|Quest Started By:||Description:|
|This shared task (1-6 players) begins with Firiona Vie in the Army of Light headquarters camp (western side of Bloody Kithicor, just outside Highpass entrance). In order to request it, you must have completed "Charges of Treason" and "Vengeance and Deliverance."
You say, 'Hail, Firiona Vie'
Firiona Vie says 'Perhaps you would care to help us sort out a new [threat] in the Commonlands?'
You say, 'What threat?'
Firiona Vie says 'If you are willing, a new scourge has come, as though the gods believe we have room for additional challenges. One of our scouts has spotted the infamous Murkwater Regiment in the Commonlands. The Murkwater Dark Elves are the foulest of [scum], mercenary alchemists and expert assassins dedicated to the creation of vile poisons for every possible use.'
You say, 'Pond scum makes a delicious breakfast...'
Firiona Vie says 'This unit has traveled wth the Army of Obliteration in every battle up to now, and has provided lethal poisons to steep the weapons used against us, increasing our casualties and inflicting horrible infections and disease. We must put a stop to these [atrocities].'
You say, 'But your atrocities are unavoidable necessities, right?'
Firiona Vie says 'Go to the Commonlands and find Selkith Wyndvale in the refugee camp in the Commonlands tunnel. He will have come up with a plan to deal with the vile Dark Elves of the Murkwater regiment. Will you [volunteer] for this task?'
You say, 'I will volunteer, I guess.'
Firiona Vie says 'Splendid. Go at once to the Commonlands, as time is of the essence, you may use the teleportation spellbook on the corner of the map table, closest to the tent entrance.'
You have been assigned the task 'Bitter Victuals'.
Firiona has asked you undertake a difficult task. Even she was uncertain of how it could be done.
Touch the Tome of Teleportation 0/1 (Bloody Kithicor)
Click one of the books on the table in front of Firiona Vie to zone into the instance.
LOADING, PLEASE WAIT...
You have entered Old Commonlands.
Speak to Selkith Wyndvale in the refugee cave in the Commonlands 0/1 (Old Commonlands)
Selkith may be found in the cave on the left side, at -1600, -2500.
You say, 'Hail, Selkith Wyndvale'
Selkith Wyndvale says 'Very well, Firiona's order shall be carried out. The Murkwater Regiment must be put out of action however, there is no time for a spoiling attack on their camp, no matter how well planned, you don't have the numbers, and any frontal attack will meet with failure. Subtler methods are called for here. Go and gather the spider glands I mentioned, and we shall put this plan into motion.'
Loot 6 Ruminaran Poison Glands from a Great Black Spider 0/6 (Old Commonlands)
Loot 6 Cheliceran Poison Glands from a Great Black Spider 0/6 (Old Commonlands)
Loot 3 Castigaran Poison Glands from a Great Black Spider 0/3 (Old Commonlands)
Selkith was full of interesting information about spiders and their poisons. At least that makes this task more of a gather and stir thing. Making poisons can be dangerous to the untrained. The ruminaran poison glands need to be handled carefully. Castigaran glands are seated deep within the spider's body, so some careful dissection may be required.
Numerous Great Black Spiders can be found around the area outside the tunnel in the Commonlands. They hit for a max ~2,000, cast the spell "Venomous Spittle", and have a good amount of hps. They drop the poison glands very commonly.
Venomous Spittle: Single Target, Poison (-575)
1: Decrease HP when cast by 7500
Deliver 6 Ruminaran Poison Glands to Selkith 0/6 (Old Commonlands)
Deliver 6 Cheliceran Poison Glands to Selkith 0/6 (Old Commonlands)
Deliver 3 Castigaran Poison Glands to Selkith 0/3 (Old Commonlands)
Speak with Selkith Wyndvale 0/1 (Old Commonlands)
Selkith Wyndvale says 'The presence of the Murkwater camp means that Lanys T'Vyl means to use them in the battle for Kithicor Forest. We must strike them first and prevent them from reaching Kithicor. My plan is simple, to treat them to their own medicine as a way of discouraging their tactics. Take these vials of S'tauna poison and use them on their victuals chests, which will be in their camp.'
Kill 5 Murkwater Assassins 0/5 (Old Commonlands)
Insert each of your S'tauna Poison Vials into a Victuals Chest found in the supply huts 0/6 (Old Commonlands)
Hunt down and kill Aithoris Nightstalker 0/1 (Old Commonlands)
The Murkwater Regiment sentries are wary and dangerous. Aithoris Nightstalker, the dark elf master of assassins, is in charge of guarding the Murkwater camp. The poison mixes best with solid food, not liquids, so poison the food in the chests in the Murkwater Regiment camp with the S'tauna poison.
The assassins, chests, and named for the above three steps can all be found in one camp. Their approximate location is (195, -355, 23) -- the central area of the Commonlands, west-northwest of the tunnel exit. They are on par with the spiders you previously had to kill in terms of difficulty.
The Murkwater assassins cast the spells "Chains of Binding" and "Poison Dart":
Chains of Binding: Targeted AE 45', Unresistable (0)
2: Decrease Movement by 45%
3: Decrease Attack Speed by 45%
Poison Dart: Single Target, (-450)
1: Decrease Hitpoints by 1000 per tick
2: Decrease Attack Speed by 50%
3: Decrease Mana by 500 per tick
4: Stun(0.00 sec)
5: Decrease Movement by 30%
6: Increase Poison Counter by 16
a Murkwater assassin has been slain by _____!
a Murkwater assassin's corpse spins wildly before falling to the ground.
Aithoris Nightstalker casts the spells "Poison Dart" (as above) and "Blinding Smog":
Blinding Smog: Targeted AE 150', Unresistable (0)
Aithoris Nightstalker has been slain by _____!
Aithoris Nightstalker's corpse falls to the ground.
Speak with Selkith Wyndvale 0/1 (Old Commonlands)
You say, 'Hail, Selkith Wyndvale'
Selkith Wyndvale says 'Well done, it seems the plan has been put in motion. You've done your job, no doubt the Murkwater assassins who can still stand after they've had breakfast will soon be on sick call with a terrible illness. Do not feel ill at ease at being the instrument of this form of justice; it is proper and fitting that those who slay with poison shall themselves perish by the poison. However, do not tell Firiona Vie. She would be most shocked by the method I have chosen.'
The survivors of the Murkwater Regiment, if there are any after their next meal, will learn what it means to be poisoned, just as they have been poisoning others for so many years.
Your faction standing with Silla Herald got better.
You have successfully been granted your reward for: Bitter Victuals
Chronobines (number varies)
Timeshear Orange Fragment Beza
In addition to the above, the instanced has a chance to spawn loot-dropping named mobs.
Glittering Monofaceted Eye
Poison-Soaked Silken Band
|Send a Correction|
One other note for those trying to split the Murkwater mobs: the Murkwater poisonblades have a slow, stutter-step sort of routine when returning to their spawn points - at least when you FD. This means they separate from the other mobs on their own as long as you move far enough away from their camp. Just be careful because the game's infamously bad pathing can rear its ugly head. I got up and one took off at a full sprint on some long circuit throughout the entire camp.
Like someone said, keep track of which chests you have poisoned since you can't do the same one twice. There are only 6 chests. The good news is that if you try to do one a second time the vial gets returned to you.
Probably each group member should get their own faction necklace. I did the final hail with the one toon that had the necklace and the rest of my group was away at the port-in spot. They got the rewards for the mission but not the character achievement flag. I fixed this by passing the necklace from each toon to the next, then making the final hail for each individually.
Easy peasy mission at 100. Redoing these Void access missions for alts, also to get Twincast Rank III.
Edited, Jun 26th 2014 10:03pm by Sippin
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ
It was not an easy learning process, but the trick for me was to use a fast mount. Druid FoE would probably work too. My Run Speed AAs were not fast enough to outrun them or their various snare spells.
I went to max arrow range, fired and ran West. Poison Dart landed once, but I must have been too far ahead by then because they never hit me or followed with Chains of Binding. I didn't zone though, instead I curled around south towards the desert before losing aggro. Once aggro was lost, I retraced my path and found him strolling alone.
Murkwater assassins are immune to snare/root. But murkwater poisonblades, murkwaters alchemists and obliteration mobs can be snared/rooted and do not summon.
Kwari, necromancer, AB ... love necs ...
Terris-Thule -> Prexus -> now The Rathe Server
The more extensive a man's knowledge of what has been done, the greater will be his power of knowing what to do.
Benjamin Disraeli (1804 - 1881)
Takes a while, though. Took me about 2 and a half hours. Get a set of mage armor and weapons/mask and put them on 83 pet and have at it. The most you get at one time is 3, unless you get a spider add. if you watch how you pull, you can (mostly) avoid the adds. I had one add the whole mission, cuz i was in a building.
Scratch that. Named dude assisted some soldier, so I guess you could call him an add.
Craseon/95 War http://eq.magelo.com/profile/1829990
Hyrax/95 Enc http://eq.magelo.com/profile/1762728
started out had to do the 2 previous quests to be able to get this mission. soloed both those other quests.. Got mission "bitter victuals" from NPC in tent was my 85 bst and 78 bard and t5 cleric merc.. bst has 35k hps/ 3.5k ac .. bard just sux lol.. anyways zoned into commonlands went and hailed said npc had to kill giant spiders for poison sacs... first time thru i went to middle of zone and started killin solo spiders social agro and before i knew it had 4 or 5 of em on me so i ran ended up running thru the named camp all the murk assassins came at me and snared me and i died..
2nd attempt.. just a lil ways outside of ec tunnel along the wall near ruins I was able to single pull the spiders too and didnt have one add so was alot easier got all my drops in like 6 or 7 spiders.. max they hit me for was like 1600 but they do tripple .. also they cast a blind spell which only landed on me twice threw the whole 7 spiders..
after spiders went and haded in sacs to NPC in EC tunnel.. task updated.. then i have to kill 5 murk assassins and a named npc and put poison in 6 chests. well i already new where camp was cause thats the one i accidentally ran threw and died at lol..
best place to set up camp here is in the back of the hut where the named npc is. hardly any roamers. now for my bst he conned amiably to kindly to the spiders and bears, however my bard they attacked her on sight so needed a good spot with lil or no roamers.. found it in the back ..
ok on this board i read a tip that you can pull the mobs from the huts all of em and lead them away and FD then someone (who has the poison) goes in and gives each chest a poison vial.. well that didint work for me. first off there are 2 factions in camp murk assassins and obliteration guards if you pull murks only murks come and if you pull Oblit only they come so you have to pull both at same time and even then its hard to get all of them to come .. then the murks snare and on my lvl 78 bard was consistant so had to fade rather quickly so never got too far away. so that ended that great idea for me anyways. so I ended up single pulling with bard to where i had bst setup and we killed and killed clearing one hut then the next only got 2 once and bard just mezed the add. and only one time did spider roamers come and agroed bard .. bard just faded them off and they went on their merry way.. murk assassins they conned blue to 85 bst and hit in upwards of around 2k. not all the time though mostly 12 to 1500.. named doted and blinded alot and hit for 2700 max quad so took a big chunk out at times but merc cleric kept up no problem.. also there are no repops in camp once they are dead they are dead.. once i gave poison to last chest task updated and then had to go hail NPC in EC tunnel .. mission done..
Tips: dont know of any tips rather than you'll need a FD puller mezzer is good and a snarer def a plus.. if ya have any questions email me im on the mithmarr server err sorry its saryrn now ..
85 bst Zamunda on Saryrn
ingame email if ya need help. if i can I will
Then you dont have enough to finish
Took a while to plant the poisons but other than that fairly simple mission.
Spiders for the first part are soloable by any kiting class, but didn't hit overly hard on the SK.
The assassins were easy enough, just the issue of finding single or double pulls.
To plant the poisons the druid hopped on his mount and pulled away all the mobs (careful they snare!) once the poisons were planted just evac the aggro off.
The named was easy enough, SK pulls, FDs, druid tags named and runs around until the SK loses aggro on the adds then come and beat on the named.
All-in-all an easy if lengthy task.
moral of the story. bring a ranger and you are golden.
One of the chests ate a vial of the poison without an update. I thought i was screwed, but then I tried giving the chest one of the sacs of spider venom that you had to collect. and it worked!!
So if you run out of poison from some bug, just give something else to the chest, see if it works.
Rumblepants Loudbottom Shaman of Utopian
Nottall Attall Cleric of Utopian <retired>
For poisons/chests part, just have monk invis up and aggro the respective hut, train away and have necro turn in poisons.
For named guy, have monk split and when you have named separate, imitate death if you have it and then work on him.
i also found out that the obliteration mobs are also only partially slowable compared to the non instanced old commonlands where mobs are fully slowable
normal cursed animals are still fully slowable.. and a warning the clerics gate as i just found out the hard way
Edited, Apr 11th 2009 4:29pm by zatraisk
Aithoris Nightstalker does summon.
Edited, Feb 19th 2009 8:39pm by Croasis
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