| Common Name: | Quiddity Ingot |
| Author: | Dar'van |
| Difficulty: | Medium |
| Maximum Time: | 180 |
| Minimum Level: | 40 |
| Minimum Time: | 120 |
| Introduced During: | Persuasion |
Walkthrough
| Walkthrough | Step-By-Step | Rewards | Maps | Portal Routes | Contributors |
WALKTHROUGH
Part
I: Venomous Nidus (13.1S, 91.8W)
The best way to get to this dungeon is to recall to Aerlinthe then take the Northwest Direland portal that is on the ramp (Please see our Aerlinthe quest write-up for details). The Northwest Direland portal drop (5.5N, 87.5W) seems to be a safe landing area. Venomous Nidus is a fairly short run (18.6 clicks) from here with plenty of ridges and barriers that can be used to avoid any missile or war shots from the creatures of the Dires. If you do not have an Aerlinthe recall spell then you can get there by these other means:
Alternate routes:
1) Ayan Baqur (58.4S, 89.0W) to Northwest Direland portal (49.4S, 70.9W). From the drop (5.5N, 87.5W) it is a 18.6 click run to Venomous Nidus. Total running distance is 38.6 clicks.
2) Stonehold (68.8N, 21.6W) to Northwest Direland portal (79.9N, 15.2W). From the drop (5.5N, 87.5W) it is a 18.6 click run to Venomous Nidus. Total running distance is 31.5 clicks.
3) Another Northwest Direland portal can be found at (49.4S, 70.9W), with a lifestone at (46.4S, 66.5W) but I have yet to find a decent route to this portal. Total running distance is 18.6 clicks plus the distance to the NW Direland portal from your starting point.
While
on route to this dungeon I have found the random spawning Zairente Ra-Yao, an
NPC that sells the Peculiar Old Dagger. This dagger can be transformed into
a key by using a Vial of Organic Acid found on Grievvers. This key is used in
the Mage
Armour Quest. The location I spotted him at was (8.2S, 91.9W) *Plese note
this is a randomly spawning NPC so these coordinates may not be where he is
at. These coordinates are mentioned because often random spawning "things"
will appear within a certain unknown radius, and as such you may find this NPC
in the general area.
Once at the dungeon I recommend doing a full rebuff outside. There are a few creatures close to the portal but if you position yourself just right, kill the ones in sight, and then begin your buff, you should be safe. The monsters you will be encountering inside this dungeon are; Drudge Raveners, Drudge Stalkers, Virindi Servants, Virindi Masters, Martinate Simulacrums and Altered/Augmented Olthoi.
I do not suggest tieing to the outside of the entrance portal as the drop into the dungeon is a hot landing zone. It is best to clear the spawn at the drop (approximately 10 monsters: Drudge Raveners, Drudge Stalkers, and Martinate Simulacrums) and then tie to the nearby exit portal. Since the portal is tieable, only one member of your party with Item magic needs to make it to this point and then they can return to a rally point to cast the portal for the rest of the party.
A VERY basic map of one possible route to the Olthoi room can be found Here.
The dungeon itself is fairly easy to navigate. If you see a down ramp, take it and you will eventually come to a pit (see map). Jump down into this pit and then continue looking for down ramps. Your next landmark will be a room with many Martinate Simulacrums inside. It is recommended to stay out in the hall leading to this room where you can draw them out to fight them a few at a time. Once the Martinate Simulacrums have been slain head out the west door of the room and then down a ramp. You are now standing at the entrance to the Augmented/Altered Olthoi. DO NOT ENTER the room unless you are super uber. Melee characters should try to form a wall in the hallway so that the Olthoi can not get by to slay the mages. The mages in your party should not attempt to fight the Augmented/Altered Olthoi as they have a hollow electrical attack and a very high magic defense (I am guessing 400+). The best defense against these Olthoi is to use Covenant Armor with the highest electrical protection you can find or GSA stoned with lightning stone. Mages can best be used to stand back from the battle and heal their comrades as the Olthoi strike hard and fast. DO NOT run back up to the Simularcrum room if the heat is too much, they will have spawned again and the Olthoi will follow you. If you are about to die, choose a spot in the hallway just outside the Olthoi room as the corpse can be easily recovered. Once the Olthoi have been decimated, loot their corpses for the "Teeth of a Singularity." You may only pick one up as there is a timer on the quest (I believe one month).
Part
II: Malignant Tabernacle (23.2S, 46.0W)
The best way to get here is to get a Swamp Temple portal (37.6S 46.1W) then it is a relatively short run (15.6 clicks). Another way is to head to Baishi, buy some sake from the local barkeep (Kiun Baicho), and then make an easy run to (53S, 61E). Give the sake to the Drunken Madman and he will open a portal to the Walled Fort (21.6S, 74.6W). Unfortunately, unless you have a high jump skill you will need to take the portal to Accursed Halls which drops you at (24 S, 57.9 W). Assuming you are not burdened to the max you should be able to climb one of the ladders in the Walled Fort to get to the top of the wall and then jump outside. Once outside, complete the journey with a fairly short run. There is a Lifestone at (25.3S, 53.1W) but be forewarned it is a very hot area. This Lifestone also has a merchant and a revitalize vat.
Side Note: Once again en route to this dungeon I ran into the randomly spawning Zairente Ra-Yao, an NPC that sells the Peculiar Old Dagger. This dagger can be transformed into a key by using a Vial of Organic Acid found on Grievvers. This key is used in the Mage Armour Quest. The location I spotted him at was (23.0S, 46.1W) *Plese note this is a randomly spawning NPC so these coordinates may not be where he is at, but often times they spawn near by.
When you arrive, buff all protections and bane for all elements (the drop inside is safe). There are many elemental types here; infernos, therics, sirroccos, caustics, hyems, etc. All the high level elementals, other than infernos, have a high magic resistance. Some have over a 400 magic defense and their skill will continue to rise as they resist you and gain more experience. With a 370 life magic skill, I can land on them within a few tries normally. Just be patient and make sure the melee players in your party keep them busy. Their casting skill isn't very high (around 275) and I resisted most of the spells.
As with the Venomous dungeon, you will take down ramps until you get close
to a large room. To start head north going right then right again. You will
get to a down ramp that goes right into a large room with 2 infernos and a few
other critters. Head across the room then continue to take ramps down. WARNING:
The
last room is large and there is a narrow corridor leading into it. Depending
if you chose left or right, it will be a ramp down with a turn to the left or
right into the small corridor. Have your melee people stand side by side in
the corridor while the mages stand back where they can imperil and vuln. DON'T
GO INTO THE ROOM. You can get overwhelmed with the number of elementals. The
spawn rate is fast. The Sirroccos have the Ring of a Singularity. After everyone
grabs one, open a portal and have everyone return to a meeting place. Combine
your Teeth of a Singularity and the Ring of a Singularity to form the Martinate
Trove Key to be used in the Convergent Median dungeon.
Part
III: Convergent Median (87.0S, 40.3W)
The last dungeon requires a trip to Mayoi [reachable through Abandoned Mines
(SUB)]. Head to the South Direlands Portal at (62.2S, 77.1E). This portal drops
you (84.2S, 34.4W) near the dungeon but you have to follow a ledge to get there.
Head SW, looking overhead (hit the enter key and you'll see the ledge), running
up the steep grade to the ledge that heads south. Follow this ledge until it
stops. Then long jump down (40pts with bludgeon protection VI on), cross the
water, and then run up the mountain to a small plateau with the dungeon entrance
(tieable). This can be tedious as not all faces of the mountain are scaleable.
This dungeon has a small complement of Virindi Observers / Masters with Martinates, Elementals, and of course more Altered/Augmented Olthoi. Buff all protects and bane for the elementals. I have run this dungeon solo without fighting to open the trove but I don't recommend it.
Head south, then right down the ramps. I don't believe you can get lost in
here but some rooms circle back. After going down you will go up one ramp then
into
a
room
and down another ramp. Keep going down at this point. I'm sure most of the starting
corridors will lead you to the bottom also. When you run into a large room with
lots of Virindi and Martinate Simulacrums, go north down the ramp. Eventually,
you end up in a large room with Therics, Observers, Sirroccos and Altered/Augmented
Olthoi. There is a grate door in the middle of this room. Open the door and
head to the back of the room where you will find many trove chests lining the
walls. All the troves contain a Quiddity Ingot and some random Sing-quality
loot.
Make sure the trove you choose is locked by double-clicking it, then use your Martinate Trove Key to unlock it. Wait one second then double click on it to open. Take your Quiddity Ingot and the Sing-quality loot that is in the trove. Now get out of there as the spawn rate is fast. Note: Take the Quiddity Ingot first in case the spawn kills you, you will at least have gotten the ingot and not have wasted your Trove Key.
Part IV: Virindi Crafters (32.0N, 43.2W)
Now
for the last part of the quest. Head to Qalabar [reachable through Abandoned
Mines (SUB)]. From the Qalabar drop (75.0S, 19.6E) head due west 1 click to
the settlement housing portals. On the very west most side, take the Axefall
Glen housing portal (74.9S, 17.6E). This drops you at (30.5N, 40.7W). During
the current event (Aug.2002) there are numerous high level elementals en route
to the Crafters. I suggest running right through them and have them follow you
westward past the Crafters (32.0N, 43.2W). Once the elementals have stopped
following you head back to the Crafters and claim your reward. You have a big
choice of which item you want. Note: All weapons/orb are givable. Weapons require
a 200+ skill and the Orb requires a mana conversion skill of 200+.
| Item | Properties (damage, buffs, defend/attack modifiers) |
| Ballister of the Quiddity | 150%, BD V, SK IV, Def. IV, HS IV |
| Blade of the Quiddity | 8-16, BD V, SK IV, Def. IV, HS IV, +6/+6 |
| Dagger of the Quiddity | 4-8, BD V, SK IV, Def. IV, HS IV, +4/+4 |
| Fist of the Quiddity | 2-7, BD V, SK IV, Def. IV, HS IV, +8/+7 |
| Lance of the Quiddity | 7-14, BD V, SK IV, Def. IV, HS IV, +6/+6 |
| Bow of the Quiddity | 110%, BD V, SK IV, Def. IV, HS IV |
| Eye of the Quiddity | Life IV, Mana C. VI, Item VI |
| Stave of the Quiddity | 8-16, BD V, SK IV, Def. IV, HS IV, +5/+5 |
| Mace of the Quiddity | 9-18, BD V, SK IV, Def. IV, HS IV, +6/+6 |
| Axe of the Quiddity | 9-18, BD V, SK IV, Def. IV, HS IV, +5/+7 |
* A special thank you to The Fonz and Roewin for contributing to this quest write-up.
Quest edited by Roewin Sept.10, 2002.
STEP BY STEP (Return to top)
REWARDS (Return to top)
| REWARD(S) | DESCRIPTION | RESTRICTIONS |
| Ballister of the Quiddity | 150%, BD V, SK IV, Def. IV, HS IV | Thrown Weapons 200+ |
| Blade of the Quiddity | 8-16, BD V, SK IV, Def. IV, HS IV, +6/+6 | Sword 200+ |
| Dagger of the Quiddity | 4-8, BD V, SK IV, Def. IV, HS IV, +4/+4 | Dagger 200+ |
| Fist of the Quiddity | 2-7, BD V, SK IV, Def. IV, HS IV, +8/+7 | Unarmed 200+ |
| Lance of the Quiddity | 7-14, BD V, SK IV, Def. IV, HS IV, +6/+6 | Spear 200+ |
| Bow of the Quiddity | 110%, BD V, SK IV, Def. IV, HS IV | Bow 200+ |
| Eye of the Quiddity (Orb) | Life IV, Mana C. VI, Item VI | Mana Conversion 200+ |
| Stave of the Quiddity | 8-16, BD V, SK IV, Def. IV, HS IV, +5/+5 | Staff 200+ |
| Mace of the Quiddity | 9-18, BD V, SK IV, Def. IV, HS IV, +6/+6 | Mace 200+ |
| Axe of the Quiddity | 9-18, BD V, SK IV, Def. IV, HS IV, +5/+7 | Axe 200+ |
MAPS (Return to top)
| DUNGEON NAME | MAP | RESTRICTIONS |
| Venomous Nidus (13.1S, 91.8W) | Level 40+ | |
| Malignant Tabernacle (23.2S, 46.0W) | Level 40+ | |
| Convergent Median (87.0S, 40.3W) | Level 40+ |
PORTAL ROUTES (Return to top)
| DESTINATION | ROUTE |
| Venomous Nidus (13.1S, 91.8W) | |
| Malignant Tabernacle (23.2S, 46.0W) | |
| Convergent Median (87.0S, 40.3W) |
CONTRIBUTORS (Return to top)
| PLAYER NAME | SERVER | CONTRIBUTION(S) |
| Dar'van | Unknown | Original Writeup |
| Roewin | Unknown | Update |
| Loka Wu | Morningthaw | Re-Format |






