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 Post subject: Taomagicdragon's Ancient Graveyard / Mhoire Estate(long pos)
PostPosted: Thu May 22, 2008 8:08 am 
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Mhoire Estate: The Ancient Graveyard (Copyrighted November 7th 2007: Taomagicdragon)

Known simply as “The Graveyard”, the Mhoire Estate is a unique hunting experience that incorporates many interesting ideas, concepts, and quests. I was the first to discover this place on the Solclaim server and as such feel an attachment to it so I decided to write this guide. The Mhoire Estate is also unique in that its quests and rewards can be garnered by all and this promotes allegiance hunting as well as allowing older players to pass down tricks and tactics while learning new ones themselves. The Ancient Graveyard is definitely one of the better ideas given life in this game.

The Mhoire Estate was once a prosperous place where a lord and lady presided over the land kindly. That is until the Dericost Lich, Rytheran came and turned the grounds into his own private laboratory to test his powers of necromancy and to antagonize the dead spirits. He eventually managed to sink the majority of the estate into the ground while keeping the souls of the lord and lady tormented for eons. Now the Ancient Graveyard has resurfaced and it’s our job to explore and learn the secrets of this long-forgotten estate.

The Mhoire Estate is an outdoor area where the nearest town is Wai Jhou. The nearest dungeon (and conceivable tie) would be the Halls of Metos. The Black Spawn Den of the Obsidian Plains dungeon as well as The Small Black Hill areas also work well enough as starting points. Pick your desired staging area and head to area around 65s 44w. The area is shrouded in an ominous cloud of dark magic that makes it appear as if it’s night all the time so it’s quite hard to miss.

Table of Contents (Use Ctrl + F to get to a desired area)

I - Spawns
II - Solo Tactics
III - Group Tactics
IV - Geography
V - Weapons Wish List
VI - Covenant Armour Guide
VII - Trophies
VIII - Jester’s Cards
IX - Vendor List
X - Quests (Mini table of contents there)
XI - Closing Remarks and Thanks

~ Spawns ~

This leads to the first unique aspect of this area, the spawns vary by time with each in-game day and night being measured by one real-life hour. During the day the following creatures can be found:

Grave Rats (Weak to Lightning/Slashing/Bludgeoning) (Uses piercing and acid damage)
Pyre Minions (Weak to Fire/Bludgeoning) (Uses bludgeoning damage)
Pyre Skeletons (Weak to Fire/Bludgeoning) (Uses AR fire damage and can cast vulns and fire wars)
Corrupted Dreads (Weak to Fire/Lightning/Slashing) (Uses cold damage as well as vulns and cold wars)

Note: Day time lasts from Dawnsong until Evensong.

Out of these, the Corrupted Dreads can be found only inside the crypts on the landscape while the others can be found both in the crypts and outside. Melee damage is the main danger here with magic being only employed commonly by the Corrupted Dreads and Pyre Skeletons. During the night however, the spawns, and the danger, increase dramatically:

Wights (Weak to Slashing/Fire) (Uses bludgeon damage)
Wight Captains (Weak to Slashing/Fire) (Uses slash/bludgeon damage and can cast imps/vulns/slash wars)
Wight Blade Sorcerers (Weak to Slashing/Fire) (Casts imps/vulns/fester/slash wars)
Pyre Minions (Weak to Fire/Bludgeoning) (Uses bludgeon damage)
Pyre Skeletons (Weak to Fire/Bludgeoning) (Uses AR fire damage and can cast vulns and fire wars)
Pyre Champions (Weak to Fire/Bludgeoning) (Uses a shield as well as AR fire damage and can cast imps/vulns and fire wars)
Corrupted Dreads (Weak to Fire/Lightning/Slashing) (Uses cold damage as well as vulns and cold wars)
Spectral Dreads (Weak to Fire/Lightning/Slashing) (Uses cold damage as well as vulns and cold wars)
Sorrow Wisps (Weak to Slashing/Bludgeoning) (Uses Neutral damage as well as vulns and cold wars)
Hatred Wisps (Weak to Slashing/Bludgeoning) (Uses Neutral damage as well as vulns and fire wars)
Despair Wisps (Weak to Slashing/Bludgeoning) (Uses Neutral damage as well as vulns and acid wars)

Note: Night time lasts from Evensong until Dawnsong.

All of these can spawn outside but, for the most part, the Dreads tend to be the only real residents of the crypts. The spawns this time around are far more magic intensive; but do not underestimate the power of their physical attacks as they do hurt, badly, when imperiled and vulned. It tends to be easier (not easy) to stay on the top of the crypts as well as avoiding the wisps altogether due to the time it takes to kill them.

The strategies for hunting in this place are as varied as the players exploring and so I have taken the liberty of writing a few tactics for different templates; solo or group (though this place is designed for groups).

Note: using rares will not be covered nor will full 9 person set ups as it gets redundant when it’s easy to figure out that if it works for 2-4 players, then 9 can do it easily. The following pertains to outdoor hunting only, for hunting inside the crypts themselves one should use common sense and common practice by using the walls from the stairwells to line up spawns and avoid magical damage.

Note: Boundary trap refers to using the outside borders on the eastern, southern, and northern exits to trap spawn and dispatch in a safer fashion.

Note: Alchemy grenades are mentioned but you can obviously use life magic at your discretion.

Note: When hunting with others, courtesy would dictate avoiding hunting in bunkers or fighting from afar to prevent interfering with other people’s hunting ventures.

~ Solo Tactics ~

Mage

Day: Grave Rats and Corrupted Dreads.
Night: Corrupted/Spectral Dreads, Wights, and Wisps.

Jump atop the crypts, heads, or towers then vuln appropriately to match a same-type CS wand (slaying property where applicable) and then cast wars from above. Using a rend weapon (Slaying when applicable), you can fire into the graveyard from beyond the boundary markers where, if you angle correctly, you can trap the spawn.

Missile

Focus:
Day: Grave Rats and Pyre Minions/Skeletons.
Night: Pyre and Wight Creatures.

Note: Exquisite Composite weapon is a MUST for the Pyre Champions (for soloing due to shields)

Jump atop the crypts, heads, or towers then vuln/imperil appropriately to match a same-type CS/AR bow (slaying property where applicable) and then shoot from above. The composite bow works great for this when not using a slaying weapon. If using a generic AR/CS bow (without slaying) then the Dark Idol Fetish will be of use here. Using the royal runed weapon, cast into the spawn to cast an imp and then switch to the rend/slaying weapon of your choice. For this strategy I would recommend it being best employed near the boundary stones in order to trap spawn.

Melee

Same as Missile.

Note: Being solo, it may be best to avoid the Pyre Champions due to shields.

Using an AL-Aegis shield (Isin Dule/Perfect Light/Golden Flame) and a royal weapon attack the spawns to imp then switch to the appropriate rend/slaying. Keep your back away from the spawns and try to lure out near the boundaries or fight within the few safe crypts as to retreat quickly if needed.

Note: If you have Alchemy Grenades then (for missiles and melees) you can use them to lure spawn to you, setting up the boundary-trap, as well as use them to actually vuln/imperil.

~ Group Tactics ~

Mage + Missile

Day: All.
Night: All

Eerily efficient in the Graveyard, the mage and missile character will follow either the first or second ideas simultaneously. The difference being that the mage imperils/vulns everything and heals the archer as they go to loot. The archer will use CS/AR/Slaying weapons. This set up is perfect for using the terrain and the only huge weakness is when it comes time for the mage to loot unless the missile character can heal.

Mage + Melee

Day: All.
Night: All but the Wisps.

This grouping is centered around the mage luring into the boundary-trap or into a choke point in the door way of a crypt. The mage will imperil/vuln everything and the melee takes them out. You could also have the mage sit high up on a crypt or tower and keep the spawn bust while the melee swings away with a CS/AR/Slaying weapon in relative safety. Though the melee and mage will be more vulnerable to damage, it makes looting easier without a total breakdown of tempo. Stick to the door way choke points or boundary-traps and you’ll be fine.

Missile + Melee

Day: Grave Rats and Pyre Minions/Skeletons.
Night: Pyre creatures and Wights (sans the Blade Sorcerer)

In this set up, the archer will lure with the royal runed weapon to lay the imps as well as set up a choke point or boundary trap. The melee will swing away with the rend/slaying weapon appropriate. Makes looting easier at the cost of more exposure to damage. If one of the players uses the Alchemy Grenades then they will perform the role of imp/vulning to set up the strategies. The lurer could also be high up to distract the spawns keeping the melee safe. If the melee has the grenades, then both members can perch above in safety using the strategy a Mage + Missile team would.

Mage + Mage

Same as Mage for all points except one mage can take the role of support while the other mage uses CS/Slaying weapons.

Missile + Missile

Same as Mage + Missile with one archer using the royal runed weapon to lure and imperil or use the Alchemy Grenades.

Melee + Melee

Day: All
Night: All but Wight Blade Sorcerer and Wisps.

This plays vastly different due to the melees being able to turn shielded opponents one way so the partner can attack from behind. One melee will use royal runed weapons to lay down the imperils while the others swings away with a rend/slaying weapon. If a melee uses the Alchemy Grenades then assume the Mage + Melee scenario.

~ Geography ~

The Ancient Graveyard has two sides: North and South and are separated by a gated boundary. Each half is unique:

North:
Amelia Quest
Lord Mhoire Quest
Lady Mhoire Quest (Sealed vault is in this half)
Jester Quests (Marbles/Spectral Weapons)
1 mausoleum (with the statues)
5 crypts
2 towers
1 large rock cave
2 head-crypts
1 entrance/exit (with boundary for trapping)

Highlights: Perching perching perching! The Mausoleum on the hill can be used as a safe house during the day while the cave can be used at night..

South:
Vendors
Exhumed Bones Turn-in
Pyre Shrouds Turn-in
Grave Rat Kill Task
Deathtail Quest
Jester Quests (All)
Rytheran’s Journal quest
4 Crypts
2 Partially sunken heads
2 statues
1 large pillar
3 exits for quick escape (East has a gating boundary for trapping while the South has a small loose boundary and another one is fairly safe for escape in the West)

Highlights: Has a wide open field for larger groups and melee bashing! There is also a safe crypt at 65.6S 43.0W and another one a bit north of that where you can duck into to heal up and/or take a break and log. Use the statues and pillar as well as the heads to dodge wars, line up spawns, or steal a chance to heal.

~ Weapons Wish List ~

Below are recommended weapons for each template that tend to be popular and useful.

Mage:

Fire/Slash Rend Undead Slayer fully brass’d or gg’d
Fire/Slash CS Undead Slayer fully brass’d or gg’d
Lightning Rend fully brass’d or gg’d
CS/Rend Bludgeon fully brass’d or gg’d
Ghost Slayer

Missile:

Exquisite Composite Weapon
Royal Runed Weapon
Fire/Slash Rend Undead Slayer fully brass’d or hog’d
Fire/Slash CS/AR Undead Slayer fully brass’d or hog’d
CS/AR/Rend Bludgeon fully brass’d or hog’d
AR/Rend Bludgeon/Fire with Dark Fetish Idol and hog’d
Ghost Slayer

Melee

Aegis shield with A (Isin Dule, etc)L
Royal Runed Weapon
Fire/Slash Rend Undead Slayer fully tinked for damage or brass
Fire/Slash CS/AR Undead Slayer fully tinked for damage or brass
CS/AR/Rend Bludgeon/Slash fully tinked for damage or brass
Ghost Slayer

~ Covenant Armour Guide ~
Piercing (day)
Acid (day)
Cold (day and night)
Fire (day and night)
Slashing (night)
Bludgeoning (day and night)

About the only thing you are safe from is lightning damage so when using covenant armour focus on everything else. If you wish to only hunt in the day time then focus on piercing, bludgeoning, fire, and acid damage (cold if you intend on fighting the Dreads in the crypts). For the night time that’s when slashing, bludgeoning, fire damage is most important with cold for the Dreads.

~ Trophies ~

In addition to the normal experience and loot profile (which is not shabby) there are numerous trophies to earn on your kills. Below are the items and what creature drops them with the highest rates, there will be a separate section below to explain the Jester‘s Cards:

Pyre Shrouds (Day: Pyre Skeletons Night: Wight Captains)
Ancient Mhoire Coins (Day: Corrupted Dreads Night: Wight Captains/Blade Sorcerers or Spectral Dreads or Pyre Champions)
Ornate Bone Keys (Same as Coins)
Exhumed Bones (Night Only: Landscape/crypts)
Jester’s Tokens/Cards (Day/Night: Any)

These items can be found on other spawns (Most of the night time spawns can drop the first three items for example) but the ones listed have the higher rates, which even still are quite low. The Wight Captains and Blade Sorcerers can drop up to three shrouds at one time so if you’re looking for those, they’re your best bet. Exhumed Bone Piles spawn between Evensong and Dawnsong (Dusk ‘til Dawn) and need to be attacked in order to pick up a bone, similar to how you would break crates in other quests. Coins and keys drop off the spawns during the Evensong to Dawnsong timeframe but only the crypt-residing Corrupted Dreads drop these during the day as they are unaffected by daylight being inside and all. When you wish to turn in these items see the following:

Pyre Shrouds - (10 needed) - 65.3S 44.0W - Apep-Tek the Tolerant - Anytime
Exhumed Bones - (10 needed) - 65.6S 43.0W - Shade of Parieth - Night
Ornate Bone Keys - (1 needed) - 64.6S 44.1W - Guardian Statue - Anytime
Ancient Mhoire Coins - (At least 1 needed) - 65.4S 44.0W - Hurnmel the Smith - Night
Jester’s Token - (1 needed) - Any casino owner - Anytime
Deck of Hands/Eyes - (1 deck needed, see below) - Jester (random area in the graveyard) - Night

There are no timers on any of the items or when you can turn them in, so think of them as bonuses for hunting. You receive up to 15 million experience for every 10 shrouds and every 10 bones yields 6 million experience. The keys are for use in a quest that will be explained later in this guide while the coins can be used as a sort of currency for use with the vendor in the estate, luckily inside a crypt as to provide some protection while buying. Pages of lore can sometimes drop in which the translator of Hebian-To will gladly translate for you.

~ Jester’s Cards ~

The Jester Cards (ie Queen of Eyes or Two of Hands) are for collecting. You will need one of each card of the same suit to make one deck (Ace to King). There are two decks (Hands and Eyes). You may find a Jester Card which is, in effect, a wild card and can be used in place of any card missing in your deck. To make the deck after you have all your cards you must start with the Ace and add in each card in order to it (substituting the wild card in the place of any missing card).

When the deck is completed return it to the Jester to receive (after a slight delay of 30 seconds) a Deck of Eyes (+15 cantrip to Focus for 10 minutes) or a Deck of Hands (+15 cantrip to Coordination for 10 minutes) depending on the cards you were collecting. The magical decks are attuned and bonded and once used you can not use any other deck for an IN-GAME hour whether or not you use a different deck (ie Use focus and you can not use another focus deck nor can you use the coordination deck until 1 in-game hour has elapsed).

Note: While the completed decks (with the cantrip) are attuned/bonded the decks can be given/traded away prior to handing them in to the Jester to get enhanced.

The Jester’s Token allows you to gamble one card at the high stakes NPC for another card of the same suit by giving the token to the casino owner then the card to the high stakes NPC (The token is attuned/bonded)..

~ Vendor List ~

Directions: From the crypt at 65.4S 44.0W, go down the stairs inside and turn right down another flight of stairs, and then another flight of stairs which you will turn left after to yet another flight of stairs. In that room (with two Corrupted Dreads) is a false wall on the northern side (eastern half) where you‘ll find the room with the vendor who sells the following wares:

Scroll of Ancient Graveyard Recall: 5 coins
Magic Defense Weapon Augmentation: 5 coins
Spectral Shield Armor Augmentation: 25 coins
Maelstrom of Souls Gem: 25 coins
Gem of Spectral Force: 25 coins
Spectral (Weapons Skill) Mastery Crystal: 2 coins
Spectral Crystal of the Heiromancer: 2 coins
Spectral Crystal of the Lifegiver: 2 coins
Spectral Chill (Arrow - 28.3- 40 / Bolt - 30.24-42 / Atlatl Dart- 29.4-42) Bundle: 1 coin
Replica Blood Scorch : 25 coins
Spectral Binding Stone: 15 coins

The recall is extremely useful if you plan on multiple trips here so I’d recommend that first (it brings you to the smith‘s room). The souls and spectral force gems raise the elemental damage bonus of a casting device by 1% and the damage of a melee weapon by 1 respectively. These effects stack with tinkering effects but can only be applied once and can only be used on loot-generated weapons that do not already have the same gem from the Graveyard on it already.

The magic defense augmentation gem is used to add 0.5% to the magic defense modifier of a weapon, can only be done once.. The Spectral Shield augmentation gem can only be done once but acts as a free wool tink, raising the armour’s protection value against cold by 0.4. It does not count as a tink and can be applied regardless of any tinkering skill. These “augmentations” do not take up a blank augmentation gem as the title may suggest.

The spectral crystals act as mini rares that are attuned/bonded. They only give a 150 skill boost and only for 9 minutes, but these work well enough for the Colosseum and will not drop on your corpse so they may be feasible alternatives if you can accumulate enough coin. The bundles give 2500 of each missile type instead of the normal 250 and have a higher damage than deadly-tier missiles, the downsides are that only cold damage is available here and that your skill must be 270 base to use. Small consequences though for a long awaited damage upgrade.

The Replica Blood Scorch sword is a Fire Cleaving (quest form of a rend), Biting Striking, Undead Slaying sword with 37.5-62 damage, 20% bonus to attack skill, 10% bonus to melee defense, and casts the fire ring war spell on strike. The detailing is that of the original sword wielded by Lord Cynreft Mhoire (Attuned/Bonded).

The Spectral Binding Stone is used in conjunction with the short-lived Spectral Weapons (See write up In the Quests section) to make them Bonded as well as to negate the weapons’ usual 3 day expiration timers.

Now if you’re hunting all the time out here it would be beneficial if there were a way you could buy and sell loot without having to make a run back and forth to town. Luckily, the Arcanum has sent us Skettek the Wanderer at 65.3S 43.4W who sells nearly everything you could ever need in the field as well as providing a convenient outlet to turn loot into pyreal.

~ Quests ~

That’s all there is to know about the general hunting of the Mhoire Estate but there is much more to do. Indeed, in addition to hunting there are also quests here that reward in unique ways including a pet and the ever useful Ancient Mhoire Coins. If you’re looking for a specific quest then do a Ctrl + F search using the following titles:

Quest wholly In the Graveyard:

I Grave Rat Kill Task
II Deathtail’s Demise
III Amelia the Friendly Ghost
IV Lady of House Mhoire
V Lord of House Mhoire
VI Fool for Love
VII Joke’s on You!
VIII Marbles, Markers, and Mayhem

Quests not entirely in the Graveyard:

I Doubts in the Redoubt
II Divided by Factions

~ Grave Rat Kill Task ~
Timer - 3 days on the Rat Bait (for receiving the bait and/or turning in the fang, whichever came last), 2 hours otherwise.
Reward - Xp, the Crypt Rat title, and Rat Bait for use in the Deathtail quest
NPC to start - Lo Shoen (65.3S 43.4W)
Weapons - Lightning or Slashing
Type - Kill task
Reqa - Lv. 101+

After speaking with Lo Shoen go out and kill 100 grave rats (day time only), fairly easy and quick so don’t let the number fool you. When done speak with Lo Shoen for your title, Xp, and some bait in his bag to use for Deathtail. The Blood Crypt rats from Deathtail also count for this kill task. You do not get the bait, however, if you have turned in a fang within the previous 3 days so be wary of that.


~ Deathtail’s Demise ~
Timer - 3 days
Reward - 0-5 coins on the corpse, 50% Xp needed to level (up to 100 million), the Grave Stalker title, and 1 Ancient Mhoire Coin from the NPC.
NPC to start - Lo Shoen (65.3S 43.4W)
Weapons - Lightning/Bludgeoning/Slashing/Piercing (CS/CB for Deathtail)
Type - Boss fight
Reqs- Rat Bait from the Grave Rat Kill Task

You will need some rat bait to do this quest. Only one piece is needed so it’s best to do the kill task for it ahead of time. Speak with our dear friend Lo Shoen and then find a Rat Burrow. They’re found day and night all around the estate with the one by the southern end (SW exit) being popular due to low spawns during the day time. Give the cheese to the burrow to start. Instantly, many Grave Rats and Blood Curse Rats (they cast harms and festers) will come out as well as the ghastly rat, Deathtail. Melees and archers ought to work on the boss (full speed attacks work well if you want to lower his ADD rate) while mages clear the spawn and keep the others alive. Deathtail will drop 0-5 coins as well as 9 fangs. Each member should grab a fang to turn in to Lo Shoen in order to receive a coin, title, and Xp. This quest is great as an allegiance leveling tool as there is no restrictions at all on anything.

Note: Both types of rat spawn count toward the Grave Rat Kill Task

~ Amelia the Friendly Ghost ~
Timer - 1 week (only one pet per character)
Reward - 1 Ancient Mhoire Coin, Xp, Amelia’s Gargoyle Amulet, and the Amelia’s Caretaker title
NPC to start - Amelia (64.9S 43.9W) (Evensong - roughly around Dawnsong only (can vary and be earlier or later by a few minutes)
Weapons - None (Recommend high melee defense and shields)
Type - Chore
Reqs- None

Little orphan Amelia is the spirit of a little girl waiting for her mother to return and even though we all know that they’re both long dead it still wouldn’t hurt to help her gather her 6 toys: A dollhouse, a golem doll, a snowman doll, a toy sword, a red ball, and a green ball. She will run around the graveyard and will summon dirt piles. Each dirt pile NPC (has a yellow dot on radar) lasts for 30 seconds so use it to get one of the 6 toys. Follow her to the rest and then go back to 64.9S 43.9W and hand each one to her to get your rewards. The toys themselves only last for an hour so don’t dilly dally with the turn ins, it’s also important to note that if you fail to collect all 6 you’ll have to start over from scratch.

Now, this sounds easy until you factor in this quest is only active at night and that means all the night time spawns will try to interfere. While trying to fight your way through may appear the only way, there is a more covert option. Hop into the towers and climb up them when you can to jump down and swoop in to retrieve a toy then head to the next nearest place like the top of a crypt. The point is to use the terrain to your advantage in order to make this quest as painless as possible.

Here is an example of the path you can take:

1 - Start her off and if you are not being attacked, wait. If you are, run and jump on top of the nearest building (The nearby rock is a great place).

2 - This will take practice or intuition. If you stayed still run to the 1st dirt pile and use it for the doll house, if you had to go and perch watch her move and when she stops jump down to where that dirt pile ought to be.

3 - Run ahead of her into the nearby field to the east and when the spawns retreat back, head toward the graveyard until Amelia is on your radar, the second dirt pile ought to be there. Use it and run atop another building (I prefer towers though crypts work well enough).

4 - Jump down for the 3rd pile and, again head on top of a crypt and then hop across the crypts to the 4th pile. You will then hop back along with her to pile #5

5 - Then drop back into the eastern field away from the spawns and when they retreat get her on radar and dash through to the 6th and final pile.

6 - On turning things in, do one at a time and head back out into the eastern field and repeat until all 6 items are handed in for your rewards!

As an easy reference, here are the coords per toy with their respective messages:

Pile 1: 64.5s 43.9w Amelia says, "I am pretty sure I was playing here with my toys..." Doll House
Pile 2: 64.5s 44.1w Amelia says, "It's around here somewhere..." Red Ball
Pile 3: 64.7s 44.2w Amelia says, "Do you see anything around here?" Snowman Doll
Pile 4: 64.9s 44.2w Amelia says, "I wonder if this is the place where my toys got lost?" Toy Sword
Pile 5: 64.9s 44.3w Amelia says, "Hmmm. I think I left a toy near here..." Golem Doll
Pile 6: 64.5s 44.3w Amelia says, "My last toy was lying around here somewhere..." Green Ball

Hand them to her to make her happy but realize if dawn approaches she’ll disappear saying she’ll see you soon (at night). So be patient, play smart, and enjoy the new pet!

~ Lady of House Mhoire ~
Timer - None
Reward - 1-5 Ancient Mhoire Coins via Sealed Vault chest pull, and the Lady Tairla’s Champion Title
NPC to start - Lady Tairla Mhoire (spawns after defeating her tormented form)
Weapons - Fire/Slashing
Type - Boss fight
Reqs - None

“Why do you leave the floor so soon? I will not leave the dance!” This green text is a sure-fire way for knowing if this ghost is upon you. She is a rare spawn that can only occur at night, however it is random as to when she will spawn if at all and if she spawns near day time (Foredawn or later) then it’s most likely a lost cause as she will disappear whether in monster form or NPC form at Dawnsong, so be wary of the time. She’ll spawn roughly around the five crypts in the northern section of the Graveyard in front of the mausoleum with the two guardian statues though she will roam around and can end up into the southern area at times.

She will employ heavy damaged cold attacks as well as her Spectral Handmaidens which will die in time, but when they do they explode causing damage to the immediate area. Perch from above or lure her away for best results. Archers are particularly useful on her with the composite bow.

Taking her out will summon an NPC version of the Lady around 64.9S 44.1W. Speak with her to gain the title reward as well as a key to the Sealed Vault but there is a limit to how many keys she will give out (assumed 9) so this kill requires courtesy to those who come in at the end or wish to get keys for their other characters.. The ghost itself will become Noble Remains marking the end of this quest. If you’re brave enough the monster form of her drops 0-5 coins on death that you may try to collect.

The Sealed Vault is located in a crypt at 64.9S 44.1W. Once inside the crypt, go down the stairs and turn right down another flight of stairs, and then another flight of stairs which you will turn left after to yet another flight of stairs. In that room (with two Corrupted Dreads) is the Sealed Vault. Loot it for 1-5 Ancient Mhoire Coins as well as high tier loot. There is a false room beside the vault if you wish to let the Dreads reset so you can loot freely. Try not to drop loot near the chest or the bug could happen where the icon will appear in the chest and you could cause someone to lose their turn.

~ Lord of House Mhoire ~
Timer - None
Reward - 1-5 Ancient Mhoire Coins via Sealed Vault chest pull, and the Hero of House Mhoire Title
NPC to start - Guardian Statue (64.6S 44.1W)
Weapons - Fire/Slashing/Bludgeoning (Undead Slayer, CS or CB on boss)
Type - Epic Boss fight
Reqs - None (Lv 120+ rec,)

Remember that Ornate Bone Key mentioned earlier? You’ll need to use that with the Guardian Statue (there are two) in order to summon a one minute portal that leads you inside what appears to be grand hall or mausoleum still deep beneath the surface. Speaking with the ghost NPC will trigger the start of four waves battling spawns found on the surface beginning with Pyre Minions all the way to the undead and ghosts, use the weapons appropriate to the wave. You only have one hour to complete this quest and if you die you must wait until that hour expires or the boss is killed to return (Plus you’ll need another key) They are as follows:

1: Pyre Minions (Imp and bludge/fire)
2: Wights, Wight Captains, Wight Blade Sorcerers (Imp and slash/fire, kill the sorcerers first)
3: Pyre Minions (Imp and bludge/fire)
4: Pyre Minions, Pyre Skeletons, Pyre Champions (Imp and flame/bludge bait shields, use bludge/fire)
5: Pyre Minions, Pyre Skeletons, Pyre Champions, Pillars of Fire, Lord Cynreft Mhoire (same as wave 4 but fire/bludge bait the shield of the boss as well use bludge/fire on the boss)

A common battle strategy is to jump onto the chest in order to avoid melee damage. I prefer going onto the crypt behind the shade and using the candle walls. After the four waves have been beaten the tormented soul of the Lord of House Mhoire will be summoned along with fire pillars that spell doom to melees. The lord himself uses heavy fire damage spells and attacks as well as a sword that can heal itself making him a bit rough. Take the pillars out and then roast the boss with fire weapons or bludgeoning. Upon its demise, the calmed soul of Lord Cynreft Mhoire will appear and, much like the Lady, reward you with a key and the title (may be the same 9 key limit as Lady Mhoire). Use the key on the chest for 1-5 Mhoire coins and high end loot. Try not to drop loot near the chest or the bug could happen where the icon will appear in the chest and you could cause someone to lose their turn. If you wish to kill the lord again you must exit the area and use another Ornate Bone Key to gain access again (only one person needs to do this).

~ Fool for Love ~
Timer - 4 days
Reward - Jester’s Emancipator title, Jester’s Fool title, Arcane Pyramid (Use for a Dark Scarab), Arcane Pyramid (Spell that uses the Dark Scarab), Ancient Mhoire Coins (Lord Mhoire/Turn in the Arcane Pyramid item), and XP.
NPC to start - Laylana (65.3S 44.1W)
Weapons - Acid/Bludgeoning
Type - Puzzle
Reqs - 160+, Ornate Bone Key

Seek out Laylana then head to the crypt at 64.9S 44.1W. Go down the stairs and take a left and in the next room you will see stairs leading to the ceiling, go up and head past the Jailer (make a note of him) through a fake wall and into a portal (Use the portal). You will be in a small room with a door and up on the left wall above will be a “Wall” npc to talk to. Afterwards, head back to Laylana to receive two letters. The first letter you will give to Lord Cynreft Mhoire by completing the Lord of House Mhoire quest and handing the Pleading Letter to the npc Lord Cynreft Mhoire who will give you a Prison Key.

Now you must head back to the crypt form before, go into the portal, and give the key to the door (You will keep the key still and it will last for 24 hours, if the key expires the Jailer near the portal in the crypt will give you another one). Head through the halls and open the doors via the levers until you reach a junction with a wide open room to your left and a closed door in front of you, from there you will head left and see another Wall above on your right. Give the Wall the love letter and you will be able to use the lever nearby to open the formerly closed door. From here on out the Guardian Statues lining the halls will attack you. If you die you will not lose any items and on completion of each “level” you will, upon returning after death, arrive at the current level. The levels are described below:

Level 1: Guardian’s Halls

The statues deal cold and lightning as well as bludgeoning damage and spells. They are highly resistant. You will start in a small room after going through the door the lever opened. There will be a few statues and a door that you will have to attack in order to break. After that you will had through a hallway into the first lever puzzle room The solution is in this order:

North Wall; Center door (Lever to the right of the door)
East Wall; Left Door
East Wall; Middle Door
East Wall; Right Door
South Wall; Left Door

Note: each door has a small alcove with two levers, pull the lever on the left to proceed, the right lever opens the door of the alcove you’re currently in.

Continue on through the next hall way to reach the second lever puzzle room. The solution is in this order:

South Wall: Center Door
North Wall: Left Door
South Wall: Left Door
North Wall: Right Door
South Wall: Right Door
East Wall: Left Door
West Wall: Right Door
East Wall: Right Door

Continue on into yet another room with a central door on the South Wall that you need to break down, from there continue through the halls using the levers to open the doors as you come to them. When the hall way turns south for the second time, after getting through the two doors, you will be in Level 2.

Level 2: Arcane Pyramids of Death

This level features pyramids that move at varying speeds through a hall way. Your goal is to avoid the pyramids by ducking into several alcoves alternating left and right on your way to the final left alcove at the East end of the hall. The usual order of the pyramids are two close together with a third some distance away from the others, it’s in the pause between the two close pyramids and the separated one that you will run, sticking to the left or right side of the wall (depending on the alcove you’re attempting to reach). The best way is, from the start, to stick left into the alcove, then right, then left, then right, and then stick left into the final hall that leads to yet another door; use it to go into the final level.

Note: If you use a Pierce life protection rare you will receive 0 damage from the pyramids.

Level 3: Jester’s Prison

You will see a large pillar called an Entombment Wall. Once you attack it a few Guardian Statues will appear and attack you, and easy way for a ranged character to avoid them is by jumping up onto the platforms that jut out from the wall. The wall is resistant to magical damage while missile and melee characters can use an AR acid weapon to demolish the wall. After doing so the Jester will appear, talk to him once to receive a an Arcane Pyramid item that can be used to get one Dark Scarab, you may also save the pyramid and return it to the Jailer npc to receive one Ancient Mhoire Coin. The jester will also give you a special level 7 pierce bolt war spell called Arcane Pyramid. Speak to the Jester a second time to receive the Jester’s Fool title and be portaled outside high above the graveyard. Finally return to Laylana to receive the Jester’s Emancipator title.

~ Joke’s on You! ~
Timer - 4 days
Reward - Jester’s Accomplice title, Arcane Pyramid (Use for a Dark Scarab), Ancient Mhoire Coin (Turn in the Arcane Pyramid item), and XP.
NPC to start - Jailer (Crypt at 64.9S 44.1W)
Weapons - Acid/Bludgeoning/Balls of Fire
Type - Puzzle
Reqs - 160+ Must have freed the Jester at least 48 hours prior

Seek out the Jailer from the Fool for Love quest to receive a new Prison Key and 200 Balls of Fire. Proceed through the prison as normal until you reach the final room (Level 3). This time you will see a brazier, attack it to topple it and the Jester will appear. He will attack you with varying spells, and in some cases cows, chairs, beds, presents, and arcane pyramids. All the while he will teleport around the platforms. Added to this will be a few Guardian Statues. The only way to damage the Jester are with the Balls of Fire. You will need to throw them. It is recommended to separate each ball out and cast a Blood Drinker spell on each one to deal a decent amount of damage to him. If you’re unable to hit the Jester on full accuracy, for whatever reason, pop a Thrown Weapon rare seeing as that’s the skill used for throwing them (optional). When done speak to the Jester to receive your rewards, you may hand the pyramid in to the Jailer to receive another coin or use it to receive another Dark Scarab.

Note: If you are a missile character it is possible, though inefficient, to use a rended weapon like the Red Runed Bow, X-bow, or Atlatl to damage the Jester though the Balls of Fire are a whole lot faster.

~ Marbles, Markers, and Mayhem ~
Timer - 7 days
Reward - Marble Wrangler title, Secret Keeper title, Ancient Mhoire Coins, Jester Cards, Spectral Weapon, and XP
NPC to start - Jester (Surface of the Graveyard)
Weapons - Fire/Bludgeoning/Slashing (Undead slayer, Ghost slayer)
Type - Maze
Reqs - 160+

To start out this quest seek out the Jester in the graveyard, he will send you on your way to find his bag of marbles. The marbles are up a ridge at 65.1S 43.7W (An access point to the ridge is at 62.8S 45.1W). Return the marbles to the Jester to gain access to the dungeon and a title. Alternatively, a portal to the Armoury exists at 64.8S 44.3W which can be used if you die or miss the Jester’s portal.

There are two options you can choose once you get here; you can either choose to go straight into the Forge section or search for all ten Jester Markers. I will outline both below by dividing each section of the armoury by West (where you start), North, East, South, and the Forge area.

Note: Handmaidens in this dungeon hit insanely hard (180+) and can not be damaged by any means. Avoid them at all costs (They move slowly so running past them is feasible)

West Armoury

Marker 1
From the start head to the North wall, East corner and head up the path through the door to the top room. Head East and kill the Armory Captain and loot his key (used to open all doors in the West Armoury). Behind him will be the first Marker.

Marker 2
From Marker 1, head to the Left door on the North wall, open it and proceed into the next room, from there, head to Left door on the North wall and continue down into the next room. Here you will, again, take the Left door on the North wall into the hallway leading to a door that opens into the bottom level. Proceed East and at the fork head right and stick left to the next Marker.

Note: For those going for the weapons only, at the fork take a left this time and continue on to the room with the Forge Portal.

Marker 3
From Marker 2 head North our of the room and stick to the right to reach the room with the Forge Portal. Ignore the portal for now and head North and stick right to reach the next Marker.

Marker 4
From Marker 3 you will head West out if the room, turning towards the North. Continue North and stick to the Left, ignoring any doors, to reach the next Marker (Avoid the portal).

Marker 5a
From Marker 4, avoid the portal, and head to the East side of the room through the passageway stick left to enter a mall room. Continue sticking left to a door that will lead you to a fork. Continue sticking left to reach the first room of the North Armoury.

North Armoury

Marker 5b
From this room head to the Left door on the West wall and go up into the next room. From here you will, again, take the Left door on the West wall to gain access to the room with the Armory Captain of the North section. Take the key from him and head to the Right door on the West wall to head down into the room you were just at. The next Marker will be in the Center door on the West wall (small alcove, locked).

Marker 6a
From Marker 5 you will head out to the Right door on the West wall to reach the lower level. From there you will need to, again, go to the Right door on the West wall to reach a door leading to the bottom level once again. Head to the South end of the room and, at the fork, turn left and stick to the right to get to the Forge Portal, again ignoring it and head to the West door. Stick to the right past 3 smaller round rooms reach the bottom level of the East Armoury.

East Armoury

Marker 6b
This bottom level has the marker inside the small anteroom in front of you behind a locked door. You must travel to the Armoury Captain of the East section to get the key to open this door. Head to the door on the far East and take the left turn at the fork to get to the next room. Go to the North wall and take the passage in the West corner to reach the next level and then, again, take the passage on the North wall, west corner to reach the level with the Armoury Captain. There will be a marker in the second small room on the right as you enter this chamber.

Marker 7
Take the key from the captain then head back down to the bottom level by taking the Right door on the North wall and then in the next room take the Right door on the North wall then, in the next level, take the passage in the Northeast corner to reach the final level and inside the locked anteroom is the next Marker.

Marker 8a
From Marker 7 head West and take a left at the fork then proceed sticking to the right wall to reach the Forge Portal and, again, ignoring it head to the South and stick to the right, past three small round rooms, to reach the bottom level of the South Armoury.

South Armoury

Marker 8b
From the bottom level head South and, past the door, take a left to reach the next level. Continue on to the Northeast corner and take the path to the next room where you will, again, take the Northeast passage to reach the level with the Armory Captain of this wing. Defeat him, take the key, and head though the Right door on the East wall and head down into the next room where, again, you wil ltake the Right door on the East wall to get to the lower level. Here in the Middle door on the East wall is the next Marker in the small locked alcove.

Marker 9a
From Marker 8 you will take the Right door on the East wall down through a passage way to a door that will open into the bottom level. From here, head North to the fork and take a left then stick right to get to the Forge Portal, this time you will take it.

Forge

Marker 9b
From the drop you will head East and stick to the left to reach the next Marker.

Marker 10
From Marker 9 head south and stick right to get to the Armory Portal and, ignoring it, head South and left to the final Marker!

Spectral Weapons
From Marker 10 you will head West up the mini ramp and down the next mini ramp and follow the path North to reach the bottom level of the forge. Here, in the center, will be a Forge Golem, destroy it and loot a key that is used on the Forge Vault to the North (Head to the North end then stick left while ignoring the first two small round rooms).. The vault will give you a Spectral Ingot, some Jester Cards, and some Ancient Mhoire Coins. The ingot can be used as currency to buy a stamped ingot of the weapon skill of your choice from Hurnmel the Smith who is stationed nearby (From the Vault room head South and stick to the left).

Note: the Hurnmel in the crypt on the surface of the graveyard will not accept these ingots.

The stamped ingots are actually summon gems that, once used, will make one Spectral Weapon. These weapons will drop on death and expire within 3 days. However, you may buy a Spectral Binding Stone from Hurnmel in his crypt on the graveyard’s surface for 15 coins to make the weapon bonded and last forever. These Weapons have the Ghosts Slayer property and are high-powered in every respect. Seek out the Jester afterwards if you found all ten markers to receive another title and xp.

~ Quests that aren’t solely in the Graveyard ~

The following quests, while not taking place entirely in the graveyard , visit the area and have ties to lore of the graveyard and as such have been placed below.

~ Doubts in the Redoubt ~
Timer - 13 days
Reward - Lore and 25% of XP to level
NPC to start - Danira the Dusty (Zaikhal at 13.9N, 0.1E)
Weapons - Fire (Undead slayer, Human Slayer)
Type - Puzzle
Reqs - None (150+ rec.)

Speak to Danira then head to the graveyard and inside the crypt at 65.6S, 43.9W is an Ancient Chest. Open it and pick up Rytheran’s Master Seal. With the seal in-hand you must now head to the Master's Sentinel statue at 74.7N, 18.4E. To get there simply run there from Neydisa Castle. Hand the seal to the statue to be flagged for entrance into the sanctum (If you die you can simply use the statue to get back inside the dungeon).

From the drop you’ll follow the path which is fairly straight forward until you reach a large open room. To the East is a locked door and to the North and South are pathways. Head North first and you’ll hit another locked door which can be opened with a key that the Nearby Majordomo of the North Cloister carries. Continue past the door and you’ll see human Blood Priestesses., continue on and at the end room will be the North Cloister Key Half on the floor.

With the key in tow head back to the room with the locked door in the Eastern alcove. This time, though, you will take the Southern passageway where you’ll find another Majordomo holding a key to the door he’s guarding. Now you’ll confront numerous Celestial Illuminators that are guarding the South Cloister Key Half which you will find on the floor in the final room.

Combine both key halves to fashion the Key to the Lord’s Sanctum. Use it to unlock the door back in the Eastern alcove of that large room. Jump over the acid pit behind the door and follow the path down to the final large room with a Master’s Lecturn which will harm you if you use it. Your objective lies on the floor on the North side of the room. Pick up Rytheran’s Untranslated Journal and bring it to Danira for some xp and the translated journal for your reading pleasure.

~ Divided by Factions ~
Timer - 13 days
Reward - Lore and XP
NPC to start - Jondor Torgren (Zaikhal.at 13.6N 0.7E)
Weapons - Fire/Slashing/Lightning (Undead slayer, Ghost Slayer)
Type - Task
Reqs - None (100+ rec.)

Seek out Jondor Torgren to learn of three factions that all have interests in the occurrence of the graveyard. Jawaq ibn Janath at 65.3S 42.3W (East of the Graveyard) will assign you to bring him the head of the Blight Lictor who resides amongst Blight Revenants in a pit to the South; he will reward you with an introduction letter to the Radiant Blood faction.

Kousu Temo at 64.2S 44.0W (North of the Graveyard) will send you on a task taking place in the Blight Rat Crypt at 64.0S 44.2W. Kill the Large Blight Rat and take the key from its corpse to unlock the Blight Rat Chest and retrieve the Scepter of Menilesh for Kousu Temo who will reward you with an introduction letter to the Eldrytch Web faction.

Candrus Steady-Hand at 65.8S 45.3W (West of the Graveyard) will send you on a task to kill 8 Blight Spirits that reside to the west; your reward will be an introduction letter to the Celestial Hand faction. Now bring these letters to their respective agents in Ayan Baqur:

~Celestial Hand - Joku Shunja at 60.1S 88.0W
~Eldrytch Web - Qurakh al-Taal at 59.9S 87.9W
~Radiant Blood - Vierana du Canamorra at 60.0S 87.8W

Bring the three books to Jondor to receive some XP as well as the books returned for your reading pleasure.


~ Closing Remarks and Thanks ~

That is all for this guide, any errors made should be emailed to me at taomagicdragon@gmail.com or private messaged to me under the name Taomagicdragon (AC Vault/Turbine/Crimson Knights forums). This guide will be updated along with any and all updates the Ancient Graveyard undergoes so check back here often for the most complete guide to the Graveyard you’ll find anywhere!

Special thanks to: The Rebirth of Gyes, Gabs, Devsie, Mangler of Atlan, Gaffman, Camendur, Sephira, Marlen Kaido, Petria, and Tonaple (all of Solclaim) for fact checking with me,to Jeannette, Rachel, and Sabrina for proofreading, and to the readers, you guys rock!

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strength & honor


Last edited by Kobe on Mon Aug 25, 2008 3:01 pm, edited 2 times in total.

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PostPosted: Thu May 22, 2008 9:11 am 
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Joined: Fri Mar 28, 2008 4:53 pm
Posts: 40
Good lord that was a book you posted! lol Man I wish I was playing still, miss you guys horribly and miss questing! :(


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PostPosted: Thu May 22, 2008 4:53 pm 
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Joined: Wed Mar 19, 2008 7:34 am
Posts: 248
Thx Thx Thx :D

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Mishna, Mysticsword, Mystyksword, Mystykalbow, Smithers the Tinker, Kraftie, Weapons of Dereth and Mishna's Mage all wish you a wondrous day both vl and rl.


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