Cleric quest walkthroughs: Difference between revisions
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* The [[Fists of Faenella]] or [[Horn of the Black Unicorn]] spell. |
* The [[Fists of Faenella]] or [[Horn of the Black Unicorn]] spell. |
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* Several [[Item:Mobar blood|Mobar blood]] I'd bring at least a few of these. You can cut down on the number needed by making sure you're using the crevasse with the correct coloring (see below) but there's still a bit of a random component. |
* Several [[Item:Mobar blood|Mobar blood]] I'd bring at least a few of these. You can cut down on the number needed by making sure you're using the crevasse with the correct coloring (see below) but there's still a bit of a random component. |
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Note: When Magic 3.0 appeared the requirement was still around 250 "average" of Holy Magic and Targeted Magic but you had to have at least 200 in Targeted Magic. Sometime during the Magic 3.1 changes this changed to needing 250 TM and 300 "average" of your Holy Magic and Targeted Magic. In addition, you must account for the Immortal you align to. I have taken 5 clerics through this quest since Magic 3.0. The last one had 234 TM and 398 Holy magic. When she went through it she failed. The problem is she was aligned to Peri'el which boosts Augmenation and Warding skills but not TM, Debilitation, or Utility. According to the alignment information the Immortal you align to boosts two skills by 15% and lowers the other three by 15%. So in essence she had a 15% lowering of her TM skill to 199 (234 - (234 x .15)). This basically lowered her average to 597/2 = 298. To confirm this she picked up Targeted Mastery which is supposed to boost your targeted skill (Provides a bonus to Targeted Magic skill thereby raising personal mana cap for Targeted Magic spells.), this bonus is probably anywhere from 10% to 15%, so it should bring it back up over 200 to around 228 or close to it. This would fix the average but still have TM below 250. Doing this she failed again. Then we changed the alignment to a TM immortal. This should boost the basic TM of 234 by 15% to around 269 and get some more boost from the Target Mastery feat. Doing this she completed the quest as this got her over 250 TM and 300 "Average". So alignment makes a huge difference here. |
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Note: You need to bring a number of Mobar Blood's for this quest. It appears you can no longer identify what the color of the lava in the crevasse is so you just have to try it. In every case we tend to see this: |
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In the crevasse you see vortices of boiling polychromous lava, containing streaks of reds and yellows as well as whites and blacks. The streaks do not appear to mix; instead they wheel about each other ceaselessly like liquid snakes. |
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The lava appears shimmering and nearly translucent. |
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===Walkthrough=== |
===Walkthrough=== |
Revision as of 22:55, 1 May 2016
SPOILER ALERT! | |
This article reveals in-game secrets, spoilers, walkthroughs, or other information not intended for general knowledge in-game. |
- This article is incomplete, which means that while it is not a stub, it still lacks certain data or information.
- (1) Steps need to be linked and made wiki-friendly. (2) Should probably break this up into separate pages. (3) Link spoilers where appropriate.
- Please see Category:Incomplete articles for more articles that are incomplete.
This is a collection of spoilers to help young clerics struggling through various quests. The goal of these guides is to provide a resource for young clerics struggling a quest, as well as a reference to capture detail that is often forgotten by more experienced clerics. The majority of the information in the initial version of this page was lifted from the [DRSecrets wiki].
Circle 2: Tamsine's commune
Given by: Esuin
To complete the Tasmine Quest simply go to the Cleric Shop in Crossing and purchase a Sirese flower (25 copper Kronars; 22 with 10 charisma). From there take it to Tamsine’s Shrine in Crossing. From the Cleric Shop go E, SE, E, S, S, Go Shrine.
Walkthrough
- PUT FLOWER ON ROCK
- OFFER FLOWER ON ROCK
- There will be a long sequence, after which you will have learned the commune.
Circle 3: Eluned's commune (water)
Given by: Esuin
Head to the bridge past Stone Clan but before Reavers. On the southern end of the bridge there is a path to the east. Follow this to the end, and then go into the pool.
[Silvery Pool] Moonlight dances over the pool like a thousand stars among the dark ripples. The cool water laps against your skin in a soothing repetitive rhythm, relaxing your muscles and drawing you out of the shallows. Beneath your feet the pure white sand is smooth and clear of weeds. A lulling, meditative aura settles over the water. Obvious paths: out.
Walkthrough
There will be a sequence, and you will find yourself turned into a fish and eventually in the Crystal Cavern.
[Crystal Cavern] This tiny cavern inside the stone outcropping is alive with the sparkle of a thousand tiny crystals embedded into every facet of rock. The deep, cool waters of the hidden pool surround you, brushing against your skin and lapping at the base of a polished limestone statue of a dolphin emerging from the water. The pleasant echo of dripping water rolls through the cave. You also see some deeper water. Obvious exits: none.
DIVE DEEPER WATER
You take a deep breath and dive into the deeper water. [Crystal Cavern, Some Deeper Water] The waters are cold and deep, lightless as the heart of the earth. It surrounds you and cradles you, sustaining your senses, if not your lungs. Obvious exits: none.
SWIM DOWN
You swim further into the water.
SWIM DOWN
You swim further into the water. ... [Crystal Cavern] This tiny cavern inside the stone outcropping is alive with the sparkle of a thousand tiny crystals embedded into every facet of rock. The deep, cool waters of the hidden pool surround you, brushing against your skin and lapping at the base of a polished limestone statue of a dolphin emerging from the water. The pleasant echo of dripping water rolls through the cave. You also see some deeper water. Obvious exits: none.
You meditate further on the nature of Eluned. ... [Silvery Pool] Moonlight dances over the pool like a thousand stars among the dark ripples. The cool water laps against your skin in a soothing repetitive rhythm, relaxing your muscles and drawing you out of the shallows. Beneath your feet the pure white sand is smooth and clear of weeds. A lulling, meditative aura settles over the water. Obvious paths: out.
Circle 8: Kertigen's commune
Given by: Esuin
First make your way to the oeblicher. if you don't know where it is, head a little north of rock trolls till you see a stoney trail. Climb trail, up, go door, say grek (password to enter Stone Clan, "grek" means "friend" in Haakish), go door again, n,ne,n,n,nw,n,n,n,go stone, go oeblicher.
Walkthrough
When you get inside, the only way out is to find the altar and pray, or spend enough time down there and you will become unconscious and wake up outside of it.
You have to either look torch if there are torches above the doorways, making sure your looking at the brightest torch, or look floor if there is a knotwork pattern in the floor. If you don't do this in every room to find your way, then you will be returned to the oeblicher when you pray at the altar. If you wish, this script will take you to the altar doing all the correct steps. Just enter the oeblicher, wait for the stun to wear off, stand, and start the script.
Once you get to the altar, just pray once and wait...that's all there is to it.
Circle 12: Hodierna's commune
Given by: Esuin
Go to Hodierna's Solace which is on the south side of the crossing ferry. From the docks, go: s, s, s, s, go path, go clear, go arch.
Walkthrough
Open the book, and read it. after you are done with the last page, climb the stairs, and get flame.
Circle 15: Eluned's commune (swim)
Given by: Esuin
First you have to go to the Cape of Storms, and find the Empath Bartling. To get there, from the outside the east gate of crossing go e, ne, n, n, e, se, ne, ne, e, go plank, ne, e, e, se, e, se, up, e, go shed, go arch, climb stair, go cat.
Walkthrough
You need to ask Bartling about Eluned and about Sea, and wait a bit...he'll start talking. When he's done speaking, go cat, climb stair, go arch, out, s, east, dive cliff, dive cliff. Here you have your vision, when it's over climb indents to get back to the top of the cliff.
Circle 20: Meraud's commune
Given by: Esuin
Go to the tower in Cougars, from the west side of the brook go w,sw,w go tower, go arch, then climb the steps to the top.
Walkthrough
When you reach the top scratch the wolf statue there and wait for the God’s aspect to tell you about the commune.
Circle 25: Infusion
Given by: Tallis in the High Priestess's Office
Walkthrough
First find Tallis in the Crossing temple High Priestess quarters and ask her about infusion. It will make things easier if you can bring a moonmage along or set a teleportation device if you have one to get you back when your done with the quest. Once Tallis gives you the quest, you will need to head down to Shard where the not-so-new hunting area is in Darkmist Moors. Once you leave the road and enter Darkmist Moors, go se, se, se, sw, e, ne, se, (an altar is ne) e, ne, nw, ne, se, e, then climb tree. You *have* to <peer church> in order to view your path to get to it as there are 3 possible ways to get to it, either ne, se or e. Once you do that, <Climb trunk> to get down. You will be going through Crag Moth Larva, Zombie Kobold Headhunters, and Skeletal Kobold Savages. Once you do the peer church part and go the path that it tells you to, go ne, and go church.
Refer to RanikMap64c for a map of this part.
Once you are inside the church, go n, n, (clean altar) go arch, go door, go path, ne, ne, e, se, sw, w and you will be at the mausoleum. The doors are tricky as they are trapped. Don't pick them or try to disarm them. The easiest way we could open them and go inside is if a cleric casts Uncurse on it to open it. Once they are open, go door, then n, n. and go arch again see above.
You will then find yourself in the room where the ebony coffin is. In that room there is a tapestry, look/search behind it and there you will find a crank and a lever. Turn the crank so that the coffin rises. Then <look starlight or sunlight depending on time of day> in the room and see what symbol it rests/shines on. For us, the starlight showed on the symbol of the wolf.
Then we went south to the room where there are two tapestries. Go tapestry, and there is a wheel and a rope there. Pull the rope and the wheel will move and show an image. Look wheel to see the image. Match the image you see with the lists below. Then go out and go other tapestry and do the same thing.
Symbol | Light Symbol | Dark Symbol |
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Boar | the image of a longbow | the image of a berserking barbarian |
Cat | the image of a grimacing woman in the throes of childbirth | image of a pair of twin crossed swords with jagged blades |
Cobra | the image of a shattered egg | the image of an erupting volcano |
Dolphin | the image of a deer drinking from a flowing stream | the image of a great tidal wave |
Lion | the image of a pack of well-groomed battle hounds | the image of a bloodstained stiletto |
Panther | the image of a cluster of twinkling stars | the image of a child shivering fearfully in the throes of a nightmare |
Ram | the image of a flourishing rose garden | the image of a jagged crystalline blade |
Raven | the image of a bowl of striped peppermint | the image of a shattered caravan wheel |
Wolf | the image of a charred black stave | the image of a long flowing skirt |
Wren | the image of a plump opera singer | the image of a cracked mirror |
Once you do that dark and light tapestry part, go back into the room where the coffin is, and pull the lever behind the tapestry there, and the coffin will come crashing down on the bier with the symbol the starlight was shining on. If you get the guesses wrong (the ones you made behind the dark and light tapestries) it will come crashing down onto the floor.
After the coffin is on the bier its supposed to be on, you <go coffin> and it will close on its own and you will end up at the Abyss. RanikMap 64d For a script that will do the previous part go here Infusion.cmd make sure you start at the room with the coffin. Each person in the group has to go down separately.
When you first enter the abyss you need to get 3 claws from the Lanky Grey Lachs that are in the first part of it. Then the cleric needs to bless them, and find the 3 altars (altar of flesh, altar of soul and altar of mind) and put 1 blessed claw on each altar. It appears that you need enough utility ranks to cast Bless at 40 mana to overcome the resistance of the claws. Then you need to wait a moment or two and a crystalline bridge will appear in the room where the altar of the Soul is.
The altar of the Flesh is the safe room. The critters in this part of the quest are Feral Bone Mastiffs and Transparent Shylvic, Vaporous Bloodwraiths and Gargantuan Bone Golems. When you step onto the bridge, you will get a vision. Then you will get three choices of directions with an animal/symbol choice which relates to the direction. If you brought help, they can wait in the altar of flesh safe room until you are done.
Visions
Here are some visions, please add new ones you encounter. Some of them I have narrowed down to 2 choices, if you figure out the correct choice please delete the wrong choice. For visions that are not listed below, you can either guess, or here is a helpful link for trying to figure out answers to your visions… The wolf den … choose guilds/clerics/gods, which will list out the gods and their persona and animal symbols. Once you figure out the persona and their animal symbol, you can do further research at the official DR Gods page which should help you figure everything out.
The image of a busy bazaar appears before you. You see many shoppers of all races milling about the merchants' tables, while colorfully dressed hawkers wander about selling their wares. Standing forlornly in the middle of the bustle stands a small Halfling child, tears streaming down her plump cheeks. She is turning in circles, looking up at the strangers around her. Suddenly there is a screech and you see the child's face light up with joy as a Halfling woman runs towards her with her arms outstretched. The vision fades.
Direction | Vision |
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A spiritual adder | A black mist materializes before you. As the dark shrouds of moisture part you see a vision of the night. A vague form begins to take shape, speedily crossing an open field. The dark clouds covering the moon part briefly and in that short span of time your mind captures the sight of a hideous black unicorn, its spiraled horn gleaming dully, its hooves covered in red blood. The vision fades. |
A spiritual adder | A cold chill dances down your spine. You glance down to where a crude burlap sack materializes at your feet, writhing and twisting with unearthly hissing sounds emanating from within. Your hand trembles as you bend down and retrieve it. Slowly you untie the heavy cord that secures it at the top. It slips from your shaking hands and plunges to the ground, and dozens of writhing coils spill from within. |
A spiritual adder | You suddenly find yourself nestled in a crevice atop a great, snowy mountain range. A temple spires skyward nearby, enwreathed by the eternal maelstrom of the North Wind. The sound of galloping hooves approaches rapidly from behind you as the image fades. |
A spiritual albatross | The images of strange creatures swimming gaily in the sea materializes before you. Half fish, half human, they are laughing and splashing each other with the salty water. The vision fades. |
A spiritual albatross | You suddenly find yourself aboard a great merchant's ship. The water around you is stilled, and the sails droop heavily on the masts as the sailors grow ill-tempered and mutinous. A light laughter sprinkles across the water as a stiff breeze begins to stir. The ship's sails begin to billow as the vision fades. |
A spiritual black widow | The image of a battle-worn S'Kra Mur Archmagess appears before you, tearing through battle with a horde of fearsome Adan'f, wielding twin blades of steel -- one in each hand. She rasps sibilant phrases that incite intricate patterns of lightning to soar through the air, arcing in morbid grace between the foes that fall so easily before her. The vision fades. |
A spiritual boar | The image of a dead warrior forms before you. His body is lying on a marble slab and is being attended to by several holy priests. You watch with interest as they anoint it carefully with holy oil as it is prepared for burial. The image fades. |
A spiritual centaur | Droplets of sweat begin to trickle down your back as you feel a stabbing, searing, crushing pain in your chest. Trying to inhale, you find you are unable to draw a breath. Glancing down you see your life's blood seeping from your body and on to the ground beneath your feet. You look around as your knees begin to buckle, observing a vast battlefield strewn with bodies upon which you are yet another martyr for war's glory. A wave of blackness sweeps over you like the pall of death, though soon your vision readjusts to your real surroundings. |
A spiritual cobra | The image of a proud S'Kra Mur materializes before you. He has a flexible ridged crest which follows the shape of his skull, slitted clear colored eyes, and speckled scales with a pale silver underbelly and a slender tail. |
A spiritual cobra | Visions of trams from all over the realm fills your mind. Each tram is loaded with rocks laced with gold and silver. Some of the trams from deep within the bowels of the earth are laden with diamond, emerald, and ruby encrusted rock. The vision fades. |
A spiritual cow | Darkness slowly gathers around you like the suffocating pall of night. You blink your eyes, straining to see even the faintest glimmer of light. Slowly, and very subtly, the blackness turns to grey and before you on the horizon the sun begins to rise. A new day is born. Slowly the strange light wanes and your senses return to your surroundings. |
A spiritual cow | The image of a busy bazaar appears before you. You see many shoppers of all races milling about the merchants' tables, while colorfully dressed hawkers wander about selling their wares. Standing forlornly in the middle of the bustle stands a small Halfling child, tears streaming down her plump cheeks. She is turning in circles, looking up at the strangers around her. Suddenly there is a screech and you see the child's face light up with joy as a Halfling woman runs towards her with her arms outstretched. The vision fades. |
A spiritual coyote | A loud grumbling tugs at your imagination as you see strange whorls in the abyss' inky darkness begin to form images. You see a man angrily throwing garments into a case on a bed. A woman with tear streaked cheeks stands near him, wringing her hands and pleading to him with her eyes. The man closes the case loudly and glances derisively at the woman. He pulls a wedding ring from his finger and as he turns to stomp out of the room, he throws it on the floor. |
A spiritual coyote | The vision of a rain drenched bride slowly materializes before you, her face and dress soiled with running makeup. Sodden wedding guests run for cover as the biting rain pelts down indiscriminately, leaving the poor lass to weep alone at the altar. |
A spiritual dolphin | You see the image of hot searing flames streaking speedily across the sky and huge explosions of red fire engulf the moon above you. Suddenly heavenly rain cascades down from overhead, quenching the horrific fire. As the flames recede, you see the moon charred forever black. |
A spiritual dove | A grim vision appears before you. You find yourself in the middle of a bloody battlefield strewn with the dead bodies of Elven and Human warriors. It begins to rain and curiously you look up at a strangely cloudless sky. The droplets increase in intensity, soaking your hair and dripping into your eyes where you feel a stinging sensation. Befuddled, you cup your hands together which quickly fill with the strange liquid. You cautiously bring your hands to your mouth and when you taste the rain, you realize it is salty. The vision fades. |
A spiritual dove | The image of a huge temple with a vaulted ceiling appears before you. Standing in front of the altar is a beautiful bride dressed in a white satin gown holding a cascading bouquet of white roses. Standing proudly by her side is the dark haired groom. They both turn and face the High Priest standing before them. The vision fades. |
A spiritual goshawk | An interesting scene unfolds before you as tendrils of ether dance over the dark abyss. You see a shifty looking character slip some coin into the hand of a provincial guard. The guard quickly pockets the coin and looks the other way. You watch in disbelief as the shady figure slips into a store, and quickly runs out, a shopkeeper in hot pursuit. The guard continues to look the other way. The vision fades. |
A spiritual heron | A huge gilded mirror slowly materializes from the ether before you and you feel compelled to admire your image in its depths. As you approach it, it suddenly shatters into fragments of light that swirl down into the abyss below. |
A spiritual jackal | A vision shimmers before you. You see an old priest lying in his bed, his body ravaged by disease. His wrinkled face grimaces in pain as he draws each labored breath. Slowly he opens his eyes, and stares at something that only he can see. A tiny smile graces his lips and his face softens as he softly exhales for last time. |
A spiritual king snake | A vision of a female warrior dressed in battle garb slowly materializes. She walks slowly, her left leg dragging on the soft earth. Her armor is scuffed and marred and a large sack weighs heavily against her hip. She slowly turns your way and you feel a scream well up in your throat, for there is only an empty socket where her left eye used to be. The vision fades. |
A spiritual king snake | Spiraled tendrils of ether begin to coalesce before you, forming the insubstantial shape of a conch shell. You reach out and pluck it from the air, and the lines that form it become pronounced and tangible. You hold it to your ear and are lulled by the sibilant sounds echoing eternally within. Your eyes flutter drowsily and you soon find yourself with your hand to your ear, with no sign of the mysterious shell. |
A spiritual lion | The image of a robed judge materializes before you. You watch as he slams a wooden gavel on the table. A shackled prisoner standing before him hangs his head as he is led back to the cells by the attending guards. The vision fades. |
A spiritual magpie | The image of a man expertly riding a horse forms before you. The horse gallops up a tree lined driveway to a country house and as the rider alights, the door is flung open. Several children emerge from the cozy home and squealing happily they run towards the man to greet him. He drops to one knee and enfolds them in a loving embrace. The image fades. |
A spiritual magpie | Your vision begins to cloud as a cold emptiness begins to permeate your senses. You find yourself disembodied, floating errantly in a dark void. In the distance a strange bridge protrudes curiously into the emptiness. |
A spiritual mongoose | A strange scene unfolds before you. You see a man running speedily through the streets of a town. Sweat dribbles down his face and his breathing is labored, and yet he does not pause for rest. He keeps glancing over his shoulder, his eyes glazed and filled with fear. Suddenly you see what is pursuing him. Several vicious hounds, their tongues lolling from their jaws are rapidly descending upon the runner. He trips and sprawls to the ground, and the hounds are upon him. As the vision fades, a steel-clad warrior steps into the alley and retrieves a woman's handbag that the man had dropped in his haste. |
A spiritual mongoose | The image of a beautiful silver bastard sword wavers before you. Its formidable hand-polished steel blade is crowned by an ivory handle adorned with a intricately carved dragon's head. It shimmers indiscriminately, as if beckoning to mold itself to your hand. |
A spiritual nightingale | A strange scene emerges before you. You see a vision of a huge dragon with glittering scales and long leathery wings. It appears to be weakened as evidenced by its sluggish movements. From outside your realm of vision you sense movement and from that direction a handful of sand is tossed at the battle weary beast. You watch in awe as the mighty beast snorts one last fiery breath and then curls unto itself, fast asleep. The vision fades. |
A spiritual owl | Your hand numbs momentarily. You glance down at it and find that you are holding a magnificent black staff that is marbled with silver streaks. You hand begins to tingle and as you watch, the staff shimmers and disappears. |
A spiritual ox | Suddenly you are enveloped in fog and as it slowly begins to clear a strange scene unravels. You see the image of a group of intangible beings wavering before you. They seem filled with despair, their shoulders are slumped and their heads are bowed wearily. Suddenly from among them comes a single loud rallying cry, a solitary voice from the group spurring the others forcefully forward. You observe with fascination as you watch these strange beings begin to gather their strength and plunge into an unseen battle. The vision fades. |
A spiritual ox | The image of a holy priest kneeling before the prone body of a fallen warrior materializes before you. You watch as the priest murmurs a quiet prayer over the dead body. The fallen man gasps in a deep breath, his eyes flying open as the vision begins to disperse. |
A spiritual panther | The image of a frightened boy retreating from a wounded cougar appears before you. The bloodied cougar is snarling angrily at the child. The boy turns and breaks into a run, dropping a broken longbow to the ground. The cougar gives chase, and begins to close the distance between them. You watch in horror as the animal reaches the terrified child and leaps...only to claw at empty air. The boy has disappeared! You stand there befuddled, and a new scene materializes before you. You see the anxious child in bed looking up at a shadowy figure looming over him. You watch, confused, as the figure bends over and lightly kisses the child on the forehead. The child smiles peacefully and drifts into more pleasant dreams. The vision fades |
A spiritual phoenix | Suddenly your equilibrium seems out of kilter, and you stumble slightly, feeling nauseous. A searing pain stabs you right behind your eyes before it settles down into dull rhythmic pounding between your ears. You hiccup and the bitter taste of flat ale floods your mouth. Still wobbling, you press your palms against your temples and close your eyes, wondering if you are going to pass out. Suddenly you feel the soft brush of a kiss upon your forehead and as you slowly open your eyes, you realize the pain is gone. |
A spiritual phoenix | The image of a woman practicing vocal ranges appears before you. You cringe as you hear her strain to reach higher octaves as her voice sends unpleasant shivers down your spine. Suddenly the woman twitches oddly, and then coughs. As she opens her mouth to continue, a terror-stricken expression fills her face. No sound comes from her open mouth. The vision fades. |
A spiritual raccoon | A vision of a young adventurer materializes before you, as he purchases his first shield from a roadside merchant with a handful of copper. The young lad tromps out of the city gates, arms high and head higher, as he marches thick into the goblins' home. Soon, one of the grimy beasts engages him, striking out with a rusted short sword. As the sword clashes roughly against the lad's new shield, it shatters under the very first blow, breaking through to land a fair gash in his left arm. With a surprised cry, the would-be adventurer throws down his worthless arms and flees back to the safety of town. As the vision fades, a vile laughter echoes around as an unnatural gleam sparks in the goblin's eyes. |
A spiritual raccoon | The vision of a seamstress intricately embroidering tiny flowers on a gown materializes before you. As you watch her nimble fingers create purple lilacs on the smooth fabric, you hear her suddenly grumble as the thread snaps. She pauses to rethread her needle, and the scissors in her lap slide to the floor. Reaching down to pick up the scissors, she knocks off a small box of pins which scatter to the floor. She stands, exasperated, and sets the gown on the chair as she begins to pick up the pins. She doesn't notice the gown slip to the floor, and she inadvertently steps on it, dirt from her shoes marring the fine fabric. The vision fades. |
A spiritual ram | The image of a tavern filled with raucous Halflings materializes before you. A rotund bartender lines up steins of ale and goblets of wine on the bar before him. The sound of music can be heard intermittently between the boisterous laughter and loud guffaws. The vision fades. |
A spiritual raven | A table with an ornate golden-filigreed chest glistens into view. You open its ancient dust-laden lid to find a cache of various sized rubies, diamonds, and emeralds. As you reach to take one, the vision fades. |
A spiritual raven | You hear a loud, resonant, metallic sound. It repeats itself, falling into what seems to be a natural rhythm. **Clang!** **Clang!** Suddenly it stops and you hear a loud hissing noise, akin to the sound of hot molten lava pouring into a cold mountain lake. You find yourself enveloped in a cloud of hot, moist steam which quickly dissipates. |
A spiritual scorpion | A wave of nausea washes over you and your vision goes blank. A brief moment passes where you feel nothing, as if drifting in vast, empty space. You return to your senses shortly, but feeling a bit vacant somehow. |
A spiritual scorpion | Shadows suddenly swirl up from the abyss, enwreathing you in their inky depths. Gradually pinpoints of light break through as a vast night sky sprawls out above. You fix your gaze heavenward just in time to see a fiery comet streak across the sky, filling you with a sense of sadness. |
A spiritual shark | A vision of a crowded beach materializes before you. Children play happily in the water while their parents sit on the white sand chatting and enjoying the sun. Ominously the sky begins to darken, going from a clear blue to a cloudy grey and as you peer out over the water you see a huge tidal wave speedily churning towards the unsuspecting swimmers. You watch in mute horror as the tsunami reaches the shoreline and obliterates everything there. The vision fades. |
A spiritual shark | You see the image of a schooner pitching and yawing in an angry turbulent sea. Huge crested waves smash heavily against the struggling ship, drowning the deck in frigid seawater. |
A spiritual shrew | The wavering image of a beautiful blond mage appears before you. As you watch, she begins to twirl, and her fabulous multi-colored skirt swirls seductively around her long slender legs. The vision fades. |
A spiritual shrike | The image of a cozy bedroom materializes before you. An Elven couple are deeply asleep in their posted bed. The wife begins to thrash beneath the covers, her soft sobs breaking the silence of the night. As her cries become louder, her husband begins to stir and slowly awakens. As he begins to turn towards her, she suddenly bolts upright, screaming loudly, her hands beating away something unseen. She turns, trembling into her husband's arms, and the vision fades. |
A spiritual shrike | The image of a huge egg appears before you. As you watch, you notice it begin to roll and shake. A crack begins to form, and you see a tiny claw break through the tough shell, picking at it until a small hole is made. Suddenly the head of a baby lizard emerges from the opening. It opens its mouth and a small flame issues forth. It is then you realize that it is not a lizard after all. The image fades. |
A spiritual tabby cat | The image of a campfire materializes before you. Encircling the glowing embers in a small group of people resting quietly as they draw warmth and comfort from the smoldering flames. |
A spiritual tabby cat | The image of a cozy kitchen materializes before you. A black wood burning stove emits the smell of a succulent dinner cooking. You see a small child playing with a spinning top on a polished wooden floor while his mother sits at the table mending clothes. An older child is curled up on a rug by an open hearth reading a book. The vision fades. |
A spiritual unicorn | A vision of a Healerie appears before you. Several Empaths sit and efficiently attend to the battle-weary wounded who are brought to them. The pungent scent of herbs and potions fills your nostrils as a young Paladin lass passes in the arms of one of the martyrs, despite his best effort to apply various reagents to her wounds. The vision fades. |
A spiritual viper | The image of a rain swollen river appears. Dark muddy water filled with soggy debris churns angrily against a weakened dam. In horror you watch as the level of the water steadily raises until the structure can bear its weight no longer. With a huge explosion of sound the damn bursts and tons of water is unleashed, devastating the town below. The vision fades. |
A spiritual viper | You hear a deep rumbling deep in the earth below you and you feel a slight vibration. The movement becomes stronger as the ground starts to tremble beneath you. You fight to remain upright. |
A spiritual vulture | A macabre scene unfolds before you. You see a hunter patiently stalking his prey, a loaded crossbow in his hands. As he slowly creeps forward you notice an exposed root in his path. You try to shout a warning, but no sound escapes your open mouth. You watch in horror as in slow motion, the hunter's foot catches the root and he tumbles to the ground. The crossbow fires and impales him in the gut. He screams in agony and writhes in excruciating pain as his now empty hands attempt to staunch the flow of his life's blood. As the vision fades and you watch the hunter die a slow and agonizing death, you hear a satisfied gutteral rasping in the nearby forest. |
A spiritual vulture | The grim scene of a battlefield unfolds before you. Hundreds of mutilated bodies, some still alive, cover a bloody field. You see an undulating shadow hovering macabrely as it glides from one body to the next. It pauses over the fallen that are writhing in their final death throes and waits for them to breathe their last. The vision fades. |
A spiritual weasel | The image of a Halfling lass hanging clean white bedding on a clothesline emerges before you. The small sheets waft gently in the breeze as they dry in the hot summer heat. Inexplicably a dark black cloud appears in the clear sky. A torrent of rain deluges the crisp sheets and the ground beneath them. As suddenly as the storm appears, it vanishes, and the sun begins to dry the now soiled linen. The vision fades. |
A spiritual weasel | You experience a brief feeling of vertigo and find yourself high up on a huge precipice. You feel the hair on the back of your neck and arms raise, as if the air is charged with electricity, but you see no storm clouds. Suddenly the clear blue sky is filled with streaks of white light that coalesce into bolts of lightening, smashing into the side of the cliff near you. You dive for cover as rocks and boulders explode with the vicious strikes. The vision fades. |
A spiritual weasel | You experience a brief feeling of vertigo and find yourself high up on a huge precipice. You feel the hair on the back of your neck and arms raise, as if the air is charged with electricity, but you see no storm clouds. Suddenly the clear blue sky is filled with streaks of white light that coalesce into bolts of lightening, smashing into the side of the cliff near you. You dive for cover as rocks and boulders explode with the vicious strikes. The vision fades. |
A spiritual welkin | The vision of a temple shrine materializes before you. You see four marble columns supporting a latticework roof covered in flowering vines. A simple marble altar stands at the far end of the shrine before a brilliant tapestry in black and gold. You watch as two young children enter the area giggling and whispering to each other. Kneeling down they both very carefully reach into their pockets and remove a few pieces of sticky candy. They bow their heads whispering a quiet prayer, and gently place the sweets on the altar. The vision fades. |
A spiritual welkin | You see the image of an old basket weaver working diligently at his craft. Hundreds of his creations are stacked on several tables surrounding him, each item a testament to his extensive talent. The old man speedily works, his gnarled hands intricately intertwining the damp slats before they dry. He pauses briefly, with a puzzled expression. He ponders a moment and then looks carefully at the partially completed basket in his hands. You hear a small gasp escape his lips as he notices a flaw in the row he has just weaved. He mutters a quiet prayer of thanks under his breath as he unravels the slats to the point of error. The vision fades. |
A spiritual wolf | The image of three Heralds forms before you. You instantly turn your head, as you know instinctively that to gaze upon them will only cause you pain. Their mere presence seems to tug at the essence coursing through you. A gnawing thought seeps into your subconscious, a remembrance of something past. The images fade. |
A spiritual wolf | Your vision blurs, and you see the image of yourself old and withered. You are seated at a huge round table and are surrounded by friends and family who are toasting to your long life. As you raise your glass to drink of its contents the image fades. |
A spiritual wolverine | A beautiful vista materializes. You find yourself standing atop a mountain, with miles of open land splayed out before you. In one direction you can see lush apple trees dotting a flowered meadow. A bubbling trout filled brook meanders crookedly through fertile landscape, while a doe with a young fawn pause to drink from the cool stream. A dark forest greets you as you gaze in a different direction, while in another view snowcapped mountains emerge. Slowly the beautiful panorama, unblemished by mortal man, fades. |
A spiritual wren | A cozy room materializes before you. A black kettle of bubbling soup hangs from an iron hook over a crackling fire. Cooling on the table in the center of the room are several loaves of bread. Out of the corner of your eye a movement catches your eye. You gasp in amazement as you watch a slender figure with vibrant sapphire blue wings fly through the open window, grab the bread, and fly out! The vision fades. |
There are 5 choices you have to make correctly before you can reach the dais where the grimoire is that you have to read before you learn Infusion. If you make the wrong choice, you will fall into Maelshyve's Ascent and be stunned for a moment. The bloodwraiths are in here so BE CAREFUL! I stepped into one room and one of them nailed me in one cast of fireball I think it was and I died. You have to run through the rooms but be careful while running because you can trip and fall, sometimes landing a few feet below on another level. Once you get to the top of it and go up, just <go throne> and you will end up in the safe room (altar of flesh). Then go ne all the way, and s all the way back to the altar of the soul. It takes and <go bridge> again and start all over.
If you take too long, the bridge will flicker and waver, then disappear and you will end up in Maelshyve's Ascent again. Then you will have to repeat the blessing of lach claws and putting them on the 3 altars part. Once you are successful and reach the dais, you need to open the grimoire, and then type <read grimoire> and stay there until you have read it. This part will take awhile, there are some damn awful rts in there. Once you are finished, if you have SOL, cast it harness some mana and infuse it into the SOL. It will create a platform. Go platform and you'll be taken back across the gap and be deposited at the altar of the soul. If you don't have SOL you have to <jump abyss> to get outta there and run all the way up to the top of Maelshyve's Ascent again and <go throne> again. then se until can go s, go arch, e, (uncurse door) go door> is Heirophant's Chamber.
The only way to get out (if you can't get a gate or teleport somehow) is to find the armoire that is in the Heirophant's Chamber. You have to pick it to unlock it, open it, search it, then <go armoire>.
See also
Circle 30: Resurrection
Given by: Tallis in the High Priestess's Office
Walkthrough
NOTE: THIS IS A DANGEROUS QUEST, DON’T BRING ANYTHING YOU DON’T WANT TO LOSE
- Climb to the top of the Temple to the High Priestess’s Chambers and ask Tallis about resurrection
- After listening to her talk go down to the Eyes of the Thirteen and go to Urrem’tier’s altar
- Pull the candle stick in the room, this will transport you to a special room, it’ll be dark so cast DR or bring a light source
- Get Goblet then type fill my goblet with chalice. You might want to get more than one of these just in case you die the first time.
- Head to Riverhaven where you will need to get flint an edged weapon and an Altar candle. The Altar Candle must be purchased in Riverhaven, the others you can get anywhere. Again, you might want to get more than one candle just in case.
- Head to the altar in the Zauflung out the east gate, I’d suggest using a map for this part although be warned the first part of the Zaulfung is not mapped you’ll just have to wander until you find a tree that you can climb, climb up the tree and go down and you’ll be in the mapped area
- Touch the altar and pray and you’ll be grabbed by a large claw and dragged down, make sure you stand after the claw grabs you
- The claw will drag you all the way down and spit you out, use your map again to maneuver your way through the Basilisk and Cinder Beast area to the Stalagtite that you will climb
- Make your way over to the rope bridge and go rope. There are reports of this bridge taking around 100 climbing to cross although better safe than sorry, I made it across with no problems with 50 climbing, a capped CJ and a capped Spider Climb.
- Shuffle East till you finally reach the other side
- Head eastish till you find a Obliesk, touch it three times to find the order of the statues to the north
- Head north and look at each statue to find the correct order, if the Obliesk was fire cold shadow then you would touch the statue with the red orb first, then the one with the blue orb, then the one with the black orb. Be wary of room descriptions, when I went through the Statue with the blue orb had in the room description talk of shadows and the room with the statue holding the black orb the room description had talk of being cold.
- After touching the orbs head to the room to the north, you’ll have to go up each corridor to the nw and ne and pull the arm and tail respectively. I went up the nw path first to pull the arm. You’ll want to head south as soon as possible because this will hurt you.
- After pulling the arm head the other direction and pull the tail, same as the arm, head south as soon as possible. If you are daring you can try pulling the tail first, I’m not sure what this will do.
- Head back to where the paths split nw and ne there will now be a new path to the north
- Head north then Climb the bank and swim north to the other bank and climb bank again
- Head north and step into the circle in about 30 seconds you’ll be transported. when you step off the circle you’ve been transported. If you see a Hierophant, run, they can cast magic and will kill you if you stay on the circle.
- Move n, ne, ne, nw, nw and step on another circle and wait again
- After stepping off this second circle move s, s climb stair
- Light your altar candle with your flint. After you light the candle, make sure you carry the lit candle in your hand. If you go into the altar without it, you will die.
- Get your Goblet and fill goblet with water
- Go altar. NOTE you need the goblet in one hand and the candle in the other!
- Drink goblet, you’ll drink it all up then slowly your spirit will drain away till it gets down to nothing and you’ll enter the void
- You’ll hear voices talk for awhile, they’ll ask you if you want to go home. DON’T GO HOME. Search periodically after that, I’m not sure of the exact messaging when you need to search but if you keep searching eventually you’ll see a bridge.
- Go bridge, you won’t be able to right away but it’ll trigger the next train of events which will be a bunch of visions, then it will ask you to pray(Use your faith to light the darkness in this world)
- Pray until you start getting repeat messages, and then wait eventually it will ask you to go bridge again, when it does do so
- You’ve now completed the quest and have Resurrection in your spellbook
- The easiest way to get out is go back the way you came, you'll reach a dead end where the door opened after pulling the arm and tail, touch etching and it will teleport you through the wall.
See also
Circle 35: Glythtide's commune
Given by: Esuin
You’ll travel to Leth Deriel, from the Northeast Gate (not the typical NW gate that you use to go to Crossing), go e, n, nw then Look Bough, Go path then follow that trail to the gazebo.
Walkthrough
- DRINK WINE
- The halfling there will talk to you for awhile then kick you out to the gazebo again.
- Go path and GET PETAL
- Go north and GET RUE
- Go south, go gazebo, then search, go trap.
- The halfling will talk to you for awhile again then kick you out and your done.
You’re now able to create Roses!
Circle 40: Fire of Ushnish
Given by: Esuin
Requirements
To obtain this spell you need the following:
- Three empty spell slots
- A hefty requirement of at least 250 "blended" or "average" of your Holy Magic and Targeted Magic.
- The Fists of Faenella or Horn of the Black Unicorn spell.
- Several Mobar blood I'd bring at least a few of these. You can cut down on the number needed by making sure you're using the crevasse with the correct coloring (see below) but there's still a bit of a random component.
Note: When Magic 3.0 appeared the requirement was still around 250 "average" of Holy Magic and Targeted Magic but you had to have at least 200 in Targeted Magic. Sometime during the Magic 3.1 changes this changed to needing 250 TM and 300 "average" of your Holy Magic and Targeted Magic. In addition, you must account for the Immortal you align to. I have taken 5 clerics through this quest since Magic 3.0. The last one had 234 TM and 398 Holy magic. When she went through it she failed. The problem is she was aligned to Peri'el which boosts Augmenation and Warding skills but not TM, Debilitation, or Utility. According to the alignment information the Immortal you align to boosts two skills by 15% and lowers the other three by 15%. So in essence she had a 15% lowering of her TM skill to 199 (234 - (234 x .15)). This basically lowered her average to 597/2 = 298. To confirm this she picked up Targeted Mastery which is supposed to boost your targeted skill (Provides a bonus to Targeted Magic skill thereby raising personal mana cap for Targeted Magic spells.), this bonus is probably anywhere from 10% to 15%, so it should bring it back up over 200 to around 228 or close to it. This would fix the average but still have TM below 250. Doing this she failed again. Then we changed the alignment to a TM immortal. This should boost the basic TM of 234 by 15% to around 269 and get some more boost from the Target Mastery feat. Doing this she completed the quest as this got her over 250 TM and 300 "Average". So alignment makes a huge difference here.
Note: You need to bring a number of Mobar Blood's for this quest. It appears you can no longer identify what the color of the lava in the crevasse is so you just have to try it. In every case we tend to see this: In the crevasse you see vortices of boiling polychromous lava, containing streaks of reds and yellows as well as whites and blacks. The streaks do not appear to mix; instead they wheel about each other ceaselessly like liquid snakes. The lava appears shimmering and nearly translucent.
Walkthrough
NOTE: THIS IS A DANGEROUS QUEST, DON’T BRING ANYTHING YOU DON’T WANT TO LOSE.
- Start out by asking a guildleader about the Fire of Ushnish spell
- So head up to the Gate of Souls, just south of the ferry to Riverhaven. http://www.elanthipedia.com/wiki/RanikMap14
- Goto the area marked 'to Gate of Souls' and PUSH the BOULDER. Don't move until you've completely moved the boulder and can see the tunnel. #:There's a strength check for the boulder so if you can't completely move it out of the way, cast Benediction.
- KNEEL and GO TUNNEL will take you to RanikMap14a
- Make your way to the room labeled the Oracle Chamber where you will find a mysterious, glowing cone.
- study cone to learn a prayer
- Now we have to find a place for our offering. So head further into the southern Temple, and CLIMB CLIFF into the Fangs of Ushnish.
- Search around the Fangs of Ushnish for a volcanic crevasse. The crevase moves around from time to time, so search every room in there until you find it.
- The color of the lava you're looking for depends on your last favor. Black (dark aspect), silver-grey (neutral aspect), or blue-white (positive aspect). If it's the wrong color wait for it to change rooms.
- Once you find the correct color, get your mobar blood and POUR BLOOD IN CREVASSE.
- A magma viper should appear. If it doesn't appear after a few seconds try agin. Once it does STUDY CREVASSE. If you're getting a message that it's too convoluted you don't have enough PM. Try again when you have more. If you're getting a message saying it's too dark/light for your eyes it's the wrong color. Wait for it to move and try again.
- Head back to the Oracle's Chamber, KNEEL, and PRAY USHNISH
- Congratulations, you now know the Fire of Ushnish spell!
Circle 50: Murrula's Flames
Given by: Father Karjon in the church of Tiger Clan
This walkthrough was put together by Renkxil and reformatted by Dasffion
Requirements
To obtain this spell you need the following:
- 30 Charisma
- Holy oil
- a feather from the Crossing cleric shop
- Recommended: Enough Holy/Targeted Magic to cast Harm Evil at least at 47 mana (more is better, this is to even have a chance hitting the bony fylgja)
- Recommended: At least 35 Discipline (more is better, this is to help with hitting the bony fylgja)
Walkthrough
- We begin. Talk to Father Karjon in the church of Tiger Clan. He's hard to miss. Ask Karjon about Murrula's Flames and he'll give you a key
- Now, head down to the dark spirits (use divine radiance as a light source), and you'll find a room that has a pile of rotting timbers in it. Look for the pile that looks "oddly different". Push on the timbers until the trap door appears. Unlock it with the key and go trap door
- Read the tome, there is heavy RT here, but the area is safe.
- Head to the Forest of Night in Leth Deriel. There, head to the death spirit area. The entrance is only available at night. Upon entering this area, say "Findylis." in every room. The room that worked for me was the one immediately southeast of where I entered.
- Findylis will take you to her tree and talk to you for awhile then ask you to kill and raise a dryad.
- Get your holy oil, and your feather, Then, head back to the blood dryad and nyad spot. Kill one, soul bond it, dip feather in oil, mark dryad with feather and then raise it. MAKE SURE YOU BOND IT. If you don't it'll raise a corrupted dryad that will tear you to shreds.
- Head back to the same spot and say Findylis again. Here, she will give you a speech, and then ask you to climb her tree and "Master the Echos"
- Once you climb the tree, type 'listen', and various random musics will start to echo. Each time a type of music plays, it will be a favored type of an aspect of Faenella. Idon (heron), is all drums and percussions. Faenella (wren) is all harps and stringed instruments. Murrula (phoenix) is all flutes and woodwinds. Touch the figures who correspond to the music.
- Go down and talk to Findylis again. She will tell you to have the immortals cast their benevolent gaze down upon you, etc. This means, go to the Eyes of the Thirteen in the Crossing Temple and light each one. Buy silver altar candles from the cart-monk on the temple grounds outside, and put the candle in each of the candlesticks. Once they're all lit, hurry down to the main altar and put your egg on it. If all the candles are still lit, the egg will "hatch" a statue of a phoenix.
- Clean the phoenix with some holy water. It'll read something like starry road whatever. This means, its off to Zaulfung again! Apparently if you don't do this at the Temple it won't message but you can still complete the quest as long as the Phoenix is clean. Go to the greater Zaulfung swamp and go to the area on Ranik's map marked "Beak" and climb it. NOTE: If your climbing isn't great get some climbing CJs Go all the way down, go all the way north, and climb the crevice. Go up, and climb the spire. when you get to the top put phoenix in spire
- Now, you're back in the void. Kill all of the bony fylgjas and get the piece of glass that they drop, one at a time. Affix the glass to the triptych of where that aspect of the god is missing (the triptychs are east a bit, don't bother mapping it as it changes every time you go in.) For example, if a shark drops, put it on the triptych with the albatross and dolphin, and so on. I had 150 TM at this point, and it took casts of HE at 40-50 to even dent them. Suffice to say, it took a long time to kill them all. I've been told you don't have to kill them all, just enough to get all the triptychs, however it can be difficult to sort through them while you're being attacked so I still recommend just killing them all, then gathering up the triptychs. NOTE: There are random stuns in this area BE CAREFUL Once you kill them all, another portal will open in some random room. Go around until you find it. Go into the nebulous rift.
- A long sequence will happen. Go to the lake, put the statue in the monolith, and study it. It will take a while, but keep going. Once you do that, another long sequence, you'll die, and be reborn. Congratulations, the spell is yours.
Circle 60: Truffenyi's commune
Walkthrough
You have to complete this quest to circle past 60. If you're already 150 go to a guild leader and ask about quest.
The quest starts off with your guild leader giving you a Miniature altar and giving you the clue of having to gain the attention of a Deity from each Alignment. Your altar itself is the clue for which Deities you need to gain the attention of. It's always in the forum of Neutral, straight out animal, the Neutral animal will be interacting with a symbol of the Light Aspect. On the back will depict the Dark Aspect. Below are the some of the known Clues and Gods they align to.
Altar Description
Neutral | Clue |
---|---|
Kertigen | Raven |
Hodierna | Unicorn |
Meraud | Wolf |
Damaris | Panther |
Everild | Boar |
Truffenyi | Ox |
Hav'roth | Cobra |
Eluned | Dolphin |
Glythtide | Ram |
Tamsine | Cat |
Faenella | Wren |
Chadatru | Lion |
Urrem'tier | Scorpion |
Light | Clue |
---|---|
Divyaush | wrapped gift |
Berengaria | sheath of grain |
Firulf | black staff |
Phelim | batch of feathers |
Kuniyo | carrying a bundle of pelts |
Alamhif | toy bridge(?) |
Peri'el | |
Lemicus | lodestone |
Saemaus | wedding ring |
Albreda | olive laurel |
Murrula | silver flute |
Rutilor | intricate sword |
Eylhaar | scythe |
Dark | Clue |
---|---|
Zachriedek | |
Asketi | a long row of dismembered bodies leading toward a broken altar. |
Kerenhappuch | a disheveled man weeping behind two women who are locked in combat. |
Dergati | |
Trothfang | a riotous party. Wine sloshes out of full cups held by people around the table, while other figures are slumped over in their chairs, dark pools around their feet. |
Huldah | a tithe box sitting outside of a small chapel, the tail of a snake disappearing into the slot. |
Ushnish | a scene of wilted crops interspersed with livestock lying supine a rough texture to the carving is noticeable above each animal. |
Drogor | a simply dressed mage sleeping underneath an elm tree during a downpour. A spellbook sits open on a nearby picnic table. |
Be'ort | a haggard looking Gnome lying on his side and clutching his knees in his arms. A crooked smile stretches across his face as he stares at a roach crawling in front of him. |
Harawep | the outskirts of a small village the trees skirting the border are fully engulfed in flames. |
Idon | young woman walking away from an orphanage. |
Botolf | a man walking down the aisle of a courtroom. On either side of the man, a group of figures raise their fists toward him, while a woman sits near the front of the group weeping. |
Aldauth | a long beach after a horrific battle. A few figures seem to be crawling away from the tide. |
Get favor orbs of the three gods that your altar depicts and put them in your altar. Close it then PRAY ALTAR. The altar should burst into flame (giving you light hand bleeders in the process) if you have all 3 correct. If only 1 is correct there will be a slight whine from the altar. If you have two correct orbs you will receive a message about profound emptiness washing over you. Your burning altar will turn into a vial on the ground. Pick it up.
Before starting the next part make sure you have at least 2 hours to spend. Try to drink the vial and you'll be get a message like this
"You tilt the vial back, but the liquid doesn't pour out. Seemingly repelled by your attempt to drink it, the murky substance pools at the back of the vial. A cacophony of voices rises in your ears, composed of disjointed whispers, foul phrases and lyrical singing that blend together until they speak in unison, "We see you, child, your bodily shell like clay unfinished in form even when your soul shines like the stars. You hold in your hand a remedy for that condition, though peril awaits should you falter. Drink and begin to cleanse if you are ready, but let nothing else pass your lips until you are done with your task. While you fast you will be tested, so remember two things. Leave temptation behind, and aid will be given if you know who to ask.""
Drink again to start the next part. During this part I'm pretty sure you can't eat or drink anything or you get poison and die. This is a really long part with a lot of waiting. You can do other stuff during this part but don't miss the visions. Food will appear in your hand from time to time but get rid of it as soon as possible. You'll also get visions, when you get these you'll have to pray to a Light aspect that correlates with the vision. If you're not sure just pray to all the Dark/Neutral/Light Gods (whichever your last favor was with). You should have enough time to get them all.
Eventually you'll get a message like this (it took me a little over 2 hours):
A stern voice surrounds you, "Rishlu, you have my attention, though really you are never far from my sight. I know you have sacrificed, and you have been devout. If you could see yourself through my eyes, you'd know how you shine in a sea of greys. Search out my shrine on the streets of Therenborough, as only the pure may find where it is."
Fasting Visions
Note: With the last favor from Dergati (Dark Aspect), for each vision I pray to the dark aspect of that god and it works just fine.
Neutral Aspects
Light Aspects
Immortal | Vision |
---|---|
Divyaush | Your vision fades and you suddenly see yourself working in front of a glowing forge. You strike down with your hammer over a broken piece of armor, but each well-intentioned blow just adds to the disrepair. You know that your increasing hunger is the cause of your poor workmanship, but your work must get finished before you can stop to eat. |
Berengaria | Your vision fades and you see yourself toiling in a dusty field. Each withered crop you toss aside accompanies a sad rumbling in your belly. You continue up the slope, knowing full well each plant you uproot will be the same, but you must carry on -- others depend on you. |
Kuniyo | Your vision fades and you see yourself huddled in front of a fire in an icy cavern, the frozen form of your companion a few feet away. Dizzy and weak with hunger, you stare at the remains of your friend. In your mind, you know they will find you soon, but the only thing that separates you being found alive or dead is if you eat. |
Peri'el | Your vision fades and you see yourself surrounded by occupied cots. The air is still and silent now that the last patient has passed, another painless surrender to the affliction that has consumed everyone around you. Had you not been working so tirelessly to save them, you might have been one of the many who drank from the tainted well. Now with no one left to save, you feel your thirst renew. One final drink and you're back with those you love, quickly and peacefully. Otherwise, you will suffer on alone, tormented by the pasty husks around you, until thirst takes you. |
Lemicus | Your vision fades and you see yourself alone on a raft, calm seas in all directions. The cloudless sky above lends you no respite from the burning rays of sunlight cast down, your thirst already compelling you toward your final act. You reach down and scoop a handful of salty water to drink. Though your mind tells you that death will follow quickly from drinking, your body can't much longer resist the urge to let slide that cool wet liquid across your lips. |
Albreda | Your vision fades and you see yourself as a young child sitting in the corner. You watch your parents eating at the table quietly, casting disapproving looks at you each time your stomach growls. The fire that burnt down the barn wasn't your doing, but they blamed you anyways, and your discontent burns more fiercely than your hunger. |
Murrula | Your vision fades and you find yourself travelling the desert. It's been two days since the bandits made off with your supplies, and your body is nearing exhaustion. You've been smart to sleep during the day, but even travelling at night the dry air slowly sucks the life from you. At least you know where you are, but unfortunately it's far too long a trip in any direction to find water. |
Rutilor | Your vision fades and you see yourself tired and sore after a long day of harvesting crops. You walk alongside a team of oxen that haul your goods as you wind your way back home. As you round the final bend you spy the local tax collector surrounded by a contingent of armed men standing between you and your home. You knew they would come, but you did not expect them this soon. There wasn't even enough time to hide away sufficient food to keep your family fed through the winter. Already you feel the pangs of hunger suffered last year as your mind screams, "They take too much! How will we survive?" |
Saemaus | Your vision fades and you see yourself sitting on a bar stool. The bartender stands off to the side wiping out a mug with a smudged cloth. Sunlight beams in through the window showing no other patrons, and you're relieved to have the place to yourself. You trace a finger over the lip of the shot glass in front of you the warm brown liquid heaven inside will let you forget. The door creaks a protest as it opens and two men walk in, their conversation stopping as they enter. In your mind you know they were talking about you, as they all have been, and you grip the shot glass tightly and rage on alone. |
Dark Aspects
Immortal | Vision |
---|---|
Asketi | Your vision fades and you see yourself walking through one of your grain fields. On the eastern side of the field a line of fruit trees speckled with color cast long shadows from the rising sun behind them. Children climb up and down the trees, then chase each other until they tire. Occasionally they snatch up a ripened fruit from a nearby branch and take a few bites before tossing the rest aside. They don't know how much damage they do, but the losses from their playing have taken its toll on your pantry. You don't want to spend the energy chasing them off again; they'll just come right back anyways. Sighing silently, you continue to watch the children play. |
Be'ort | Your vision fades and you see yourself sitting amongst a group gathered at an outdoor wedding. The couple stands at the front facing each other while a preacher continues to speak the marriage rites. These formal ceremonies take a long time, and this one is lasting particularly long. Off to the side you see the food set up for the reception. Table after table laden with spiced meats, expensive wines, and cheeses taunt your vision as you squirm in your chair ready to feast. |
Dergati | Your vision fades and you see yourself sitting on a grassy hilltop. Staring up a the night sky you watch stars twinkle merrily as a cool breeze passes around you. A cluster of stars to the west catches your attention, and you suddenly can't stop thinking that they resemble a cupcake coated with raw sugar glistening from an unseen light. To the east, Yavash slowly rises. Your stomach ties up in knots as you notice how much the red moon resembles a giant hhyssk'et berry pie. |
Drogor | In your vision the waters pull away from the shore, gathering upward in a massive wall. The dancers stop and stare up at the waters as you take several steps back. Suddenly the top of the waterwall surges forward and down, crashing violently over the dark-skinned Elves, as stinging mist and sand pelt you where you stand. When the waters pull back toward the lake, neither the dancers nor the fire remain. |
Idon | Your vision fades and you see yourself seated in the front row of a concert hall. The lights on the stage center on a beautiful young woman who is standing alone, singing the most entrancing music you've ever heard. Tears stream down the faces of nearby listeners, but you can't maintain your attention any longer as your hunger has reached a ravenous point. Three encores is already enough, but judging from the reaction of the crowd, you're sure there will be more. If you leave before the singer is finished you'll draw the scorn of the other concert goers, so you continue to sit and hope your hunger will subside on its own. |
Kerenhappuch | Your vision fades and you see yourself entertaining a neighboring farmer at your house. His crops for years have outperformed yours -- so much so that you've been going hungry from the meager prices you fetch at market. You both drink your wine, a luxury you wouldn't normally afford, but learning his secret farming techniques will be worth the cost. The neighbor speaks proudly of what he's learned but drops no hints to what the secret is, his tales of success almost drowned out by the rumbling in your belly. |
Trothfang | Your vision fades and you see yourself battling a small peccary. Wielding a sword, you deftly parry and dodge the peccary's charges, waiting for just the right moment to strike. Seizing an opportunity as the peccary passes, you land a massive slice along the peccary's back and follow through with a sweep to the right leg. The peccary collapses, and the intoxicating scent of cooked meat overtakes your senses. Confused you pick up the severed leg and notice a distinct hickory-smoked aroma from it, and the tenderloin looks to have a pineapple glaze. You want to eat, but something just doesn't seem right. |
Zachriedek | Your vision fades and you see yourself standing in the snow peering into the window of a rival blacksmith's house. Inside, the warm glow from the fireplace illuminates a center table lined with succulent foods and ornate gifts. Around the table, your competitor and his employees drink deeply from tankards and goblets. He does good work, no better or worse than yours, but somehow he has managed to acquire much more business than you have. Your stomach draws up in knots as you continue to watch the group noshing and revelling. |
Head to Therenborough and search around. The location is not static, it has been found at Claymore Court, a couple rooms west of Claymore Court and past the arch near the cleric shop, Once you find the shrine, Pray Truffenyi and you'll fall sleep and wake in a forest clearing. Go Gap and you'll confront a magpie, follow it to the east and there'll be a weasel holding a stick. Jump weasel until it's on the edge of the branch then whistle magpie. Immediately after jump weasel again and you'll fall into the pit.
In the pit you need to pull the ox until it stands, revealing a rock. The magpie will come drop some twine. Tie twine to stick then get the rock and tie rock to stick and you'll have a shovel. Then start digging and keep going until you get a message that you've finished the ramp. This takes quite a bit of digging. Push the ox to get it up the ramp. Follow him up the ramp and he'll start talking to you. After he's done you'll go unconscious again and wake up in the shrine in Theren. You now have the commune.