Asheron's Call Quests Taken from the FAQ What is a Hollow weapon, and where do I get one? This is similar to the atlan weapon quest, but much shorter. You must get low quality Chorizite Ore and get it refined. Then you take it to Crater Lake and have Silencia's Golem make it into a weapon. This weapon will BYPASS buffs on armor, and is immune from spells being cast upon it. You can get chorizite ore from a particular Lugian mine using a pickaxe you find on the denizens... these lugies are immune to magic due to the area, and they throw rocks that likewise bypass armor buffs! Spoilers coming once I get all the coordinates, which I didn't write down at the time (sigh). What is a Ravenous weapon, and where do I get one? Like the Hollow weapons, this is made at Crater Lake using high quality Chorizite refined ore. These weapons are likewise immune from magical buffs/debuffs, plus they have potent spells imbued which requires high ability to activate (275) and no lore requirements, which make these weapons extremely powerful. There is a different mine for the high quality chorizite. What is required for dyeing armor? A plant (found on the ground), an alchemist with the highest skill you can find (300 skill will rarely fail), and a cook with the highest skill you can find (300 will fail about 10%, but 250 will fail much more often). This is one of the most difficult skill checks in the game. Quest armors are not dyeable (e.g. matte coat). **minor spoilers** The alchemist will make the dyes by crushing the plant, applying neutral balm, and boiling the dye, with a skill check made at 200. The cook will apply it to armor with a check made at 230. Failing the cooking skill check will result in damaging the armor and sometimes also turning it a bright color. I've seen AL damages between -20 and -50 points, which doesn't affect the spells. Obviously, AL damage will have no effect on a faran robe. Where do I get a Hoary Mattekar Robe? The mattekar robes (white robes) were obtained by killing a now-extinct Hoary Mattekar which existed only during the December 1999 patch. It dropped a hide which could be taken to the leather crafter in Neydisa. The robe was only AL 40, but had excellent elemental protections. There were hints that it would return, but Turbine has stated that the robe is unbalancing. This may change in the future as the obtainable armors get more powerful, but it's not likely to happen soon. What about the new Mattekar robes? If you have Dark Majesty, you can hunt Canescent Mattekars in the north of Marae Lassel. There's a 3% chance of dropping a pelt, from which you can make a robe. You'll need to have either Olthoi Ichor or Grievver Acid to cure it before turning it in. You will get a no-drop/no-pass robe, with protects and AL that are determined by the type of acid you used. Where do I get a Mattekar Coat? Mattekar coats are obtained from the Great Mattekar, which will very rarely drop a hide. This hide is handed to a Leather Crafter which will return a coat. The advantages of the coat are AL 120, lightweight, inexpensive, and great elemental protection. What's the best chest for using a Strong Iron Key (SIK)? SIKs are gathered off various creatures and used to unlock "good" chests, which helps prevent a bunch of campers waiting around at one chest. Chests differ in the type of loot they produce, and sometimes produce items typical of a single race. All chests that produce the same type of item, have the same CHANCE to producing any item. If you want, for instance, a good cestus, go to any weapon chest (possibly with a bias towards aluvians). From Stormwaltz@Turbine: "The only qualitative difference between SIK chests is the creation of magic vs. weapon items, and/or a bias towards creating equipment from one heritage group." The real use for SIKs these days is unlocking the steel chests on the Obsidian Plains, which yield level 6 scrolls. Level 6 scrolls are the only way of getting level 7 spells. As a result, SIKs have gone up in value significantly. Where do I get the "furry" Mattekar Coat? (prop of 2000-Dec) (unconfirmed) Handing a mattekar coat to Yi Yo-Jin at Neydisa Castle will get you the "furry" version, which has the same stats, looks a little different, and is worth about 5x as much. Where do I get the Ursuin Coat? (prop of 2000-Dec) Esper Ursuins (confirmed) and Linvak Ursuins (unconfirmed) drop hides, which can be handed to a leathercrafter to get the blue, furry ursuin coat. It is a tiny bit worse in protection than the matte coat. Where do I get the Ursuin Helm? (prop of 2000-Dec) The Dires Ursuin sometimes drops a scalp, which can be converted to a helm through a leathercrafter. Where do I get a Virindi Mask? A virindi mask is AL 120 and has good elemental protections, plus it casts invulnerability IV. You must pick up a broken mask from a Virindi Master (drops about 5% of the time) and hand this mask to Leopold in Ayan Baqur to fix. There's a 3-week timer on picking up broken masks. Where do I get a King's mask (or Ogre mask)? You can hand a Virindi Mask (after conversion by Leopald) to one of the three mask makers to get a special racial mask. The King's mask casts Dagger Mastery IV and is usuable only by Aluvians, and is obtained by the Aluvian mask maker in Eastham. Similar racial weapon mastery masks are obtained by the other mask makers. Where do I get the Mattekar claw and arm guard? (prop of 200l-Apr) There are two new mattekar types. The fire-breathing Dread Matte sometimes drops a claw which a leathercrafter can convert into a 2-7 fire/slashing UA weapon. The frost-breathing white Dire Matte drops a claw which converts to an expensive set of AL 80 gloves with good elemental protections and Invulnerability 4. How do I get the Sword of Lost Light? No spoilers here. The "SOLL" has been around forever, and has lore scattered around Dereth. The final dungeon is deep in the dires, and has seven locked doors, which can either be opened by keys found in low-level dungeons (worn small key) or picked. The last key (7th) is found in a higher level dungeon near Stonehold. The SOLL can be infused, giving it bonuses and more spells, using the Infusions of Light found on the "head" firestorms/hellfires that spawn in the volcanos around dereth (Crater, Mt Lethe, Aerlinthe) when someone activates the Aerlinthe quest. How do I get the Sword of Lost Hope? (prop of 2000-Dec, I think) The SOLH is made by infusing a SOLL with the blood of the Hopeslayer, Bael'Zharon. This can be found at his resting place. The blood infusion is in his altar, and once applied to a SOLL, the infusions of light can no longer be applied (apply them first). **minor spoilers** To get there, you must gather several items using several teams. Avoren Palacost's skull (Bael'Zharon's child), a Heart of Shadow, and a Singularity. All of these items are in dungeons with level ranges (15-30, 25-40, 35+) that split, requiring a team on both halves to open doors for the other team. All of these dungeons are difficult for the level limits, so you should have big teams near the high limit. Once the pieces are gathered, they can be combined to make a portal gem which will open a portal to BZ's lair. How do I get a Quiddity Weapon? (prop of 2001-July) "The Virindi are coming!" During this prop, some people suddenly felt the air thicken, giving you about 15 seconds before a group of virindi portalled in on top of them. Sometimes, these invaders had a "Quiddity ingot" which could be used to make a weapon, similar to the atlan weapons. They have +6 +6 modifiers and level 4 and 5 spells. The virindi raids are gone, possibly forever. How do I get the Quiddity Sickle? (prop of 2001-July) The Sickle is obtained from a special virindi at the bottom of the Singularity Bore dungeon, in the center of the big crater in the Obsidian Plains. The dungeon is limited level level 50. The sickle has the special ability for an axer to triple-crit with it. How do hilts work? Hilts were added as a way to help the underpowered dagger, and overpriced sword skills. You obtain a hilt through a quest centered on the Veseyan Islands, which you add to any treasure- generated dagger or lightweight sword (only rapiers, shortswords, simis and yaojis). At 250 skill and full power, a hilted weapon can do a double-attack, and as your skill increases, the power required to activate it decreases. At 350 skill a hilted dagger (not sword) will get a third attack. Hilted rapiers require less power to activate, but you must always use a shield. A slashing/ piercing weapon (all non-elemental swords and daggers) will do piercing damage if you use a shield, and slashing without. How do I make healing potions and elixirs, and what is the difficulty? **minor spoilers** Alchemists can make healing potions by combining a health infusion with a victual infusion, which has a skill check of 180. It takes away 25 health, and will kill you if you have exactly 25 health left. They can also make trade elixirs (70 health and 70 bu, prop of Oct-2001) by applying another health infusion to the potion, which has a 230 difficulty. You can also make mana potions/elixirs but can't make stamina potions yet. What is the skill check difficulty of carving Singularity Keys? Lockpick skill of 250 gives a 50% chance. - o -