Chaos Public Quests:Chap.5


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Turaanos looked on as his small band of warriors fought with the packs of Dryads that had ambushed the group only moments ago. With a shriek, one of the spindly-limbed creatures launched itself toward the Sorcerer, Korim. The young adept sidestepped a vicious swipe by the long, jagged claws of his enemy,then turned and spoke words of power. A blot of blue flame leapt from his fingertips and incinerated the wood spirit where it stood. A moment later, the jagged-edged broadsword of one of the Marauders cleaved a second dryad in half.

Soon afterward, when the last of the creatures had been dispatched, the party rested. Turaanos took the opportunity to address his charges.

"You fought well, and you have earned the favor of the Raven God. Victory shall not be your only reward. Now that you have proven yourselves worthy of my trust, I will share with you some knowledge of our task."

The group stopped cleaning their weapons and tending to their wounds, and listened with rapt attention as their leader continued.

"There is more to this invasion than you know. There is a greater plan than the simple conquest of men and their lands."

Here Turaanos paused, so that he could be sure each of his recruits was listening carefully.

"We have come here, to the Forest of Shadows, to search for an artifact of power. It is known as the Darkflame Scepter, and it is possessed by a powerful shaman of the Beastmen. Lord Tchar'zanek requires this item, so we will take it, and we will slay any creature that stands in our way."

His men nodded their acknowledgment, but none spoke or questioned the details of the plan. Excellent, Turaanos thought to himself. They are as obedient as they are lethal.

"The territory of the Beastmen is great, and it will take some work to find one shaman among their numbers. Make camp and rest - tomorrow we begin our search."


Chapter 5: Into the Shadows

Rally Master: Turaanos

Influence Rewards
:
-Basic: Health, Action Points, Heal over Time or Damage Absorbing Potions
-Advanced: Feet or Chest Armor.
-Elite: Hand Armor or Weapon.

 

Bells of War:

Location: Ostland.

Stage I: Destroy 10 Militia Sergeants, 75 Alerted Militia. Not too far to the North of Ferlangen, you'll find a bell tower and the start of this PQ. This first part is fairly straightforward and simple. There are Alerted Militia all over the place, so you shouldn't run out of them at anytime soon. The Sergeants are the only challenge in this part of the PQ and not because they're tough, but because they spawn infrequently. There's usually one on either side of the tower next to the fires or wandering the camps and one inside the tower as you enter. It's mainly just a waiting game, so feel free to kill as many Alerted Militia as you want. Maybe they'll drop something decent while you wait.

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Silly Empire. Evil will always triumph, because good is dumb.

Stage II: Destroy the Bell. Well, now you've done it. By weakening the gathered forces, you've made them ring the bell for reinforcements. What should you do? Well, for starters you have to climb the bell tower and get them to knock it off. You have five minutes to make this happen. The bell is, of course, at the top of the tower and the tower is crawling with guards. You can't spit and not hit one. Problem is, you don't exactly have time to stand there and fight all of them, as more spawn on top of you. Your best bet is to train a bunch of them to certain points in the tower. We suggest the landings to give you more room. Then, everyone in the group AoE your butts off. The group's tank has his hands full trying to keep all the aggro, and if you can pull it off then you're the man. The mobs are all standard types, so it's not the mobs individually, but the sheer numbers that will kill you. When you get to the top, you'll fight the Bell Keeper, who's a Champion class mob, and another large group of standard mobs.

Stage III: Lord Duchenhof, 4 Knights of Felde. Well, you didn't stop the bell fast enough because Lord Duchenhof and a few buddies heard the cal and are waiting for you out in front of the tower. So, after you fight your way through the rest of the mobs you didn't kill and get to the bottom of the tower, head out the door and meet your new friends. Lord Duchenhof is a Hero class mob, and he's brought four Knights of Felde, who are Champion class mobs, with him. The standard tactic of killing the extra mobs and then focusing on Lord Duchenhof works here as these are all tank mobs with no real special attacks, just loads of hit points and high damage.

Loot Drops: Special items are dependent on the type of loot bag that is won, and your class. Every loot bag contains the tradeskill items and coins.

  • Green Loot Bag: Rank11 Shoulder Armor
  • Thick Glass Vial: Apothecary
  • Jellied Gore : Cultivation
  • Long Handled Watering Can: Cultivation
  • Moistened Soil : Cultivation
  • Coins

 

Spirits of Shadow:

Location: Ostland

Stage I: Light the Kindling and Burn the Forest, Kill 50 Shadow Spites. Ahhh, nature. Beautiful. Peaceful. Serene. Screw that! THIS... IS... CHAOS! *kick* Your job is to burn the place down like a Bright Wizard on a bad acid trip. However, like all things that are fun in this world, someone wants to stop you from doing it. The spirits of the forest aren't exactly pleased with the thought of their home going up in smoke and so they're making it their job to stop you. Which is ok, because you have to kill 50 of the little buggers anyways. The Spites are all over the forest, and are usually accompanied by other Spite like creatures, Shadow Protectors. The Shadow Protector will find you and attack you after you kill between 1-3 Shadow Spites. Since they're both standard type mobs, it's more time consuming than difficult. There are 10 pyres, interactive bonfire looking things, situated all around the forest. A few you'll have to hunt behind trees and in bushes for.

Stage II: Kill 9 Shadow Dryads. Once you've lit the forest on fire and killed those that tried to stop you, the local spirits decide to up the ante. The Shadow Dryads are Champion class mobs that roam the forest. You have roughly 10 minutes to kill nine of them. they aren't too bad for a group, but they do summon a spite or two on top of all the other spites that are still roaming the area. Expect to get adds during these fights.

Stage III: Defeat the Shadowkin. No, this is not about fending off Ken or Ryu's fireball attack. The Shadowkin is the result of your destroying the Dryads. The spirit takes control of the now dead dryads and uses their bodies to form a hulking tree monster with a ton of hit points, resists, and power. The Shadowkin will wander to inner forest floor and he's tough as nails, so be prepared for a long fight.

Loot Drops: Special items are dependent on the type of loot bag that is won, and your class. Every loot bag contains the tradeskill items and coins.

  • Green Loot Bag: Rank11 Belt
  • Thick Glass Vial: Apothecary
  • Jellied Gore : Cultivation
  • Long Handled Watering Can: Cultivation
  • Moistened Soil : Cultivation
  • Coins

 

Krul'gor Herd:

Location: Ostland

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The Spites don't mess around. They call for back up!

Stage I: Kill 50 Krul Stompers. You'll actually come into contact with this PQ while finishing a quest you get from Alvani the Sectator in Ferlangen. The first part is simple, kill 50 of the Krul's Tuskgor herd that are wandering all over this area. They're not too hard as they're standard type mobs and fairly spread out, so little chance that you'll get mobbed unless you're trying hard.

Stage II: Kill 20 Krul Warriors. Now is when things beging to pick up. After you've thinned out their livestock a bit, the Krul get a bit perturbed at you and call in their Warriors. The Krul Warriors are Champion Class mobs that wander the area. They path all over, so watch for the occasional add. The real challenge here is that you have 8 minutes to kill 20 of these things. This means that you and your crew had better pull it together and haul ass cause the clock's ticking!

Stage III: Krul'Gor. The leader of the Krul, Krul'Gor is an impressive specimen of Beastmanhood. He's a Hero Class mob and no slouch in the pain dept. Krul'Gor is mainly a tank type and just hits for a ton of damage, so keep your healers close and your potions closer. Whittle him down and settle in for a longer than usual fight.

Loot Drops: Special items are dependent on the type of loot bag that is won, and your class. Every loot bag contains the tradeskill items and coins.

  • Green Loot Bag: Rank11 Foot Armor
  • Thick Glass Vial: Apothecary
  • Jellied Gore : Cultivation
  • Long Handled Watering Can: Cultivation
  • Moistened Soil : Cultivation
  • Coins



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Last Updated: Mar 13, 2016

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