¤.¸•´.¸.• Zavionce V4•.¸.´•¸.¤
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¤.¸•´.¸.• Zavionce V4•.¸.´•¸.¤
¸.•´•¸.¤¤.¸•´•.¸ Introduction ¸.•´•¸.¤¤.¸•´•.¸
Welcome to the Zavionce quest-series thread. I am taking care of this thread for VerdantVulpe, or Blaziken FF8 until he's ready to take care of it again. This suggestion is filled to the brim with an extensive variety of goods and surprises: a large and enthralling quest-line featuring one of the darkest and strangest stories on offer, with as much detail and depth as you’ll ever need to grasp the challenges, storyline and occurrences, as well as an abundance of secrets, rewards, extras and unlockables to be found and fought for all the while!
Through an intricate adrenaline rush of thought-snaring puzzles, skill-testing challenges, and hectic encounters and battles, the Zavionce series sees you put your wits against an unbelievable peculiarity amidst nature, rivalling even Cold War’s strangeness, which at first seems to pose a simple threat to a farm. . . but leads down a path so deep, the most secretive and mystic beings from behind the world’s scenes shall be waiting for you, beings which intend to reveal themselves to Gielinor in the most incredible and destructive fashion. . .
[Zavionce: Originally created on December 23rd, 2008]
Thread opened! Please bump as often as you can. Thanks,
Welcome to the Zavionce quest-series thread. I am taking care of this thread for VerdantVulpe, or Blaziken FF8 until he's ready to take care of it again. This suggestion is filled to the brim with an extensive variety of goods and surprises: a large and enthralling quest-line featuring one of the darkest and strangest stories on offer, with as much detail and depth as you’ll ever need to grasp the challenges, storyline and occurrences, as well as an abundance of secrets, rewards, extras and unlockables to be found and fought for all the while!
Through an intricate adrenaline rush of thought-snaring puzzles, skill-testing challenges, and hectic encounters and battles, the Zavionce series sees you put your wits against an unbelievable peculiarity amidst nature, rivalling even Cold War’s strangeness, which at first seems to pose a simple threat to a farm. . . but leads down a path so deep, the most secretive and mystic beings from behind the world’s scenes shall be waiting for you, beings which intend to reveal themselves to Gielinor in the most incredible and destructive fashion. . .
[Zavionce: Originally created on December 23rd, 2008]
Thread opened! Please bump as often as you can. Thanks,
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: ¤.¸•´.¸.• Zavionce V4•.¸.´•¸.¤
CONTENTS
Page 1: Introductory
Page 2: New Areas
Page 3: Bestiary
Page 5: Quest 1 - 'A Woodland Dilemma'
Page 7: Quest 2 - 'From Mission to Madness'
Page 10: Quest 3 - 'The Vulpine Valour'
Page 14: Quest 4 - 'Beneath the Festivities'
Page 16: Quest 5 - 'Secrets of Seravail'
Page 20: Quest 6 - 'Against Fate's Mediocrity'
Page 28: Zavionce & The Werefoxes Lores and Histories
Page 29: Side Quest 1 - 'Family of the Feral'
Page 32: Rewards and Feature Detail
Page 37: Supporters
Page 1: Introductory
Page 2: New Areas
Page 3: Bestiary
Page 5: Quest 1 - 'A Woodland Dilemma'
Page 7: Quest 2 - 'From Mission to Madness'
Page 10: Quest 3 - 'The Vulpine Valour'
Page 14: Quest 4 - 'Beneath the Festivities'
Page 16: Quest 5 - 'Secrets of Seravail'
Page 20: Quest 6 - 'Against Fate's Mediocrity'
Page 28: Zavionce & The Werefoxes Lores and Histories
Page 29: Side Quest 1 - 'Family of the Feral'
Page 32: Rewards and Feature Detail
Page 37: Supporters
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: ¤.¸•´.¸.• Zavionce V4•.¸.´•¸.¤
¤.¸•´•.¸ Intro to the Storyline ¸.•´•¸.¤
“Hope, Balance, and Chaos. All are perpetual, yet all strive for dominance. All bestow faith, yet all bestow ruin… We watch, we wait, we discover. We are they who observe from the distant, We are they who gain clarity through secrecy. They who are separate, yet can provide wonder eternal for those thought worthy, those thought strong enough to fight through life’s hellfire. We have glimpsed the future, and know that time itself struggles against such conflict…”
The threat of farmyard predators, investigated by a hero’s resolve, brings forth a discovery that revolutionises what was thought of the animals. A sudden and inexplicable change in mind-frame, befitting the slyest of humans is what has befallen the Foxes of Relleka. . .
But upon looking into this impossibility, we find only more confusion! An unknown species, uncovered by the foxes through violence! What could have led to such oddity!?
The art of mind-manipulation... perfected by a race hidden from ours for generations. Only now do they mark their return, rallying conflict and vengeance as their cry! But why? What do they want, and what do they hope to achieve?
A mystery which stretches deep within the feuding of a species’ authority, a punishment driven murder, and the loss of a child’s family weave together to bring forth the fall of mankind through the most mysterious and frightful of circumstances! A plan lying in wait for eons. . . only now, has it begun to fall together. . .
“Hope, Balance, and Chaos. All are perpetual, yet all strive for dominance. All bestow faith, yet all bestow ruin… We watch, we wait, we discover. We are they who observe from the distant, We are they who gain clarity through secrecy. They who are separate, yet can provide wonder eternal for those thought worthy, those thought strong enough to fight through life’s hellfire. We have glimpsed the future, and know that time itself struggles against such conflict…”
The threat of farmyard predators, investigated by a hero’s resolve, brings forth a discovery that revolutionises what was thought of the animals. A sudden and inexplicable change in mind-frame, befitting the slyest of humans is what has befallen the Foxes of Relleka. . .
But upon looking into this impossibility, we find only more confusion! An unknown species, uncovered by the foxes through violence! What could have led to such oddity!?
The art of mind-manipulation... perfected by a race hidden from ours for generations. Only now do they mark their return, rallying conflict and vengeance as their cry! But why? What do they want, and what do they hope to achieve?
A mystery which stretches deep within the feuding of a species’ authority, a punishment driven murder, and the loss of a child’s family weave together to bring forth the fall of mankind through the most mysterious and frightful of circumstances! A plan lying in wait for eons. . . only now, has it begun to fall together. . .
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: ¤.¸•´.¸.• Zavionce V4•.¸.´•¸.¤
¤.¸•´•.¸ The 6 Chapters, our 6 Quests ¸.•´•¸.¤
¤.¸•´•.¸¸.•´¯`•.¤.¸•´•.¸¸.•´¯`•.¤.¸•´•.¸¸.•´¯`•.
¤ Quest 1: ‘A Woodland Dilemma’
- The 1st in the series and notably the easiest. Things are mainly humorous and light-hearted here..
¤.¸•´•.¸¸.•´¯`•.¤.¸•´•.¸¸.•´¯`•.¤.¸•´•.¸¸.•´¯`•.
¤ Quest 2: ‘From Mission to Madness’
- From here on the series forms its true depth, and the difficulty begins to increase for a challenge.
¤.¸•´•.¸¸.•´¯`•.¤.¸•´•.¸¸.•´¯`•.¤.¸•´•.¸¸.•´¯`•.
¤ Quest 3: ‘The Vulpine Valour’
- A master's quest with tough challenges, hectic fights and a high-paced part of the story!
¤.¸•´•.¸¸.•´¯`•.¤.¸•´•.¸¸.•´¯`•.¤.¸•´•.¸¸.•´¯`•.
¤ Quest 4: 'Beneath the Festivities'
- A smaller quest this time around, though its challenges add more variety. A puzzler above all else.
¤.¸•´•.¸¸.•´¯`•.¤.¸•´•.¸¸.•´¯`•.¤.¸•´•.¸¸.•´¯`•.
¤ Quest 5: 'Secrets of Seravail'
- A tough quest for fighters and puzzle-fans alike, the 5th chapter has a lot going on! The story will have you flung into the midst of conflict and challenge almost immediately!
¤.¸•´•.¸¸.•´¯`•.¤.¸•´•.¸¸.•´¯`•.¤.¸•´•.¸¸.•´¯`•.
¤ Quest 6: ‘Against Fate’s Mediocrity’
- Arguably the toughest quest of the series, which is to be expected from the finale! A vast abundance of harsh puzzles and thought-provoking trials, garnished by a horde of the most demanding bosses lie in wait!
¤.¸•´•.¸¸.•´¯`•.¤.¸•´•.¸¸.•´¯`•.¤.¸•´•.¸¸.•´¯`•.
¤.¸•´•.¸¸.•´¯`•.¤.¸•´•.¸¸.•´¯`•.¤.¸•´•.¸¸.•´¯`•.
¤ Quest 1: ‘A Woodland Dilemma’
- The 1st in the series and notably the easiest. Things are mainly humorous and light-hearted here..
¤.¸•´•.¸¸.•´¯`•.¤.¸•´•.¸¸.•´¯`•.¤.¸•´•.¸¸.•´¯`•.
¤ Quest 2: ‘From Mission to Madness’
- From here on the series forms its true depth, and the difficulty begins to increase for a challenge.
¤.¸•´•.¸¸.•´¯`•.¤.¸•´•.¸¸.•´¯`•.¤.¸•´•.¸¸.•´¯`•.
¤ Quest 3: ‘The Vulpine Valour’
- A master's quest with tough challenges, hectic fights and a high-paced part of the story!
¤.¸•´•.¸¸.•´¯`•.¤.¸•´•.¸¸.•´¯`•.¤.¸•´•.¸¸.•´¯`•.
¤ Quest 4: 'Beneath the Festivities'
- A smaller quest this time around, though its challenges add more variety. A puzzler above all else.
¤.¸•´•.¸¸.•´¯`•.¤.¸•´•.¸¸.•´¯`•.¤.¸•´•.¸¸.•´¯`•.
¤ Quest 5: 'Secrets of Seravail'
- A tough quest for fighters and puzzle-fans alike, the 5th chapter has a lot going on! The story will have you flung into the midst of conflict and challenge almost immediately!
¤.¸•´•.¸¸.•´¯`•.¤.¸•´•.¸¸.•´¯`•.¤.¸•´•.¸¸.•´¯`•.
¤ Quest 6: ‘Against Fate’s Mediocrity’
- Arguably the toughest quest of the series, which is to be expected from the finale! A vast abundance of harsh puzzles and thought-provoking trials, garnished by a horde of the most demanding bosses lie in wait!
¤.¸•´•.¸¸.•´¯`•.¤.¸•´•.¸¸.•´¯`•.¤.¸•´•.¸¸.•´¯`•.
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: ¤.¸•´.¸.• Zavionce V4•.¸.´•¸.¤
¤.¸•´•.¸ Character Dossiers ¸.•´•¸.¤
here you can find out a little about each character in the plot. (But only ones which haven’t been encountered before)
¤ [You]: Here they are! Our all-time favourite hero! Considering everything they’ve been through, helping a farmer aid his farm doesn’t at all seem to difficult, but when they discover just what’s going on they’ve been ‘marked’ by the author of its havoc beyond their knowing. You could be the one thing that stands between peace among the species and sheer destruction!
¤ Midroul: A farmer who lives between Seers Village and Relleka. Despite being a farmer with livestock he seems keen on keeping good “relations” with the foxes… or so it seems…
¤ Eliot: Owner of the Ardougne Florist, Eliot is a light-spirited girl with a love for wildlife, and when she discovers your good intentions she’s more than happy to lend a hand! Despite her carefree attitude, she won’t let any danger get in the way of whatever she thinks is right.
¤ Barry: Friend and co-worker of Larry in Ardougne Zoo. He too, shares his thoughts on the hidden potential within creatures, which shall be put to the test as he helps you solve the mystery...
¤ Vulpra: A teenage boy with an affiliation for foxes. He assists you after you save him from Relleka Crevice. Vulpra's true ambitions and motives remain unclear, why is he so deeply involved with foxes and what’s he really searching for? …
¤ Zendith: A male Werefox who patrols Zavionce as an elite guard. He has close relations to the elders of the city but doesn’t speak up too frequently. Zendith is the 1st Werefox you meet on ordinary circumstances and welcomes your attempts to tackle the issue Zavionce has been faced with.
¤ Cserra: A female Werefox with a good knowledge of history and folklore. She fears for her hometown’s future and is deeply aggrieved by the source of her distress. However, she is more than happy to share her knowledge and help the needy. ¤.¸•´•.¸ Character Dossiers ¸.•´•¸.¤
here you can find out a little about each character in the plot. (But only ones which haven’t been encountered before)
¤ [You]: Here they are! Our all-time favourite hero! Considering everything they’ve been through, helping a farmer aid his farm doesn’t at all seem to difficult, but when they discover just what’s going on they’ve been ‘marked’ by the author of its havoc beyond their knowing. You could be the one thing that stands between peace among the species and sheer destruction!
¤ Midroul: A farmer who lives between Seers Village and Relleka. Despite being a farmer with livestock he seems keen on keeping good “relations” with the foxes… or so it seems…
¤ Eliot: Owner of the Ardougne Florist, Eliot is a light-spirited girl with a love for wildlife, and when she discovers your good intentions she’s more than happy to lend a hand! Despite her carefree attitude, she won’t let any danger get in the way of whatever she thinks is right.
¤ Barry: Friend and co-worker of Larry in Ardougne Zoo. He too, shares his thoughts on the hidden potential within creatures, which shall be put to the test as he helps you solve the mystery...
¤ Vulpra: A teenage boy with an affiliation for foxes. He assists you after you save him from Relleka Crevice. Vulpra's true ambitions and motives remain unclear, why is he so deeply involved with foxes and what’s he really searching for? …
¤ Zendith: A male Werefox who patrols Zavionce as an elite guard. He has close relations to the elders of the city but doesn’t speak up too frequently. Zendith is the 1st Werefox you meet on ordinary circumstances and welcomes your attempts to tackle the issue Zavionce has been faced with.
¤ Cserra: A female Werefox with a good knowledge of history and folklore. She fears for her hometown’s future and is deeply aggrieved by the source of her distress. However, she is more than happy to share her knowledge and help the needy.
here you can find out a little about each character in the plot. (But only ones which haven’t been encountered before)
¤ [You]: Here they are! Our all-time favourite hero! Considering everything they’ve been through, helping a farmer aid his farm doesn’t at all seem to difficult, but when they discover just what’s going on they’ve been ‘marked’ by the author of its havoc beyond their knowing. You could be the one thing that stands between peace among the species and sheer destruction!
¤ Midroul: A farmer who lives between Seers Village and Relleka. Despite being a farmer with livestock he seems keen on keeping good “relations” with the foxes… or so it seems…
¤ Eliot: Owner of the Ardougne Florist, Eliot is a light-spirited girl with a love for wildlife, and when she discovers your good intentions she’s more than happy to lend a hand! Despite her carefree attitude, she won’t let any danger get in the way of whatever she thinks is right.
¤ Barry: Friend and co-worker of Larry in Ardougne Zoo. He too, shares his thoughts on the hidden potential within creatures, which shall be put to the test as he helps you solve the mystery...
¤ Vulpra: A teenage boy with an affiliation for foxes. He assists you after you save him from Relleka Crevice. Vulpra's true ambitions and motives remain unclear, why is he so deeply involved with foxes and what’s he really searching for? …
¤ Zendith: A male Werefox who patrols Zavionce as an elite guard. He has close relations to the elders of the city but doesn’t speak up too frequently. Zendith is the 1st Werefox you meet on ordinary circumstances and welcomes your attempts to tackle the issue Zavionce has been faced with.
¤ Cserra: A female Werefox with a good knowledge of history and folklore. She fears for her hometown’s future and is deeply aggrieved by the source of her distress. However, she is more than happy to share her knowledge and help the needy. ¤.¸•´•.¸ Character Dossiers ¸.•´•¸.¤
here you can find out a little about each character in the plot. (But only ones which haven’t been encountered before)
¤ [You]: Here they are! Our all-time favourite hero! Considering everything they’ve been through, helping a farmer aid his farm doesn’t at all seem to difficult, but when they discover just what’s going on they’ve been ‘marked’ by the author of its havoc beyond their knowing. You could be the one thing that stands between peace among the species and sheer destruction!
¤ Midroul: A farmer who lives between Seers Village and Relleka. Despite being a farmer with livestock he seems keen on keeping good “relations” with the foxes… or so it seems…
¤ Eliot: Owner of the Ardougne Florist, Eliot is a light-spirited girl with a love for wildlife, and when she discovers your good intentions she’s more than happy to lend a hand! Despite her carefree attitude, she won’t let any danger get in the way of whatever she thinks is right.
¤ Barry: Friend and co-worker of Larry in Ardougne Zoo. He too, shares his thoughts on the hidden potential within creatures, which shall be put to the test as he helps you solve the mystery...
¤ Vulpra: A teenage boy with an affiliation for foxes. He assists you after you save him from Relleka Crevice. Vulpra's true ambitions and motives remain unclear, why is he so deeply involved with foxes and what’s he really searching for? …
¤ Zendith: A male Werefox who patrols Zavionce as an elite guard. He has close relations to the elders of the city but doesn’t speak up too frequently. Zendith is the 1st Werefox you meet on ordinary circumstances and welcomes your attempts to tackle the issue Zavionce has been faced with.
¤ Cserra: A female Werefox with a good knowledge of history and folklore. She fears for her hometown’s future and is deeply aggrieved by the source of her distress. However, she is more than happy to share her knowledge and help the needy.
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: ¤.¸•´.¸.• Zavionce V4•.¸.´•¸.¤
¤ Aiven: One of the elders of Zavionce’s community. He specialises in combat affairs and has been plotting methods of overcoming the city’s dilemma. He is wise, yet modest, and has a good sense of humour. Aiven is one of the few elders who really makes himself publicly known.
¤ Ziedrich: A Werefox scouter who’s currently assigned to Catherby. Ziedrich is good at disguising his Werefox-form among humans and only lets others know his ‘secret’ if they can be trusted. Ziedrich is a kind Werefox and prefers more peaceful skills rather than combat.
¤ Oveus: A rather grumpy denizen of Yanille, Oveus hates to be disturbed! He makes no effort to be polite. However he does have a soft spot for agriculture and, for some reason, is good friends with Ziedrich.
¤ Arduke, Celica, Rojo, Dreamer and Mel: These 5 foxes are citizens of the mysterious Overglade. Arduke seems to be an apparent leader, he believes... but Celica, Rojo, Dreamer and Mel know important Runecrafting secrets and are wiser than the others in the Overglade, which is surprisingly hard to be!
¤ Elders of Zavionce: The elders are a very secretive group, but never for dark reasons! Everyone knows they maintain Zavionce with great love and care, but it’s also apparent that they specialise in other skills, especially their magic! Zavionce has had a great list of elders throughout its history, but I’d be lying if I said all were “model examples”...
¤ Lawzeaus: Lawzeaus is a dark Werefox with a heart and mind filled with hatred and insanity, but also brimming with intelligence. This combination has led Lawzeaus to pursue evil and indeed, horrific goals. Supposedly for his fellow foxes, but they too know that his ambitions are led through a false sense of superiority and could lead the world to disaster!
¤ Ziedrich: A Werefox scouter who’s currently assigned to Catherby. Ziedrich is good at disguising his Werefox-form among humans and only lets others know his ‘secret’ if they can be trusted. Ziedrich is a kind Werefox and prefers more peaceful skills rather than combat.
¤ Oveus: A rather grumpy denizen of Yanille, Oveus hates to be disturbed! He makes no effort to be polite. However he does have a soft spot for agriculture and, for some reason, is good friends with Ziedrich.
¤ Arduke, Celica, Rojo, Dreamer and Mel: These 5 foxes are citizens of the mysterious Overglade. Arduke seems to be an apparent leader, he believes... but Celica, Rojo, Dreamer and Mel know important Runecrafting secrets and are wiser than the others in the Overglade, which is surprisingly hard to be!
¤ Elders of Zavionce: The elders are a very secretive group, but never for dark reasons! Everyone knows they maintain Zavionce with great love and care, but it’s also apparent that they specialise in other skills, especially their magic! Zavionce has had a great list of elders throughout its history, but I’d be lying if I said all were “model examples”...
¤ Lawzeaus: Lawzeaus is a dark Werefox with a heart and mind filled with hatred and insanity, but also brimming with intelligence. This combination has led Lawzeaus to pursue evil and indeed, horrific goals. Supposedly for his fellow foxes, but they too know that his ambitions are led through a false sense of superiority and could lead the world to disaster!
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: ¤.¸•´.¸.• Zavionce V4•.¸.´•¸.¤
¤ Cassandra: A pleasant female Werefox and elder of Zavionce. She’s been one of the few elders to attain elder-hood at a young age in comparison. She, like most elders, remained behind-the-scenes until the exploration of the Seravail Forria began, although doing so allowed her to discover the truth behind her past lover, Gexviolt.
¤ Zeik: An ex-elder of Zavionce presumed dead after his disappearance. Zeik has now revealed to have been sided with a background group known as “Eon’s Antagonism”, who pursue enigmatic yet morbid goals. But despite his apparent alignment, he doesn’t seem *completely’ delved in darkness...
¤ Cienta: Cienta is another member of Eon’s Antagonism, she along with Zeik, Mylas and Thieder all vanished from Zavionce mysteriously, which, considering they were elders, put the city in a state of dismay. Cienta herself enjoys the puzzlement she and her allies put others through, as a source of her twisted sense of humour...
¤ Mylas: Mylas thinks much deeper about situations he’s involved with than most, as a result he’s rarely fazed or surprised by anything. But because of this, his accomplishments make those against him much more likely to falter...
¤ Thieder: The most headstrong of Eon’s Antagonism, Thieder ensures his tasks are carried out to perfection. He is silent, yet becomes instinctively dangerous when angered!
¤ Gexviolt: An ex-elder who went insane after the pain from a death-sentence failed to kill him. His insanity fused with his extraordinary skills in mental function have allowed him to pull the strings of each cataclysmic event Zavionce has been faced with, from behind the scenes. His remorseless obsession with agony is what fuels his actions, and nurses his demonic intentions...
¤ Raydion: The head of Zavionce’s elders. Raydion is usually kind and understanding, but your repeating assistance has led him into a state of agitation and worry, most likely due to his limited knowledge of humanity.
¤ Zeik: An ex-elder of Zavionce presumed dead after his disappearance. Zeik has now revealed to have been sided with a background group known as “Eon’s Antagonism”, who pursue enigmatic yet morbid goals. But despite his apparent alignment, he doesn’t seem *completely’ delved in darkness...
¤ Cienta: Cienta is another member of Eon’s Antagonism, she along with Zeik, Mylas and Thieder all vanished from Zavionce mysteriously, which, considering they were elders, put the city in a state of dismay. Cienta herself enjoys the puzzlement she and her allies put others through, as a source of her twisted sense of humour...
¤ Mylas: Mylas thinks much deeper about situations he’s involved with than most, as a result he’s rarely fazed or surprised by anything. But because of this, his accomplishments make those against him much more likely to falter...
¤ Thieder: The most headstrong of Eon’s Antagonism, Thieder ensures his tasks are carried out to perfection. He is silent, yet becomes instinctively dangerous when angered!
¤ Gexviolt: An ex-elder who went insane after the pain from a death-sentence failed to kill him. His insanity fused with his extraordinary skills in mental function have allowed him to pull the strings of each cataclysmic event Zavionce has been faced with, from behind the scenes. His remorseless obsession with agony is what fuels his actions, and nurses his demonic intentions...
¤ Raydion: The head of Zavionce’s elders. Raydion is usually kind and understanding, but your repeating assistance has led him into a state of agitation and worry, most likely due to his limited knowledge of humanity.
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: ¤.¸•´.¸.• Zavionce V4•.¸.´•¸.¤
¤.¸•´•.¸ Aspects in Development ¸.•´•¸.¤
The main series is finished, but there are a few things left to be said in future.
* PoV Minigame- The Alchemy of Tactic: In Progress...
* PoV D&D- The Fuel of Fury
* Second Side-Quest
* The Secret Boss
* Werefox Bio
* The Library of Lore
PS: Note that I(Duskcurse) will not be working on these, for I don't know what VerdantVulpe had planned for them. When he finishes them, I will post them here though, so come back regularly!
The main series is finished, but there are a few things left to be said in future.
* PoV Minigame- The Alchemy of Tactic: In Progress...
* PoV D&D- The Fuel of Fury
* Second Side-Quest
* The Secret Boss
* Werefox Bio
* The Library of Lore
PS: Note that I(Duskcurse) will not be working on these, for I don't know what VerdantVulpe had planned for them. When he finishes them, I will post them here though, so come back regularly!
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: ¤.¸•´.¸.• Zavionce V4•.¸.´•¸.¤
¤ Areas of the Quests ¤
This page tells you about new areas introduced in these quests, giving descriptions, purposes, and feature detail.
¤.¸•´•.¸¸.•´¯`•.¤.¸•´•.¸¸.•´¯`•.¤.¸•´•.¸¸.•´¯`•.¤.¸•´•.¸¸.
¤ The Devious Den
Above-ground/Dungeon: Dungeon
Location: The entrance is at the Relleka Mountainside.
Quest: A Woodland Dilemma
Appearance: Similar to underground borrows (like the mole tunnels in Falador), but with peculiar scraps of ancient ruin, tapestry and unknown devices left lying around, as if this tunnel were in use by those with a mysterious know-how, albeit carelessly.
Purpose: The Devious Den is where you realise the true depth of the quest*s situation, A puzzle is held within where you must collect 6 artefacts to progress. The last challenge of the quest (aka: the Boss) is also fought here.
When can I enter?: This area can only be accessed twice; during Step4 and Step7 of ‘A Woodland Dilemma’. The area can’t be accessed before these steps, between them or afterwards.
Features: The Devious Den’s only uses are its content in the quest. Asides from them, there is nothing to do or gain here.
Notes: During Step7 the ‘Den is on fire and some routes are blocked by flame. (See Quest-1's details)
¤ The Devious Den: The Tunnel
Above-ground/Dungeon: Dungeon
Location: The entrance is a tunnel within Relleka
Quest: A Woodland Dilemma
Appearance: The same as the Devious Den, but with the central tunnel being much wider. The later section (The Archaic Vault) is filled with remains of ruins.
Purpose: This is where you uncover the foxes’ actions, despite the fact they are still unexplained. A few fights take place in the later part of the tunnel.
When Can I Enter?: After deciphering the “riddles” and speaking to Barry and at any point afterwards.
Features: By going into a spare room to the side, you can recharge your Teleporter. For a price.
Notes: No NPCs (including the Crexa-weapon enemies) are in the Archaic Vault after Step5 of A Woodland Dilemma
This page tells you about new areas introduced in these quests, giving descriptions, purposes, and feature detail.
¤.¸•´•.¸¸.•´¯`•.¤.¸•´•.¸¸.•´¯`•.¤.¸•´•.¸¸.•´¯`•.¤.¸•´•.¸¸.
¤ The Devious Den
Above-ground/Dungeon: Dungeon
Location: The entrance is at the Relleka Mountainside.
Quest: A Woodland Dilemma
Appearance: Similar to underground borrows (like the mole tunnels in Falador), but with peculiar scraps of ancient ruin, tapestry and unknown devices left lying around, as if this tunnel were in use by those with a mysterious know-how, albeit carelessly.
Purpose: The Devious Den is where you realise the true depth of the quest*s situation, A puzzle is held within where you must collect 6 artefacts to progress. The last challenge of the quest (aka: the Boss) is also fought here.
When can I enter?: This area can only be accessed twice; during Step4 and Step7 of ‘A Woodland Dilemma’. The area can’t be accessed before these steps, between them or afterwards.
Features: The Devious Den’s only uses are its content in the quest. Asides from them, there is nothing to do or gain here.
Notes: During Step7 the ‘Den is on fire and some routes are blocked by flame. (See Quest-1's details)
¤ The Devious Den: The Tunnel
Above-ground/Dungeon: Dungeon
Location: The entrance is a tunnel within Relleka
Quest: A Woodland Dilemma
Appearance: The same as the Devious Den, but with the central tunnel being much wider. The later section (The Archaic Vault) is filled with remains of ruins.
Purpose: This is where you uncover the foxes’ actions, despite the fact they are still unexplained. A few fights take place in the later part of the tunnel.
When Can I Enter?: After deciphering the “riddles” and speaking to Barry and at any point afterwards.
Features: By going into a spare room to the side, you can recharge your Teleporter. For a price.
Notes: No NPCs (including the Crexa-weapon enemies) are in the Archaic Vault after Step5 of A Woodland Dilemma
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: ¤.¸•´.¸.• Zavionce V4•.¸.´•¸.¤
¤ The Relleka Crevice
Above-ground/Dungeon: Above-ground
Location: Within the Relleka Mountains.
Quest: A Woodland Dilemma
Appearance: A deep, dark crevice in the mountains with no obvious entrances or exits. The walls are sleek and flat, hinting that this place was created through force rather than weathering.
Purpose: This is where you find Vulpra for the first time. He will shed some light on your situation in the quest.
When Can I enter: After the cutscene at Step5 of A Woodland Dilemma.
Features: A crack in one of the walls leads to the furthest back room of the Slayer Dungeon. Although you need 85 Agility to use it.
Notes: For the most part, the crevice is pretty bland, but during Quest 2 it permits entrance to the Temple of the Fox
¤ Canifis Mines
Above-ground/Dungeon: Dungeon
Location: The entrance is within the Myrique shortcut under the Canifis inn.
Quest: From Mission to Madness
Appearance: A twisty, dark tunnel with very little light. The continuous green glowing of Daeyalt ore gives it a very eerie atmosphere.
Purpose: Your goal is to help mine Daeyalt ore in exchange for Eliot’s freedom, but things take an unexpected twist...
When can I enter?: After collecting the required Keystone during ‘From Mission to Madness’. And any time after.
Features: The storyline contains its only use.
Notes: Despite its constant darkness, a light source isn’t required.
Above-ground/Dungeon: Above-ground
Location: Within the Relleka Mountains.
Quest: A Woodland Dilemma
Appearance: A deep, dark crevice in the mountains with no obvious entrances or exits. The walls are sleek and flat, hinting that this place was created through force rather than weathering.
Purpose: This is where you find Vulpra for the first time. He will shed some light on your situation in the quest.
When Can I enter: After the cutscene at Step5 of A Woodland Dilemma.
Features: A crack in one of the walls leads to the furthest back room of the Slayer Dungeon. Although you need 85 Agility to use it.
Notes: For the most part, the crevice is pretty bland, but during Quest 2 it permits entrance to the Temple of the Fox
¤ Canifis Mines
Above-ground/Dungeon: Dungeon
Location: The entrance is within the Myrique shortcut under the Canifis inn.
Quest: From Mission to Madness
Appearance: A twisty, dark tunnel with very little light. The continuous green glowing of Daeyalt ore gives it a very eerie atmosphere.
Purpose: Your goal is to help mine Daeyalt ore in exchange for Eliot’s freedom, but things take an unexpected twist...
When can I enter?: After collecting the required Keystone during ‘From Mission to Madness’. And any time after.
Features: The storyline contains its only use.
Notes: Despite its constant darkness, a light source isn’t required.
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: ¤.¸•´.¸.• Zavionce V4•.¸.´•¸.¤
¤ City of Zavionce
Above-ground/Dungeon: Above-ground
Location: The entrance appears near the Haunted Mine once the requirements are met. (The entrance seems to teleport you to its real location in Runescape)
Quest: From Mission to Madness
Appearance: A beautiful, lush, forest-like city with a very mystic feel. The city is populated by Werefoxes, who seem to take pride and very good care of their enchanting homeland.
Purpose: Upon arriving here you learn the truth of the recent goings-on. You receive your mission to help put an end to the upcoming tragedy.
When can I enter?: After performing the ‘ritual’ shown on the assembled map at the correct spot. And at any time after.
Features: Zavionce contains many new features for you to explore! But there not all available to you straight away. Check the rewards and extras sections for details!
Notes: (Rewards/extras sections contain all you need to know about Zavionce)
¤ The Three Canine Temples
Above-ground/Dungeon: Dungeons
Location: Dog Temple= Outside Sophanem. Wolf Temple= Within the Haunted Woods. Fox Temple= Within the Relleka Crevice.
Quest: From Mission to Madness
Appearance: Ancient catacombs hidden away and forgotten over centuries of time. The interiors are dusty and crumbling, but the symbols and artwork on the walls have preserved quite nicely.
Purpose: You need to create parts of a Canine Sceptre replica in these temples.
When can I enter?: After presenting the relevant crest. (Dog temple = green crest) (Wolf temple= blue crest) (Fox temple = red crest)
Features: The only unique feature in these tombs is a new array of enemies.
Notes: (none)
Above-ground/Dungeon: Above-ground
Location: The entrance appears near the Haunted Mine once the requirements are met. (The entrance seems to teleport you to its real location in Runescape)
Quest: From Mission to Madness
Appearance: A beautiful, lush, forest-like city with a very mystic feel. The city is populated by Werefoxes, who seem to take pride and very good care of their enchanting homeland.
Purpose: Upon arriving here you learn the truth of the recent goings-on. You receive your mission to help put an end to the upcoming tragedy.
When can I enter?: After performing the ‘ritual’ shown on the assembled map at the correct spot. And at any time after.
Features: Zavionce contains many new features for you to explore! But there not all available to you straight away. Check the rewards and extras sections for details!
Notes: (Rewards/extras sections contain all you need to know about Zavionce)
¤ The Three Canine Temples
Above-ground/Dungeon: Dungeons
Location: Dog Temple= Outside Sophanem. Wolf Temple= Within the Haunted Woods. Fox Temple= Within the Relleka Crevice.
Quest: From Mission to Madness
Appearance: Ancient catacombs hidden away and forgotten over centuries of time. The interiors are dusty and crumbling, but the symbols and artwork on the walls have preserved quite nicely.
Purpose: You need to create parts of a Canine Sceptre replica in these temples.
When can I enter?: After presenting the relevant crest. (Dog temple = green crest) (Wolf temple= blue crest) (Fox temple = red crest)
Features: The only unique feature in these tombs is a new array of enemies.
Notes: (none)
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: ¤.¸•´.¸.• Zavionce V4•.¸.´•¸.¤
¤ Tomb of Rebirth
Above-ground/Dungeon: Above-ground
Location: A seemingly separate realm from Runescape. Use the Canine Sceptre to teleport there.
Quest: From Mission to Madness
Appearance: A large, grand, respectable tomb basked in an endless sunset. But even by looking at it you can tell it was built for demonic purposes.
Purpose: Your mission here is to beat the Boss Battle and cancel the ritual of Quest2.
When can I enter?: After assembling the Canine Sceptre and witnessing a following scene in Zavionce. But only then.
Features: There is nothing ‘special’ to do here after the fight.
Notes: (none)
¤ Morytanian Battlefield
Above-ground/Dungeon: Above-ground
Location: By a disused side of Morytania, though only accessible by speaking to Zendith.
Quest: The Vulpine Valour
Appearance: Similar to Mort Myre, but in much more damaged condition. The later section hosts a large, looming ruin high above the battlefield’s base height.
Purpose: You must make it through the battlefield to try and put an end to its conflict. A large aspect of the story takes place here!
When can I enter?: After finishing steps 1, 2 and 3 of Quest3. Then at the start of step 9.
Features: During the quest its only good for the quest** challenges and story, but afterwards you can use it gain access to Lawzeaus’ Tower.
Notes: After step 9’s beginning, it is reshaped to a large crater.
¤ The Overglade
Above-ground/Dungeon: Above-ground
Location: (Cut off from any mainland as a separate plain).
Quest: The Vulpine Valour
Appearance: A large, welcoming woodland basked in moonlight. It is surrounded by acres of large, grand trees and plants.
Purpose: You discover means to create Nova Runes and Shatter Runes here.
When can I enter?: After having your fox-speak amulet enchanted.
Features: You can gain Hunter exp. By hunting Glade-Rabbits with your pet fox.
Notes: Seemingly only populated by foxes, your only spoken to by fox-NPCs if you have both your Fox-Speak amulet and fox
Above-ground/Dungeon: Above-ground
Location: A seemingly separate realm from Runescape. Use the Canine Sceptre to teleport there.
Quest: From Mission to Madness
Appearance: A large, grand, respectable tomb basked in an endless sunset. But even by looking at it you can tell it was built for demonic purposes.
Purpose: Your mission here is to beat the Boss Battle and cancel the ritual of Quest2.
When can I enter?: After assembling the Canine Sceptre and witnessing a following scene in Zavionce. But only then.
Features: There is nothing ‘special’ to do here after the fight.
Notes: (none)
¤ Morytanian Battlefield
Above-ground/Dungeon: Above-ground
Location: By a disused side of Morytania, though only accessible by speaking to Zendith.
Quest: The Vulpine Valour
Appearance: Similar to Mort Myre, but in much more damaged condition. The later section hosts a large, looming ruin high above the battlefield’s base height.
Purpose: You must make it through the battlefield to try and put an end to its conflict. A large aspect of the story takes place here!
When can I enter?: After finishing steps 1, 2 and 3 of Quest3. Then at the start of step 9.
Features: During the quest its only good for the quest** challenges and story, but afterwards you can use it gain access to Lawzeaus’ Tower.
Notes: After step 9’s beginning, it is reshaped to a large crater.
¤ The Overglade
Above-ground/Dungeon: Above-ground
Location: (Cut off from any mainland as a separate plain).
Quest: The Vulpine Valour
Appearance: A large, welcoming woodland basked in moonlight. It is surrounded by acres of large, grand trees and plants.
Purpose: You discover means to create Nova Runes and Shatter Runes here.
When can I enter?: After having your fox-speak amulet enchanted.
Features: You can gain Hunter exp. By hunting Glade-Rabbits with your pet fox.
Notes: Seemingly only populated by foxes, your only spoken to by fox-NPCs if you have both your Fox-Speak amulet and fox
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: ¤.¸•´.¸.• Zavionce V4•.¸.´•¸.¤
¤ Cavern of Lumina & The Submerged Ruins
Above-ground/Dungeon: Dungeons
Location: Cavern- Under the cemetery at Port Sarim.
Ruins- In the ocean (accessible by purchased raft)
Appearance: Cavern- Very similar to the Slayer Dungeon.
Ruins- A large temple which was once grand and opulent. But now, it’s a withered, worn, undersea shadow of what it once was.
Purpose: 2 important structures are found in these ancient secrets. They can transform Enigma Runes into Nova and Shatter runes.
When can I enter?: Cavern- After speaking to Celica.
Ruins- After speaking to Dreamer.
Features: There is nothing ‘secret or special’ to gain in these areas.
Notes: The challenges presented by both are in Quest3** Walkthrough.
¤ Lawzeaus’ Tower
Above-ground/Dungeon: Above-Ground (though not easy to escape from)
Location: At the very edge of the Morytanian Battlefield
Quest: The Vulpine Valour
Appearance: An incredible tower with a frightening height! The interior itself is dappled in dark yet curious colours, like some sort of bizarre elegance. However, over time the tower has begun to decay and become much more dangerous.
Purpose: The last area of Quest3. Upon completing its 5-floor-long challenge, the boss battles await you at its end...
When can I enter?: After viewing the opening cutscene of Quest3*s Step9.
Features: The tower hosts many new enemies to train on, and the Priory of Vanguard in Zavionce may have tasks for you concerning them.
Notes: I advise checking the bestiary and walkthrough before getting any sudden impression on the tower, its challenges and enemies may not be what you’d expect...
Above-ground/Dungeon: Dungeons
Location: Cavern- Under the cemetery at Port Sarim.
Ruins- In the ocean (accessible by purchased raft)
Appearance: Cavern- Very similar to the Slayer Dungeon.
Ruins- A large temple which was once grand and opulent. But now, it’s a withered, worn, undersea shadow of what it once was.
Purpose: 2 important structures are found in these ancient secrets. They can transform Enigma Runes into Nova and Shatter runes.
When can I enter?: Cavern- After speaking to Celica.
Ruins- After speaking to Dreamer.
Features: There is nothing ‘secret or special’ to gain in these areas.
Notes: The challenges presented by both are in Quest3** Walkthrough.
¤ Lawzeaus’ Tower
Above-ground/Dungeon: Above-Ground (though not easy to escape from)
Location: At the very edge of the Morytanian Battlefield
Quest: The Vulpine Valour
Appearance: An incredible tower with a frightening height! The interior itself is dappled in dark yet curious colours, like some sort of bizarre elegance. However, over time the tower has begun to decay and become much more dangerous.
Purpose: The last area of Quest3. Upon completing its 5-floor-long challenge, the boss battles await you at its end...
When can I enter?: After viewing the opening cutscene of Quest3*s Step9.
Features: The tower hosts many new enemies to train on, and the Priory of Vanguard in Zavionce may have tasks for you concerning them.
Notes: I advise checking the bestiary and walkthrough before getting any sudden impression on the tower, its challenges and enemies may not be what you’d expect...
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: ¤.¸•´.¸.• Zavionce V4•.¸.´•¸.¤
¤ Feracite Crux
Above-ground/Dungeon: Dungeon
Location: To the north of Zavionce city. The entrance is behind its boundaries.
Quest: Beneath the Festivities
Appearance: A dark, dank, musty cavern with a very haunting and malicious feel to it... but the 4 challenge rooms (The TerraGuild) are more well-shaped, and crafted into prestigious rooms. Decorated with their respective element.
Purpose: The quest*s main challenge resides here; complete the puzzles to reach the bottom of the cavern and the Feracite.
When can I enter?: During Step-2 of Beneath the Festivities and after.
Notes: The challenges needn’t be completed again after the 1st time.
¤ The Seravail Forria
Above-ground/Dungeon: Above-Ground
Location: The vast expanse of forest beyond Zavionce. accessible via the Feracite Crux
Quest: Secrets of Seravail
Appearance: An immense and beautiful forest flowing with spirituality. a peculiar mist traverses the air, replacing the relaxing atmosphere with one of hostility.
Purpose: Most of the quest takes place around here, different areas and tasks are accessed throughout it.
When can I enter?: Very soon after starting the quest, and any time after.
Features: An obelisk is available for recharging summon-points if need be. Also, the tree-wood can be used to make another Century Bow if you lose one. A Priory of Vanguard mission takes place here.
Notes: (none)
¤ Trial of the Lock
Above-ground/Dungeon: Above-Ground
Location: Accessed by attempting to unlock the Depths of Gaia.
Appearance: Varies, depending on what is used to open it. Details on each outcome in the walkthrough.
Purpose: An obstacle-course to test your strength and ability, and as a second security measure to the building.
When can I enter?: After using a Gemstone Key on the Depths of Gaia’s entrance, but only once.
Features: There’s nothing to gain here aside from progress in the quest.
Notes: As the walkthrough will explain, appearance isn’t the only difference in outcomes...
Above-ground/Dungeon: Dungeon
Location: To the north of Zavionce city. The entrance is behind its boundaries.
Quest: Beneath the Festivities
Appearance: A dark, dank, musty cavern with a very haunting and malicious feel to it... but the 4 challenge rooms (The TerraGuild) are more well-shaped, and crafted into prestigious rooms. Decorated with their respective element.
Purpose: The quest*s main challenge resides here; complete the puzzles to reach the bottom of the cavern and the Feracite.
When can I enter?: During Step-2 of Beneath the Festivities and after.
Notes: The challenges needn’t be completed again after the 1st time.
¤ The Seravail Forria
Above-ground/Dungeon: Above-Ground
Location: The vast expanse of forest beyond Zavionce. accessible via the Feracite Crux
Quest: Secrets of Seravail
Appearance: An immense and beautiful forest flowing with spirituality. a peculiar mist traverses the air, replacing the relaxing atmosphere with one of hostility.
Purpose: Most of the quest takes place around here, different areas and tasks are accessed throughout it.
When can I enter?: Very soon after starting the quest, and any time after.
Features: An obelisk is available for recharging summon-points if need be. Also, the tree-wood can be used to make another Century Bow if you lose one. A Priory of Vanguard mission takes place here.
Notes: (none)
¤ Trial of the Lock
Above-ground/Dungeon: Above-Ground
Location: Accessed by attempting to unlock the Depths of Gaia.
Appearance: Varies, depending on what is used to open it. Details on each outcome in the walkthrough.
Purpose: An obstacle-course to test your strength and ability, and as a second security measure to the building.
When can I enter?: After using a Gemstone Key on the Depths of Gaia’s entrance, but only once.
Features: There’s nothing to gain here aside from progress in the quest.
Notes: As the walkthrough will explain, appearance isn’t the only difference in outcomes...
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: ¤.¸•´.¸.• Zavionce V4•.¸.´•¸.¤
¤ Depths of Gaia
Above-ground/Dungeon: Dungeon
Location: The entrance is in the north-west of the Seravail Forria, later on however it appears elsewhere.
Quest: Secrets of Seravail
Appearance: A very morbid, eerie, dilapidated building seemingly empty. It radiates an essence of fear.
Purpose: Numerous answers to the story’s mysteries are found here. This place is also explored before the quest*s last battle.
When can I enter?: After creating the Gemstone Key and completing the Trial of the Lock. And at any point after.
Features: A ‘Key Fragment 1’ is hidden here, which’s current use in still a mystery...
Notes: The frightening atmosphere is heightened by eerie apparitions, peculiar shifting marks and notes on the walls, etc.
¤ Dreamworld Passage
Above-ground/Dungeon: Dungeon (In a sense)
Location: Accessed by using a specific sapphire on the Astral Altar, but only then.
Quest: Secrets of Seravail
Appearance: Very similar to the other areas of the Dreamworld in terms of texture.
Purpose: Traversed to enchant an ingredient of ‘Mindguard-Mix’. A boss-battle is fought within.
When can I enter?: After being told about the means of defending your mind from manipulation.
Features: This is another temporary area only used for quest-progress.
Notes: (none)
¤ The Zaultyne Spire
Above-ground/Dungeon: Dungeon
Location: Atop a mountain of Trollheim. (Accessed by Aiven’s teleportation.)
Quest: Against Fate’s Mediocrity
Appearance: A majestic yet imposing structure of colossal height! The design and decor is dappled in ancient enigma.
Purpose: The Enchantment which can bypass the Nature-Structures’ magical defences lies in wait at the summit.
When can I enter?: As soon as Quest6 has begun.
Features: Aside from a plentiful array of enemies, there is little surprises here.
Notes: Challenges fill the area to the brim, each of which can be read about in the walkthrough.
Above-ground/Dungeon: Dungeon
Location: The entrance is in the north-west of the Seravail Forria, later on however it appears elsewhere.
Quest: Secrets of Seravail
Appearance: A very morbid, eerie, dilapidated building seemingly empty. It radiates an essence of fear.
Purpose: Numerous answers to the story’s mysteries are found here. This place is also explored before the quest*s last battle.
When can I enter?: After creating the Gemstone Key and completing the Trial of the Lock. And at any point after.
Features: A ‘Key Fragment 1’ is hidden here, which’s current use in still a mystery...
Notes: The frightening atmosphere is heightened by eerie apparitions, peculiar shifting marks and notes on the walls, etc.
¤ Dreamworld Passage
Above-ground/Dungeon: Dungeon (In a sense)
Location: Accessed by using a specific sapphire on the Astral Altar, but only then.
Quest: Secrets of Seravail
Appearance: Very similar to the other areas of the Dreamworld in terms of texture.
Purpose: Traversed to enchant an ingredient of ‘Mindguard-Mix’. A boss-battle is fought within.
When can I enter?: After being told about the means of defending your mind from manipulation.
Features: This is another temporary area only used for quest-progress.
Notes: (none)
¤ The Zaultyne Spire
Above-ground/Dungeon: Dungeon
Location: Atop a mountain of Trollheim. (Accessed by Aiven’s teleportation.)
Quest: Against Fate’s Mediocrity
Appearance: A majestic yet imposing structure of colossal height! The design and decor is dappled in ancient enigma.
Purpose: The Enchantment which can bypass the Nature-Structures’ magical defences lies in wait at the summit.
When can I enter?: As soon as Quest6 has begun.
Features: Aside from a plentiful array of enemies, there is little surprises here.
Notes: Challenges fill the area to the brim, each of which can be read about in the walkthrough.
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: ¤.¸•´.¸.• Zavionce V4•.¸.´•¸.¤
¤ The Fortuity Labyrinth
Above-ground/Dungeon: Dungeon
Location: Accessed via a hidden entrance within Isafdar, opened by Ziedrich.
Quest: Against Fate’s Mediocrity.
Appearance: A mysterious and perilous maze of peculiarity, with countless inscriptions and archaic paintings of silver and purple aligning the dark, forsaken hallways...
Purpose: The fourth and final Nature-Structure resides here. The party attempt to reach it to ensure it stays out of harm’s grasp.
When can I enter?: After the Fortuity Flow potion has been made and Ziedrich opens the way.
Features: There is nothing to gain here aside from progress in the quest.
Notes: After the story’s occurrences here are complete, metal golems can be found wandering the corridors free for the slaying.
¤ Cassandra’s Memorial
Above-ground/Dungeon: Dungeon
Location: Off the west coast of the Seravail Forria.
Quest: Against Fate’s Mediocrity
Appearance: The angelic statue houses the entrance to a storage keep which leads beneath the coast. This area is free of any decor, and houses nought but crates full of spare odds-and-ends.
Purpose: Following the Werefoxes’ investigations, they come across this small, hidden keep. A cryptic and obscure parchment which grants them the means to progress hides within.
When can I enter?: After reporting the incident at the Fortuity Labyrinth to Aiven.
Features: Praying at the statue of Cassandra can restore lost Prayer Points.
Notes: (None)
Above-ground/Dungeon: Dungeon
Location: Accessed via a hidden entrance within Isafdar, opened by Ziedrich.
Quest: Against Fate’s Mediocrity.
Appearance: A mysterious and perilous maze of peculiarity, with countless inscriptions and archaic paintings of silver and purple aligning the dark, forsaken hallways...
Purpose: The fourth and final Nature-Structure resides here. The party attempt to reach it to ensure it stays out of harm’s grasp.
When can I enter?: After the Fortuity Flow potion has been made and Ziedrich opens the way.
Features: There is nothing to gain here aside from progress in the quest.
Notes: After the story’s occurrences here are complete, metal golems can be found wandering the corridors free for the slaying.
¤ Cassandra’s Memorial
Above-ground/Dungeon: Dungeon
Location: Off the west coast of the Seravail Forria.
Quest: Against Fate’s Mediocrity
Appearance: The angelic statue houses the entrance to a storage keep which leads beneath the coast. This area is free of any decor, and houses nought but crates full of spare odds-and-ends.
Purpose: Following the Werefoxes’ investigations, they come across this small, hidden keep. A cryptic and obscure parchment which grants them the means to progress hides within.
When can I enter?: After reporting the incident at the Fortuity Labyrinth to Aiven.
Features: Praying at the statue of Cassandra can restore lost Prayer Points.
Notes: (None)
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: ¤.¸•´.¸.• Zavionce V4•.¸.´•¸.¤
¤ Shrine of the Feracite
Above-ground/Dungeon: Dungeon
Location: The entrance lies between Paterdomus Temple and Slayer Tower.
Quest: Against Fate’s Mediocrity
Appearance: A miniscule and simplistic shrine with ponderous inscriptions gracing the door and walls...
Purpose: A small orb of Feracite, with far greater power than most, is protected within.
When can I enter?: After summoning a high-levelled Kitsune at the entrance (Once Aiven fails to lower the barrier of magic protecting Gexviolt’s sanctum.)
Features: Attaining the Feracite Orb is your only attraction here.
Notes: (None)
¤ Epilogue of Eternity
Above-ground/Dungeon: Dungeon
Location: Within the Onlooker’s Isle by the north-west corner of the Seravail Forria.
Quest: Against Fate’s Mediocrity
Appearance: A ghastly, malicious and mutilated fusion of ancient construct and modern-day technology. A disturbing mixture of the ages, warping throughout a maze of scattered hallways!
Purpose: The series’ Final Dungeon! The focal-point of all your hardships and woe, where Gexviolt and his time-slaughtering creation lie in wait...
When can I enter?: After the magic wall, conjured by Mylas, has been destroyed.
Features: There is an absolute bedlam of enemies, old and new, to train on within, as well as a mysterious locked door which may hold something interesting if the means to open it are discovered.....
Notes: If entered with ambitions to fight the last boss, you MUST be in possession of adequate food, armour, abilities and weaponry!
Above-ground/Dungeon: Dungeon
Location: The entrance lies between Paterdomus Temple and Slayer Tower.
Quest: Against Fate’s Mediocrity
Appearance: A miniscule and simplistic shrine with ponderous inscriptions gracing the door and walls...
Purpose: A small orb of Feracite, with far greater power than most, is protected within.
When can I enter?: After summoning a high-levelled Kitsune at the entrance (Once Aiven fails to lower the barrier of magic protecting Gexviolt’s sanctum.)
Features: Attaining the Feracite Orb is your only attraction here.
Notes: (None)
¤ Epilogue of Eternity
Above-ground/Dungeon: Dungeon
Location: Within the Onlooker’s Isle by the north-west corner of the Seravail Forria.
Quest: Against Fate’s Mediocrity
Appearance: A ghastly, malicious and mutilated fusion of ancient construct and modern-day technology. A disturbing mixture of the ages, warping throughout a maze of scattered hallways!
Purpose: The series’ Final Dungeon! The focal-point of all your hardships and woe, where Gexviolt and his time-slaughtering creation lie in wait...
When can I enter?: After the magic wall, conjured by Mylas, has been destroyed.
Features: There is an absolute bedlam of enemies, old and new, to train on within, as well as a mysterious locked door which may hold something interesting if the means to open it are discovered.....
Notes: If entered with ambitions to fight the last boss, you MUST be in possession of adequate food, armour, abilities and weaponry!
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: ¤.¸•´.¸.• Zavionce V4•.¸.´•¸.¤
¤ Bestiary ¤
The Bestiary is the place to come if you’re looking for info on new enemies, Details include: Lvls, attack styles, locations, appearance, drops etc.
(Creatures that drop 'Enigma Runes' won’t drop them until after Quest3)
* Crexa Scouter
Level: 40
HP: 480
Quest: A Woodland Dilemma
Location: Devious Den: The Tunnel – Archaic Vault
Appearance: A warmech with large legs and arms, weaponless. Constructed of bronze and iron.
Description: A prototype construct of a very basic calibre. Expressing a very low level of mechanic skill at best. Being the curious and mimicking creatures they are, the Crexa devised this after witnessing humanity’s ability of construction.
Attack Style: Melee
Drops: 1 Bronze Bar (100%), Various pieces of Bronze Equipment. (50%)
Notes: Can only be fought during the quest, there won’t be any NPCs in the archaic vault afterwards
¤ Crexa Mecha
Level: 50
HP: 600
Quest: A Woodland Dilemma
Location: Devious Den: The Tunnel – Archaic Vault
Appearance: A warmech with bulky armour and sharp claws. Constructed of iron and steel.
Description: The result of the Crexa’s perseverance, The ‘Mecha’ is an improved variation of the Scouter, designed to defend the Crexa’s ruin-riddled home.
Attack Style: Melee
Drops: 1 Iron Bar (100%), Various pieces of Iron Equipment (50%) 5 noted Bronze Bars (55%)
Notes: Can only be fought during the quest, there won’t be any NPCs in the archaic vault afterwards
¤ Crexa Mortar
Level: 60
HP: 770
Quest: A Woodland Dilemma
Location: Devious Den: The Tunnel – Archaic Vault
Appearance: A warmech with an aerodynamic build and a unique arm arrow-launcher. Constructed of Steel and Mithril.
Description: Amongst the Crexa’s finest creations upon truly grasping the art of construction! This model is far more hardier and dangerous than its lesser counterparts... maybe a little more than the Crexa intended...
Attack Style: Ranged
The Bestiary is the place to come if you’re looking for info on new enemies, Details include: Lvls, attack styles, locations, appearance, drops etc.
(Creatures that drop 'Enigma Runes' won’t drop them until after Quest3)
* Crexa Scouter
Level: 40
HP: 480
Quest: A Woodland Dilemma
Location: Devious Den: The Tunnel – Archaic Vault
Appearance: A warmech with large legs and arms, weaponless. Constructed of bronze and iron.
Description: A prototype construct of a very basic calibre. Expressing a very low level of mechanic skill at best. Being the curious and mimicking creatures they are, the Crexa devised this after witnessing humanity’s ability of construction.
Attack Style: Melee
Drops: 1 Bronze Bar (100%), Various pieces of Bronze Equipment. (50%)
Notes: Can only be fought during the quest, there won’t be any NPCs in the archaic vault afterwards
¤ Crexa Mecha
Level: 50
HP: 600
Quest: A Woodland Dilemma
Location: Devious Den: The Tunnel – Archaic Vault
Appearance: A warmech with bulky armour and sharp claws. Constructed of iron and steel.
Description: The result of the Crexa’s perseverance, The ‘Mecha’ is an improved variation of the Scouter, designed to defend the Crexa’s ruin-riddled home.
Attack Style: Melee
Drops: 1 Iron Bar (100%), Various pieces of Iron Equipment (50%) 5 noted Bronze Bars (55%)
Notes: Can only be fought during the quest, there won’t be any NPCs in the archaic vault afterwards
¤ Crexa Mortar
Level: 60
HP: 770
Quest: A Woodland Dilemma
Location: Devious Den: The Tunnel – Archaic Vault
Appearance: A warmech with an aerodynamic build and a unique arm arrow-launcher. Constructed of Steel and Mithril.
Description: Amongst the Crexa’s finest creations upon truly grasping the art of construction! This model is far more hardier and dangerous than its lesser counterparts... maybe a little more than the Crexa intended...
Attack Style: Ranged
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: ¤.¸•´.¸.• Zavionce V4•.¸.´•¸.¤
Drops: 1 Steel Bar (100%), Various pieces of Steel Equipment (50%) 5 noted Iron Bars (55%)
Notes: Can only be fought during the quest, there won’t be any NPCs in the archaic vault afterwards
¤ Midroul
Level: 139
HP: 2000
Quest: A Woodland Dilemma
Location: Devious Den – Gilded Chamber
Appearance: A sophisticated noble clad in magnificent armour. His armour is not at all ‘bright’ though due to its old age. He wields an opulent crossbow.
Description: Corrupted by his own paranoia, Midroul is a farmer who takes extreme measures in his tasks, including murder!; his skills with a crossbow aren’t enough to reassure him of his ability so he adds a few “gimmicks” to his strategy.
Attack Style: Ranged
Drops: (none)
Notes: Fought as a Boss Enemy. Can only be attacked with Ranged and Tranquilliser Bolts. Sometimes uses a magic-based splash attack.
¤ Canine Archer
Level: 70
HP: 850
Quest: From Mission to Madness
Location: The Desert – Temple of the Dog
Appearance: The ghostly apparition of an anthropomorphic dog (similar to Anubis) who wields an ancient bow
Description: Canine spirits that guard the Dog Temple from intruders and robbers. Their souls were willingly extracted from their bodies to serve the secrets of their kind forevermore! They also test if a “visitor” of worthy of the sceptre segment they guard.
Attack Style: Ranged
Drops: All projectiles[Bronze-Mithril] (60%) 1-12 Enigma Runes (20%) Cut Emerald (17%) Clue scroll Lvl2 (very rare)
Notes: ~
¤ Canine Swordsman
Level: 70
HP: 850
Quest: From Mission to Madness
Location: Morytania – Temple of the Wolf
Appearance: The ghostly apparition of an anthropomorphic wolf who wields an ancient blade
Description: Lupine spirits that guard the Wolf Temple from intruders and robbers. Their souls were willingly extracted from their bodies to serve the secrets of their kind forevermore! They also test if a “visitor” of worthy of the sceptre segment they guard.
Attack Style: Melee
Notes: Can only be fought during the quest, there won’t be any NPCs in the archaic vault afterwards
¤ Midroul
Level: 139
HP: 2000
Quest: A Woodland Dilemma
Location: Devious Den – Gilded Chamber
Appearance: A sophisticated noble clad in magnificent armour. His armour is not at all ‘bright’ though due to its old age. He wields an opulent crossbow.
Description: Corrupted by his own paranoia, Midroul is a farmer who takes extreme measures in his tasks, including murder!; his skills with a crossbow aren’t enough to reassure him of his ability so he adds a few “gimmicks” to his strategy.
Attack Style: Ranged
Drops: (none)
Notes: Fought as a Boss Enemy. Can only be attacked with Ranged and Tranquilliser Bolts. Sometimes uses a magic-based splash attack.
¤ Canine Archer
Level: 70
HP: 850
Quest: From Mission to Madness
Location: The Desert – Temple of the Dog
Appearance: The ghostly apparition of an anthropomorphic dog (similar to Anubis) who wields an ancient bow
Description: Canine spirits that guard the Dog Temple from intruders and robbers. Their souls were willingly extracted from their bodies to serve the secrets of their kind forevermore! They also test if a “visitor” of worthy of the sceptre segment they guard.
Attack Style: Ranged
Drops: All projectiles[Bronze-Mithril] (60%) 1-12 Enigma Runes (20%) Cut Emerald (17%) Clue scroll Lvl2 (very rare)
Notes: ~
¤ Canine Swordsman
Level: 70
HP: 850
Quest: From Mission to Madness
Location: Morytania – Temple of the Wolf
Appearance: The ghostly apparition of an anthropomorphic wolf who wields an ancient blade
Description: Lupine spirits that guard the Wolf Temple from intruders and robbers. Their souls were willingly extracted from their bodies to serve the secrets of their kind forevermore! They also test if a “visitor” of worthy of the sceptre segment they guard.
Attack Style: Melee
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: ¤.¸•´.¸.• Zavionce V4•.¸.´•¸.¤
Drops: Swords[Bronze-Mithril] (60%) 1-5 Enigma Runes (20%) Cut Sapphire (17%) Clue scroll Lvl2 (very rare)
Notes: ~
¤ Canine Mage
Level: 70
HP: 850
Quest: From Mission to Madness
Location: Relleka Crevice – Temple of the Fox
Appearance: The ghostly apparition of an anthropomorphic fox who wields an ancient staff
Description: Vulpine spirits that guard the Fox Temple from intruders and robbers. Their souls were willingly extracted from their bodies to serve the secrets of their kind forevermore! They also test if a “visitor” is worthy of the sceptre segment they guard.
Attack Style: Mage
Drops: Elemental Runes (60%) 1-20 Enigma Runes (20%) Cut Ruby (17%) Clue scroll Lvl2 (very rare)
Notes: ~
¤ Hecticos Glyph
Level: 88
HP: 970
Quest: From Mission to Madness
Location: The Desert – Temple of the Dog, Relleka Crevice – Temple of the Fox
Appearance: A peculiar, levitating blend mysterious symbols, which frequently change colour
Description: these strange creatures are a manifestation of forgotten magics cast and spun throughout canine temples in ancient times. The fusions of spells that make it up have begun to act with a consciousness. They specialise in elements.
Attack Style: Melee (magic damage)
Drops: -Random- Runes (50%) Elemental Staves (48%) Elemental Battlestaves (18%) 10-20 Enigma Runes (30%) Clue Scroll lvl3 (very rare)
Notes: These enemies change colour during battle, this shows its elemental weakness (EG: Red = Fire) at the time. Attack with its weakness to stand a real chance.
Notes: ~
¤ Canine Mage
Level: 70
HP: 850
Quest: From Mission to Madness
Location: Relleka Crevice – Temple of the Fox
Appearance: The ghostly apparition of an anthropomorphic fox who wields an ancient staff
Description: Vulpine spirits that guard the Fox Temple from intruders and robbers. Their souls were willingly extracted from their bodies to serve the secrets of their kind forevermore! They also test if a “visitor” is worthy of the sceptre segment they guard.
Attack Style: Mage
Drops: Elemental Runes (60%) 1-20 Enigma Runes (20%) Cut Ruby (17%) Clue scroll Lvl2 (very rare)
Notes: ~
¤ Hecticos Glyph
Level: 88
HP: 970
Quest: From Mission to Madness
Location: The Desert – Temple of the Dog, Relleka Crevice – Temple of the Fox
Appearance: A peculiar, levitating blend mysterious symbols, which frequently change colour
Description: these strange creatures are a manifestation of forgotten magics cast and spun throughout canine temples in ancient times. The fusions of spells that make it up have begun to act with a consciousness. They specialise in elements.
Attack Style: Melee (magic damage)
Drops: -Random- Runes (50%) Elemental Staves (48%) Elemental Battlestaves (18%) 10-20 Enigma Runes (30%) Clue Scroll lvl3 (very rare)
Notes: These enemies change colour during battle, this shows its elemental weakness (EG: Red = Fire) at the time. Attack with its weakness to stand a real chance.
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: ¤.¸•´.¸.• Zavionce V4•.¸.´•¸.¤
¤ Axiolt Glyph
Level: 100
HP: 780
Quest: From Mission to Madness
Location: Morytania – Temple of the Wolf, Relleka Crevice– Temple of the Fox, The Epilogue of Eternity
Appearance: A peculiar, dull-coloured, levitating blend of mysterious symbols, which frequently change shape
Description: These Malicious Mysteries are made up from discarded spells and curses thought too dark for casual use, their ancient energy has granted them a conscious mind! They specialise in combat attributes.
Attack Style: Melee (magic damage)
Drops: -Random- Runes (50%) Rune scimitar (30%) Rune crossbow (30%) 10-20 Enigma Runes (30%) Clue Scroll lvl3 (very rare)
Notes: These enemies change shape during battle, this shows its attack-style weakness (EG: *sharp’ = melee) at the time. Attacking with its weakness is the only real way to inflict decent damage; it’s very durable to anything else
¤ Vulpra
Level: 185
HP: 3200
Quest: From Mission to Madness
Location: Tomb of Rebirth
Appearance: A young Werefox in his casual clothing, in his were form. He wields 2 aggressive swords.
Description: A manipulative Werefox and former resident of Zavionce, Vulpra is seeking revenge for the emotional pain he’s been through, even if it means constant mass-murder! He has incredible fighting talent for his age.
Attack Style: Melee
Drops: (none)
Notes: Fought as a Boss Enemy. His special attack can drain prayer points!
¤ Burgh Soldier
Level: 45, 82, 100
HP: 500, 690, 800
Quest: The Vulpine Valour
Location: Morytanian Battlegrounds
Appearance: A human warrior clad in unfortunately meagre armour. Although, their swords seems rather prestigious...
Description: Volunteer soldiers from the human population of Morytania. The ghosts from Port Phasymantis granted them ethereal strength to help them overcome their ailments for the time being, and against the morytanian antagonists.
Attack Style: Melee
Drops: Bones (100%), defence potion (1) (20%), Swordfish (22%)
Level: 100
HP: 780
Quest: From Mission to Madness
Location: Morytania – Temple of the Wolf, Relleka Crevice– Temple of the Fox, The Epilogue of Eternity
Appearance: A peculiar, dull-coloured, levitating blend of mysterious symbols, which frequently change shape
Description: These Malicious Mysteries are made up from discarded spells and curses thought too dark for casual use, their ancient energy has granted them a conscious mind! They specialise in combat attributes.
Attack Style: Melee (magic damage)
Drops: -Random- Runes (50%) Rune scimitar (30%) Rune crossbow (30%) 10-20 Enigma Runes (30%) Clue Scroll lvl3 (very rare)
Notes: These enemies change shape during battle, this shows its attack-style weakness (EG: *sharp’ = melee) at the time. Attacking with its weakness is the only real way to inflict decent damage; it’s very durable to anything else
¤ Vulpra
Level: 185
HP: 3200
Quest: From Mission to Madness
Location: Tomb of Rebirth
Appearance: A young Werefox in his casual clothing, in his were form. He wields 2 aggressive swords.
Description: A manipulative Werefox and former resident of Zavionce, Vulpra is seeking revenge for the emotional pain he’s been through, even if it means constant mass-murder! He has incredible fighting talent for his age.
Attack Style: Melee
Drops: (none)
Notes: Fought as a Boss Enemy. His special attack can drain prayer points!
¤ Burgh Soldier
Level: 45, 82, 100
HP: 500, 690, 800
Quest: The Vulpine Valour
Location: Morytanian Battlegrounds
Appearance: A human warrior clad in unfortunately meagre armour. Although, their swords seems rather prestigious...
Description: Volunteer soldiers from the human population of Morytania. The ghosts from Port Phasymantis granted them ethereal strength to help them overcome their ailments for the time being, and against the morytanian antagonists.
Attack Style: Melee
Drops: Bones (100%), defence potion (1) (20%), Swordfish (22%)
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: ¤.¸•´.¸.• Zavionce V4•.¸.´•¸.¤
Notes: these enemies wont attack unless you strike first
¤ Vulpra (Round 2)
Level: 190
HP: 3350
Quest: The Vulpine Valour
Location: Morytanian Battlegrounds
Appearance: A young Werefox in his casual clothing, in his were form. He wields 2 aggressive swords.
Description: After his previous defeat, Vulpra has trained up to ensure victory in this decisive battle for Morytania. With all his work at risk, he won’t fall to you so easily this time!
Attack Style: Melee
Drops: (none)
Notes: Vulpra attacks faster this time, but essentially all his moves are the same.
¤ Cyclone Elemental
Level: 130
HP: 1400
Quest: The Vulpine Valour
Location: Cavern of Lumina
Appearance: An Air Elemental with tornado-like swirls around its transparent body. It has peculiar spikes on its head, similar to a jester’s hat.
Description: A mutant variation of an Air Elemental. How it came to be is a mystery, but a reasonable guess to its resting place is that it was sealed away for overpowering its brethren.
Attack Style: Melee
Drops: (none)
Notes: Needs to be attacked by an earth spell to become vulnerable. Can only be fought once.
¤ Torrent Elemental
Level: 135
HP: 1430
Quest: The Vulpine Valour
Location: Cavern of Lumina
Appearance: A Water Elemental with a rather bulky build. Its hands are frozen shards of ice! Its lower-half is similar to that of the Geyser Titan.
Description: A mutant variation of a Water Elemental. How it came to be is a mystery, but a reasonable guess to its resting place is that it was sealed away for overpowering its brethren.
Attack Style: Melee
Drops: (none)
Notes: Needs to be attacked by a fire spell to become vulnerable. Can only be fought once.
¤ Vulpra (Round 2)
Level: 190
HP: 3350
Quest: The Vulpine Valour
Location: Morytanian Battlegrounds
Appearance: A young Werefox in his casual clothing, in his were form. He wields 2 aggressive swords.
Description: After his previous defeat, Vulpra has trained up to ensure victory in this decisive battle for Morytania. With all his work at risk, he won’t fall to you so easily this time!
Attack Style: Melee
Drops: (none)
Notes: Vulpra attacks faster this time, but essentially all his moves are the same.
¤ Cyclone Elemental
Level: 130
HP: 1400
Quest: The Vulpine Valour
Location: Cavern of Lumina
Appearance: An Air Elemental with tornado-like swirls around its transparent body. It has peculiar spikes on its head, similar to a jester’s hat.
Description: A mutant variation of an Air Elemental. How it came to be is a mystery, but a reasonable guess to its resting place is that it was sealed away for overpowering its brethren.
Attack Style: Melee
Drops: (none)
Notes: Needs to be attacked by an earth spell to become vulnerable. Can only be fought once.
¤ Torrent Elemental
Level: 135
HP: 1430
Quest: The Vulpine Valour
Location: Cavern of Lumina
Appearance: A Water Elemental with a rather bulky build. Its hands are frozen shards of ice! Its lower-half is similar to that of the Geyser Titan.
Description: A mutant variation of a Water Elemental. How it came to be is a mystery, but a reasonable guess to its resting place is that it was sealed away for overpowering its brethren.
Attack Style: Melee
Drops: (none)
Notes: Needs to be attacked by a fire spell to become vulnerable. Can only be fought once.
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: ¤.¸•´.¸.• Zavionce V4•.¸.´•¸.¤
¤ Fissure Elemental
Level: 140
HP: 1490
Quest: The Vulpine Valour
Location: Cavern of Lumina
Appearance: An Earth Elemental with green streaks through it rather than purple. It also has shrubs and large spines producing from its back.
Description: A mutant variation of an Earth Elemental. How it came to be is a mystery, but a reasonable guess to its resting place is that it was sealed away for overpowering its brethren
Attack Style: Melee
Drops: (none)
Notes: Needs to be attacked by an air spell to become vulnerable. Can only be fought once.
¤ Magma Elemental
Level: 145
HP: 1580
Quest: The Vulpine Valour
Location: Cavern of Lumina
Appearance: A Fire Elemental with what seems like a flowing, blazing cape down its back, it also seems to be wearing gauntlets and a helmet made of pure flame!
Description: A mutant variation of a Fire Elemental. How it came to be is a mystery, but a reasonable guess to its resting place is that it was sealed away for overpowering its brethren.
Attack Style: Melee
Drops: (none)
Notes: Needs to be attack by a water spell to become vulnerable. Can only be fought once.
¤ Crexa War-Hazard
Level: 170
HP: 2400
Quest: The Vulpine Valour
Location: The Devious Den – Archaic Vault
Appearance: A grand weapon constructed of Adamantite and Runite. It’s the largest of all Crexa weaponry
Description: The pinnacle of the Crexa’s progress! All the creatures’ labour and strain were poured into this one ultimate sentinel, capable of even firing magic! However, only one was ever devised, as the sheer difficulty of construction proved too demanding to keep up.
Attack Style: Magic
Drops: 1 Adamant Bar (100%), Various pieces of adamant equipment (50%), 5 noted-mithril bars (55%)
Notes: Fought as a boss enemy. ¤ Fissure Elemental
Level: 140
HP: 1490
Quest: The Vulpine Valour
Location: Cavern of Lumina
Appearance: An Earth Elemental with green streaks through it rather than purple. It also has shrubs and large spines producing from its back.
Description: A mutant variation of an Earth Elemental. How it came to be is a mystery, but a reasonable guess to its resting place is that it was sealed away for overpowering its brethren
Attack Style: Melee
Drops: (none)
Notes: Needs to be attacked by an air spell to become vulnerable. Can only be fought once.
¤ Magma Elemental
Level: 145
HP: 1580
Quest: The Vulpine Valour
Location: Cavern of Lumina
Appearance: A Fire Elemental with what seems like a flowing, blazing cape down its back, it also seems to be wearing gauntlets and a helmet made of pure flame!
Description: A mutant variation of a Fire Elemental. How it came to be is a mystery, but a reasonable guess to its resting place is that it was sealed away for overpowering its brethren.
Attack Style: Melee
Drops: (none)
Notes: Needs to be attack by a water spell to become vulnerable. Can only be fought once.
¤ Crexa War-Hazard
Level: 170
HP: 2400
Quest: The Vulpine Valour
Location: The Devious Den – Archaic Vault
Appearance: A grand weapon constructed of Adamantite and Runite. It’s the largest of all Crexa weaponry
Description: The pinnacle of the Crexa’s progress! All the creatures’ labour and strain were poured into this one ultimate sentinel, capable of even firing magic! However, only one was ever devised, as the sheer difficulty of construction proved too demanding to keep up.
Attack Style: Magic
Drops: 1 Adamant Bar (100%), Various pieces of adamant equipment (50%), 5 noted-mithril bars (55%)
Notes: Fought as a boss enemy.
Level: 140
HP: 1490
Quest: The Vulpine Valour
Location: Cavern of Lumina
Appearance: An Earth Elemental with green streaks through it rather than purple. It also has shrubs and large spines producing from its back.
Description: A mutant variation of an Earth Elemental. How it came to be is a mystery, but a reasonable guess to its resting place is that it was sealed away for overpowering its brethren
Attack Style: Melee
Drops: (none)
Notes: Needs to be attacked by an air spell to become vulnerable. Can only be fought once.
¤ Magma Elemental
Level: 145
HP: 1580
Quest: The Vulpine Valour
Location: Cavern of Lumina
Appearance: A Fire Elemental with what seems like a flowing, blazing cape down its back, it also seems to be wearing gauntlets and a helmet made of pure flame!
Description: A mutant variation of a Fire Elemental. How it came to be is a mystery, but a reasonable guess to its resting place is that it was sealed away for overpowering its brethren.
Attack Style: Melee
Drops: (none)
Notes: Needs to be attack by a water spell to become vulnerable. Can only be fought once.
¤ Crexa War-Hazard
Level: 170
HP: 2400
Quest: The Vulpine Valour
Location: The Devious Den – Archaic Vault
Appearance: A grand weapon constructed of Adamantite and Runite. It’s the largest of all Crexa weaponry
Description: The pinnacle of the Crexa’s progress! All the creatures’ labour and strain were poured into this one ultimate sentinel, capable of even firing magic! However, only one was ever devised, as the sheer difficulty of construction proved too demanding to keep up.
Attack Style: Magic
Drops: 1 Adamant Bar (100%), Various pieces of adamant equipment (50%), 5 noted-mithril bars (55%)
Notes: Fought as a boss enemy. ¤ Fissure Elemental
Level: 140
HP: 1490
Quest: The Vulpine Valour
Location: Cavern of Lumina
Appearance: An Earth Elemental with green streaks through it rather than purple. It also has shrubs and large spines producing from its back.
Description: A mutant variation of an Earth Elemental. How it came to be is a mystery, but a reasonable guess to its resting place is that it was sealed away for overpowering its brethren
Attack Style: Melee
Drops: (none)
Notes: Needs to be attacked by an air spell to become vulnerable. Can only be fought once.
¤ Magma Elemental
Level: 145
HP: 1580
Quest: The Vulpine Valour
Location: Cavern of Lumina
Appearance: A Fire Elemental with what seems like a flowing, blazing cape down its back, it also seems to be wearing gauntlets and a helmet made of pure flame!
Description: A mutant variation of a Fire Elemental. How it came to be is a mystery, but a reasonable guess to its resting place is that it was sealed away for overpowering its brethren.
Attack Style: Melee
Drops: (none)
Notes: Needs to be attack by a water spell to become vulnerable. Can only be fought once.
¤ Crexa War-Hazard
Level: 170
HP: 2400
Quest: The Vulpine Valour
Location: The Devious Den – Archaic Vault
Appearance: A grand weapon constructed of Adamantite and Runite. It’s the largest of all Crexa weaponry
Description: The pinnacle of the Crexa’s progress! All the creatures’ labour and strain were poured into this one ultimate sentinel, capable of even firing magic! However, only one was ever devised, as the sheer difficulty of construction proved too demanding to keep up.
Attack Style: Magic
Drops: 1 Adamant Bar (100%), Various pieces of adamant equipment (50%), 5 noted-mithril bars (55%)
Notes: Fought as a boss enemy.
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: ¤.¸•´.¸.• Zavionce V4•.¸.´•¸.¤
¤ Sin's Imp
Level: 30
HP: 220
Quest: The Vulpine Valour
Location: Lawzeaus’ Tower
Appearance: Like a common imp, but much darker in colour. It also has 2 pairs of wings rather than 1.
Description: Does evil really come this small!? These mischievous creatures feasted away on the ghostly darkness of Lawzeaus’ realm, and in turn, it gave them an ethereal boost in battle!
Attack Style: Melee
Drops: Ashes (100%), Mithril Dagger (18%) Grimy Tarromin (35%) 1 Law Rune (20%) 4 Nature Runes (20%) Clue Scroll Lvl1 (very rare)
Notes: (none)
¤ Reverentarok
Level: 144
HP: 1580
Quest: The Vulpine Valour
Location: Lawzeaus’ Tower, Zaultyne Spire – 3rd Reach
Appearance: A haunting malevolent ghost, coloured in a dark transparency! Like some sort of muscular reaper!
Description: A close relative of the Revenant, the Reverentarok stalks its final haunt with aggression. Aggrieved by its own death, it seeks revenge on all living! Although its constant strive for vengeance is fuelled by its complete insanity, having been held here so long...
Attack Style: Melee, Magic
Drops: Enigma Rune [1-20] (33%), Enigma Talisman (0.7%) Rune 2H (1%) Key Halves (1%) Dragon Dagger (0.9%) Clue Scroll Lvl3 (very rare)
Notes: (none)
¤ Distortion Glyph
Level: 83
HP: 1000
Quest: The Vulpine Valour
Location: Lawzeaus’ Tower
Appearance: Very similar to the other glyphs. But it spins much quicker for a more bizarre look.
Description: These creatures are made up from the spells Zavionce wouldn’t ever consider using! Whichever twisted mind created them can rest knowing at least one fool was curious enough to cast them, thus, resulting in the Distortion Glyph’s birth...
Attack Style: Melee (magic damage)
Drops: -Random- Runes (50%) 1-30 Any Arrow type (30%) Air Battlestaff (30%) 1-20 Enigma Runes (30%) Clue Scroll Lvl3 (very rare)
Notes: Unlike other glyphs, any attack will work perfectly fine. But it can heal itself very easily!
Level: 30
HP: 220
Quest: The Vulpine Valour
Location: Lawzeaus’ Tower
Appearance: Like a common imp, but much darker in colour. It also has 2 pairs of wings rather than 1.
Description: Does evil really come this small!? These mischievous creatures feasted away on the ghostly darkness of Lawzeaus’ realm, and in turn, it gave them an ethereal boost in battle!
Attack Style: Melee
Drops: Ashes (100%), Mithril Dagger (18%) Grimy Tarromin (35%) 1 Law Rune (20%) 4 Nature Runes (20%) Clue Scroll Lvl1 (very rare)
Notes: (none)
¤ Reverentarok
Level: 144
HP: 1580
Quest: The Vulpine Valour
Location: Lawzeaus’ Tower, Zaultyne Spire – 3rd Reach
Appearance: A haunting malevolent ghost, coloured in a dark transparency! Like some sort of muscular reaper!
Description: A close relative of the Revenant, the Reverentarok stalks its final haunt with aggression. Aggrieved by its own death, it seeks revenge on all living! Although its constant strive for vengeance is fuelled by its complete insanity, having been held here so long...
Attack Style: Melee, Magic
Drops: Enigma Rune [1-20] (33%), Enigma Talisman (0.7%) Rune 2H (1%) Key Halves (1%) Dragon Dagger (0.9%) Clue Scroll Lvl3 (very rare)
Notes: (none)
¤ Distortion Glyph
Level: 83
HP: 1000
Quest: The Vulpine Valour
Location: Lawzeaus’ Tower
Appearance: Very similar to the other glyphs. But it spins much quicker for a more bizarre look.
Description: These creatures are made up from the spells Zavionce wouldn’t ever consider using! Whichever twisted mind created them can rest knowing at least one fool was curious enough to cast them, thus, resulting in the Distortion Glyph’s birth...
Attack Style: Melee (magic damage)
Drops: -Random- Runes (50%) 1-30 Any Arrow type (30%) Air Battlestaff (30%) 1-20 Enigma Runes (30%) Clue Scroll Lvl3 (very rare)
Notes: Unlike other glyphs, any attack will work perfectly fine. But it can heal itself very easily!
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: ¤.¸•´.¸.• Zavionce V4•.¸.´•¸.¤
¤ Canine Omnitic
Level: 99
HP: 990
Quest: The Vulpine Valour
Location: Lawzeaus’ Tower
Appearance: A very curious form of ghost... clearly canine... but of what type?
Description: Just what part of the canine-family did these creatures come from? Sorry, but... very little is documented!
Attack Style: Ranged
Drops: ???
Notes: ???
¤ Astral Wight
Level: 128
HP: 1000-1500
Quest: The Vulpine Valour
Location: Lawzeaus’ Tower, Zaultyne Spire – 2nd Reach
Appearance: Like Otherworldly Beings, but their robes and hats are much more colourful, they wield staves, and have 2 large angel-like wings producing from their robe to keep them afloat.
Description: Very mysterious beings; were they once mages? Are they even real!? They seem to exist as a pure magical essence, or least within one. But its near-impossible to know the thoughts of the Astral Wight...
Attack Style: Ranged, Magic
Drops: Attack potion (2) (10%), Ranging Potion (2) (10%) Magic Potion (2) (10%) Enigma Talisman (0.8%).
Notes: (none)
¤ Yellow Dragon
Level: 195
HP: 2300
Quest: The Vulpine Valour
Location: Lawzeaus’ Tower
Appearance: Generally a... yellow dragon...
Description: Many dragon-slayers may be tempted to pick a fight with these behemoths, but be warned! They survive in such a surreal zone for a reason! They will prove a challenge to any fighter, even with an anti-dragon shield.
Attack Style: Melee, Dragon-breath
Drops: Yellow D-Hide (100%), Various Herbs (20%) Dragon Med-helm (0.6%), Dragon Spear (0.7%) Rune sword (3.5%) Clue scroll Lvl3 (very rare) Draconic Visage (very rare)
Notes: Naturally, an anti-dragon shield or potions are needed to stand a chance. Yellow D-Hide doesn’t have “the correct durability” to be made into armour. But it does have a side-use…
Level: 99
HP: 990
Quest: The Vulpine Valour
Location: Lawzeaus’ Tower
Appearance: A very curious form of ghost... clearly canine... but of what type?
Description: Just what part of the canine-family did these creatures come from? Sorry, but... very little is documented!
Attack Style: Ranged
Drops: ???
Notes: ???
¤ Astral Wight
Level: 128
HP: 1000-1500
Quest: The Vulpine Valour
Location: Lawzeaus’ Tower, Zaultyne Spire – 2nd Reach
Appearance: Like Otherworldly Beings, but their robes and hats are much more colourful, they wield staves, and have 2 large angel-like wings producing from their robe to keep them afloat.
Description: Very mysterious beings; were they once mages? Are they even real!? They seem to exist as a pure magical essence, or least within one. But its near-impossible to know the thoughts of the Astral Wight...
Attack Style: Ranged, Magic
Drops: Attack potion (2) (10%), Ranging Potion (2) (10%) Magic Potion (2) (10%) Enigma Talisman (0.8%).
Notes: (none)
¤ Yellow Dragon
Level: 195
HP: 2300
Quest: The Vulpine Valour
Location: Lawzeaus’ Tower
Appearance: Generally a... yellow dragon...
Description: Many dragon-slayers may be tempted to pick a fight with these behemoths, but be warned! They survive in such a surreal zone for a reason! They will prove a challenge to any fighter, even with an anti-dragon shield.
Attack Style: Melee, Dragon-breath
Drops: Yellow D-Hide (100%), Various Herbs (20%) Dragon Med-helm (0.6%), Dragon Spear (0.7%) Rune sword (3.5%) Clue scroll Lvl3 (very rare) Draconic Visage (very rare)
Notes: Naturally, an anti-dragon shield or potions are needed to stand a chance. Yellow D-Hide doesn’t have “the correct durability” to be made into armour. But it does have a side-use…
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
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