4 Society Tokens and 20 Society Ribbons.  
==Knight Tasks:==
Each Task is on a 3 day timer and rewards in 4 Society Tokens and 20 Society Ribbons.  
Statue of Transport by Ithaenc Cathedral at 82.6s 88.8e for access to Freebooter Isle
Statue of Transport by Ithaenc Cathedral at 82.6s 88.8e for access to Freebooter Isle


Task 11 - Bandit Boss Taskmaster
===Task 11 - Bandit Boss Taskmaster===
Head to the Bandit Mana Hunter Hideout at 54.4s 97.2e,  on the Northern end of Freebooter Isle. Inside are numerous Sclavi weak to Cold damage and Bandit Mana Hunters that are Human and weak to Fire, Acid, Cold, and Lightning. Stick to the left, killing as you go, and you'll reach the Bandit Mana Hunter Boss who looks the same as his underlings. Killing him completes your task.
Head to the Bandit Mana Hunter Hideout at 54.4s 97.2e,  on the Northern end of Freebooter Isle. Inside are numerous Sclavi weak to Cold damage and Bandit Mana Hunters that are Human and weak to Fire, Acid, Cold, and Lightning. Stick to the left, killing as you go, and you'll reach the Bandit Mana Hunter Boss who looks the same as his underlings. Killing him completes your task.
   
   
Task 12 - Moar Gland Collection Taskmaster
===Task 12 - Moar Gland Collection Taskmaster===
You will need to kill Blessed Moars until you collect 30 Glowing Moar Glands (30%) then bring them to your taskmaster. They appear vulnerable to Cold, Slashing, and Piercing damage but can deal neutral damage (ignoring all type-specific protections from Life Magic and Item Magic).
You will need to kill Blessed Moars until you collect 30 Glowing Moar Glands (30%) then bring them to your taskmaster. They appear vulnerable to Cold, Slashing, and Piercing damage but can deal neutral damage (ignoring all type-specific protections from Life Magic and Item Magic).
    
    
Task 13 - Glowing Jungle Lily Taskmaster
===Task 13 - Glowing Jungle Lily Taskmaster===
On Freebooter, Glowing Jungle Lilies spawn around the landscape. Using them spawns a few creatures, each can drop a Glowing Jungle Lily. You need 20 of them. Any  Blessed Moarsman spawned will count towards the killtask and any Blessed Moar spawned can drop a Glowing Moar Gland.
On Freebooter, Glowing Jungle Lilies spawn around the landscape. Using them spawns a few creatures, each can drop a Glowing Jungle Lily. You need 20 of them. Any  Blessed Moarsman spawned will count towards the killtask and any Blessed Moar spawned can drop a Glowing Moar Gland.


Task 14 - Jungle Flower Taskmaster
===Task 14 - Jungle Flower Taskmaster===
On Freebooter, Mana-Infused Jungle Flowers spawn across the landscape. They look like red dye plants. Collect 20 of them and return them to the taskamster.
On Freebooter, Mana-Infused Jungle Flowers spawn across the landscape. They look like red dye plants. Collect 20 of them and return them to the taskamster.


Task 15 - Blessed Moarsman Hunt Taskmaster
===Task 15 - Blessed Moarsman Hunt Taskmaster===
Simply kill 50 Blessed Moarsman, only the oens found on the landscape of Freebooter count. They can spawn alone, in a mixed group, or in pods of 6 along the Northern shore. They are weak to Cold, Slashing, and Piercing.
Simply kill 50 Blessed Moarsman, only the oens found on the landscape of Freebooter count. They can spawn alone, in a mixed group, or in pods of 6 along the Northern shore. They are weak to Cold, Slashing, and Piercing.


After turning in 295 additional ribbons, the Commendations Officer will send you to an NPC that will assign to you your Lord Test. Speak to them to become flagged.
After turning in 295 additional ribbons, the Commendations Officer will send you to an NPC that will assign to you your Lord Test. Speak to them to become flagged.


Lord Test: Rewards in 10 Society Tokens, 20%xp towards your next level, and a 4-pull Society Chest Key
===Lord Test:===
Rewards in 10 Society Tokens, 20%xp towards your next level, and a 4-pull Society Chest Key


After becoming flagged, head to Eastwatch and run to the Blighted Verdant Moarsman Tunnels at 92.7n 42.3w. This portal is located at the front of the Blighted Grimy Moarsman Fort. Once inside, simply stick Left to the Moarsmen Priory portal. In here are many, many Blighted Moarsmen, use Cold, Slashing, or Piercing damage. From here you will follow a tunnel into an open room; take the East exit. Follow along into another large open room; take the North exit. Stick left through the tunnel into another large room, stay left but do *not* go into the exit portal. Continue sticking left into another tunnel that will soon go to a down ramp with a large, open room where the boss, Prior Kothmox, resides. It is advisable to stay on the ramp (the slope and pillars in the end room will prevent all but 4 or so Moarsmen from coming to you, allowing you to kill the Prior without too much interference if you can draw him to you. Unlike most Moarsmen, the Prior can use magic and will fire acid wars, vulns, and Poison Health at you. When he is defeated (will take much longer for mages, AR weapons do not work well on him), loot Kothmox's Staff and then head to Candeth Keep for part 2.
After becoming flagged, head to Eastwatch and run to the Blighted Verdant Moarsman Tunnels at 92.7n 42.3w. This portal is located at the front of the Blighted Grimy Moarsman Fort. Once inside, simply stick Left to the Moarsmen Priory portal. In here are many, many Blighted Moarsmen, use Cold, Slashing, or Piercing damage. From here you will follow a tunnel into an open room; take the East exit. Follow along into another large open room; take the North exit. Stick left through the tunnel into another large room, stay left but do *not* go into the exit portal. Continue sticking left into another tunnel that will soon go to a down ramp with a large, open room where the boss, Prior Kothmox, resides. It is advisable to stay on the ramp (the slope and pillars in the end room will prevent all but 4 or so Moarsmen from coming to you, allowing you to kill the Prior without too much interference if you can draw him to you. Unlike most Moarsmen, the Prior can use magic and will fire acid wars, vulns, and Poison Health at you. When he is defeated (will take much longer for mages, AR weapons do not work well on him), loot Kothmox's Staff and then head to Candeth Keep for part 2.
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When he dies, pick up the following item according to the society you're in:
When he dies, pick up the following item according to the society you're in:
Celestial Hand - Amulet of T'thuun
*Celestial Hand - Amulet of T'thuun
Radiant Blood - Blood of T'thuun
*Radiant Blood - Blood of T'thuun
Eldrytch Web - Dagger of T'thuun
*Eldrytch Web - Dagger of T'thuun


Bring the artifact to the NPC who assigned you this test and then head to the Promotions Officer to become a Lord. This allows you access to Nyr'leha, better known as Moarsman City (accessed by using the statues that are East (87.9s 54.5w, during the day) or West (87.9s 55.9w, during the night) of the Nyr'leha Gateway Temple, run from Candeth Keep). This island is where all of the Lord Tasks take place, as well as a few other things that will be covered in Chapter 7. Below are the Lord Tasks, the taskmasters of which are on the two tables to the left of the Initiate Taskmasters.
Bring the artifact to the NPC who assigned you this test and then head to the Promotions Officer to become a Lord. This allows you access to Nyr'leha, better known as Moarsman City (accessed by using the statues that are East (87.9s 54.5w, during the day) or West (87.9s 55.9w, during the night) of the Nyr'leha Gateway Temple, run from Candeth Keep). This island is where all of the Lord Tasks take place, as well as a few other things that will be covered in Chapter 7. Below are the Lord Tasks, the taskmasters of which are on the two tables to the left of the Initiate Taskmasters.


Lord Tasks: Each task is on a 3 day timer and rewards in 4 Society Tokens and 25 Society Ribbons
==Lord Tasks:==
Each task is on a 3 day timer and rewards in 4 Society Tokens and 25 Society Ribbons
Each task takes place on the Moarsman City, accessed by using the statues that are East (87.9s 54.5w, during the day) or West (87.9s 55.9w, during the night) of the Nyr'leha Gateway Temple, run from Candeth Keep.
Each task takes place on the Moarsman City, accessed by using the statues that are East (87.9s 54.5w, during the day) or West (87.9s 55.9w, during the night) of the Nyr'leha Gateway Temple, run from Candeth Keep.


Task 16 - Spawn Pools Taskmaster
===Task 16 - Spawn Pools Taskmaster===
There are 4 spawn pools where numerous Spawnlings and Spawn Watchers will spawn and fight each other. You can watch or participate in the carnage. When all are dead, a Brood Mother will spawn. You must kill the Brood Mother in each pool once. These Blighted Moarsmen are weak to Cold and Slashing and it is important to note that the Spawnlings can cast a Poison spell on you that stacks 3x and reduces your health by 15% each time. The pools are at the following coordinates:
There are 4 spawn pools where numerous Spawnlings and Spawn Watchers will spawn and fight each other. You can watch or participate in the carnage. When all are dead, a Brood Mother will spawn. You must kill the Brood Mother in each pool once. These Blighted Moarsmen are weak to Cold and Slashing and it is important to note that the Spawnlings can cast a Poison spell on you that stacks 3x and reduces your health by 15% each time. The pools are at the following coordinates:
• 91.9s 51.9w
• 91.9s 51.9w
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• 92.9s 54.5w
• 92.9s 54.5w


Task 17 - Artifacts Taskmaster
===Task 17 - Artifacts Taskmaster===
Across the Moarsman City are 10 artifacts that you must collect and bring to your taskmaster. Simply use the item at each shrine to receive it:
Across the Moarsman City are 10 artifacts that you must collect and bring to your taskmaster. Simply use the item at each shrine to receive it:
• Temple Horn - 92.3s 52.8w
• Temple Horn - 92.3s 52.8w
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• Eye of T'thuun - 91.0s 51.9w
• Eye of T'thuun - 91.0s 51.9w


Task 18 - Coral Towers Taskmaster
===Task 18 - Coral Towers Taskmaster===
On the landscape of Moarsman City are 5 Coral Towers that numerous Coral Golems congregate around. Attacking these towers spawns numerous Moarsmen. Pierce, Acid, and Bludge do a fair job at crushing them. They are at the following coordinates:
On the landscape of Moarsman City are 5 Coral Towers that numerous Coral Golems congregate around. Attacking these towers spawns numerous Moarsmen. Pierce, Acid, and Bludge do a fair job at crushing them. They are at the following coordinates:
• Black - 93.5s 49.5w
• Black - 93.5s 49.5w
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• White - 92.7s 57.6w
• White - 92.7s 57.6w


Task 19 - High Priest Taskmaster
===Task 19 - High Priest Taskmaster===
In the center of the Moarsman City, at 92.8s 52.8w, is the Temple of T'thuun. This temple has many portals along each corner and are all a part of the same task. First head into the Acolyte's Chamber and, behind a wall you must break down, the High Priest's Acolyte must be killed. Run back to the island and head into the Chamber of the High Priest's Third and, as before, kill the High Priest's Third behind a wall. This trend continues 2 more times with the High Priest's Second and the High Priest's First. When done, you can head into the top portal titled Temple of T'thuun.
In the center of the Moarsman City, at 92.8s 52.8w, is the Temple of T'thuun. This temple has many portals along each corner and are all a part of the same task. First head into the Acolyte's Chamber and, behind a wall you must break down, the High Priest's Acolyte must be killed. Run back to the island and head into the Chamber of the High Priest's Third and, as before, kill the High Priest's Third behind a wall. This trend continues 2 more times with the High Priest's Second and the High Priest's First. When done, you can head into the top portal titled Temple of T'thuun.


Once inside, head North and at the two-way split turn right then follow the hall into a small room with a lever. Pull it and run back to the drop to go through the now-opened East door. Follow along into another open room; take the West exit and stick right until you reach a lever that you'll need to hit. From the lever, go back through the room and the hallway into the larger cross-shaped room. Take the East exit then stick left to the final room containing the High Priest of t'thuun. All the creatures in the quest are Blighted Moarsmen and are weak to Cold and Slashing.
Once inside, head North and at the two-way split turn right then follow the hall into a small room with a lever. Pull it and run back to the drop to go through the now-opened East door. Follow along into another open room; take the West exit and stick right until you reach a lever that you'll need to hit. From the lever, go back through the room and the hallway into the larger cross-shaped room. Take the East exit then stick left to the final room containing the High Priest of t'thuun. All the creatures in the quest are Blighted Moarsmen and are weak to Cold and Slashing.


Task 20 - Magshuth Hunt Taskmaster
===Task 20 - Magshuth Hunt Taskmaster===
For this task, you must kill 20 Magshuth Moarsmen that spawn all around the Moarsman City. Cold and Slashing work best.
For this task, you must kill 20 Magshuth Moarsmen that spawn all around the Moarsman City. Cold and Slashing work best.


Task 21 - Shoguth Hunt Taskmaster
===Task 21 - Shoguth Hunt Taskmaster===
For this task, you must kill 40 Shoguth Moarsmen that spawn all around the Moarsman City. Cold and Slashing work best.
For this task, you must kill 40 Shoguth Moarsmen that spawn all around the Moarsman City. Cold and Slashing work best.


Task 22 - Moguth Hunt Taskmaster
===Task 22 - Moguth Hunt Taskmaster===
For this task, you must kill 60 Moguth Moarsmen that spawn all around the Moarsman City. Cold and Slashing work best.
For this task, you must kill 60 Moguth Moarsmen that spawn all around the Moarsman City. Cold and Slashing work best.


After turning in 395 ribbons you will become eligible for the Master Test. The commendations officer will send you to the NPC in the East wing who will assign you this quest.
After turning in 395 ribbons you will become eligible for the Master Test. The commendations officer will send you to the NPC in the East wing who will assign you this quest.


Master Test - Rewards in 10 Society Tokens, 20% xp towards your next level, and a 5-pull Society Chest Key
===Master Test===
- Rewards in 10 Society Tokens, 20% xp towards your next level, and a 5-pull Society Chest Key


After being flagged by speaking to the NPC in the East Wing indicated by the Commendations Officer, head out to Freebooter Isle. You'll need to run to 55.7s 97.7e into the Catacombs of Tar'Kelyn (A statue atop of a platform will portal you). At the drop, you'll find the dungeon splits off into 3 wings; North, East, and West. You will need to grab a Key in one Wing that will be on the ground in the first large open room before a door. If you hit the door, simply turn back into the room and grab the key off the floor. The Key will be used for a door in a different wing altogether so you'll need to head back to the drop then down the wing that had the correct door for your key. Beyond that door, at the end of the wing, will be your boss. Kill it and loot the trophy item and bring it back to the NPC who tasked you with this. Below at the wings and trophy item you'll need to get.
After being flagged by speaking to the NPC in the East Wing indicated by the Commendations Officer, head out to Freebooter Isle. You'll need to run to 55.7s 97.7e into the Catacombs of Tar'Kelyn (A statue atop of a platform will portal you). At the drop, you'll find the dungeon splits off into 3 wings; North, East, and West. You will need to grab a Key in one Wing that will be on the ground in the first large open room before a door. If you hit the door, simply turn back into the room and grab the key off the floor. The Key will be used for a door in a different wing altogether so you'll need to head back to the drop then down the wing that had the correct door for your key. Beyond that door, at the end of the wing, will be your boss. Kill it and loot the trophy item and bring it back to the NPC who tasked you with this. Below at the wings and trophy item you'll need to get.


Celestial Hand - Skith'Kirit's Key is in the East Wing, the door and boss are in the North Wing, loot his head.
*Celestial Hand - Skith'Kirit's Key is in the East Wing, the door and boss are in the North Wing, loot his head.
Radiant Blood - The Vault Key is in the North Wing, the door and boss, Kathirik, are in the West Wing, loot a tome.
*Radiant Blood - The Vault Key is in the North Wing, the door and boss, Kathirik, are in the West Wing, loot a tome.
Eldrytch Web - The Armory Key is in the West Wing, the door and boss, Tikchti, are in the East Wing, loot a mnemosyne.
*Eldrytch Web - The Armory Key is in the West Wing, the door and boss, Tikchti, are in the East Wing, loot a mnemosyne.


All three bosses are Sclavus and weak to Cold. After handing in the item you'll be sent to the Promotions Officer to become a Master and receive your more tangible rewards. Congratulations! There are perks to being a Master that I'll go over in Chapter 9. For now I'll group the tasks together by location as well as give the fastest time in which you can become a master.
All three bosses are Sclavus and weak to Cold. After handing in the item you'll be sent to the Promotions Officer to become a Master and receive your more tangible rewards. Congratulations! There are perks to being a Master that I'll go over in Chapter 9. For now I'll group the tasks together by location as well as give the fastest time in which you can become a master.


Graveyard Tasks:
*Graveyard Tasks:
Tasks 3, 4, 5, 6, and 7
**Tasks 3, 4, 5, 6, and 7
Dark Isle Tasks:
*Dark Isle Tasks:
Tasks 1, 2, 8, 9, and 10
**Tasks 1, 2, 8, 9, and 10
Freebooter Isle Tasks:
*Freebooter Isle Tasks:
Tasks 11, 12, 13, 14, and 15  
**Tasks 11, 12, 13, 14, and 15  
Moarsman City Tasks:
*Moarsman City Tasks:
16, 17, 18, 19, 20, 21, and 22
**16, 17, 18, 19, 20, 21, and 22


Now for the shortest amount of time possible for becoming a Master! This will be done in Periods. Each Period is 3 days apart. This assumes you do all the tasks but feel free to leave out enough  so that you don't have any extras left over which means you can make this as long or as short as possible, and whether it's difficult or not. The first time you reach a rank is in bold.
Now for the shortest amount of time possible for becoming a Master! This will be done in Periods. Each Period is 3 days apart. This assumes you do all the tasks but feel free to leave out enough  so that you don't have any extras left over which means you can make this as long or as short as possible, and whether it's difficult or not. The first time you reach a rank is in bold.


Period 1 - Initiate Rank - 50 ribbons turned in
*Period 1 - Initiate Rank - 50 ribbons turned in
Period 2 - Initiate Rank - 45 ribbons turned in - Adept Rank - 55 ribbons turned in - 25 extra ribbons
*Period 2 - Initiate Rank - 45 ribbons turned in - Adept Rank - 55 ribbons turned in - 25 extra ribbons
Period 3 - Adept Rank - 100 ribbons turned in - 50 extra ribbons
*Period 3 - Adept Rank - 100 ribbons turned in - 50 extra ribbons
Period 4 - Adept Rank - 40 ribbons turned in - Knight Rank - 110 ribbons turned in - 125 extra ribbons
*Period 4 - Adept Rank - 40 ribbons turned in - Knight Rank - 110 ribbons turned in - 125 extra ribbons
Period 5 - Knight Rank - 150 ribbons turned in - 200 extra ribbons
*Period 5 - Knight Rank - 150 ribbons turned in - 200 extra ribbons
Period 6 - Knight Rank - 35 ribbons turned in - Lord Rank - 165 ribbons turned in -  400 extra ribbons
*Period 6 - Knight Rank - 35 ribbons turned in - Lord Rank - 165 ribbons turned in -  400 extra ribbons
Period 7 - Lord Rank - 200 ribbons turned in - 600 extra ribbons
*Period 7 - Lord Rank - 200 ribbons turned in - 600 extra ribbons
Period 8 - Lord Rank - 30 ribbons - Master Rank - 570 extra ribbons (assuming you did no tasks)
*Period 8 - Lord Rank - 30 ribbons - Master Rank - 570 extra ribbons (assuming you did no tasks)


This shows that it can take you only 21 days to become a Master and, judging by the amount of extra ribbons, you can begin dropping tasks you don't want to do by Period 2 (one of the adept ones, you have to do all initiate ones for that period). You can, however, do this at your own pace and take as long as you'd like. Now that you know how to rank-up, I'll go into the details of each "society island" in their own chapters, including some quests that reward in ribbons that can add more variety to your rank-up process!
This shows that it can take you only 21 days to become a Master and, judging by the amount of extra ribbons, you can begin dropping tasks you don't want to do by Period 2 (one of the adept ones, you have to do all initiate ones for that period). You can, however, do this at your own pace and take as long as you'd like. Now that you know how to rank-up, I'll go into the details of each "society island" in their own chapters, including some quests that reward in ribbons that can add more variety to your rank-up process!

Revision as of 17:29, 14 January 2010

Previous: Chapter 4: Armour Next: Chapter 6: Degar'Alesh (Freebooter Isle)

Chapter 5: Advancement

There are 5 ranks in a society: Initiate, Adept, Knight, Lord, and Master. In order to advance in rank you must turn in a certain number of Society Ribbons and complete an Advancement Test. Below are the number of ribbons you must turn in as well as how many you can turn in every 3 days:

  • Initiate - Turn in 50 ribbons per 3 days - Must turn in 95 to become eligible for the Adept Test
  • Adept - Turn in 100 ribbons per 3 days - Must turn in 195 more to become eligible for the Knight Test
  • Knight - Turn in 150 ribbons per 3 days - Must turn in 295 more to become eligible for the Lord Test
  • Lord - Turn in 200 ribbons per 3 days - Must turn in 395 more to become eligible for the Master Test
  • Master - No limit on turn-ins - Every 50 ribbons you turn in you receive 1 Society Token

It is important to note, for the below lists of tests and tasks, that any member of a given rank can complete any task for their rank and below (meaning that a Master can complete any task). In order to become a Master you must turn in a total 980 ribbons (while doing each Advancement Test when assigned). Once assigned a test you may not turn in any more ribbons until you pass the test.

Note: In Chapters 6 and 7 there will be a listing of island-specific quests that, while outside the original task-progression, will reward in ribbons that you can turn in while ranking up for more variety.

Now to list the tasks and advancement tests. In order to gain your rewards for each task you must speak to the Taskmaster that assigned the task to you once completed. As an Initiate, you can only do the tasks given to you by the 5 NPC's in the back right corner of the East Wing.

Initiate Tasks:

Each task is on a 3 day timer and rewards in 4 Society Tokens and 10 Society Ribbons

Task 1 - Ruschk Boss Taskmaster

You will need to head to the Dark isle and run to 86.9n 59.7e. This is Grael's Lair. Head down and stick right to reach Vaeshok, your target. It is advised to clear the sclavi out first. He's Undead and is weak to fire, bludge, and acid.

Task 2 - Dark Isle Assassin Taskmaster

You will need to head to Dark Isle and run to The Deep at 85.5n 57.2e. Hand in the Remoran Fin that the Taskmaster gave you to The Deep. You will then be portaled high above Fort Tethana. You can quickly use Recall the Sanctuary to avoid being portaled.

=Task 3 - Jaw Collection Taskmaster

For this task, you need to collect 8 Pyre Skeleton Jaws. These jaws drop off of Pyre Minions (20%), Pyre Skeletons (40%), and Pyre Champions (60%). These are found in the Mhoire Graveyard and can be found day or night but only on the outdoor spawn, in Castle Mhoire, or the ones found in the Lord Mhoire Quest. These are Skeletons and are weak to Bludgeoning, Fire, Slashing, or Acid damage.

Task 4 - Wight Mage Taskmaster

This task requires you to kill 12 Wight Blade Sorcerers. You can find them during the Lord Mhoire Quest, inside the Mhoire Armory, inside the burrow by the West exit of Lower GY, at Castle Mhoire, and in the Upper GY landscape (Night only for the last one). These are Undead and are weak to Acid and Fire.

Task 5 - Bounty Taskmaster

This task requires you to head into the Mhoire Graveyard and kill the Shambling Archivist. He can be found near the recall bunker at 65.5s 43.9w. It is advisable to jump up on top of the bunker just south of him, he'll usually run to it and will bug without much effort. If you're a melee, head up to the bunker, imp and vuln, then when the spawn goes back to their spawn points, jump down and kill in relative safety though the skeletons and undead will rush you when you kill him. He's Undead and is weak to Fire and Acid.

After turning in 95 ribbons (meaning doing every task twice if you want to get it done as quickly as possible), you will become eligible for the Adept Test. The Commendations Officer will tell you who in the East wing to talk to. Head there and get flagged for the test.

Adept Test

Rewards in 10 Society Tokens, 20% xp towards your next level, and a 2-pull Society Chest Key (first time only). Enemies are Undead and Human, Fire and Acid weapons are preferred.

This test isn't too difficult if you kill your way through. Head to Neydisa Castle then run to the Rogue Delvings portal at 74.8n 18.4e. You have two goals here: Collect 1 key from each Society Captain and retrieving the Lens of Filinuvekta from a thief named Benedino.

The first goal, obtaining the keys, from the drop you will see 4 different passages. Ignoring the South passage (Locked door), each passage leads to some undead followed by soldiers of societies, ending in a large room with each society's captain.

  • West: Celestial Hand - Silver Key
  • East: Radiant Blood - Gold Key
  • North: Eldrytch Web - Copper Key

It's advisable to go to your society first. The scouts and captain will not attack you unless you attack them. Talk to the captain to get your society's key. For the other two keys, you'll need to kill the captain and scouts. Once you have all 3 keys, the second part begins.

The South exit, from the drop, is opened by the Silver Key from the Celestial Hand. The next door is opened by the Gold Key obtained from the Eldrytch Web. The final door is opened by the Copper Key obtained from the Radiant Blood. There will be undead you'll need to fight through this section. After the third door, you'll soon come across other humans and the final boss, Benedino. Kill him and return the Lens (it expires 60 minutes after being picked up) to the NPC who tasked you with this. Afterwards, speak to the Promotions Officer in the South wing to become an Adept and your rewards. As with the Initiate Key you were given when you first joined, the Adept Key is used on the nearby chests for top-tier loot.

Now that you're an Adept you can receive tasks from the NPC's in the opposite corner from the Initiate Taskmaster meaning you can now do 10 tasks every 3 days if you choose. Below are a list of the Adept Tasks.

Adept Tasks:

Each task is on a 3 day timer and rewards in 4 Society Tokens and 15 Society Ribbons

Task 6 - Delivery Taskmaster

You will be given a bag of supplies that you will need to bring to Massilors's Crypt in Lower GY at 65.4 s 43.6w, by the East exit. Run through the dungeon and speak to Massilor to complete this task.

Task 7 - Wall Carving Taskmaster

You will be given some Tracing Paper that you will need to use on the Mhoire Cenotaph found at the bottom of the burrow by the West exit out of Lower GY at 65.3s 44.6w. Stick right to the end, there will be a Wight Blade Sorcerer, a Captain, and a Wight guarding it. Go into peace mode and use the paper on the Cenotaph. Return it to your taskmaster.

Task 8 - Falatacot Report Taskmaster

On Dark Isle, in the blackened, inland areas, are pods of 4 Falatacot Consorts (Undead, weak to Fire and Acid). Killing each pod will spawn a Falatacot Blood Prophetess that, when killed, drops a Falatacot Battle Report. Collect 10 of these and bring them back to your taskmaster.

Task 9 - Dark Isle Scout Taskmaster

On Dark Isle, there exists 3 "Rock" items that you will use your Crystal of Perception on via double clicking each rock. You receive the crystal from the taskmaster. The rocks are at 3 locations:

  • 86.9n 59.8e by Grael's Lair (the cave Vaeshok is in)
  • 87.4n 56.9e in the middle of the Coral Forest
  • 96.4n 54.6e on top of the Ruschk Iceberg

Task 10 - Black Coral Taskmaster

Black Coral will spawn around the landscape of Dark Isle (anywhere). Pick up 10 of these items and return them to your Taskmaster.

After turning in 195 ribbons since becoming an Adept, you'll become eligible for the Knight Test. Head to the NPC that the Commendations Officer will send you to in order to become flagged.

Knight Test:

Rewards in 10 Society Tokens, 20% xp towards your next level, and a 3-pull Society Chest Key (for first timers).

Once flagged, you will need to head to the Ancient Cloister dungeon inside a valley by Ithaenc Cathedral at 82.5s 96.1e. The dungeon is fairly easy to navigate but it filled with high level Moars, Golems, and Moarsmen. It is advisable to run to the end though, if you have a small group, killing through is manageable. From the drop, head North into a large, open room, take the Right exit and follow the hall way, taking the third passage on the right and stick straight north until you reach a two-way split; take a right and stick left up a ramp leading to another large room with a large, wide wall in the middle of it from the floor to the ceiling. Here you will take the South Exit and at the split, take a right and stick left up another ramp. Now stay straight and by the exit-portal is a Leatherbound Journal that you need to pick up and bring it back to the NPC that assigned you this test. There are other books in this dungeon that can be translated in Hebian-To for lore but are not required for any reason.

After returning the book you can go see the Promotions Officer to become a Knight. This allows you to use the Statue of Transport by Ithaenc Cathedral at 82.6s 88.8e that will transport you to Degar'Alesh, more commonly known as Freebooter Isle. This isle, and all of its charms, will be explained in Chapter 6. Below, however, are the Knight Tasks, all of which take place on Freebooter Isle. The NPC's are in the East wing and along the left wall.

Knight Tasks:

Each Task is on a 3 day timer and rewards in 4 Society Tokens and 20 Society Ribbons. 

Statue of Transport by Ithaenc Cathedral at 82.6s 88.8e for access to Freebooter Isle

Task 11 - Bandit Boss Taskmaster

Head to the Bandit Mana Hunter Hideout at 54.4s 97.2e, on the Northern end of Freebooter Isle. Inside are numerous Sclavi weak to Cold damage and Bandit Mana Hunters that are Human and weak to Fire, Acid, Cold, and Lightning. Stick to the left, killing as you go, and you'll reach the Bandit Mana Hunter Boss who looks the same as his underlings. Killing him completes your task.

Task 12 - Moar Gland Collection Taskmaster

You will need to kill Blessed Moars until you collect 30 Glowing Moar Glands (30%) then bring them to your taskmaster. They appear vulnerable to Cold, Slashing, and Piercing damage but can deal neutral damage (ignoring all type-specific protections from Life Magic and Item Magic).

Task 13 - Glowing Jungle Lily Taskmaster

On Freebooter, Glowing Jungle Lilies spawn around the landscape. Using them spawns a few creatures, each can drop a Glowing Jungle Lily. You need 20 of them. Any Blessed Moarsman spawned will count towards the killtask and any Blessed Moar spawned can drop a Glowing Moar Gland.

Task 14 - Jungle Flower Taskmaster

On Freebooter, Mana-Infused Jungle Flowers spawn across the landscape. They look like red dye plants. Collect 20 of them and return them to the taskamster.

Task 15 - Blessed Moarsman Hunt Taskmaster

Simply kill 50 Blessed Moarsman, only the oens found on the landscape of Freebooter count. They can spawn alone, in a mixed group, or in pods of 6 along the Northern shore. They are weak to Cold, Slashing, and Piercing.

After turning in 295 additional ribbons, the Commendations Officer will send you to an NPC that will assign to you your Lord Test. Speak to them to become flagged.

Lord Test:

Rewards in 10 Society Tokens, 20%xp towards your next level, and a 4-pull Society Chest Key

After becoming flagged, head to Eastwatch and run to the Blighted Verdant Moarsman Tunnels at 92.7n 42.3w. This portal is located at the front of the Blighted Grimy Moarsman Fort. Once inside, simply stick Left to the Moarsmen Priory portal. In here are many, many Blighted Moarsmen, use Cold, Slashing, or Piercing damage. From here you will follow a tunnel into an open room; take the East exit. Follow along into another large open room; take the North exit. Stick left through the tunnel into another large room, stay left but do *not* go into the exit portal. Continue sticking left into another tunnel that will soon go to a down ramp with a large, open room where the boss, Prior Kothmox, resides. It is advisable to stay on the ramp (the slope and pillars in the end room will prevent all but 4 or so Moarsmen from coming to you, allowing you to kill the Prior without too much interference if you can draw him to you. Unlike most Moarsmen, the Prior can use magic and will fire acid wars, vulns, and Poison Health at you. When he is defeated (will take much longer for mages, AR weapons do not work well on him), loot Kothmox's Staff and then head to Candeth Keep for part 2.

You have 1 hour to complete part 2 before the staff becomes no longer useful and you must grab a new one. Luckily, this part doesn't take too long. From Candeth Keep, head to the Nyr'leha Gateway Temple which houses the Pit of Heretics. Of importance are the statues East (87.9s 54.5w) and West (87.9s 55.9w) of the temple. If it's between Dawnsong and Warmtide-and-Half use the East Statue. If it's between Evensong and Foredawn-and-half, use the West Statue. Using the incorrect statue will send you into the Pit of Heretics, full of Sclavi and not a place you wish to go to unless you're trying to get the Exploration Marker inside.

Note: There is a chance, during the transition between day and night, that using the normally correct statue may still portal you into the pit, this is due to the Statue not being triggered, yet, to change its action. Waiting until the next half-period can help solve this problem.

After using the correct statue, you'll receive a riddle. These riddles vary but all deal with fractions. An example is below, the same logic can be applied to all the riddles:

During the Tidal Surge, the hunters set forth with their nets to capture the Reefshark and bring food to the city. They captured 294 Reefsharks for the pens. For every 7 Reefsharks captured 3 were slaughtered to feed the ravenous Brood Mothers. Of the remaining Reefsharks, 1 out of every 4 were sacrificed to the Whispering One, may he bless us with his wisdom.

Know the number of Reefsharks left to feed the city and you shall know where to place the staff.

294 X (3/7) = 126 294 - 126 = 168

168 x (1/4) = 42 168 - 42 = 126 (The Answer)

When you have your answer, look at the 3 Coral Hollows (ID them), one of them will be the correct answer that you hopefully figured out. Use the correct Coral Hollow and a door will spawn on the side of the temple nearest you. It's actually a portal that you need to use to get into part 3.

Note: Do *not* speak to the statue after being handed the riddle or after finishing the riddle as you will be portaled into the pit. Using the Coral Hollow destroys the staff, meaning if you die in part 3, you'll need a new one. Using the statue and being portaled into the pit will also remove your staff.

Part 3 takes place inside the Nyr'leha Gateway Temple. From the drop simply follow the dungeon down. Head down the ramp behind you at the drop and stick right into the large open room you see at the drop. Take the East exit (a down ramp) and simply follow the dungeon down. The place is linear and ends in the same bottom room after a couple of jumps with a Blind Keeper, the first boss. He will randomly summon Listris Sleeches (Niffis, weak to Acid, Pierce, and Bludgeoning) that go away after a while. Use what you used against Prior Kothmox to defeat him. On death, a Gate Watcher will spawn.

Note: If you're doing this in a small group, each individual person will need to kill the Gate Watcher in order to pick up their respective artifact.

When he dies, pick up the following item according to the society you're in:

  • Celestial Hand - Amulet of T'thuun
  • Radiant Blood - Blood of T'thuun
  • Eldrytch Web - Dagger of T'thuun

Bring the artifact to the NPC who assigned you this test and then head to the Promotions Officer to become a Lord. This allows you access to Nyr'leha, better known as Moarsman City (accessed by using the statues that are East (87.9s 54.5w, during the day) or West (87.9s 55.9w, during the night) of the Nyr'leha Gateway Temple, run from Candeth Keep). This island is where all of the Lord Tasks take place, as well as a few other things that will be covered in Chapter 7. Below are the Lord Tasks, the taskmasters of which are on the two tables to the left of the Initiate Taskmasters.

Lord Tasks:

Each task is on a 3 day timer and rewards in 4 Society Tokens and 25 Society Ribbons Each task takes place on the Moarsman City, accessed by using the statues that are East (87.9s 54.5w, during the day) or West (87.9s 55.9w, during the night) of the Nyr'leha Gateway Temple, run from Candeth Keep.

Task 16 - Spawn Pools Taskmaster

There are 4 spawn pools where numerous Spawnlings and Spawn Watchers will spawn and fight each other. You can watch or participate in the carnage. When all are dead, a Brood Mother will spawn. You must kill the Brood Mother in each pool once. These Blighted Moarsmen are weak to Cold and Slashing and it is important to note that the Spawnlings can cast a Poison spell on you that stacks 3x and reduces your health by 15% each time. The pools are at the following coordinates: • 91.9s 51.9w • 92.3s 49.7w • 93.7s 52.7w • 92.9s 54.5w

Task 17 - Artifacts Taskmaster

Across the Moarsman City are 10 artifacts that you must collect and bring to your taskmaster. Simply use the item at each shrine to receive it: • Temple Horn - 92.3s 52.8w • Coral's Heart - 92.6s 54.1w • Spear of Baalforth, the Slayer - 93.5s 54.3w • Sacred Deep Water - 92.9s 55.5w • Blood Pearl - 93.5s 57.4w • Scroll of Prophecy - 93.4s 52.9w • Finger Bone of Mishfain - 93.3s 51.0w • Skull of Mishfain - 92.5s 48.6w • Hagrafash's Tooth Necklace - 92.2s 51.2w • Eye of T'thuun - 91.0s 51.9w

Task 18 - Coral Towers Taskmaster

On the landscape of Moarsman City are 5 Coral Towers that numerous Coral Golems congregate around. Attacking these towers spawns numerous Moarsmen. Pierce, Acid, and Bludge do a fair job at crushing them. They are at the following coordinates: • Black - 93.5s 49.5w • Blue - 92.8s 51.3w • Green - 91.8s 53.6w • Red - 93.5s 55.2w • White - 92.7s 57.6w

Task 19 - High Priest Taskmaster

In the center of the Moarsman City, at 92.8s 52.8w, is the Temple of T'thuun. This temple has many portals along each corner and are all a part of the same task. First head into the Acolyte's Chamber and, behind a wall you must break down, the High Priest's Acolyte must be killed. Run back to the island and head into the Chamber of the High Priest's Third and, as before, kill the High Priest's Third behind a wall. This trend continues 2 more times with the High Priest's Second and the High Priest's First. When done, you can head into the top portal titled Temple of T'thuun.

Once inside, head North and at the two-way split turn right then follow the hall into a small room with a lever. Pull it and run back to the drop to go through the now-opened East door. Follow along into another open room; take the West exit and stick right until you reach a lever that you'll need to hit. From the lever, go back through the room and the hallway into the larger cross-shaped room. Take the East exit then stick left to the final room containing the High Priest of t'thuun. All the creatures in the quest are Blighted Moarsmen and are weak to Cold and Slashing.

Task 20 - Magshuth Hunt Taskmaster

For this task, you must kill 20 Magshuth Moarsmen that spawn all around the Moarsman City. Cold and Slashing work best.

Task 21 - Shoguth Hunt Taskmaster

For this task, you must kill 40 Shoguth Moarsmen that spawn all around the Moarsman City. Cold and Slashing work best.

Task 22 - Moguth Hunt Taskmaster

For this task, you must kill 60 Moguth Moarsmen that spawn all around the Moarsman City. Cold and Slashing work best.

After turning in 395 ribbons you will become eligible for the Master Test. The commendations officer will send you to the NPC in the East wing who will assign you this quest.

Master Test

- Rewards in 10 Society Tokens, 20% xp towards your next level, and a 5-pull Society Chest Key

After being flagged by speaking to the NPC in the East Wing indicated by the Commendations Officer, head out to Freebooter Isle. You'll need to run to 55.7s 97.7e into the Catacombs of Tar'Kelyn (A statue atop of a platform will portal you). At the drop, you'll find the dungeon splits off into 3 wings; North, East, and West. You will need to grab a Key in one Wing that will be on the ground in the first large open room before a door. If you hit the door, simply turn back into the room and grab the key off the floor. The Key will be used for a door in a different wing altogether so you'll need to head back to the drop then down the wing that had the correct door for your key. Beyond that door, at the end of the wing, will be your boss. Kill it and loot the trophy item and bring it back to the NPC who tasked you with this. Below at the wings and trophy item you'll need to get.

  • Celestial Hand - Skith'Kirit's Key is in the East Wing, the door and boss are in the North Wing, loot his head.
  • Radiant Blood - The Vault Key is in the North Wing, the door and boss, Kathirik, are in the West Wing, loot a tome.
  • Eldrytch Web - The Armory Key is in the West Wing, the door and boss, Tikchti, are in the East Wing, loot a mnemosyne.

All three bosses are Sclavus and weak to Cold. After handing in the item you'll be sent to the Promotions Officer to become a Master and receive your more tangible rewards. Congratulations! There are perks to being a Master that I'll go over in Chapter 9. For now I'll group the tasks together by location as well as give the fastest time in which you can become a master.

  • Graveyard Tasks:
    • Tasks 3, 4, 5, 6, and 7
  • Dark Isle Tasks:
    • Tasks 1, 2, 8, 9, and 10
  • Freebooter Isle Tasks:
    • Tasks 11, 12, 13, 14, and 15
  • Moarsman City Tasks:
    • 16, 17, 18, 19, 20, 21, and 22

Now for the shortest amount of time possible for becoming a Master! This will be done in Periods. Each Period is 3 days apart. This assumes you do all the tasks but feel free to leave out enough so that you don't have any extras left over which means you can make this as long or as short as possible, and whether it's difficult or not. The first time you reach a rank is in bold.

  • Period 1 - Initiate Rank - 50 ribbons turned in
  • Period 2 - Initiate Rank - 45 ribbons turned in - Adept Rank - 55 ribbons turned in - 25 extra ribbons
  • Period 3 - Adept Rank - 100 ribbons turned in - 50 extra ribbons
  • Period 4 - Adept Rank - 40 ribbons turned in - Knight Rank - 110 ribbons turned in - 125 extra ribbons
  • Period 5 - Knight Rank - 150 ribbons turned in - 200 extra ribbons
  • Period 6 - Knight Rank - 35 ribbons turned in - Lord Rank - 165 ribbons turned in - 400 extra ribbons
  • Period 7 - Lord Rank - 200 ribbons turned in - 600 extra ribbons
  • Period 8 - Lord Rank - 30 ribbons - Master Rank - 570 extra ribbons (assuming you did no tasks)

This shows that it can take you only 21 days to become a Master and, judging by the amount of extra ribbons, you can begin dropping tasks you don't want to do by Period 2 (one of the adept ones, you have to do all initiate ones for that period). You can, however, do this at your own pace and take as long as you'd like. Now that you know how to rank-up, I'll go into the details of each "society island" in their own chapters, including some quests that reward in ribbons that can add more variety to your rank-up process!


Previous: Chapter 4: Armour Next: Chapter 6: Degar'Alesh (Freebooter Isle)