Quests-brotherhood
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 b41.)
The following tables show which elixirs may be obtained from each alchemist, along with their effects:
Stire of Derth | |
---|---|
Elixir of the Fox | Permanently increases dexterity and cunning by three. |
Elixir of Avoidance | Permanently increases defense and ranged defense by six. |
Elixir of Precision | Permanently increases physical critical strike chance by four percent. |
Marus of Elvala | |
Elixir of Mysticism | Permanently increases magic and willpower by three. |
Elixir of the Savior | Permanently increases all saving throws by four. |
Elixir of Mastery | Grants four additional stat points. |
Ungrol of Last Hope | |
Elixir of Brawn | Permanently increases strength and constitution by three. |
Elixir of Stoneskin | Permanently increases armor by four. |
Elixir of Foundations | Grants two additional generic talent points. |
Agrimley the hermit | (Note: Agrimley the hermit is found at a random location on the Maj'Eyal world map.) |
Elixir of Force | Permanently increases chance to critically strike with spells by four percent. |
Elixir of Serendipity | Permanently increases luck by five. |
Elixir of Focus | Grants two additional class talent points. |
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.
Final Rewards
By helping an alchemist finish his or her third elixir the player is presented with a special reward for helping that alchemist become accepted into the Brotherhood. Note: to receive the final reward, a player must only help an alchemist complete his or her final elixir - whether the first two were completed by the player or not is irrelevant.
The final rewards are:
Lifebinding Emerald (awarded by Stire of Derth)
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%
Elixir of Invulnerability (awarded by Marus of Elvala)
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.
Taint of Telepathy (awarded by Ungrol of Last Hope)
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 (awarded by Agrimley the hermit)
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.