Steps:
2. Take book to Elder Animist Dumul
3. Complete "Copper Medal of War" Quest - Has changed - will update with new info.
- Permafrost (by Entrence/ladder, behind some rocks)
- Ferrot
- Lesser Faydark(LOC: 187.23 -1885.20)
- Emerald Jungle
- Stonebrunt
- Swamp of no hope
5. Return box to Animal Spiritist Dumul
6. Talk with the scout in Timerous Deep
9. Talk to Weapons Master Rahoul / Collect Items
10. Return to Weapons Master Rahoul
13. Stats
14. Picture of Vashtee wearing the claws
1. Hail Historian Sharar
Hail historian Sharar and she gives you some long text about taking
a book to Elder Animist Dumul. Just answer [yes] to this and she hands
you the book. Now the key here is to notice the last line of text. She
states that the Khati Sha are disturbed as of late. If you ask what
they are disturbed about she doesn't have a complete answer but knows
it has to do with the spiritual realm. This is VERY important. Head
to the Beastlord guild and Elder Animist Dumul is standing behind a
counter next to the guildmaster.
3. Complete "Copper Medal of War" Quest
Go to the outpost in Grimling Forest. Ask the General 'which camps'.
He will tell you which camps are available. Completing a camp quest
is the quickest way of getting a medal, as at least one should drop
in all camps (but some people say it doesn't always).
If camps are available, go to a Scout or a Veteran, and hail them and follow the conversation. You will find one who will offer you one of the camp quests. He will tell you a trigger phrase to start him towards the camp; when you are ready, say it and follow him - he moves slowly, so there shouldn't be a problem with mobilising yourself or a group.
When he reaches the camp spot, he gives you further instructions. You have to speak another trigger phrase, the camp repops, and he heads back to the outpost. You then follow instructions, which will usually involves killing certain mobs while others are untargetable; when you have killed all the targetable mobs, others will spawn and become targetable. This continues until you have cleared the camp; then a boss mob should spawn for you to kill.
The copper medal might drop off any mob in the camp; in some it drops from the final mob, in others from some of the waves of mobs. Remember to loot all mobs. The various camps also drop some special loot.
The first three camps can be soloed by a mid 50s beastlord easily. A duo of 49s should have no problems. The later camps get harder; from camp 4 upwards you may need a small group of mid 50s.
The camps are the surest way of getting a medal quickly. If the camps are not available, and all the camps are populated with bandits, then the medal is a rare drop from coin couriers. Use a tracker to find the couriers, or just kill bandits until one spawns.
You do not need to buy anything to start the quests; you must speak
the trigger phrases to the scout/veteran, and he must return to the
outpost. If you don't, the quest hasn't started and the medal will not
drop.
Once you have the Copper Medal of War in hand, run back to Elder Animist Dumul. When you hand it in, he hands you an Official Seal of the Khati Sha and a Carved Wooden Crate. The crate is a 6 slot container that has a combine button and the Seal (haven't id'ed it yet) seems to look like those ancient coins you get. He states that if you lose the seal at any point to return to him and state that you have lost the seal and would please like another and he gives you another. He also says to stash those two items and return to him in a bit when you are ready to be briefed. I stashed the two items in my bank, ran back over there and stated [I was ready to be briefed]. He speaks of a magic-user that is using wooden totems to siphon the power of elder spirits using [new magic]. He is using this power to summon entities of malign intent. He then states that through further research, they (the Khati Sha) have discovered the name of the magic-user
Scout Location: (by Entrence/ladder, behind some rocks)
Hand the scout the coin, and a big bear will spawn in the bear caves, so you
should probably clear them out first. Not to mention, there is supposedly a
new NPC there that is pretty tough for a new quest.If you are heading towards Lady Vox's lair (map coming soon). If you go straight instead of turning left, you will fall through the floor and into a room with about 5 bears in it. Either have your MT jump down first, or drop down invisibly and get to work killing them.
Once they are cleared, have the beastlord turn in the necklace, and be CoTH, or RUN RUN RUN to the group. The Icebound Spirit spawned next to the rock in this room. he wanders around the caves, so be careful. We just used the MT agro, then everyone goes in, and kills the bear, and it was fairly easy.
Icebound Spirit
Level: 55
Max Dmg: 255
Abilities: DD(400pt) and Flurry
Scout Location: 380, -2500 (You can track him from the druid ring)
Hand the scout the coin, and abig spider spawns a bit aways from the
scout - he can be tracked.The spirit of decay is a huge yellow spider. He has a AoE attack which
hard to resist, even with a bard's resist song playing. It is a 100pt DoT
with snare effect.Kill the Spirit of decay and turn totem into the scout. Get wrapped totem,
and coin back.Spirit of Decay
Level: 55
Max Dmg: 255
Abilities: AoE 100 dmg DoT w/ snareParty needed to kill: 2 groups 50+ (AoE Healing is a good thing)
Scout Location: 187.23, - 1885.20 (in a gully near the Shadowmen)
Hand the coin to the scout, and a Giant White wolf will spawn in front of the Shadowed Men tower. His blind spell can last a good bit, so Have the main tank, try to keep agro, and try to keep everyone close at that point, so if you do get blinded, the wolf doesn't get pulled to far to hit him, and you should be fine.
Spirit of Malevolence
Level: 55
Max Dmg: 255
Abilities: BlindsKill the spirit of Malevolence, and give the totem he drops to the scout.
Scout Location: 237, 4212 (Near Stairs to upper area)
Hand the coin to the scout, and a Giant Gorilla will spawn. From the scout if you look off to your right towards the zone, you will see some ruins. He spawns in the middle of the ruins. Have your group ready to fight when you hand in. We stayed at the scout, and had the druid track since we weren't postivie where he spawned. It helped to be this far away so no one got agro early.
Spirit of Rage
Level: 55
Max Dmg: 255
Abilities: AoE FearKill the spirit of rage, and give the totem he drops to the scout
Scout Location:3850, -3530 (Near Waterfall)
Hand the coin to the scout, and a giant Will-o-wisp will spawn. The wisp spawns at the top of the waterfall, so we had our MT waiting up there to nab him. It might be wise to get someone with safefall, since the spirit can dispell your levitation and knock you off the cliff with the stun. Other options would be to have a lev ring ready so if you did get knocked off, you could click it before you hit the ground. Or have the tank a ways back, and use a bow to pull, and fly down FAST.
We fought him at the bottom of the waterfall, and we didn't really have much problem with the water, but we did seem to have a distance problem, so make sure your clerics stay close enough to heal.
Spirit of Torment
Level: 55
Max Dmg: 255
Abilities: Stun / DispellKill the Spirit of, and give the totem he drops to the scout
Scout Location: -3600, 2350 (Near Firiona Vie zone)
Hand the coin to the scout, and a giant alligator will spawn in the watter below. He spawns in the center of the water, and has a AoE stun that will spin you round and round, and it's got a large radius. Be careful to make sure your spells are landing. The water can make this tricky.
Spirit of Sorrow
Level: 55
Max Dmg: 255
Abilities: AoE StunKill the Spirit of Sorrow and give totem to the scout
Putthe 6 totems in the box and hit combine.
Give the Box back to Elder Animist Dumul:
Reulting Text:
Elder Animist Dumul says 'I have received word from several of our scouts indicating your impending arrival. We are all very pleased that you were able to release all of the spirits before any true harm could manifest itself. Your efforts have not only restored balance to the spirit realm, they seem to have also acted to hinder any other plans our antagonist may have had... for the time being. '
Elder Animist Dumul says 'Our Taruun scouts have discovered Draz Nurakk's location. A scout has returned from a set of islands on the Old World. The islands are in a place called Timorous. The Taruun returned while leaving a scout behind to insure that the foul Animist does not evade us any further. You will need to find the island on which our scout has set up camp. The island has a great statue on it. Hopefully, he will still be in that location. Show him this seal and he will know that I sent you to assist. '
6. Talk with Scout in Timerous
Scout Sihmoj says 'Good to see you, now keep your head down friend. He may look out here at any moment, though he's been asleep most of the day. He's been staying in a ruined building on that island over there. I'm sure you can see it from here. You should be able to surprise him with little trouble. Just take care to avoid any traps he may have set. He's proven to be a very capable magic-user. '
Scout Sihmoj says 'When you finish with him, please bring any evidence of his being dispatched back to me in this bag. I'll direct you from there. Good luck... I'll watch from here. '
Green-con Draz Nurakk spawned in the small ruin on the opposite isle.
Killed him, dropped nothing.
Draz Nurakk's corpse explodes into thousands of brilliant glass fragments!
'
On his death 6 blue con iksars named "Draz Nurakk's Image" spawned. All but 1 was slowable. I had 24 people there, was handled very easily. Not sure as to what they hit for.
each of these images dropped "Shards of Broken Glass" in which you combine in the pouch given by the scout.
Scout Sihmoj says 'I knew that this creature had power, but how do you explain this? That fight was well beyond my comprehension. I'm not sure what to do other than have you return the bag to Elder Dumul. I'm sure that he will know what to do next. Take care and be swift. '
Elder Animist Dumul says 'My fears were well founded, and I am glad
that I have had people that are able to understand those fears. Please
do not think that I have intentionally placed you in the path of harm,
but I did have my suspicions about our adversary's strength. I am not
surprised that he was able to deceive us in this manner. I thank the
spirits that you were able to evade harm in your completion of this
task. '
Elder Animist Dumul says 'Take this note to Arms Historian Qua. He has been researching a means of circumventing any protective magic that Draz Nurakk may have in place. When you meet him next, you will be well equipped to complete the restoration of balance to the spirit realm. Make your way to Qua and do as he says. '
You say, 'Hail, Arms Historian Qua'
Arms Historian Qua says 'Hail citizen, may I help you find a book or
are you looking for assistance with something else? '
Your Location is -176.79, 52.26, -188.25
Arms Historian Qua says 'It is a pleasure to meet you, Rugom. The Animists
mentioned that someone would be by, but for me not to wait, so I sent
the information that they requested to Weapons Master Rahoul. He is
having a master smith finish the blades. '
Arms Historian Qua says 'Take him this receipt and I'm sure that he'll
get you the weapons as soon as possible. Take care, Rugom. It appears
that a lot of people are relying on you in this matter. You may be the
only person that can do this. '
9. Talk to Weapons Master Rahoul / Collect Items
You say, 'Hail, Weapons Master Rahoul'
Weapons Master Rahoul says 'Hail friend, are you a new recruit or have
you been at it for a bit? '
Your Location is -105.99, -540.14, -258.75
Weapons Master Rahoul says 'You are just the time. The weapon that Elder
Dumul requested has almost been completed. We need you to gather a few
items in order to complete the weapon. These items will not require
much effort to acquire, but I will need to tell you where to look. Place
all of the items that I request in this box and return it to me as quickly
as possible. '
Weapons Master Rahoul says 'Now, seek out
a large chunk of perfect acrylia ore, two
Gems of the Void, and chunk
of dense fungal padding. Once I have those items, I can finish
the weapon that you will need to use to kill the dark animist. '
Weapons Master Rahoul says 'The ore that I require is often used to create living rock formations. These collections of rocks and boulders will often leave a trail of energy that causes other rocks to collect and come to life. Our scouts have seen these formations in a variety of areas. Take care when you attempt to gather this ore. '
Weapons Master Rahoul says 'If you look in the Maiden's Eye, you will find entities that are the embodiment of darkness. Their twisted spirits are not allowed to escape the form that they inhabit. They have no hope of escape, unless they are released during the destruction of their material form. There are some occasions when the power that is used to keep them in this realm will turn upon itself during this period of destruction. This process is what produces the Gems of the Void. '
Weapons Master Rahoul says 'When traversing the Deep, you will run across a shrieking fungus. Those creatures are much more durable and dangerous than the other fungi that you may encounter in the caverns of Luclin. It is for this reason that we use their flesh as padding. Take care when hunting them, for they will provide a good challenge. '
10. Return to Weapons Master Rahoul
Combine items and hand box back to Weapons Master Rahoul:
Weapons Master Rahoul says 'These claws should work well for you. The design was research by Historian Qua. They should work to neutralize the magical field that protects the dark animist and allow you to tear his scaly flesh from his frame. Remember that all of this is theoretical. Those claws are an original creation. You will be the first to prove their effectiveness in combat. '
Weapons Master Rahoul says 'Take the claws back to Animist Dumul and show him their design. Use them well, Despim. May the spirits guide you in your attack. '
Give the 2 claws to Animist Dumul:
Elder Animist Dumul says 'These claws are exquisite. I can see that a great deal of thought went into their design. Now it is your turn to demonstrate your proficiency in your chosen role. You have a great challenge ahead of you, for we have determined that only these claws will work to harm this dark animist, this corrupter of spirits. You will need the support of your people; but in the end, only the strength of your will can save us. '
Elder Animist Dumul says 'Our scouts have tracked Draz Nurakk to an abandoned village in the Fungus Grove. We learned of his intent to track you down. I take it that he did not appreciate your willingness to assist us. He knows who you are, so it will be best for us to get him before he can conjure up any more surprises. Find Scout Halmia in the Grove and give her this seal. Then bring the evidence of his destruction to me when you are done. Place his head, the seal, and those claws in this box and return it to me. '
Turn in seal to Scout Halimia in Fungus Grove. This will spawn Draz and his warder in two huts. You will find these huts on the wall in a valley between 2 bandit camps. For us the pet spawned on the right, and he spawned on the left, so we stayed at the tree, and pulled the pet to us, and killed him first. Then we pull Draz and worked on him.
Kill Draz Nurakk - Loot head
Put head, your claws, and the seal into the box and hit combine.
Give box to Elder Animist Dumul
Recieve:
PROCS:
Primary: "Sha's Vengence": 460 hp 20 tick DoT with 55% slow.
9 desease counters (less than L 60 slow, so less aggro from the counters,
and easier to cure). Looks like a proc.
Secondary: "Fury of the Vah Shir": 40% haste, +30 ATK. I'm guessing continuous, because it has no duration.
And Congratulations and Thanks to Vashtee to be the first to complete the epic:
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