The Chalice of Life  

Quest Started By:Description:
Where:
Who:
Rating:
*****
(From 1 rating)
Information:
Level:55
Maximum Level:115
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Task
Quest Goal:
  • Loot
  • Spell
Quest Items:
Related Creatures:
Era:Prophecy of Ro
Recommended:
Group Size:Solo
Min. # of Players:1
Max. # of Players:1
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Tue Feb 28 17:01:00 2006
Modified: Sun Jul 21 00:06:24 2019
This is a solo task with unlimited time to complete. Lilthill`yan`s Ghost may be found at -545, -365.

You say, 'Hail, Lilthill`yan`s Ghost'

The ghost stares off in the distance, lost in thought. Finally, it speaks, 'Many were the [mistakes] of the past.'

You say, 'What mistakes?'

The ghost watches you for a moment and then looks away, lost in its lamentations. You are filled with a sudden and overwhelming sadness, as though the spirit's thoughts are seeping into your own.

You have been assigned the task 'The Chalice of Life'.

Return the Lifestone of Autumn to Lilthill`yan`s Ghost - Ruins of Takish-Hiz
Return the Lifestone of Winter to Lilthill`yan`s Ghost - Ruins of Takish-Hiz
Return the Lifestone of Spring to Lilthill`yan`s Ghost - Ruins of Takish-Hiz
Return the Lifestone of Summer to Lilthill`yan`s Ghost - Ruins of Takish-Hiz

Before the fall of Old Takish, the elves gathered to protect the sacred artifact known as the chalice of Life. Knowing that the Chalice would fall into the hands of the advancing giants, the protectors removed the four life stones and entrusted them into the hands of the Lifestone Guardians, mindless constructs desgined to defend the city. This proved to be a mistake as the Chalice of Life was much needed during the final hours of Old Takish as the city was enveloped by the Desert of Ro.

The Chalice of Life must be reassembled. Its unique power was not meant to be locked away below the earth, held in the hands of unliving golems.

You have to run around and kill four named mobs (which summon) and loot the following items:

  • Lifestone Guardian of Spring - Lifestone of Spring (He paths between the stone structure at +270, -890, and walks south to the round-shaped building toward the hill, at -255, -680.)

  • Lifestone Guardian of Summer - Lifestone of Summer (He paths near Lilthill`yan`s Ghost at -485, -555 east, pulls a U-turn, then paths toward the skeletons at in the stone structures north of his previous location, then hugs a building, ending up at -235, -585.)

  • Lifestone Guardian of Autumn - Lifestone of Autumn (He paths from near Lilthill`yan`s Ghost at around -500, -485, following the bottom of the hill toward a building, stopping at -155, -95.)

  • Lifestone Guardian of Winter - Lifestone of Winter (He paths between the building with the jeweled mobs in it northwest of zone-in and travels southwest, ending between a rock and a stone structure. The endpoints of his path are +305, -430 and +160, -210, respectively.)


All four items are NO TRADE. You don't have to have the task to loot them, merely to turn them back into the ghost for a reward. Once you turn in all four pieces:


The Chalice of Life has been reforged!

You have been given: Jeweled Belt of the Lost (caster/priest reward)

-- or --

You have been given: Glittering Cloak of the Ruins (melee/hybrid reward)

You also receive your level 55 class-specific Aura spell:

Bard: Spell: Aura of Insight
Beastlord: You'll get nothing and like it!
Berserker: Tome of Aura of Rage
Cleric: Spell: Aura of the Zealot
Druid: Spell: Aura of the Grove
Enchanter: Spell: Beguiler's Aura
Magician: Spell: Earthen Strength
Monk: Tome of Disciples Aura
Necromancer: Spell: Dark Rune
Paladin: Spell: Holy Aura
Ranger: You'll get nothing and like it!
Rogue: Tome of Poison Spurs
Shadowknight: You'll get nothing and like it!
Shaman: Spell: Idol of Malo
Warrior: Tome of Myrmidon's Aura
Wizard: Spell: Fire Mark


Need task stage(s) and description(s); fight info, level, faction hits if any, and /loc for quest mobs.
Rewards:
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what a DUMB comment
# Aug 18 2016 at 2:58 AM Rating: Decent
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26 posts
Maybe people still LIKE to do the quests because they are FUN and not just LEVEL your BRAINS OUT!
Redundant
# Feb 16 2016 at 2:13 PM Rating: Excellent
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308 posts
This spell and its higher level counterparts can now be purchased in PoK, making the quest line largely redundant.
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"Subtlety is the key to most victories."
Redundant
# Feb 22 2016 at 12:47 PM Rating: Excellent
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clokverkorange wrote:
This spell and its higher level counterparts can now be purchased in PoK, making the quest line largely redundant.



On progression servers they tend to not activate PoK merchants in era, so this quest may be useful in that context (or to anyone that likes doing things the questy way).
Easy quest
# May 06 2009 at 1:18 PM Rating: Decent
This was quite easy i managed to complete this quest with only a lvl 55 druid and a tank merc, all 4 mobs conned while so that means they are all lvl 55, the winter was the easiest took about 3minutes to kill well as the autunm took about 10mins and a full bar of mana for heals, the others were just like killing any other white con mob.
Minimum Level
# Sep 02 2008 at 6:37 AM Rating: Decent
16 posts
I was able to get the quest as a lvl 50 Paladin.
Soloable?
# Aug 13 2008 at 4:26 PM Rating: Default
Could a 66 monk with 84 AA's and decent (but not raid) gear solo these guys? The posts talk about 70+ soloing them, or some duos, but...what do you think?

Edited, Aug 13th 2008 8:23pm by qlipoth
Soloable?
# Sep 09 2008 at 11:25 PM Rating: Decent
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Suggestion: Try Winter first and see (To me they seem to get harder in the "natural" order).

{Probably mentioned below or in the Beastiary but... Observe the pathing of other seasons near the tent [to be safe(r) from add(s)] when they start away pull Winter with a no damage spell or item across the very small zone (avoid the undead) to inside the "zone in tent". If you can't take the fight or the summons, or get an add you can zone out =).}

Edited, Sep 10th 2008 3:46am by KathleenF
Nice reference :)
# Jun 01 2008 at 12:20 PM Rating: Decent
This SK got nothing and liked it!
Yay Caddyshack reference!
Nice reference :)
# Jun 01 2008 at 12:42 PM Rating: Excellent
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gubar wrote:
This SK got nothing and liked it!
Yay Caddyshack reference!


Glad you enjoyed it.
solo
# Jan 10 2008 at 8:15 PM Rating: Decent
46 posts
easy solo's for a 75 warrior. Did these on warrior for my monk. Soloed them quite easily. Only buffs i had was my Myrmidon's Aura, and Form of Endurance 1 from clicky. 12khp unbuffed, and 200 aa's. They have about 60khp. I did find though that Winter and Spring were hitting me for less that autumn and summer. Autumn and summer were doing high 200's. Spring and Winter were doing up to 180.

Edited, Jan 10th 2008 8:17pm by Tugu
Aura of the zealot
# Sep 19 2007 at 1:43 PM Rating: Decent
looking at maps say a instance zone how do get the quest to do it write up also says is a solo quest. so how do you get this quest started by getting into the zone? So is he in north ro or south a mob to find in zone, for us brain dead how do we find the ghost, at the camp or what? And is this ghost trackable?



Edited, Sep 19th 2007 2:48pm by snarlinarlen

Edited, Sep 19th 2007 2:53pm by snarlinarlen
Aura of the zealot
# Dec 09 2007 at 3:13 PM Rating: Decent
You get the quest from Lillith Yar who is IN Takish Aziz - this isn't an instance zone. It's a fairly easy quest as long as you have a tank and a healer. Usually, I do this quest once a month for my guild - we take out everyone who needs it (and you can do this quest at 53 although you can't use the aura til 55). The repop time on the Guardians is pretty quick - like 10 minutes or so. Spring, Summer and Autumn are easy pulls - Winter is a bit of a pain. The Guardians won't aggro unless you engage them. However, they will add if you are already attacking one guardian and you are near another. They have a ton of hit points and they summon but other than that they are fairly easy so long as your cleric can keep the tank standing. Generally, I wait til i have 8 or 9 people that need then I bring everyone out and just slaughter until everyone has what they need. The experience isn't really great if your over 60, so you might as well just take as many people as you can and get all of them their auras.
Aura of the zealot
# Oct 07 2007 at 3:16 PM Rating: Decent
24 posts
Ruins of Takish-hiz is not an instanced zone. It is off South Ro. The ghost is trackable, and if you have maps from www.mapfiend.net it is marked on the map.
duration of auras
# May 16 2007 at 3:13 PM Rating: Decent
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I was rather surprised that, over a year since these auras got added, there's still basically no information about how long they last. A couple of individual auras have posts where people estimated the duration at 30 minutes, but nothing definite. So I decided it was time for some experimenting!

The aura "effects", of course, last only as long as you stay in range (about 50 feet) of the person bearing the aura. But how long does the aura itself stay on the person who cast it? The answer appears to be: It lasts until you spend 30 minutes without zoning.

If you stay in a zone for 30 minutes, or if you stay camped for 30 minutes,
the aura goes away. If you zone before the aura goes away, or if you camp
and come back, the 30 minutes starts over again. The Guild Hall does NOT
affect this; if you stay 30 minutes in the GH the aura goes away. (Zoning
in or out of the GH resets the timer just like any other zoning.)

I verified this for the level 55 monk, druid, and cleric auras.

Of course, re-casting the aura is usually pretty cheap, so it's not a big
deal if it fades. But if your whole group zoned in at about the same time, it means all the auras will drop at about the same time 30 minutes later, which can have a noticeable effect in the middle of a combat, so if you know the 30 minutes are almost up you might want to refresh the auras between pulls. (If you get a message about not having sufficient focus, try turning off the stale aura first. And I don't mean turning off the "aura effect" buff! Go to the new Auras window and turn off the aura itself, then cast it again.)
____________________________
Sukrasisx (105 monk) / Terrwini (67 druid) / Teviron (59 shadowknight) / Wizbeau (36 wizard)
-- Mystic Coercion, EMarr
duration of auras
# Jul 20 2009 at 4:42 AM Rating: Default
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109 posts
But.....aura effect: permanent = 30 minutes +/- a few minutes....

So what is permanent about a 30 minute aura? Shouldn't an aura that has a "permanent effect" last indefinitely? Or at least permanent until you zone or cancel it yourself? Never have cared for the lack of length on these things.

Besides, why ***** over RNG's, SK's and BST's?
Least soe could have done was spend another 30 minutes and come up with one for each of those classes.

(i.e.,) SK - group lifetap /HoT effect, say: 50 a tick?
RNG - either a DS bonus (+15 - +25) or a + ATTK effect
BST - + ATTK (assuming RNG's didn't get it), or a pet foci of proc?

-------------------------------------------------------------------------------

Really, how much more work would that have been?
____________________________
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Forget the past, look towards the future and live for the NOW!
duration of auras
# Nov 12 2014 at 2:44 PM Rating: Decent
The NEC aura is total trash and I never waste a Spell Gem to use it.
Lasts for roughly 20 seconds and can insta-kill Lv.1s but the damage dealt is so insignificant there's no use wasting a slot just to place it (which you must do; recast it every time)

EDIT:
Besides, #Mordwar, If a RNG, BST, or SK had gone through with this quest, they'd get an end result of https://everquest.allakhazam.com/db/item.html?item=47204" title="https://everquest.allakhazam.com/db/item.html?item=47204">https://everquest.allakhazam.com/db/item.html?item=47204" rel="external nofollow">https://everquest.allakhazam.com/db/item.html?item=47204" title="https://everquest.allakhazam.com/db/item.html?item=47204">https://everquest.allakhazam.com/db/item.html?item=47204" rel="external">https://everquest.allakhazam.com/db/item.html?item=47204">https://everquest.allakhazam.com/db/item.html?item=47204Glittering Cloak of the Ruins

Edited, Nov 13th 2014 1:03am by Prevail
____________________________
Ryanxp, Zek server
Fear Kiting
# Nov 21 2006 at 10:21 PM Rating: Decent
Doesn't work.. I tried the lvl 67 Necro spell, Unholy Howl on them and it didn't take.. was resisted several times. Even if it would take a some point, its kinda useless to try fear kiting these with this kind of resist rate..

Just my findings, if someone else has better luck with fear, please post..

Vorpil
Wraith of Avatar Elite
Emarr
bleh
# Sep 18 2006 at 2:17 PM Rating: Decent
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Labeling this as a SOLO task is total crap! Zoned in with my 62 necro and found the Guardian of Spring right off. The mobs DPS isn't so bad, however it has way too many hitpoints. Add in the fact it summons and there is no room to kite. Only thing that is SOLO about this is the fact you don't have to have a group to accept it. Perhaps lvl 70's could solo this (although I just talked to a 70 monk who couldn't).


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bleh
# Oct 11 2006 at 9:36 PM Rating: Decent
I agree with ya....tried to solo at 55 and there was no way. I had to get a guild member 73 paladin to help me. He can solo for sure 2 at a time.
bleh
# Oct 26 2006 at 10:20 PM Rating: Default
23 posts
GRP SIZE: SOLO above is misleading. Should be "Task Type: Solo" and Group Size: 4-6, depending on gear and healing ability, etc. It's a Solo Task, in that, you have to loot the items yourself and then others in your party would need to wait for the respawn to get their stone. Soloing this at 55 tho, ouch. Each expansion seems to bring mobs with a little harder hits and more hp so, keep that in mind when looking at tasks. (My 70 beastlord was able to solo these when expansion was released - bazaar geared at the time and thank heavens for healing potions lol. Got the cloak and learned there was no Aura but was fun.)
...
# Aug 15 2006 at 12:54 PM Rating: Default
Purchased each stone for 500p to 1500p on FV server. Ran to ghost and handed in.
Aura cost me 2500pp and 10 mins of running.
...
# Aug 31 2006 at 10:16 AM Rating: Decent
So the stones are no longer no trade?
...
# Sep 08 2006 at 2:35 PM Rating: Decent
They are no trade except on the FV server, where everything (as far as i know) can be traded. So all other servers they are no trade :)
...
# Jun 25 2008 at 8:40 PM Rating: Decent
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Not "everything" but pretty close :-)
Beastlord aura
# Aug 08 2006 at 1:04 PM Rating: Decent
I hate to be a poor sport, but beastlords are a little difficult to give something new to without even more class imbalance. As it stands, a beastlord can solo places that no other class can, and make it look easy. Wouldn't an aura (especially one anything like Paragon) kind of overshadow all the other classes? Enchanters get a mana regeneration aura, why should beastlords get one that dwarfs it?
They can't get a pet one, or they would complain that it isn't better than the mage's.
They can't get a slow one, because shamans would complain that they didn't.
Damage mitigation? That's cleric aura, and any more damage taking capability would be similiar to nerfing every other class.
Snare isn't in their general ******** shy of the pet AA, which would make it overpowering to give them.
Debuffs? That's not their strong suit, either, so it would be overriding the shaman aura.
Some classes, bluntly, don't deserve an aura. It may seem unfair, but it balances things out in a lot of ways.
Very few classes still have a clearly defined feature, because every class that lacks that feature complains. Beastlords haven't seen a nerf stick like any other class has. So, this is your "nerf". Suck it up.
Beastlord aura
# Oct 10 2006 at 4:16 PM Rating: Decent
You dont play a high end Beastlord do you?
Bend over Rangers (and Beasts and SKs too!)
# Aug 04 2006 at 3:27 PM Rating: Decent
Soooo glad I didn't waste my money on this expansion. My ranger *** is pretty sore already . . .
Thought I'd give it a try
# Jul 23 2006 at 5:39 PM Rating: Decent
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86 posts
Did this with my beastlord today. She got nothing. Can't say I liked it. Oh, well. Got a spiffy cloak. /kicks SoE someplace sensative
If you are gong to do something like this, that was one of the selling points of the expansion, don't shaft some of the classes. I plunked down good money for PoR and regret it.
left out classes
# Jul 23 2006 at 3:00 AM Rating: Decent
looks like sk's and bst's dont get one. shame. post who else doesnt get one, if you have time.
left out classes
# Jul 24 2006 at 6:08 AM Rating: Decent
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rangers don't get one either :(
level range has changed
# Jul 22 2006 at 4:06 PM Rating: Decent
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86 posts
All 4 of these conned white to my level 55 beastlord. they still had crazy hps and so forth, though. a group is reccomended, unless you want to log on a 70. We had a 54 cleric, my 55 bstlord, a 55 pally, a 63 chanter and 56 paladin. It turned out to be a bit of overkill. Chanter pulled (it was just easier that way, since he was slowing) and the rest of us layed down what we had tll the mobs died. the cleric was never stressed for mana (we medded between each) and no one was in any real danger of dying. we are all above average geared, but nothing spectacular. And each kill was worth almost 2% xp to me. Grats, Sdayen on your shiny new aura and spiffy cloak. (oh and both the cloak and belt are tradable)
Ranger, SK, and Beastlord
# Jul 22 2006 at 3:43 PM Rating: Decent
Anyone notice that Sony decided to give the best aura's to Cleric, Warrior, and Enchanter?

Yeah I'm a ranger I've suffered through useless spells, an epic effect that helps melee combat but disregards our second hand ranged combat, and I'm still enduring all the ranger jokes. Browsing through some of the traps other classes recieve I'm starting to like the nothing to look forward too.

Aura's are cool, Traps are too, but Sony once again has failed to successfully deliver a good idea again.

Come on Sony was something for ranger just too hard to think of??

Slyvan Aura - Increase Attack rating

Requested Information
# Jul 21 2006 at 3:41 PM Rating: Decent
Greetings,

I saw there was some missing information on this quest, so I figured I'd give it a go and try to help fill in the blanks. I play a level 70 Necromancer and was bored, so, decided to look up the quest and give it a try.

The task stages are as follows:
1) "Return the Lifestone of Autumn to Lilthill`yan`s Ghost"
2) "Return the Lifestone of Winter to Lilthill`yan`s Ghost"
3) "Return the Lifestone of Spring to Lilthill`yan`s Ghost"
4) "Return the Lifestone of Summer to Lilthill`yan`s Ghost"


The description below the tasks read the following:
"Before the fall of Old Takish, the elves gathered to protect the sacred artifact known as the chalice of Life. Knowing that the Chalice would fall into the hands of the advancing giants, the protectors removed the four life stones and entrusted them into the hands of the Lifestone Guardians, mindless constructs desgined to defend the city. This proved to be a mistake as the Chalice of Life was much needed during the final hours of Old Takish as the city was enveloped by the Desert of Ro.

The Chalice of Life must be reassembled. Its unique power was not meant to be locked away below the earth, held in the hands of unliving golems."


Upon turning all stones into the quest NPC, you receive a message saying "The Chalice of Life has been reforged!", and of course your spell/armor piece.

As for the mobs themselves, they all wandered very close to a certain landmark:
Spring: Paths between the stone structure to the right of the zone in at 271, -889, 50 and walks South to the round shaped building towards the hill, he'll stop there at -257, -681, 78

Winter: Paths in between the building with the jeweled mobs in it (NW of zone in) and travels southwest and ends in between a rock and a stone structure. The endpoints of his path are 303, -429, 37 (by the building with jeweled mobs) and 161, -209, 30 (in between the rock and the stone structure you see southwest of the other endpoint).

Autumn: This one paths in between the quest NPC and follows the bottom of the hill back towards a building you see northwest of the quest NPC. He basically stops right in front of Lilthill`yan`s Ghost at -500, -484, 90, and will wonder along the bottom of the hill, hug the building, make a left and hug the building wall again. He'll stop at -155, -93, 81, in between the building and a couple of rocks.

Summer: Where Autumn ends at the quest NPC, this mob will end a couple of feet East of that at /loc -485, -556, 101. He'll then path back East a little bit and pull a "U-Turn," pathing down by the skeleton mobs that are found in the stone structures that you see north of the previous location. He'll hug the building that's directly in front of you and turn right, hugging the other wall. He'll end up at -235, -583, 47.

There really wasn't much to the fights, being a 70 Necromancer. I'm pretty much GoD geared, some OoW stuff, so it was quite easy on the mana and hitpoint pools (I was only self buffed, and they only rarely hit for around 300, most of the time it was 180, so my method was to DoT, send pet, and lifetap tank as needed).

They do summon, and it seems that Autumn was the only one that did NOT cast any spells (I could be wrong, but I didn't see any kind of spell activity from Autumn), Summer didn't really cast anything but heals on himself, and Spring and Winter got a little more on the caster side with a few attempted spells that were all resisted - going to assume they were DDs from Winter (as he almost seemed like a wizard to me: roots and lots of DD spells I recognized, forget what they were though, forgot to write them down >.<), and either DDs or DoTs from Spring. All appeared dark blue to 70.

They all were indifferent faction to me upon zoning in, and didn't take any kind of faction hits from killing them.

Hope this helps!

Kadem; Level 70 Wraith
Bertoxxulous
<Keepers of the Glade>


Problems
# Jun 14 2006 at 8:58 AM Rating: Decent
Tried getting this task after the June 13 Patch and Lilthill`yan`s Ghost only gives out a mission for some ring, something called Shiv in the Rib or something like that. Anyone know how to get Aura task now? I tried turning all 4 lifestones in to Lilthill`yan`s Ghost, but she just gave them back.
Possible ShadowKnight Aura/Trap
# May 05 2006 at 11:00 PM Rating: Default
Wish List for SK's..

Aura of the DreadLord

Effect:DreadLord's Aura
1: Persistent Effect: DreadLord's Aura

Spell Type:Beneficial
Mana:400
Casting Time:6:00
Recast Time:2
Fizzle Time:2.25
AE Radius:0
Location: Any
Reflectable:Yes
Skill:Conjuration
Target Type:Self
Duration:Instant
Resist: Unresistable (0)
Range to target:0
Interruptable:Yes
Time of Day:Any

Description:Increases All Skills Damage Modifier by %3

Or...A Trap...

Inruku's Wrath

Effect:Inruku's Wrath
1: Persistent Effect: Inruku's Wrath Effect

Spell Type:Beneficial
Mana:400
Casting Time:6:00
Recast Time:2
Fizzle Time:2.25
AE Radius:0
Location: Any
Reflectable:Yes
Skill:Conjuration
Target Type:Self
Duration:Instant
Resist: Unresistable(0)
Range to target:0
Interruptable:Yes
Time of Day:Any

Decription:
2: Decrease Cold Resist by 10
3: Decrease Magic Resist by 10
4: Decrease Poison Resist by 10
5: Decrease Fire Resist by 10

Recourse Effect: Inruku's Wrath Recourse

6: Increase Cold Resist by 10
7: Increase Magic Resist by 10
8: Increase Poison Resist by 10
9: Increase Fire Resist by 10

Quote:
'Tis better to have loved and lost than never to have loved at all.


Edited, Sun May 7 02:09:25 2006
RE: Possible ShadowKnight Aura/Trap
# May 06 2006 at 7:21 PM Rating: Decent
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1,087 posts
They don't appear in Lucy, so obviously don't exist.

From the sk board:

Quote:
Someone made them up as an idea for what sk's can get for aura's and traps.
The spell info doesnt match or make sense.
Probably made up by some idiot that tanks with a 2h.
____________________________
Pain Mistress Okami L`Assundre of Tarew Marr
Dark Elf Shadow Knight
Drinal (Tarew)
Retired after 500 days /played
Deleted
http://eqplayers.station.sony.com/character_profile.vm?characterId=455266869792
Remade
http://www.magelo.com/eq_view_profile.html?num=96950
Retired again
RE: Possible ShadowKnight Aura/Trap
# Jul 17 2006 at 3:55 PM Rating: Decent
Quote:
Wish List


Meaning, does not exist yet, but probably should or could without ruining any balance.
RE: Possible ShadowKnight Aura/Trap
# Aug 18 2007 at 5:35 PM Rating: Good
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1,087 posts
late to reply, but
the post originally said "the sk auras"
the "wish list" was editted inplace when it was pointed out that it was a fake post going around.
____________________________
Pain Mistress Okami L`Assundre of Tarew Marr
Dark Elf Shadow Knight
Drinal (Tarew)
Retired after 500 days /played
Deleted
http://eqplayers.station.sony.com/character_profile.vm?characterId=455266869792
Remade
http://www.magelo.com/eq_view_profile.html?num=96950
Retired again
Possible Ranger Aura/Traps
# May 05 2006 at 10:40 PM Rating: Default
Wish list for Rangers..

Aura of Precision

Effect:Precision's Aura
1: Persistent Effect: Precision's Aura

Spell Type:Beneficial
Mana:400
Casting Time:6:00
Recast Time:2
Fizzle Time:2.25
AE Radius:0
Location: Any
Reflectable:Yes
Skill:Conjuration
Target Type:Self
Duration:Instant
Resist: Unresistable (0)
Range to target:0
Interruptable:Yes
Time of Day:Any

Description:Increases Accuracy by %3

Or...A Trap...

Sylvan's Fury

Effect:Sylvan's Fury
1: Persistent Effect: Sylvan's Fury Effect

Spell Type:Beneficial
Mana:400
Casting Time:6:00
Recast Time:2
Fizzle Time:2.25
AE Radius:0
Location: Any
Reflectable:Yes
Skill:Conjuration
Target Type:Self
Duration:Instant
Resist: Unresistable(0)
Range to target:0
Interruptable:Yes
Time of Day:Any

Decription: Decrease Movement by 56%

Quote:
'Tis better to have loved and lost than never to have loved at all.


Edited, Sun May 7 03:17:51 2006
Mobs and sociability
# Apr 28 2006 at 7:37 AM Rating: Default
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215 posts
These mobs may have not been social at one time, but they are now, at least partially- I was just killing the Lifestone Guardian of Summer, when Spring pathed past and decided he wanted a part of the action.
Mobs and sociability
# May 11 2007 at 3:59 PM Rating: Decent
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463 posts
I don't know about Summer and Spring -- I thought I got close to Summer while killing Spring and nothing bad happened -- but Autumn definitely jumped in when I pulled Winter past him. Summer didn't seem to mind if I killed Winter or Autumn.
____________________________
Sukrasisx (105 monk) / Terrwini (67 druid) / Teviron (59 shadowknight) / Wizbeau (36 wizard)
-- Mystic Coercion, EMarr
Fight Info
# Apr 26 2006 at 1:06 PM Rating: Excellent
27 posts
Hopefully this will prove helpful to those who haven't done this quest yet. I've just boxed my 70 cleric and roomie's 70 warrior to get the Lifestones for my little shaman.

First off, there are posts in the bestiary for the Guardians that state that these mobs are not social. This doesn't seem to be true. While fighting Summer, Autumn joined the party. I'm not sure about Spring and Winter as they don't path near each other or Summer and Autumn, but I would imagine aggro/social rules would apply all round for all four.

Second, each Guardian is a different class.

Spring is a druid type. Being a caster, he throws spells very frequently at the beginning of the fight. He casts Drifting Death and Breath of Ro. He may cast other spells as well, but either he didn't use them on me this time around, or I just missed them in the battle spam. He dropped his Lifestone (of course) and a Golem Animation Essence.

Summer is a paladin. He casts Flame of Light, Lay of Hands (which didn't seem to heal him for much) and, upon reaching approximately 40% health, begins chain casting a heal. I would guess it to be Superior Healing, the spell message read 'A Lifestone Guardian of Summer feels much better'. It didn't even move his health up by 1%, and seemed almost as if the purpose was simply to make the battle a bit more uphill until he went oom. He also rampages and flurries. He only dropped his Lifestone.

Autumn is a shadowknight. He HT'ed the warrior for 723, and seemed to be the hardest hitting one of them all, landing a couple melee shots for 356 (against 1838 AC). He casts Boil Blood, Life Leech and Dooming Darkness. In addition to his Lifestone, he dropped a Jade Shard.

Lastly, Winter. This one is a necromancer and, like Spring, quickly uses up his mana casting at the beginning of the fight. However, he's got a larger ******* of spells. Throughout the fight, he threw Torbas' Venom Blast, Paralyzing Earth, Scourge, Infectious Cloud, Insidious Retrogression and Cascading Darkness. He also rampages, though I didn't see him flurry. With his Lifestone, he also dropped a Powder of Ro.

These Guardians may have more spells that they use, these are just the ones that I had tossed at me during my fights. I do hope this proves useful to anyone who plans on going after their 55 aura or trap. Lots of luck and happy hunting!

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Priestess Cathartic Soulgriever, Priestess of the 75th Salvation
Kayotik Phantasmagorya, Deathcaller of the 78th Desecration
Fateseer Tymeless Bloodsacrifice, Oracle of the 69th Ritual



~Let honor be your sword, your shield and your cloak; let the proud save face and you will go far~
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