Last updated: Wed Mar 27 05:00:29 2024

Quests for Gulf of Gunthak

Aria of Asceticism (Normal): Go to Gunthak and talk to Kardin Nillic at +1646, +50 to get the quest (you can skip this part).

You say, 'Hail, Kardin Nillic'

Kardin Nillic lifts his gaze from the whitened corpse lying on the bed in front of him. He holds the pale fingers tightly in his hands. As he opens his mouth to speak you shiver as what you thought was a corpse makes a soft moaning sound on the bed next to him. 'What business do you have here? Death grows near for him, what comfort can you hope to bring him in this [plagued] place?

You say, 'What plagues this place?'

Kardin Nillic says 'The plague of Innoruuk has infested this island. We now know that many of the fish that can be caught here are diseased and should not be eaten. Of course this knowledge does little to abate the fevers of those already stricken. The Broken Skull pirates seem to be mysteriously [immune] to this plague.'

You say, 'How are they immune?'

Kardin Nillic says 'Somehow the pirates are able to avoid becoming ill from eating the fish here. We know they're eating the same manner of fish that we are, but something else must be protecting or perhaps curing them of the toxins in the fish. In fact, they seem to always be in good spirits with the boisterous racket of [singing] and fighting that echoes over the island every fortnight.'

You say, 'What singing?'

Kardin Nillic snickers softly. 'The pirates apparently enjoy songs at meal time. A group of bards seem to have joined them. They sound as if they were trained at the Wind Spirit's Song, but the faded song pages I've seen of theirs read like students of Marsheart's. All the pages I've seen have been faded and largely illegible or I would know for sure.

Next, go to Dulak's Harbor and kill A Broken Skull Troubadour (known location -690, -645; inside the Tavern on the docks). Loot the Faded, Watermarked Book from its corpse and bring it to Kardin Nillic.

Take this book and give it to Kardin Nillic.

Kardin Nillic begins to flip through the pages of the faded song book. He studies one page, shakes his head and then flips through several more pages. Finally a smile of recognition creeps across his lips and he chuckles, "Definitely a student of Jusean, but there's something else. Some of the chords are unfamiliar even to me. You'll have to ask Evanesque to take a look at them. Maybe he can tell you who wrote it."

You receive a Faded Songbook.

Go to South Qeynos and give the Faded Songbook to Jusean Evanesque. He is located outside the bard guild.

Jusean Evanesque peers intently through several pages of the book, mumbling quietly under his breath as he does. His gaze falls on to one page in particular, and his eyes begin to widen as they pass over each line. He begins scribbling frantically across the pages in between the lines. "Take this. Whoever wrote it was obviously a student of my father. The style is unmistakable. I've written some notes up for you so it should be easier to read. Take this back to Kardin and he'll teach it to you."

You receive a Transcribed Songbook. Take this to Kardin Nillic.

Kardin Nillic takes the book from you and begins to hum the tune scawled on the pages. As you listen, you notice the whitened body next to Kardin cough. He seems to have regained some of his strength. You begin to notice that as Kardin sings the tune, his friend is regaining strength. By the end of the song, he is able to prop himself up on one arm and reach toward Kardin. "So now we know the secret of the pirate's health. The power of the song keeps the disease at bay. Thank you for saving my friend, Loanni. We are in your debt, but we are even more in debt to whoever it was that wrote this song. Whoever it was certainly has much to offer a student of music."

You receive a copy of Song: Aria of Asceticism.




Reward: Song: Aria of Asceticism

Beastlord Spells (Normal): Craegin Coldtongue is on the southwest tip of the lighthouse island at location 1359, 54, 4.

You say, 'Hail, Craegin Coldtongue'

Craegin Coldtongue glances at you with eyes of energy. He peers across your armor and then finally seems to come to a decision and points to the ground. He kneels down and then begins to draw something in the dirt. You see the outline of a wolf begin to take shape. You then see a humanoid figure standing next to the animal. He draws a circle around them, presumably to show that they are connected somehow. Craegin looks up at you and points to the wolf and then at you. You think he is asking if you are a Beastlord. His gaze pierces your eyes waiting for an answer.

You say, 'I am a beastlord.'

Craegin Coldtongue nods quickly and begins to draw again in the sand. He points at the humanoid figure and then at himself. Apparently he has drawn himself. He looks up at you and you nod back in understanding. He points to the wolf and then points out onto the island. He grabs a handful of dust and blows it across the wolf's picture. Perhaps his [warder] is sick and lost on the island somewhere. He looks as if he might want to [draw] more.

You say, 'Will you draw more about your warder.'

Craegin Coldtongue nods furiously. He begins drawing again in the sand. you see some sort of spear being thrown at the wolf. He then draws a collar of some sort and then draws an arrow to the wolf. Apparently his warder has been injured and captured somehow by something on the island. You can see the pain in the barbarian's eyes as he looks at you hopefully. He hands you a small emblem of some kind and points towards the island.

You will now receive A stone emblem.

Give the stone emblem to an injured wolf: seems to be a random spawn, confirmed however at -1855, 1, 41 and -2231, -551.51, 44.8.


An injured wolf cringes as you lean forward, but visibly relaxes as it recognizes the stone in your hand. You place the stone emblem into the clasp on the collar. The collar begins to glow softly and the beast begins to look much healthier. he struggles to his feet and looks at you for a moment. He then lets out a great howl that echoes in the caverns. He moves towards you and nuzzles your hand. You reach forward and run you fingers across his head. As your fingers cross the collar, the wolf winks out of existence, leaving you holding only only the softly glowing collar.

Receive A glowing collar.

Give the glowing collar to Craegin Coldtongue.


Craegin Coldtongue looks at you in amazement as you hand the glowing collar to him. He looks as if he might weep for joy at any moment. He holds the collar firmly by the clasp and brings it down to his side. He mumbles some words and the wolf immediately appears beside him. He reaches into his bags and grabs a small stone similar to the one fit into the collar. You reach forward and take it from him. He points at the dirt once more as if he wishes to [draw] something for you.

Receive Spell: Bond of the Wild.

You say, 'What do you wish to draw for me?'

Craegin Coldtongue kneels to the ground once more and begins to draw. He draws the picture of a skull in the dirt and then draws several squiggly lines beneath. You begin to realize he's describing a cave system beneath the island.

You say, 'What is in the cave system?'

Craegin Coldtongue nods at you. He reaches for a bag at his waist and pulls out a few grains of fine black powder. He rubs the black powder carefully across the cave sketch. He makes a sort of digging motion with his hands and points back toward the island. He must have found the black powder in the cave system on the island somewhere.

Loot "A strange dark powder" from A Broken Skull Bruiser in Torgiran Mines and give this to Craegin.

Craegin Coldtongue looks over the dark powder carefully for a moment and then nods at you. He grabs a small bag from his waist and places the dust inside of it. He then takes a second bag and empties another odd powder into the bag. He closes and shakes the bag vehemently and then looks at you expectantly. You nod. He reaches into the bag and pulls a bit of the mixtures out. Unexpectedly he blows the mixture into your face, causing your eyes to burn and your lungs to uncontrollably cough in pain. You fall to the ground for a moment, but the burning subsides. You rise back to your feet and Craegin hands you the rest of the bag of powder.

You receive Spell: Malaria. Reward: Spell: Malaria
Reward: Spell: Bond of the Wild

Blood Spells (Normal): You say, 'Hail, Grennik Neltrin'

Grennik Neltrin says 'Hello. Have you been exploring the island? I came here to discover the secrets of the Broken Skull trolls but I have yet to even explore the island. Rumors that their high priest Nadox held the power to cure any disease have been drifting around Norrath for some time. I've come to see if the rumors are true. Unfortunately the island is much more dangerous than I had imagined and I haven't found anything useful. If you find anything having to do with the troll High Priest, please bring it to me.'

  • Combine a Blackened Vial, Broken Skull Clan Blood and Gunthak Gulf Water in a brew barrel to make a Black Potion (no fail).
  • Combine the Black Potion with some Pure Blood (again in a brew barrel) to make a Glowing Black Potion (no-fail).


Upon handing the potion to Grennik:

You gain experience!!

Grennik Neltrin holds the vial carefully between her fingers as she spins it slowly in the light. 'Yes I believe the potion is complete now. Of course we can never be certain until one of us drinks it. Since you prepared it would stand to reason for you to try it.'

She lifts the dark potion towards ______ and ______ reaches out and takes it from her. ______ takes a deep breath and brings the potion to his lips. The smell nearly makes him faint, but he regains his composure and swallows it in one giant gulp.

You are suddenly filled with dark warmth as the potion slides down into your stomach. You can almost sense it invading your body, battling with your defenses. You stomach turns as the venom and blood mixes in your stomach and you fight the urge to pass out. You focus all of your energy on combating the poison inside you and your body begins to turn the venom. Eventually the poison grows silent inside you and only a slight warmth is left in its place. You have conquered the poison.'

Clerics and Druids receive the Spell: Pure Blood while Shaman receive the Spell: Blood of Nadox. Reward: Spell: Pureblood
Reward: Spell: Blood of Nadox

Elemental Empathy (Normal): After completing the quest for the 44th spell Primal Remedy, you get this text from Vera:

Vera says 'Thank goodness my sister is feeling better. While you were gone, I was able to figure out the exact healing power of the flicker liquid. I have transcribed it on this piece of parchment. Here, memorize this and may it serve you well. Now, if I can just figure out what sustains the lava elementals of Broken Skull. If you are up to it, I could use some [more assistance].'

You say, 'I will give you more assistance.'

Vera says 'Thank you. Apparently, from rumors I have heard here in the lighthouse, the luggalds use some form of serum to harness the minds of the pirates and make them into slaves. Not only do they control the slaves, but they have also found a way to make them stronger. I suspect if you could get me some of the substance that the luggalds use to stoke the flames of strength in their slaves, I could find a way to transform it into a form we could use on the elementals of our craft. Are you willing to take a chance and make a [dangerous journey]?'

You say, 'I will make a dangerous journey.'

Vera says 'Then journey deep into the mines of Torgiran and look for an elemental power on luggalds in the mines. Bring me three of the elements they use. I suspect they harness its power from the giant seam of lava splitting the mines.'

Go to the Torgiran Mines and camp the luggald behind the secret door near location +1750, -650. "Strength of Lava" drops once in every three or four kills. These are the "elements" Vera spoke of. Go back to her and hand them in.

Vera takes the components from you and again puts them in her brazier. She begins a chant and raises her arms towards the sky. As she chants, the elements in the brazier light up brightly and begin to fragment. As they drift skyward they form into patterns of archaic runes. Vera's chant forces the runes into a pattern. The pattern is burned into your vision, even when you close your eyes. Knowing that the runes will fade, you quickly pluck up a pen and parchment to jot the runes down. Vera's chant fades and the night grows dark again. She looks over your parchment and says, 'Let me translate that into something useful for you.'

You gain experience!!

At this point Vera gives you a no drop parchment called "Scribbed Runes" [sic]. Give it back to her.

Vera makes a copy of your parchment, adding some extra symbols at the end. 'See, I told you it would be useless to you until I translated it. I shall journey home, now, and place this new scroll within the libraries of Solusek. I thank you for your help and wish you hearty adventures.'

In return, you receive the spell Elemental Empathy. Reward: Spell: Elemental Empathy

Ethereal Cleansing (Normal): You say, 'Hail Millius Darkwater.'

Millius Darkwater lifts his sword out of the water at his feet and scans his eyes across you. 'Hello. The waters stir angrily today. Prexus is not pleased at the tarnishing of his waters by the spawn of Innoruuk. The Deepwater Knights have been trying to locate this [place] for many years.'

You say, 'What place?'

Millius Darkwater says, 'These legends of Broken Skull Rock have been whispered for years. Indeed several of our greatest vessels were lost while in search of this island. Many of our [knights] died trying to cleanse Prexus' waters of this great Evil.'

You say, 'What knights?'

Millius Darkwater says, 'Most recently a Cavalier named Chester Steelblade went in search of the legend. He was gone at sea for months before we received word from him. The letter we received spoke of a map that he'd found as well as a somewhat cryptic reference to having found the [key] to Broken Skull Rock. One of our [clerics] took a small group out in search of him, but we have received no news from either group.'

You say, 'What key?'

Millius Darkwater says, 'He didn't give any more information about the key, but we're sure that he must have found something that led him here. We have found no sign of him or his crew yet. Truthfully it would be a miracle if he were still alive. I follow his path in hopes that I can continue his work where he left off. If he is dead then his spirit may yet linger here. Tied to this world by his unfinished task.'

You say, 'What clerics?'

Millius Darkwater says, 'The cleric that went in search of Chester's crew is called Alina Crystalia and she was barely more then a student when she left. We didn't want to let her go, but ultimately we had little say in the matter. She was always very fond of Chester. She may have in fact found him, although I suspect too late to save either of them. Clerics of Prexus are required to carry with them a Deepwater Emblem to identify them, If nothing else I hope to find Alinia's emblem to return it to Erudin.'

Loot A Black Medallion off a Troll Plunderer and turn it in to Millius Darkwater.

Millius Darkwater says, 'Taken for one of the pirates you said? Interesting. This medallion does seem to resemble what Chester described in his last letter to Eurdin. I can sense the spirit of one of our order nearby. It is in terrible torment, I suspect Chester's spirit has been bound here by the dark curse of Innoruuk. You must find him and set him free. If you find him, show him this necklace to remind him of this unfinished errand. Perhanps he can help you complete what he could not do alone.'

You gain experience!!

Millius Darkwater hands you back A Black Skull Necklace.

Head to -1100, -1100 and find a male Erudite Spirit (name?). He will be attacked by other undead around him so do this quickly.

The undead do not attack him, but if you keep the surrounding area clear of undead while you wait for him to spawn you should not have any problems when he does spawn.

When you turn the Necklace into him, he will reward you with the spell Ethereal Cleansing and A Glowing Black Skull Necklace (for the 2nd Paladin LOY spell?).


an erudite spirit looks at you with piercing eyes that tear through your heart. His ethereal fingers close around the necklace. A blinding light surrounds both the necklace and the transparent figure as you shield your eyes away. When the light dies down you look to see the necklace, now softly glowing, sitting on the sand. As you pick it up you notice a wet scroll half buried in the sand beneath it. A voice echoes in your mind. 'Find him.' Reward: Spell: Ethereal Cleansing
Reward: Glowing Black Skull Necklace

Finger Bones (Normal): You say, 'Hail, Dimaal the Spiritmaster'

Dimaal the Spiritmaster says 'Ahh a visitor, I see? Welcome to the Cave of the Damned. I am the keeper of these caves, and I have been charged with holding the spiritual [manifestations] at bay. Many bloody battles have been fought on the shores of Gunthak, many more battles will be fought here.'

You say, 'What manifestations?'

Dimaal the Spiritmaster says 'Most of the spirits that perish on the beach move on to the next world, though a few remain bound to their ships or comrades and remain on the shore. Every once in a great while, however, a spirit breaks its bond to the beach and is drawn to this cave. There is magic in this cave, dark magic. The spirits that find their way here draw power from the magic in the caves. I assure that the spirits that find their way here remain contained in the cave, along with their [treasures].'

You say, 'What treasures?'

Dimaal the Spiritmaster smiles. 'I figured that would pique your interest. A few of the spirits here managed to retain a portion of their material possessions. If you wish, I can channel the spirits into a form where you may request their treasures. Of course, there is a [price].'

You say, 'What price?'

Dimaal the Spiritmaster says 'Finger bones. There is strong magic in the bones of our fingers, and I use such bones to summon the spirits, as well as keep them bound to this cave. Bring me four identical finger bones, the better condition the bones are in, the stronger the spirits I call will be.'

Broken finger bones drop in the main pirate village, Pristine finger bones drop in the Castle, and Cracked finger bones drop off of undeads on the beach. Hand in set of 4 bones unstacked to Dimaal once you are ready to proceed. Next comes a few waves of mobs from 4 to 8 per wave and 3 to 5 waves, level of mobs varies with the quality of the bones given. There is a break of a few minutes between each wave. The cracked bones produce the weakest mobs, the broken bones produce medium difficulty mobs, and the pristine bones produce the strongest mobs. Just before the last wave he says the following and spawns wave with a named mob.

Dimaal the Spiritmaster says 'You seem to have this situation under control. I will depart now. Best of luck.'

Mobs:

Cracked finger bones
A doomed partisan
a doomed sorcerer
a doomed curate
an emaciated zombie
Simati the Cursed

Broken finger bones
A cursed conscript
A cursed magus
A cursed vicar
Tagai Darkheart

Pristine finger bones
A fallen knight
A fallen priest
a fallen thaumaturge
Phizan Crindo
Vaal ti`Lia
Reward: Waterlogged Leather Tunic
Reward: Greatsword of Lost Souls
Reward: Cape of Final Rites
Reward: Charm of Bravery
Reward: Runed Fighter's Mantle
Reward: Petrified Fibula
Reward: Forboding Helm
Reward: Carved Wooden Mask
Reward: Girdle of the Forgotten Prophet

Frozen Harpoon (Normal): This is a wizard-only quest. If you're not a wizard, Lairyn Debeian replies with a generic answer.

Lairyn Debeian is an Erudite in one of the houses surrounding the lighthouse in the Gulf of Gunthak at +1615, -50.

You say, 'Hail, Lairyn Debeian'

Lairyn Debeian peers up from his journal and smiles at you warmly, 'Greetings, friend. I was so involved in my research that I did not hear you approaching.' He closes the leather-bound tome and pats it with one slender hand. 'Please forgive my lack of courtesy. I am Lairyn from the order of the Crimson Hands, and this little book here is my life's work. I am currently unraveling the secret of a [new power] that has emerged on Broken Skull Rock.'

You say, 'What new power?'

Lairyn Debeian says 'The strange beasts known as Luggalds that reside on Broken Skull Rock have an amazing power over the dark waters of the deep. They are able to conjure it up in the form of an immense spear of ice. I have seen them do so with my own eyes, though I was watching from afar, of course. I would not dare venture close enough to anger the foul beasts. Their grasp of this magic is simply breathtaking, and from my observations alone, I am very close to unlocking their methods. Unfortunately, I have run into an obstacle, as I cannot complete my research without something more tangible. If only I were brave enough to get closer, or foolish enough. As you can see, I am more intellectual than adventurer.' At this, Lairyn chuckles and his spectacles slip a little further down his nose.

You say, 'I am brave enough.'

Lairyn Debeian gasps in apparent surprise, 'What? Are you certain you wish to put yourself in such a perilous position? Well I certainly can't turn down good help, so I'll tell you what I know. The Luggalds often utilize their spells against creatures in the waters of the harbor. Whether this is for practice, or for sport, or to ward off attackers I am not sure. I would suggest investigating the harbor for further evidence. Take this bag and bring me whatever you can find.'

He then hands you a Small Pouch. From here, swim south and find Aliaka Songscale, a named mermaid. She is hidden under a sunken boat, at 335, -565.

You say, 'Hail, Aliaka Songscale'

Aliaka Songscale flinches as you initially approach, but appears more at ease when she realizes you are not an immediate threat. 'Ah, thank Prexus you are not one of them. Not that this guarantees that you are any less dangerous, so please state your intentions clearly. We have suffered much [abuse] at the hands of other races, and in particular I do not appreciate the pain that the sea trolls inflict upon my sisters.'

You say, 'What abuse?'

Aliaka Songscale speaks, her visage one of sadness and despair, 'This shore has forever been the home of my people, but we are practically driven into hiding now, forced to flee and scatter when the Luggalds come near. At their whim, the fiendish beasts lance us with their icy spears. The cold chill bites and the pain is horrible. In fact, there are still fragments of the dark ice embedded in my scales from their last attack. I believe they only mean to torment and not kill us, as so far there have been few deaths. Now that you understand our plight, what is it you want from me?'

You say, 'I want the fragments of dark ice.'

Aliaka Songscale smirks, 'Forgive my hesitance in trusting a stranger, but the frozen shards are quite painful, and removing them would be even more so. Perhaps we can trade services? I will give you some willingly if you would complete a [task] first.'

You say, 'What task?'

Aliaka Songscale says 'As a sign of loyalty, and to avenge the innocent blood that was spilt by the Luggalds, I would like you to cut down some of the fiends and bring proof of their demise. Use whatever means necessary. Grant them no quarter and expect none in return. For each of their dark hearts, I will trade pieces of the ice that you seem so interested in. I will accept nothing else.'

Now, you need to get 4 Luggald hearts. These need to be turned into Aliaka, she will give you a Fragment of Dark Ice for each one you give her. They are a semi-rare drop off of the luggalds in the Crypt of Nadox, Dulak's Harbor and Torgiran Mines.

Aliaka Songscale clenches her jaw as she wrenches a glimmering obsidian shard from between her scales. 'As promised here is what you desired. What I wouldn't give to have them taste thier own bitter magic.'

Once you get 4 shards, combine them in your Small Pouch that Lairyn gave you. Give the Pouch of Dark Ice back to Lairyn and he will hand you a copy of Frozen Harpoon.
Reward: Spell: Frozen Harpoon

Healing Waters (Normal): The quest starts with Nolwik Barquin near the lighthouse in Gunthak.

You say, 'Hail, Nolwik Barquin'

Nolwik Barquin says 'The salty air grows stale in this place. As if the essence of Tunare and Karana have been shut out by the dark tide of Broken Skull. The wind of Karana grows wild and restless, and the water of the mother turns black as it touches the tainted stone of Innoruuk. Were it not for my [promise] to Xanuusus I would not be here.'

You say, 'What promise?'

Nolwik Barquin says 'Since I was a boy, Xanuusus has entrusted me with a pair of holy symbols, one of Karana, and one of Tunare. I guarded them faithfully since that day until recently. I had been patrolling Innothule swamp in hopes of finding the wayward trolls that had been disturbing those of Tunare's children that inhabit the wetlands. Unknown to me at the time, a new [presence] was there in the swamp that day.'

You say, 'What presence?'

Nolwik Barquin says 'I had just found a troll threatening a water moccasin a fair distance from the gates of Grobb. The troll looked to be dressed a bit differently then most of the other trolls I'd found recently. He had a patch over one eye, and his armor appeared to be of much higher quality then anything the Bashers normally carried. I paid it no heed though, and continued planning my [attack] on the unsuspecting troll.'

You say, 'What attack?'

Nolwik Barquin says 'Just as I was beginning to weave my first spell against the troll, a large wet figure struck me by surprise knocking me to the ground. I staggered to my feet and looked at my attacker. It was a larger then normal troll holding a rather large curved sword and shield. It scowled at me with a sort of enraged hunger as it licked its lips in apparent anticipation of a fresh [meal].'

You say, 'What meal?'

Nolwik Barquin says 'As fate would have it the troll would go hungry that night. Although I was badly injured from his initial strike, I was able to stand and weave the roots of the nearby trees around his feet which allowed me time to gate away before more of his friends arrived. It wasn't until I arrived in the plains of Karana that I realized that I had lost my holy [emblems].'

You say, 'What holy emblems?'

Nolwik Barquin says 'I highly doubt that the trolls know the importance of the symbols they have stolen from me, but I am sure they at least recognize the value of the metal they were forged from. I suspect that they have tossed them in with the rest of their treasure as if they were nothing more then gold coins. I must get them back at all costs.'

You are looking for two medallions in Dulak's harbor. Both look like gold coins and are called "A Golden Emblem" (magic item, no drop, ranger only). When identified, the item lore in your chat box is: "Symbol of Karana" or "Symbol of Tunare." You need one of each emblem. They seem to be a fairly rare drop off of "a shady treasure sorter" and "a storage worker" in Dulak Harbor. The sorters have the Karana symbol and the workers have the Tunare symbol. These two mobs are mostly found in warehouses along with "a storage attendant" but the attendant does NOT drop anything for this quest.

Return one of each type of "A Golden Emblem" to Nolwik Barquin in Gunthak to receive your Spell: Healing Water.


Nolwik Barquin gasps as you hand him the two symbols. 'I am in your debt, _____. There is nothing I can ever do to repay you, but I can at least teach you of the healing water that Tunare has shown me how to control. Take this scroll, I pray to Tunare that it will serve you well.'

Receive Spell: Healing Water. Reward: Spell: Healing Water

High Level Research (Normal): Is this class still active post-research revamp?

Researcher Alvarik is located at +1375, +75. If you are an INT-based caster class with a research skill over 100:

You say, 'Hail, Researcher Alvarik'

Researcher Alvarik says 'Hello there. Are you too a student of the arcane?'

You say, 'Yes, I am a student of the arcane.'

Researcher Alvarik says 'Excellent. I hold myself as a master of researching the arcane. Even though I study mostly in the art of wizardry, I still carry tomes of the other realms. If you are a master of research and would like to borrow a copy of the research tome, let me know what school of magic you belong to and I may be able to help you out. I also carry with me hand copied works of the masters. If you like you can buy one from me for a small fee.'

He carries necromancer and wizard books, which outline the recipes for high-level spells. His assistant, Assistant Vagli, has the books for enchanters and magicians. Each class has around 8 books, and each book costs around 2 pp.

You say, 'I am an enchanter.'

Researcher Alvarik says 'So you fancy yourself an enchanter? I dabble a bit in it myself, though I am more interested in the art of explosions! Nevertheless, here is the Phantasmist's Tome. Good luck to you in your studies!'

You receive a Phantasmal Tome.

If you claim to be something you are not:

Researcher Alvarik says 'Do you take me for a fool? It is obvious that you are not what you state. Begone from my sight, your false statements disgust me and insult the realms of the arcane.'

Need all dialogues. Reward: Sorcerer's Lexicon
Reward: Phantasmal Tome
Reward: Arch Magus Grimoire
Reward: Warlock's Book of Binding

Icewind (Normal): You say, 'Hail, Gaudric Stormwynd'

Gaudric Stormwynd says 'Greetings, Lenasan. What brings you to this forsaken rock? I have been sent here by the council of Surefall Glade to gather information about this Island. This place seethes with anger and hatred, and even the familiar [winds] of Karana blow with a cold bite. So far the creatures have all proved very hostile, even to a follow of Karana. I suspect that the curse of Innoruuk has caused them be very aggressive towards all outsiders. I have been able to gather some information on a new race of [insect] though'

You say, 'What winds?'

Gaudric Stormwynd says 'The fury of a truly torrential storm is a beautiful thing. Even in their destruction they bring the birth of new life. Such is the cycle of life on Norrath, from the ashes nature always rebuilds. The trolls care nothing for this cycle though, and merely use the power of the storm to fill their treasuries. I hear the tormented cries of tempest [spirits] across the wind.'

You say, 'What spirits?'

Gaudric Stormwynd says 'I believe the followers of Nadox have found a way to control the spirits of the tempest by capturing them in amulets made of the black rock from the island. Bring me one of their amulets and I may be able to free the spirit from it.'

Loot a Glowing Zraxthril Amulet from a Broken Skull Adherent and bring it back to Gaudric.

Gaudric Stormwynd takes the amulet from your hands and holds it in front of his eyes. He begins to speak arcane words into the stone, holding his other hand under the amulet. The amulet begins to spasm around crazily on its cord as if some creature was trying to escape from it. Sweat begins to bead up at Gaudric's brow. Suddenly the amulet explodes with light and Gadric is thrown to the ground. You reach down and carefully pick the amulet from the ground. You notice a large crack across the face. A watery visage begins to rise from the crack and take shape before you. The tempest spriti coalesces into a vaguely humanoid form and motions toward you. He points directly to the amulet in your hands.

You receive a Cracked Zraxthril Amulet. A Tempest Spirit will then spawn behind you. Give the cracked amulet to the spirit to receive the Icewind spell.

A tempest spirit takes the amulet from you and holds it in its watery hand. The wind around you rises and the sea begins to swell. The spirit melts into a swirling pool at your feet. You gaze down into the pool and notice it begin to shrink in circumference. It continues to shrink and spin until finally there is nothing left but a small blue amulet on the ground. You reach to pick it up and hear an echo from the sea. 'Call us and we will aid you.'

Receive the Spell: Icewind Reward: Spell: Icewind

Impassive Sea (Stoicism Spell Quest) (Normal): The quest begins in The Gulf of Gunthak. Talk to An Impassive Sea Spirit located about (pos)600, (neg)300 under a broken ship hull.

"You say, 'Hail, an impassive sea spirit'"

"An impassive sea spirit sways back and forth, rocking with the gentle motions of the tide. You are nearly mesmerized by its periodic fluctuation, when it suddenly speaks, 'I watch you as you watch me, and I wonder. Do you realize how to become empty of wishes, of dreams, of hope and sorrow? What do you know, strange one, about the virtue of null emotion? Do you understand how to be as unwavering as the ocean itself? Can you envision yourself as the pebble in the river? Can you mute feeling? Do you [dare to learn]?'"

"You say, 'I dare to learn.'"

"An impassive sea spirit says, 'We will see, Dreamhunter, we will see. If you are a willing pupil then demonstrate that you have begun to comprehend. Bring me something empty that previously numbed feeling and therefore brought emptiness to its possessor. You should not have to travel far.'"

Go to Dulak's Harbor. In the first row of houses to the right as you enter the zone, a Drunken Pirate spawns. Singling him out may be a little difficult. What I did is I went behind the second and third house, in the little growe in the wall and pulled there. The street infront the houses is patroled and the mobs will add if you pull as the patrolman passes. The best way to do it is to forget the pet, invisible yourself, find a drunken pirate in one of the houses, target him, go outside and cast a spell - yes you can cast through a wall here.

The item that you need to get from the pirate is:

Empty Flask
LORE ITEM NO DROP
Wt: 0.5 Size: MEDIUM
Class: SHM
Race: None
Identifies as: Item Lore: Smells faintly of Rum.

The pirates also drop a "Broken Bottle" which is not the one that you need (identifies as: Item Lore: Smells of wine.)

Once you acquired the empty flask, return to the impassive sea spirit in Gunthak. Make sure that you have an empty slot in your inventory, since the item that he gives you upon turning the empty bottle in will not fit in any container.
Handing him the empty flask results with:

"An impassive sea spirit says, 'Well done, strange one. Your perception is admirable.' The spirit hands you an incredibly heavy rock. 'Can you, Dreamhunter, be as [impassive as the sea]?'"

(You get)
A Large Rock
LORE ITEM NO DROP
Wt: 25.4 Size: GIANT
Class: SHM
Race: None
Identifies as: Item Lore: A Large Rock.

"You say, 'I can be as impassive as the sea.'"

"An impassive sea spirit removes his gaze from the ocean and looks at you, 'Perhaps you can be, but I require proof. If you can defeat the smallest elements of the ocean I shall reward you. Hand me their essences and I shall know you have completed the task. When you are ready to challenge them hand me back that rock.'"

Handing him the rock back will spawn "flotsam" and "jetsam," a pair of level 36 water elementals. They spawn near the entrance to the hull and you need to kill them and loot their dropsl; "flotsam" drops a Small Piece of Flotsam and "jetsam" drops a Small Piece of Jetsam.

An impassive sea spirit melds with the murky ocean water, and two elements of the sea appear.

Handing the two pieces to the impassive spirit results with:

"Now you comprehend. This is the way things are, and the way they have always been. Your acceptance of these truths proves your worthiness."

You get the scroll: Spell: Stoicism
Reward: Spell: Stoicism

Leviathan Eyes (Normal): Go to the harbor and speak with Ofala Olan, an erudite in a yellow robe in one of the houses near the lighthouse at 1456, 139.

You say, 'Hail, Ofala Olan'

Ofala Olan says 'Salutations! It is nice to see one such as you in these parts; I do get lonely for some intelligent conversation around here once in awhile. The majority of the time however, I am much too preoccupied [researching]. There are so many interesting things to discover in a new area!'

You say, 'What researching?'

Ofala Olan says 'Many things actually. The very land of this island has interesting peculiarities due to the foreign plant life and substances the pirates have introduced into the ecology. I have been working most specifically on deciphering what portions of the strange materials may hold magical properties that could be useful to our work as Enchanters. Why, just the other day I believe I was on the verge of a great breakthrough with some odd substances I had mixed together, unfortunately I was careless and did not seal the vial tightly enough. When I awoke the next morning the [specimen] had completely evaporated.'

You say, 'What specimen?'

Ofala Olan says 'Among some of the substances I was experimenting with, I began to notice some peculiar attributes. I noticed some of the dark priests taking cuttings from certain mushrooms, and began experimenting with that first. I discovered that they could be boiled into a salve that had the most wondrous properties for the eyes! (sighs) It will take me ages to get the [necessary components] back to pick up where I left off on that particular spell, not to mention the research that I am compiling for my [brother] to assist with his specialties. I have enough material here to keep me swamped for ages, those spells will just have to wait!'

You say, 'What necessary components?'

Ofala Olan says 'Well, I believe that with two specific substances I can concoct a potion that will give certain effects for a specific amount of time. If I have these components I believe I have the understanding to capture the essence of them within a spell, so that the effects may be recalled at will. For this I would need the stalk of one of the local mushrooms, they secrete a fluid that is useful. I also need a mermaid scale from a mermaid here in the Gulf. Are you still willing to [assist] with this?'

You say, 'I will assist you'

Ofala Olan says 'Take this vial with you then to contain the items that I have requested. Once you have them trapped inside, blend them together by sealing the bottle and shaking gently. Then bring it to me and I will see what I can do about finishing the task. Should the mixture prove true and I unlock the secret of the potion, I will share it with you for your efforts. Be very careful however, as always in dealing with items that we are not yet fully familiar with, the materials may prove dangerous!'

Receive a four-slot bottle named "A Dusty Glass Vial."

Near the big iron gate in the water near the harbor is a shipwreck. Inside and underwater, you will find a mermaid named Latiza Trelune. Her location is approximately +264, +5.

In the caves, you will find mushrooms and lotus flowers. Kill them until you find a blue lotus petal.

Then kill mushrooms, drogmors, and lotuses in the caves until you get a Pungent Fluid.

You say, 'Hail, Latiza Trelune'

Latiza Trelune eyes you coolly, taking particular interest in the shining pieces of your array. 'Yes, Sorcerius? Is there something in particular that you were looking for? (chuckles) Do not be taken aback that I know your name. People of my kind have always been a bit more observant than yours.'

Give a Blue Lotus Petal to Latiza Trelune.

Latiza Trelune looks delighted and tucks the petal into a lock of her hair. 'How lovely! Here then, a scale you shall have. Do not be surprised if nothing comes of it, but I do thank you for the gift. Best of luck to you, dear mortal.'

Put the fluid and scale in the glass vial and hit combine to produce a Swirling Vial.

Return to Ofala Olan and give her the Swirling Vial.

Ofala Olan takes the vial gently from your hands and begins murmuring quietly. Thick incense smoke moves lazily through the air as she works, curling about and hanging onto your clothing. The strange liquid inside the vial begins to glow a deep red and seemingly moves of its own volition. Ofala quickly smears a bit of the substance about her eyes and looks up at you. 'We have solved it! I believe I can recall this again, let me get this down for you now before the spell wears. Use it well.' Withdrawing a fine quill from a pouch at her waist, she dips the tip into the swirling potion and scrawls out the words of a spell onto parchment.

You gain experience!!

Receive the Spell: Leviathan Eyes. Reward: Spell: Leviathan Eyes

Light of Life (Normal): After completing the Ethereal Cleansing quest, you will receive a Glowing Black Skull Necklace.

You say, 'Hail, Millius Darkwater'

Millius Darkwater lifts his sword out of the water at his feet and scans his eyes across you. 'Hello, ______. The waters stir angrily today. Prexus is not pleased at the tarnishing of his waters by the spawn of Innoruuk. The Deepwater Knights have been trying to locate this [place] for many years.'

You say, 'What place?'

Millius Darkwater says 'The legends of Broken Skull Rock have been whispered for years. Indeed several of our greatest vessels were lost while in search of this island. Many of our [knights] died trying to cleanse Prexus' waters of this great Evil.'

You say, 'What knights?'

Millius Darkwater says 'Most recently a Cavalier named Chester Steelblade went in search of the legend. He was gone at sea for months before we received word from him. The letter we received spoke of a map that he'd found as well as a somewhat cryptic reference to having found the [key] to Broken Skull Rock. One of our [clerics] took a small group out in search of him, but we have received no news from either group.'

You say, 'What key?'

Millius Darkwater says 'He didn't give any more information about the key, but we're sure that he must have found something that led him here. We have found no sign of him or his crew yet. Truthfully it would be a miracle if he were still alive. I follow his path in hopes that I can continue his work where he left off. If he is dead then his spirit may yet linger here. Tied to this world by his unfinished task.'

Intermediate dialogues needed.

Give Millius the Glowing Black Skull Necklace and he'll tell you that you still haven't found Chester.

To find Chester: Zone in to Dulak's Harbor, go into the lighthouse and into the secret passage. Go straight until you come to an "octopus bridge" (you'll know what it is when you see it). Mid-way across the bridge there is a branch that goes to the right. Take that branch. At the end of this tunnel you will see a stone-brick entrance with some steps down into a passage. This is where you want to be, just before the steps (p1404, n416).

Chester Steelblade spawns in the far right corner in front of you (about an hour long spawn). He does have a place holder, so keep the area free of MOB's (they were mostly dark blue Luggalds, at Level 52).


You say, 'Hail, Chester Steelblade'

A soft glow fills the cavern as an ethereal form begins to form in front of you. The stern face of a middle aged Erudite forms from the swirling mists and begins to speak to you. 'Find the key to Brokenskull and free me from my torment.'

Give him the Glowing Black Skull Necklace.

Chester Steelblade twitches as the necklace touches the ethereal form. You feel unfamiliar hands in your packs, but before you can check them, the stern face of the ghost turns into a snarl. The spirit's hands dart forward and take hold of your throat with an unholy strength.

You receive Spell: Light of Life. He will then attack you. Deal with him as you wish (note: He is undead) and be on your way. Reward: Spell: Light of Life

Primal Remedy (Normal): This is the quest to get the spell Primal Remedy, the 44th level Magician pet heal spell in LOY.

Vera is in one of the huts near the lighthouse in Gunthak.

You say, 'Hail, Vera'

Vera says 'Why hello there. It's quite a sunny day out here upon the rocks of Broken Skull, wouldn't you agree? It's nowhere near as hot as the temple of Solusek Ro, though. The breeze here is quite refreshing. To be honest, though, I already miss home and wish to return back as soon as I can. These pirates are quite dirty and smelly, but I must complete my [mission] before I return home.'

You say, 'What mission?'

Vera says 'My twin sister, Vira, has developed quite an illness and is confined to her quarters back in the temple. The clerics are baffled by it. At one moment she is hot and raging to the touch and the next she is as cold as the deep sea. If such an illness is impossible for the priests to cure, I must cure her in the only way I know how. I came out here to investigate the way the waters of Gunthak cool the hot lava coming from under the volcano of Broken Skull. The mixing of these two elements sometimes causes powerful elementals to manifest themselves here. I have a feeling that, by mixing the elements of the sea and the elements of the lava, I can make a potion that will soothe my sister. [Will you help] me?'

You say, 'I will help you'

Vera says 'Wonderful! The luggalds of this area make sport of the elementals that are birthed here. They take the life flickers of these elementals for hateful sacrifice to their foul god. Go and dispatch these followers of hate and return to me a flicker of lava and a flicker of sea. Please hurry! I know not how long my sister can hold out!'

Head across the water into tunnels, take first left and you'll see a fort. Go inside and there is a temple structure in the middle. Inside there are 4 spawns with luggalds that drop the flickers.

Vera takes the flickers from you, places them in a metal brazier and begins to chant in a deep rumbling tone. After a few moments of chanting, the flickers coalesce into one and form a pale, light blue liquid in the bottom of the brazier. Vera picks up a vial, corks half the substance within, and hands it to you. 'Wonderful! This should do the trick. Take this vial to my sister, Vira, in the Temple of Solusek Ro. I would make the trip, but I have discovered something I must investigate further.'

Go to the Temple of Solusek Ro, find Vira (she's the one that gave us our focus quests, remember?) :)

Give her the vial (apprehensive faction will do).

Vira swallows the liquid in the vial. After a few minutes, you notice the fire in the small gnome subside. She looks up at you and says, 'Why thank you. My twin was correct in her assumption of the power of the elements of Broken Skull. It's curious that she remained behind. Here, take this note to her so she can be assured that I am on the road to recovery.'

Go back to Gunthak and give the letter to Vera to receive the spell Primal Remedy. This leads into the quest for the higher level spell Elemental Empathy.

You gain experience!!

Vera says 'Thank goodness my sister is feeling better. While you were gone, I was able to figure out the exact healing power of the flicker liquid. I have transcribed it on this piece of parchment. Here, memorize this and may it serve you well. Now, if I can just figure out what sustains the lava elementals of Broken Skull. If you are up to it, I could use some [more assistance].' Reward: Spell: Primal Remedy

Relics of the Luggalds (Normal): Talk to Gwen Lonnes

Gwen Lonnes can be found in Gulf of Gunthak between the lighthouse and the stables.

You say, 'Hail, Gwen Lonnes'

Gwen Lonnes swirls her leg around and nearly takes your head off with a powerful roundhouse kick. Apparently she doesn't like to be surprised while practicing her forms. 'What is it whelp, I have little time to waste speaking to weaklings. I must be in top form if I am to do battle with the pirates of Broken Skull, not to mention their fishy friends the [Luggalds].' She then turns back to her forms.

You say, 'What are the Luggalds?'

Gwen Lonnes whips her arm around and slashes it towards your face. It stops a mere inch squarely in front of your nose. 'You obviously just got off the boat, ______. Anyone who's been here more then a day knows about the Luggalds. Rumors say they are the new children of Innoruuk, created to serve their dark master in the aqueous lands of Norrath. Even now they sit in their caves deep within Broken Skull, weaving their magics and making plans to gather more relics of the old age. Few have seen what lies under their dark robes and lived to tell about it. Indeed the [robes] seem to have some sort of dark enchantment on them.'

You say, 'What robes?'

Gwen Lonnes says 'The dark cloth that the Luggalds wear is made with some manner of enchantment. It allows them much of the same protection that normally requires heavy armor. I hope to take a robe from one of them and possibly use it against them, but they are very cunning and have so far eluded me on my journeys on to the island. So far the only thing I've discovered that will cut though this odd fabric is glass. If I had some sections of robe and a glass shard, I might be able to fashion the robe into something quite useful.'

Part 1

Give Gwen A Sharp Glass Shard (off a Tavern Wench in either of the taverns in Dulak's Harbor) and A Torn Luggald Robe (off any luggald in the secret caves in Dulak's Harbor, robed or not). Both are rather rare drops.

You gain experience!!

Gwen Lonnes stops her practice cold as you show her the torn robe. She seems to be fairly impressed, but her words convey a different message. 'Where did you get this? You're trying to tell me you took it from a Luggald yourself? What, did you find one on a rotting corpse somewhere? Bah, whatever the method it is still somewhat useful. Not exactly a prime specimen, but it will do.' She takes the glass shard and begins to cut long sections of fabric from the robe. She takes several strands and begins to weave them into a sort of braid. She hands it to you when she's made a sizeable length of cord.

Gwen Lonnes says 'Here, place this around your neck and it should offer you some small bit of protection. As long as you're interested in scavenging, you might try to find a few [other things] for me as well.'

You receive a Dark Cord of Broken Skull.

You say, 'What other things?'

Gwen Lonnes says 'The Broken Skull clan has long used a special type of ink in their tattooing which is said to give them power in combat. I am curious to study the qualities of this ink. I have also seen several of the Shaman carry dark ore stones from time to time. I suspect that I may be able to tie the ink to the stone and hang it from that necklace I gave you to create a powerful amulet. Bring me a stone, ink and your dark cord and we shall see if the rumor of their power is true.'

Part 2

After you hand in the pieces for Part 1, she wants two additional items: A Vial of Broken Skull Clan Ink (Bloodguards in Torgiran Mines) and A Dark Ore Amulet (off various mobs in the Crypt of Nadox). Hand these in.

You gain experience!!

Gwen Lonnes takes the stone from you and dips her finger in the jar of ink. She then begins to mark runes all across the surface of the stone. She then takes the stone and hangs it from your dark cord and hands it back to you. 'I find it hard to believe you managed to do this ______, but I have kept my promise. I have either vastly overestimated the Luggalds or I have considerably understestimated you.'

You receive an Amulet of Dark Waters. Reward: Dark Cord of Broken Skull
Reward: Amulet of Dark Waters

Rescue the Shipwrecked Sailor (Normal): You say, 'Hail, a shipwrecked hatestorm sailor'

a shipwrecked hatestorm sailor says 'Wot do you want? I be tired after [big trouble].' This Troll's speech gives you the impression that he is not the smartest being you have ever dealt with.'

You say, 'What big trouble?'

a shipwrecked hatestorm sailor says 'Me's and me crew come to dock here but a big storm come and smash our ship. I thinks me the only one alive now. Da ship and all [loots] are now gone.'

You say, 'What loots?'

a shipwrecked hatestorm sailor says 'Da loots from da other ship dat we attacked. Dat ship gone now too becuz of da big storm. ' An almost sly look seems to grow across the troll's scarred face. 'Yous wants da loots? Mebbe me can helps you if you can [help] me?'

You say, 'I can help you.'

a shipwrecked hatestorm sailor says 'Now dat I have no ship, methinks dat I will have ta work in da mines agin. Me not want that. Dere be no ale in dere and me luvs da ale. You gets me da [safe passage] to da maynland and mebbe me can tell you more about da loots.'

You say, 'What safe passage?'

a shipwrecked hatestorm sailor says 'I dunno. Mebbe you can gets me a note dat says me can ride on a ship to da maynland or sumthing.'

Go to Erudin and ask the boat master, Jordin Sretin (loc. +249, +6), for safe passage. He will give you a Note of Safe Passage to take back to the troll. Reward is a few coins (there seems to be a max level for the reward, though).

A shipwrecked hatestorm sailor says, ''Dis be gud. Better not trick me, becuz I get angry and it not good when me get angry. Me saw a lot of da loots come up to da beach. Da troll zombee mens come to da loots and take all. I not fights dem. Dat be truble dere.''
Scryer's Trespass (Normal): Ofala Olan can be found in one of the huts near the lighthouse in the Gulf of Gunthak.

You say, 'Hail, Ofala Olan'

Ofala Olan says 'Salutations! It is nice to see one such as you in these parts; I do get lonely for some intelligent conversation around here once in awhile. The majority of the time however, I am much too preoccupied [researching]. There are so many interesting things to discover in a new area!'

You say, 'What are you researching?'

Ofala Olan says 'Many things actually. The very land of this island has interesting peculiarities due to the foreign plant life and substances the pirates have introduced into the ecology. I have been working most specifically on deciphering what portions of the strange materials may hold magical properties that could be useful to our work as Enchanters. Why, just the other day I believe I was on the verge of a great breakthrough with some odd substances I had mixed together, unfortunately I was careless and did not seal the vial tightly enough. When I awoke the next morning the [specimen] had completely evaporated.'

You say, 'What specimen?'

Ofala Olan says 'Among some of the substances I was experimenting with, I began to notice some peculiar attributes. I noticed some of the dark priests taking cuttings from certain mushrooms, and began experimenting with that first. I discovered that they could be boiled into a salve that had the most wondrous properties for the eyes! *sighs* It will take me ages to get the [necessary components] back to pick up where I left off on that particular spell, not to mention the research that I am compiling for my [brother] to assist with his specialties. I have enough material here to keep me swamped for ages, those spells will just have to wait!'

You say, 'Who is your brother?'

Ofala Olan says 'My brother is also an accomplished enchanter by the name of Stofo Olan. He has been hard at work in Erudin researching for his teacher Jeb Lumsed. He has a keen sense for the properties of stone and other such solid objects. For some time now he has been attempting to harness the power of stone for use in some form of mind control, that could be activated through a piece of jewelry. Entirely by accident, it seems that such a substance has been in use on this island for some time. It is very dangerous however, and as such most of my work has been based in theories tossed back and forth between he and I. Are you [interested] in this [strange rock] as well?'

You say, 'I am interested in the strange rock.'

Ofala Olan says 'What a small world! I have skill with gem setting as many of our kind do, although I am afraid my specialties lie more with other types of elements and power. There have been stories of miners down in the Torgiran Mines losing their wits or becoming near zombie like in their actions. I have a hunch that whatever is doing this is being harvested there. Take good care down there, I fear that the miners themselves may not be too friendly. Travel into the mines and bring me two chunks of whatever the ore is that they are gathering, be sure it is of the type that glows brightly. Most likely the miners will have a few samples, but their masters probably have a few as well. Bring these to me with an enchanted bar of gold and I can fashion a test ring from it. Be careful!'

Hand her an Enchanted Gold Bar and two Gleaming Zraxthril Ores (dropped from bloodguards and miners in Torgiran Mines).

Ofala Olan eyes you with a new measure of respect. 'Very well done! I did not think you would be successful in this. Let me harness this energy quickly then you must have Stofo take a look at it!' Being careful not to touch the gems too much with her bare hands, Ofala Olan deftly crafts a slim golden band, crossing strands of gold across the dimly pulsing stones to bind them in place and protect the wearer from harm. 'He still holes himself up in that dim room in Erudin. I don't know HOW he studies like that, but take it to him please! I am sure he will be most interested.'

Your next destination is Erudin, where in the upper floor of the Vasty Deep Inn (Inn loc: -1179, -144, 52.03) you can find Stofo Olan (NPC loc: -1103, -58, 84.03). Hand him the ring and the note.

You gain experience!!
Stofo Olan scans the note quickly and gasps. Hardly glancing at you, he begins examining the ring, tearing through notes and books scattered about his dark room. As he pores over a scroll of parchment covered in strange texts his eyes light up, 'Yes, yes this is it! Ofala really found something quite remarkable in this one! Watch my friend.' The slim Erudite slips the ring onto his finger and the gem begins to throb, Stofo seems to draw the power into himself for a moment then carefully places the ring back onto his desk. He closes his eyes a moment then turns to you, the darkness in his eyes almost lends fear for a moment before he smiles. 'Thank you my friend, this stone is very dangerous, but I believe that I have accessed the powers within me through it. Take these words and use them well, perhaps the power shall work for you as well, and please tell my dear sister hello.'

Receive Spell: Scryer's Trespass. Reward: Spell: Scryer's Trespass

Stick it to Them (Normal): Assistant Vagli may be found at +1615, +160.

You say, 'Hail, Assistant Vagli'

Assistant Vagli says 'Greetings, friend. If you have come to study under the great Alvarik you have come to the right place! I help by carrying his research tomes for him. If there is one you would like to buy, feel free to browse through what we have. If you're looking for something to do, I may have a [task] available for you to get started on. Alvarik has much he needs done and I can't do it all myself!'

You say, 'What task?'

You have been assigned the task 'Stick it to Them'.

Nadox: Kill 10 luggald guardians
Nadox: Loot 4 Luggald Dagger

Bounty hunter extraordinaire. How does that sound? It's time to test your skills and to do so you're going to need to kill 10 luggald guardians, and quickly. You only receive the bounty if you make sure to loot 4 Luggald Dagger, though, so don't forget. You're going to have to prove yourself if if you want everyone to start calling you extraordinary.

Next step is to hand in 4 daggers (we need the exact task stage and descriptions):

Your task 'Stick it to Them' has been updated.
Your task 'Stick it to Them' has been updated.
Your task 'Stick it to Them' has been updated.
Your task 'Stick it to Them' has been updated.
You really are on the path to becoming extraordinary. Everyone believed the title you donned was fictional, but you really are almost worthy to hold the title. Here's your bounty, and who knows? If you keep up the good work, there may be more bounties for you to collect in the future.
You receive 6 copper.
You receive 1 silver.
You receive 5 gold.
You receive 55 platinum.
You gain experience!!
Swarm of Pain (Normal): You say, 'Hail, Gaudric Stormwynd'

Gaudric Stormwynd says 'Greeting. What brings you to this forsaken rock? I have been sent here by the council of Surefall Glade to gather information about this Island. This place seethes with anger and hatred, and even the familiar [winds] of Karana blow with a cold bite. So far the creatures have all proved very hostile, even to a follow of Karana. I suspect that the curse of Innoruuk has caused them be very aggressive towards all outsiders. I have been able to gather some information on a new race of [insect] though'

You say, 'What insects?'

Gaudric Stormwynd says 'A strange group of ant like creatures that I've named Nifiliks seems to be native to the island. I've never encountered creatures quite like this. They seem to have a sort of Hive consciousness. They have a vast range in size. The smallest are barely an inch or two across, while the largest can be upwards of four feet tall. The larger ones seem to be able to control the smaller ones by some sort of audible communication. I've heard the strange noises they make, but have yet to [mimic] them.'

You say, 'Why do you want to mimic them?'

Gaudric Stormwynd says 'The smallest ones do not seem to have as developed of a nervous system as the larger ones. They only act on the instincts and the commands of their masters. If we're able to mimic the sounds that they make, we may be able to control the smaller ones. If you're able to capture one of them alive and allow me to listen to its sounds I may be able to mimic them. You'll also need to bring me one of the smaller ones so I can observe its reactions.'

Now go kill "A Broken Skull Nifilik", which spawns on the shore directly South of Gaudric. You will need one �A tiny Nifilik� and one �A captured Nifilik�. They are fairly common drops.

Return to Gaudric with the Nifiliks.

You gain experience!!

Gaudric Stormwynd takes the small nifilik and places it on the ground at his feet. He then partially unties the larger one causing it to let out some sort of high-pitched wailing. The small niflik on the table immediately begins to run across the ground toward you. You try to jump away but the nifilik still manages to latch onto your boot and crawl up under your armor. You howl in pain as the tiny creature bites repeatedly at your skin. Gaudric rebinds the larger nifilik and it stops wailing. The tiny creature below your armor stops biting at your skin.

Gaudric Stormwynd begins to scrawl several runes on a parchment and then hands it to you. 'I believe I've worked it out now. Unfortunately, our voices won't be able to make the sounds necessary to control these creatures, but with the help of Karana's magic you'll be able to imitate the sounds enough to control the small creatures. Use their power wisely, Ninlawen. As you know their bite is quite painful.

Your reward is the spell Swarm of Pain. Reward: Spell: Swarm of Pain

Temperance (Normal): Go to the Gulf of Gunthak. The NPC you're looking for is Millius Darkwater, and he's on the left side of the lighthouse from the direction you zone in. He's standing on the edge of the platform looking out over the water.

Your Location is 1324.49, -100.93, 3.13

Millius Darkwater regards you indifferently -- what would you like your tombstone to say?

You say, 'Hail, Millius Darkwater'

Millius Darkwater lifts his sword out of the water at his feet and scans his eyes across you. 'Hello, ______. The waters stir angrily today. Prexus is not pleased at the tarnishing of his waters by the spawn of Innoruuk. The Deepwater Knights have been trying to locate this [place] for many years.'

You say, 'What place?'

Millius Darkwater says 'The legends of Broken Skull Rock have been whispered for years. Indeed several of our greatest vessels were lost while in search of this island. Many of our [knights] died trying to cleanse Prexus' waters of this great Evil.'

You say, 'What knights?'

Millius Darkwater says 'Most recently a Cavalier named Chester Steelblade went in search of the legend. He was gone at sea for months before we received word from him. The letter we received spoke of a map that he'd found as well as a somewhat cryptic reference to having found the [key] to Broken Skull Rock. One of our [clerics] took a small group out in search of him, but we have received no news from either group.'

You say, 'What key?'

Millius Darkwater says 'Chester was not very clear as to what he found, some sort of black stone skull from what was in his writings.. We're sure that he must have found something that led him here. We have found no sign of him or his crew yet. Truthfully it would be a miracle if he were still alive. I follow his path in hopes that I can continue his work where he left off. If he is dead then his spirit may yet linger here. Tied to this world by his unfinished task.'

You say, 'What clerics?'

Millius Darkwater says 'The cleric that went in search of Chester's crew is called Alina Crystalia and she was barely more than a student when she left. We didn't want to let her go, but ultimately we had little say in the matter. She was always very fond of Chester. She may have in fact found him, although I suspect too late to save either of them. Clerics of Prexus are required to carry with them a Deepwater Emblem to identify them, if nothing else I hope to find Alinia's emblem to return it to Erudin.'

Now you have to get "A Deepwater Emblem," which appears to drop off of random mobs in Dulak and Gunthak. It looks like a silver ring with a large black stone in it. I got mine on one of the docks in Dulak harbor, seem to be more common of the Crew of the ships in Dulak. I heard someone in ooc get theirs at the fort in Gunthak. The drop comes down to luck. I got mine in about 15 min, some people camp for 2 days. Once you have the emblem, take it back to Millius.

Millius Darkwater bows his head quietly as his eyes bring recognition to his mind. 'Alina at least has met a bitter end. Her spirit surely lingers nearby. Find her and free her from her burden, ______. Her quest goes unfinished.
You gain party experience!!

He gives you back "Alina's Emblem," which looks the same as the old emblem. Now go to the beach south of the lighthouse and kill undead until the female version of "an erudite spirit" spawns. The male version is for one of the pally quests. I found her at loc (neg 855, neg 670) after killing several "a savage skeletal sailor." I heard someone else say they'd seen her on the eastern side of the beach and also mentioned the savage skeletons being her PH, respawn time at 16 minutes. So, if you run around killing the savage skeletons, she should pop for you.

On the beach with the wrecked ships in Gulf of Gunthak (approx. neg840, neg675) an erudite spirit spawns. Cons Indifferent to all.

Turn in Alina's Emblem to the spirit.


You gain experience!!
an erudite spirit is surrounded by a warm glow as the ring touches her ethereal form. Her lips curl into a smile as she begins to fade away into the mist. You hear something fall to the ground. You notice a wet scroll half buried in the sand. You reach down and pick it up.
You gain party experience!!
You have received Spell: Temperance. Reward: Spell: Temperance

Trinkets for Bremmus (Normal): Bremmus Mopfoot may be found in the Gulf of Gunthak, near the shipwrecked sailor. She asks whether you are seeking treasure. She also mentions that she seeks treasure herself, and says that if you bring her trinkets she will give you a reward.

When she spawns, you may also find A Lucky Scavenger roaming the beach. Kill these and loot either a Worn Trinket or Ruined Trinket (both NO TRADE/TEMPORARY), which you may then hand in to Bremmus for cash and experience.

Need all dialogues, faction hits if any, /loc of Bremmus Mopfoot, etc.
Vision Shift (Normal): Redlin Hullnic is sitting on the ground outside one of the houses at +1605, +115 in the Gulf of Gunthak.

You say, 'Hail, Redlin Hullnic'

Redlin Hullnic says 'Eh, who's there? Yender is that you? No you're far too tall to be Yender. You must be one o' them [pirates]!' Redlin then begins to beat furiously on your ankle with his staff. Furiously might be a slightly strong word, as he doesn't seem to be doing any real damage.'

You say, 'I am not a pirate.'

Redlin Hullnic says 'Not a pirate, aye? Well lucky thing for you, I would have given you a real thrashing with my stick if you were! I don't suppose you know where I could get a good pair of gnomish glasses around here do ya? Mine broke on the boat ride over and I can't see a thing without 'em.'

From here, head to Dulak and go to loc -220 -240. You need to kill Architect Vaukin, whose placeholder is "a lead engineer," or Konus Alatuk (PH is the gnome version of "a lighthouse operator"). Spawn time for Vaukin is around 20-25 mins. The Architect has about 2600 hp (seemed like more when I was fighting him, but wasn't really keeping track), but is not resistant at all. Loot Gnomish Spectacles, a NO DROP item. Hand this item back into Redlin and you will receive Vision Shift.

Redlin Hullnic takes the spectacles from your hands and puts them up to his eyes and blinks several times. Many thanks, Snowtop! I don't know what I would have done without you. Probably stagger around the island half blind for the rest of my life! At any rate I can repay you with a little trick I picked up along the way. If you ever get in a jam, hopefully you won't be as forgetful as I was!' He hands you a scroll with several runes scrawled across it.
You gain experience!!

Beginning to scribe Vision Shift... Reward: Spell: Vision Shift