Difference between revisions of "Alchemist Quest"
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==Brotherhood of Alchemists== | ==Brotherhood of Alchemists== | ||
Revision as of 19:11, 6 June 2013
Contents
Brotherhood of Alchemists
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and are offering powerful rewards to any adventurer who assists them in their quest.
Speaking to any of the four alchemists found in Maj'Eyal will allow the player to open the quest and choose an elixir to gather ingredients for. It is possible to have one quest open from each of the four alchemists simultaneously.
Each potion requires the player to gather three ingredients (monster parts), which may be found by killing a monster of the appropriate type. Monsters always drop their ingredient if they have one. Roaming adventurers also have a chance (which was 30% before the ingredients update) to drop an ingredient upon death. If they do, they drop an ingredient randomly selected from the entire list of possible ingredients. (There are 36, as of build b41.)
Upon turning in the requested ingredients, the player receives the corresponding elixir, which must then be (u)sed to reap its benefits. Each time the player helps one alchemist complete an elixir, another alchemist completes one of his or her elixirs as well (chosen at random). Depending on which elixirs the player completes and which are randomly selected to be completed by other alchemists, it is possible to complete between three and five elixirs with a single character before one of the four alchemists finishes their third elixir, and the quest ends.
Todo: At the very least, it would be nice to know what areas the hermit spawns in (I've seen him in three locations: north of the Sandworm den, down one river in mid-Maj'Eyal, and somewhere up north), what each elixir does, and how the quest progresses as you get more elixirs (not sure myself, having not completed it yet.)
All the stats are added to your adjusted stat. Ie. it doesn't raise your maximum too.
Rewards
- Marus of Elvala;
- Elixir of Mysticism: +3 Magic, +3 Willpower
- Elixir of the Savior: +4 to all saving throws
- Elixir of Mastery: +4 Stat points
- Final Reward: Elixir of Invulnerability
- Stire of Derth:
- Elixir of the Fox: +3 Dexterity, +3 Cunning
- Elixir of Avoidance: +6 Defense, +6 Ranged Defense
- Elixir of Precision: +4% Physical Crit
- Final Reward: Lifebinding Emerald
- Ungrol of Last Hope:
- Elixir of Brawn: +3 Strength, +3 Constitution
- Elixir of Stoneskin: +4 Armour
- Elixir of Foundations: +2 Generic Talent points
- Final Reward: Taint of Telepathy
- Agrimley the Hermit:
- Elixir of Explosive Force: +4% Spell Crit
- Elixir of Serendipity: +5 Luck
- Elixir of Focus: +2 Class Talent points
- Final Reward: Infusion of Wild Growth
Elixir of Invulnerability
A vial of thick fluid, metallic and reflective. It's incredibly heavy. Infused by nature. 2.00 Encumbrance
The Elixir of Invulnerability may be used once to activate a million-point damage shield lasting five turns.
Lifebinding Emerald
A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. Infused by nature. 0.00 Encumbrance
The Lifebinding Emerald is a green gem that may be worn (by mindslayers and golems only, currently) or used to imbue an object for the following benefits: Changes stats: +10 Con Changes resistances: +10% blight Hitpoints each turn: +2.00 Healing mod.: +30%
Note: Can only be imbued onto a tier 5 ring? Needs confirmation.
Taint of Telepathy
Strip the protective barriers from your mind, allowing in the thoughts of all creatures, but reducing mental resistance.
Cooldown: 30 The Taint of Telepathy is an inscription that grants the player the ability to detect all monsters in a radius of ten for five turns, at the expense of reducing his or her mental saves by twenty for a duration of ten turns.
Infusion of Wild Growth
Thick vines to spring from the ground and entangle your foes, pinning them in place and dealing damage over time. Cooldown: 30
The Infusion of Wild Growth is an inscription that grants the player the ability to pin all targets within a radius of five to the ground for five turns. In addition, these targets are dealt a modest amount of physical and nature damage each turn. This damage scales with the player's mindpower.
Alchemy Ingredients
This is the start of a List of all the Alchemy Ingredients for the various Recipes. From what I gave found so far each ingredient has a fixed zone and possibly a random zone. Each fixed zone will be shown bold. All ingredients can also be found on adventurer parties.
- Bear Paw - Wilderness, Old Forest, Norgos's lair
- Black Mamba Head - Old Forust
- Bloated Horror Heart - Lake nur lvl 2, Elven Ruins
- Chunk of Ghoul Flesh - Halfling runes
- Electric Eel Tail - Lake under the Old Forest
- Faerlhing Fang -
- Giant Spider Spinaret - Old Forest,
- Green Worm - Trollmire, Old Forest
- Honey Tree Root - Old Forest,
- Hummerhorn Wing - Old Forest
- Ice Ant Stinger - Old Forest
- Ice Wyrm Tooth -
- Length of Troll Intestine - Trollmire, Old Forest
- Minotaur Nose - The Maze
- Multi-Hued Wyrm Scale -
- Mummified Bone - Elven Ruins
- Naga Tongue -
- Orc Heart - Trollmire, Old Forest
- Pouch of Bone Giant Dust -
- Pouch of Faeros Ash -
- Pouch of Luminous Horror Dust -
- Red Crystal Shard - Scintillating Caves
- Ritch Stinger -
- Sandworm Tooth - Sandworm Lair, Diakara
- Skeleton Mage Skull - Kor'Pul Dungeon,
- Snow Giant Kidney - Diakara
- Storm Wyrn Claw -
- Vampire Lord Fang -
- Vial of Elder Vampire Blood - Elven Ruins
- Vial of Fire Wyrm Saliva - Gorbat Pride
- Vial of Greater Demon Bile -
- Vial of Squid Ink -
- Vial of Wright Ectoplasm - Eleven Ruins
- Warg Claw - Wilderness, Old Forest
- Wretching Eyeball -
- Xorn Fragment (Kill an Umber Hulk) - Old Forest, Diakara