EQ-IQ Show #10 Stiletto’s Orders

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Show number 10 continues the series dedicated to heritage quests with the search for the infamous Manastone. This was once a very prized and overpowered item in the old Everquest days. The show talks about the lore behind the Manastone and the quest that will take you from the shores of Karana to the depths of the Ruins of Varsoon with a showdown with Lord Varsoon the Undying the great necromancer whom is in search of immortality..

Links:
Allakhazam - Walkthrough
EQ2i - Walkthrough

Download: EQ-IQ Guide to Stiletto's Orders  EQ-IQ Guide to Stiletto's Orders (2.2 MiB, 144 hits)

Email:
EQ-IQ@EQ2-Guides.com

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Leveling (40-49) Tier 5

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Tier 5 is where things seem to slow down again but to be honest there is not a whole lot of solo content here in this tier. You are approaching the end game content of the original Everquest II release. In the beginning of this tier you will most likely still be adventuring in Steamfont Mountains.  The Feerrott is also still relevant here until level 45. You will probably start to get tired of these zones and that’s ok since you will now be able to head out to a couple of new zones as well as some new heroic or group content. For more on zones that were covered prior Click Here. Let’s take a look at the core zones of tier 5.

Everfrost

EverfrostEverfrost (40-50) was the homeland of the Barbarians. The city of Hallas use to reside in this winter wonderland. The city is said to have been lost since the shattering but some feel the city is still here somewhere in Everfrost’s icy waters. This is a really nice looking zone and is the only zone overland zone that resides in an arctic or snow environment, unless Vellious is the next expansion pack. This is a nice change of pace from the look and feel of other zones in Everquest. Everfrost was revamp recently in a game update. Much of the heroic content was removed and scaled back to be soloable. This update also added many new quest and quest hubs as well as making the zone easier to travel. There are 5 main valleys that are all connected by a series of tunnels. There are over 70 quests that can be completed in this zone by using the quest hubs that are located on the docks and 3 other major hubs throughout the zones various valleys. There are also several dropped items that give quests along with clickable items all through the zone that gives quests as well. There is on Heritage quest that involves Everfrost. Be sure to pick up An Eye for Power from Master T’Lys whom spawns on the docks facing north during the night time hours of Norrath. While you are hanging out in Everfrost you can check out a cool solo instance called The Forbidden Sepulcher (38-42).

Lavastorm

LavastormIf Everfrost is a little too cold for you then Lavastorm (40-50) may be right up your alley. This zone is the extreme opposite from the icy winter wonderland. Here you have an active volcano that resides in the center of the zone. Lavastorm was revamp recently as well. New quest lines were added for charters level 40-55 as well as high-end solo content for levels 77-80. Also added were mount stations similar to those found in Looping Plains. There are no quests needed to access these mounts. They make travel around this hostel land much easier and safer. The zone works its way counter clockwise in almost an upward spiral all the way to the center volcano and the heroic shared dungeon of Solusek’s Eye (45-50) where the infamous dragon Nagafen resides. There are also new teleportation pads located on the docks in the Shrine of Thunder and to the far north halfway into the zone just west of the Temple of Solusek Ro, one in the far west in Solusek’s Valley and one more pad located at the entrance to Solusek’s Eye . You need to visit each pad once and bind to it. Lavastorm has some key heritage quests and a very important language quest called To Speak as a Dragon where you will speak with the Dragon Lord Nagafen and learn the language of the dragons which will be vital to many Deity and Epic Weapon quest lines later on.  Even with the revamp there are not as many quests here as there are in Everfrost. There are barley 50 solo quests for levels 40-57 here. The rest of them are intended for 77-80. Most of the quests take place on the docks and with the goblins located in the south and east of the zone. Very little quests exist on the west side of the zone. Two heritage quests can also be started here, The Lost Legend of Lavastorm (48) and Saving Soles (49). Oh and I almost forgot to mention that thisis where you pickup the Lore and Legend updates for the Efreeti.

The Sinking Sands

Sinking SandsOnce you hit about level 45 you can go out to The Sinking Sands (45-55) and the content of the 1st expansion pack. I love this zone and if you go and listen to Show #3 where I walk you through this zone. I know some veteran players do not like this zone but to me this is a good change to the normal lush green zones in the game. Now I agree I would not want to see much more desert zones from this point forward. There is a lot of good content here and should easily get you to level 50. You can make you way to the City of Maj’Dul and do a series of quest here. Also if you want to live in the city you can work on you factions with one of the courts of Maj’Dul. This will allow you live in the city and be able to purchase the advanced combat recipes for your tier 6 Expert Spells (formally called Adept III). With roughly 40 soloable quests here most of the quest will be found on the docks and in two camps along the beach. Travel in this desert is made easier by flying carpets located all over the zone. You will have to visit each of these carpets and attune to them much like you had to with the mounts in Lavastorm. The Cyclops Lore and Legend book can be found here in the zone near the giant spiders.

Rivervale

RivervaleRivervale was once the home to the Halflings but has now been over run by evil creatures like many of the old world homes have since the shatering. Even though Rivervale (35-45) has a lot of Heroic mobs and encounters you still have a nice little quest hub located in The Fools Gold which is the large build in the center when you zone in. There are about 6 discovery location and roughly 40 quests. Some of which can be heroic. The heritage quest By Hook or By… starts here in addition to the Lore and Legend book for the Nightbloods. These are found in the buildings located in the zone. Again this zone has a lot of heroic mobs so it may be a poor choice for soloers. I think 3 players well equipped should have little problem with this zone.

Group Content

Obelisk of Lost Souls

For the group content you can still work your way through Rivervale (40-45) until your mid 40’s as well as The Obelisk of Lost Souls (35-50). This dungeon has many ways to enter it. The easiest way is to go to the Feerrott and enter via the Tower of Vul in the middle of the zone. This bypasses the Cavern zone, but if you die you will respwan in the cavern and will be locked out unless you do the access quest. The other way to enter this is by killing groups of shadowmen in Antonica west of the druid rings, Commonlands, Nektulos Forest in the far northwest of the zone, Thunderring Steppes, and Zek. This is a very confusing zone that still requires you to unlock each of its four levels. The zone is very maze like and will require you to run from one end to the next to camp mobs to unlock the next level. Still a good zone to quest in if you can find a group. There are a bout 12 named mobs in here for those whom need that AA.

Obelisk of Lost Souls

Permafrost

Another good dungeon to venture into and plenty of pick up groups will form is Permafrost (40-50). This zone is located once again at the back end of Everfrost. This is bar none one of the more exciting Dungeons’s and yields very good XP for those in the mid 40’s.  Even though there are less that 20 quest that originate here and less than 10 named mobs it is still a fun zone. Be careful sometimes the epic mob Vision of Vox can be up.

Permafrost

The Temple of Cazic-Thule

Another excellent Dungeon is found in the far deeps of The Feerrott. The Temple of Cazic-Thule (42-48) with roughly 20 quests and 13 named mobs which is pretty standard for content in the old EverQuest release is still a nice change of pace. The only thing that stinks is this zone is very deep in the Feerrott and there just is not an easy way to get there. you can also get the Lore and Legend book for Lizzardman here are well.

Temple of Cazic-Thule

Klak’Anon

Let’s not forget Klak’Anon (45-55) former home city of the Gnomes and is now over ran with Clockworks. This dungeon is located in Steamfont Mountains. This is a really fun dungeon and you will usually always see a pick up group in the chat Channels. There is one raid zone here and one group instance called Court of Innovation which has a few named npcs to kill for AA.

Klak'Anon

 The Tower of the Drafling

Located in the center of Rivervale is The Tower of the Drafling (40-46) is another nice dungeon that is very rarely enters unless you are on the heritage quest By Hook or By… or the Ranger Epic. There are not many quests that are started for here but there is some good AA to be had and the Lore and Legend book for the Bixies. You don’t need to go here to get the book since you can get this in Greater Faydark as well. Examine a lamp on a wall at to get 5 quests. There are only 3 named mobs and one discovery but still worth checking out.

The Drafling Tower

Solusek’s Eye

Last but not least you can quest in the large dungeon in Lavastorm called Solusek’s Eye (45-50). There are over 7 levels to this massive zone. Home to many important quest lines. This was the end game dungeon before any expansion packs were released. Only about 15 quest start In this zone and moist of them are item triggered throughout the zone. Not a very efficient zone for questing and not a whole lot of pick up groups are ever formed. Most people will hit this dungeon up if the need updates to quest such as Speak as a Dragon and Sol Ro deity devotion quest updates which require you to visit Lord Nagafen deep in the bottom of the zone. Also one of the only places to complete the Lore and Legend updates for the Efreeti. There are however over 20 named mobs here which is great for AA

Solusek's Eye

 

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Character Development vs. Power Leveling

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So you want to power level and get to 80 as fast as possible? Why? Is it because your friends are all 80? Do you want to RAID? Is this you’re second character and you don’t care to see all the content you already have done before? First off the first excuse can not be used since EverQuest II allows players of higher levels to mentor down to any character level to play with friends. The second reason is more valid but comes at a cost as you will see. The third reason is also valid since you may have explored all the content in EverQuest.

Fighter

There are some consequences to leveling too fast and with EQ2 leveling from 1-70 is already very fast contrary to what some may think. One of the major draw backs to power leveling is that you will most likely lack Alternate Achievements (AA) which has become almost necessary as new expansions have come out anticipating that players will use them to make the content progression easier. Currently AA’s are not leveled as fast as you can gain adventuring levels. This may change soon according to SOE. Because of this players can be level 80 but only to find themselves with less than 100 AA out of 200 possible. AA’s can improve your survivability in a number of ways. Some improve mitigation, taunting, rescue abilities which are great for tanks. There are many important improvements to class abilities and combat arts. This ranges from improving recast times, reduce resistibility, improve debuff’s and buff’s, improve damage, Area of Effect mitigations (important in Raids) and much more. AA’s make a difference and many guilds require you to have a minimum number of them to participate in progression Raids. Somewhere around 140 - 150 AA seems to be the norm for most hard core Raids. But rest assure you need as many as you can get. AA’s are leveled via discovery experience, killing named mobs, completing quests and turning in collections. As you can see it can be much harder to power level this aspect of your character in a quick manner. Yes you can have a level 80 mentor you which improves AA experience quite a bit but this may not be practical for everyone

AA's

Another thing that will be very badly out of whack will be your skills such as, Disruption which improves direct damage for spells. Focus is used my spell casting classes to better your chance of completing spells without being interrupted. Deflection is very important to the Brawlers and is used to avoid damage. Ministration is important to Priests as it affects the effectiveness of Heals. One last example is Aggression which is a key skill for fighter classes. This is how well your taunts will affect monsters. This skill affects the chance that a taunt will be resisted. There are many more skills which all depend upon the class you are. These skills take more time to rise and some of them are vital to the class. You can have to total of 400 points at level 80 (Un-modified by equipment). The only way to raise these skills is to use them. By leveling too quickly these skills can be neglected and very low. Some times lower than 100. Think about it. If you are not using your taunts often and you just kill the mob using high DPS from a level 80 wizard then you will not raise your Aggression. The same goes if you are a Mage and never use your spells all that often because you are being power leveled you will have your spells resisted much more at level 80 if this skill is not near 400. Yes you can get your expert (formally know as Adept III) spells but this is only part of the equation that determines the resistibility of your spells. I think you get the picture.

Then there is gear. You may be prepared for this challenge once you are at 80 if you have a main character that has been doing The Shadow Odyssey Shard runs. Since you can trade or share shards between characters on the same account. But for those who do not have the luxury of shards you character will be a little gimp. To raid at the end game and survive some of the group content you really should have Legendary Gear at a minimum. You can get some of this off the broker but the better gear will require you to complete quest lines and do heroic content. The best gear which is fabled is obtained by Raiding. Again do not expect to can hop into Palace of Ferzhul, considered one of the harder zones, in Mastercrafted gear. You will get owned. You need to progress in the content once you are 80 and earn shards to buy your shard armor. This is not as important as the other items as discussed earlier but it can be a reason why some people may not ask you to join certain high level TSO content. Just because your level is 80 and you can zone in to a zone does not make you ready to survive the instance. Just keep that in mind.

Fabled Gear

Another very important thing is player skill. If you power level or level too fast how will you know your character? Do you really know how to use your entire abilities well? Do you know when to use that rescue ability? I know from my own experience with my Fury and Defiler. Both heal differently and I was very use to the Furies fast casting heals. The Defiler on the other hand have much slower healing but also uses wards instead of regenerative healing. Also the Defiler is a debuffing machine which is a new concept for a fury. Let’s say you have never played a tank class before. If you level too fast you may have issues once your 80. Tanks are expected to lead groups and raids. You need to know your class and abilities along with the zones you quest in. Some classes are not required to be overly concerned with this. Classes like Wizards and Warlocks can be more forgiving. They are important to a group but could get away with not knowing their class more than let’s say fighters and healers. But this will catch up to you as well once someone runs a parsing tool on you and find out that your dps is lacking to a fury when you should be out dps a healer on most occasions. The more you play your character in real grouping situations the better you become as a player. If you have shoot by the levels it will still take some time to be good at your class unless you are a gifted individual.

In closing I would like to say play the game however you want. I just wanted to point out some of the disadvantages of power leveling from my own experiences. I have been locking my current alt’s level while I complete all of the content in a given tier. Right now I have a 19 wizard who has gone thorough Timorous Deep, Darklight Woods, Commonlands, Greater Faydark and now finishing up Antonica questlines. This type of game play is discussed in the EQ2 Redux podcast as well as a thread in the EQ2 Forums. Currently I have 30 AA which is great for a level 19. This play style is not for everyone but if you have rushed through the content it can be fun to take your time and enjoy all of the content available. There is no pressure for me since I have a well equipped level 80 character. This just keeps the game fresh when the fast pace raiding game starts to burn you out. Look for a EQ-IQ show on Character Development in the future. I would love to hear about anyone else’s experience with their character development.

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Transmuting

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EoF BoxTransmuting was introduced with the Echoes of Faydwer expansion which is one of two secondary Tradeskills that anyone can learn even if you already have learned a primary Tradeskill such as alchemy or Carpentry. The other secondary tradeskill is Tinkering which I will cover in a later guide. You cannot however have both secondary tradeskills so you must choose one or the other. You can however reset your secondary skill if you find that you do not like it later. Let’s explain what Transmuting is before we discuss anything else. When you take the profession of Transmuting you receive a new skill called Transmute. This skill will allow you to break down items or loot found in the game into the four primary items. These are Mana, Infusion, Powder, and Fragments. These items along with a fuel are what you must use to create Adornments.

Adornments are items that are created only by players and are used to modify armor, jewelry, symbols and weapons. You do not have to have the transmuting skill to create adornments since all Tradeskill classes can make them. You will however need to acquire the components to craft them which are obtained via the transmuting skills or the Broker. All you need in addition to the components are Tradeskill books for you respective class called Enigmas. Each class, including transmuter and tinkerer, has recipe books that allow them to make specific adornments. These adornments will modify the item such as a sword or armor by adding stats like +2 to slashing or adding a proc that replenishes power. Some adornments add to your stats like Health, Power, Intelligence and Wisdom. Some of the modifications can be really great. Once you adorn the items you can not remove it nor will you be able to trade it any longer since it will become ORANTE. You can however replace the adornment with another one. High end adornments are very highly desired at max level. You may think that would make Transmuting sound like a very profitable secondary trade skill but it can very costly and frustrating to get to the levels where the max level adornments sell well. This will also cost you a very large fortune of time and money with little return on investment till you basically hit max transmuting skill.

There are three places where you can get started with Transmuting. You will need to find the Master Transmuter in Butcherblock Mountains docks, Kelethin, or Gnomeland Security in Steamfont. While you are there getting your transmuting started you should also buy your six Transmuting Abilities. These are used during the crafting process to improve Durability (quality) and Progress, much like tradeskilling. Unlike the primary Tradeskills which follow a level based system of 1-80, Transmuting is skill based. The max skill points you can obtain is 400 at level 80 Adventuring or Tradeskilling. The maximum points a character can have is determined by you adventuring or Tradeskill level, whichever is the largest. This is the same for all skill based attributes such as fishing, harvesting, slashing, etc… The formula is as follows: (Level * 5 = Max Skill)

skillsperlevel

First you should find your Transmute Skill Icon located in your Knowledge Book, (Press K), and place it onto your hotbar. Next you need to acquire some items to mute. The general rule of thumb is that you can only transmute items that are Treasured, Adept I, III and Master spell scrolls, Legendary Gear, Fabled Gear and Master Crafted Gear with the exception of most carpentry items. You cannot transmute items that stack, are bought from npc’s, consumable, LORE, ORANTE, NO VALUE etc… Once you find items such as Adept I spells which tend to be a very common item that drops or can be bought from the broker fairly cheaply, you will need to click on your Transmute Icon and then you will get an arrow icon which you will then need to click on the item you wish to Transmute. If your skills meet the minimum requirement to mute the item your cursor will turn light blue.

If you do not meet the requirement it will turn red and give you a tool tip explaining either the item is not transmutable or you lack the skill points. If you meet the requirements you begin to transmute the item and a progress bar will begin to animate and takes a few seconds. Once you compete the mute you will get one of the four components. This will depend on the quality of the items being muted. See the chart below. You will also have a change to gain a point in transmuting. You are at the mercy of the Random Number Generator (RNG) here. The RNG is very streaky and at times you will roll off several skill ups while other times you will never seem to get a skill increase. Transmuting items is the best way to raise your skills until 100. After 100 you will have to actually create Adornments as well as break down items to gather up enough components to create them.

It can be confusing at times to understand what level the item needs to be in order to raise your skill as a result of transmuting. I have a chart below that shows in dark blue the level of the Items being transmuted and the light blue column shows what the minimum transmuting skill level required to break the item down.

eq-iq-muting-chart-transparent

The closer an item level is the minimum level you can transmute, the higher your chance of getting a skill up. For example if your skill is 50 and you transmute an item which level is 14 you will have about a 70% chance of a skill up vs. if you were to mute a Level 13 item which will yield a lower chance. You will however always have a 25% chance to skill up with any level item you can transmute.

After your skill is 100 you will now have to start making Adornments. You will need to use the Enigma of Transmuting recipe books made for Transmuters to increase you skill. You cannot use any of the Tradeskill specific Enigma Recipe books to increase your skills. The following books are broken down into eight basic volumes and eight advanced volumes. You only need the basic volumes to raise you skill. The advanced books are use the more rare components to make fabled adornments and would be a waste of money while leveling your skill. If you wanted to raise your transmuting skill which sits at 114 you would need to make adornments from the Enigma of Transmuting Vol. 3 until your skill is 150.

There is not much else to transmuting. Keep in mind that leveling this skill can be very difficult. You cannot do it cheaply and quick. It’s either cheaply and long by farming your own treasured items from the various tiers or the costly way by buying the treasured items from the broker. This is the more costly way but if you have the plat to burn this is the fastest way to getting those high end adornments made. For more on Transmuting and Adornments check out the following links:

EQ2 Wiki Transmuting
Zam Guide to Transmuting
Adornments Refrence

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The Manastone

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Taken from the EQ-IQ guide to Stilettos Order’s Intercepted

StilettoAs with all Heritage Quests the goal reward is an item that was usually a item that was highly desired during the original Everquest days. This quest is no exception to this rule. The reward is the controversial Manastone. The Manastone was a rare drop from an Evil Eye mob in the Lower Guk zone. This is the same mob that also drops the Bag of Sewn Evil-Eye which is a reward for Foomby’s Stolen Goods Heritage Quest as well. The drop rate was sometimes reported to be some where around 1 in 100.

The Manastone was a much overpowered item in the game and was soon nerfed around the time the Kunark expansion pack was released. It was also removed from the loot table of the Evil Eye mob and stopped dropping altogether. Now the funny thing is that Sony did not remove the item or actually really completely nerf the Manastone itself. What they did do was prevent it from dropping as well as prevent it from being used in any new zones other than the original pre-Kunark zones. This nerf was also extended to any old world zone that was revamp as well. This means zones such as the Commonlands, Lavastorm and Desert of Ro zones will not allow the Manastone to be used.

So why was Manastone considered so overpowered? Let’s look back at the early days of Everquest when mana regeneration was very slow as compared to the way it is today. For those healers or mages that were lucky enough to own this Manastone they would never run out of mana. Forgive me if I am off a little here but from what I understand from my reading the Manastone itself would sacrifice 60% of your total heath and then take one third of that add and it to your mana pool. So try to imagine that you had 6000 Hit points. Take 60% of that to get 2400 hit points sacrificed. Then divide that by 3 to get 800 mana. Now cast a Heal over Time spell that uses 400 mana. You just got back a net of +400 Mana and full heath as a result of your Heath over Time Spell. You could then click on the Manastone again and then heal. This all adds up to some very fast regen. These are not exact numbers and are used to illustrate how powerful the Manastone was in a time where mana regen was very slow. Today the Manastone still remains in Everquest mainly as a relic of the past. At times after it ceased to drop it could be found on in the Bazaar going for as high a 1 million plat. With today’s faster mana regen and the revamping of the old world zones the Manastone is now just an old relic of a forgotten time.

For more on the Manastone see show 10 on Stilettos Order’s Intercepted.

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The Lore of Nektropos

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Taken from the EQ-IQ Guide to Nektropos Castle.

RikantasOne of the most deep and fascinating lore stories in Everquest 2 is the one that involves the Nektropos castle and the story of the Everling family. The core of the story revolves around Lord Rikantus Everling whom was a citizen of Freeport. His father left him a shop that dealt mainly with rare or unusual things that were cursed, supernatural or other wise unique in nature. The shop had some tough time in the early going but became very famous and attracted a very affluent client base making the Everling’s very rich. The timeframe which this all occurs seems to be in the later half of The Age of Enlightenment. This age according to EverQuest lore was when the Erudite’s founded the city of Erudin on the continent of Odus and the Erudite’s civil war occurred. If this is the case the story began a very long time ago. So long that it predates the original EverQuest timeline over 800 years ago before the current EQ2 timeline. As far as I know The Everling’s were human so I did not know humans lived so long. Oh well it is fiction I guess. You won’t find any trace of the original Everling Shop since about 300 years ago Sir Lucan D’Lere ordered that section of the city to be destroyed with no record of any new shop being built. Now it is not entirely clear when Rikantus himself lived. I could only guess about 300 years ago. He is found today in EverQuest 2 but only as a split persona.

 

The Nektropos Castle

Rikantus was married twice in his life. The first wife was Alana and they had two sons, Maltus and Ollix. Maltus had a daughter named Alexa. This is debated since I have seen some contradictions about weather Alexa was the daughter of Maltus or actually Ollix. These players have a lot to do with the Nektropos Story line which you will find out later during the walkthrough and the guide that will be done very soon. In Freeport a great epidemic came over the city and many citizens were struck with insanity. Both of Rikantus’s sons were overcome by the epidemic so Rikantus had to lock them both up within his home for there own safety. For some reason a personal servant named Plimptos whom was sworn to serve Alana as a child had freed the sons from their rooms. This unfortunately led to the deaths of both sons as a result of their insanity. Even though Rikantus could not prove that Plimptos was the culprit he began to call him Pelleas which means whelp. Rikantus according to lore had never trusted or liked Plimptos, which makes me wonder why he kept him around after Alana’s death. Rikantus’s wife Alana died shortly after from a broken heart. Now if you ask me, I am not so sure Plimptos was responsible especially if he had sworn his life to protect his beloved master Alana. More on this thought later.

Olixx Everling as seen in Nektropos Castle

Rikantus became convinced his family was under a curse that he had received from one of his supernatural objects which he sells. He tried feverishly to identify the cursed objects to no avail. Dealing with these curses became his priority which led to some forbidden alliances. One of these alliances led to the construction of Nektropos Castle. During Rikantus’s travels and his obsession to eliminate the curse he developed a relationship with The Ebon Mask. This is a guild of assassins which is located out of Neriak and you can to this day visit the Guild Hall of the Ebon Mask which is still located in Neriak. Because of the good relationship with the guild Rikantus was able to get permissions and help to build the ever famous Nektropos castle deep within the Nektulos Forest. The castle walls were not just built of ordinary stone. They were built to the specifications of the Flesh Bound Tome which called for magically-imbued black stones that were shaped by Teir’Dal masons. Rikantus had hoped to building this fortress would both protect his family from the curse, as well as protect the world from his hoard of cursed artifacts. He also moved his family’s graves to the crypts within the walls of Nektropos Castle.

Antiquitor Kantus Mor'TaelDuring the construction Rikantus met his second wife Theeral. Together they had six daughters, Ouch, poor guy. He really is cursed. Their names are Sheila, Deirdre, Crysta, Elise, Jenni and Melanie. They had all grown to become women when they pleaded with their father to send away the family guardians that were recruited to protect them. One night the guardians returned and murdered all six of the daughters. You will see this acted out in Nektropos Castle: the Return. Once again Rikantus blames the servant Pelleas for the deaths of his daughters. No proof can be found only the accusations of Rikantus. Never the less Rikantus had Pelleas locked in his quarters and sealed in by magical means to starve to death. You will come across his room in the both Nektropos castle 1 and 2 instances. Frustrated that once again his entire family was wiped out, Rikantus was determined to retrieve his daughters’ souls from the Ethernere. This is sometimes referred to as the Void, A place where souls go before moving on the next phase of there existence. Rikantus once again makes another questionable alliance thisVaroon time with the Mage/Necromancer Varsoon. As one may know Varsoon was always looking for total immortality so this would be a natural person that Rikantus would seek to unlock the entrance to the Ethernere. The problem is that somewhere along the way Varsoon withheld important information to the rituals and as a result Rikantus’s soul was ripped into three parts, two of these exist in Norrath today. You can find one in the Evernight Cemetery in Antonica; the other is Antiquitor Kantus Mor’Tael, a merchant in Maj’Dul, leaving the core soul of Rikantus in the Ethernere. He is actually seen if you go talk with Antiquitor Kantus after completing the Nektropos Tribulation instance.

Well enough of the Lore behind the castle and the Everling family. There is more lore you can find from the book quests in the third instance of the Castle. I guess you can say this is a sad story for someone whom has brought much of the pain upon himself. Was Rikantus good? Was he Evil? There was one more mention in lore about a trip Rikantus took in search of a very important cursed artifact that his father had spent much of his life looking for. This led him to find and become a worshiper of the sub deity Ullkorruuk within the plane of hate. Looking slightly at that lore you will find the Ullkorruuk was once a member of Erollisi Marr’s elite guard. She betrayed him and her Plane of Love to become the Lady of Betrayal. You will find an altar to her in the Chapel room within the Castle in all 3 instances. Kind of fitting for Rikantus wouldn’t you say? Evil or not I will let you decide as you venture through the story yourself.

Download the guide which will be released soon for a detailed walkthrough of the Instances of Nektropos Castle. Also Show number 9 covers much of the story found here as well as a walkthrough of the main instance.

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