RING OF DAIN FROSTREAVER IV

--> THE COMBINED COLDAIN RING QUESTS <--

This is actually a series of ten quests better known in order, as: Garadain's Blanket, Garadain's Axe; Garadain's Knife; Garadain's Smithed Knife; Garadain's Intercept Quest; Garadain's Proof; Garadain's Rescue; Garadain's War; Coldain Traitors; and the War on the Giants.

Each quest will net you a better and better version of a Coldain Ring. I have compressed these quests into one big quest below -- to save you time, effort and trouble.

This series of ten quests involves a lot of items and a number of zones (all though the majority of concerns center in, or around, Eastern Wastes). It also involves killing a number of MOB's that may or may not require the assistance of other players -- depending on your level and/or character type.

It also involves a number of trade skills.

When doing the quest(s) as listed below -- keep in mind the following:

·         Print out this page for reference. Use it as a shopping list and to mark out steps, items and tasks that you have obtained and/or competed! This will help you keep track of your progress and what you need to do next. Trust me; this will be a time saver.

·         Obtain items and complete tasks when you can, rather than waiting until you get to the step in which they are actually called for. Doing this WILL save you time, trouble, travel and aggravation in the long run. So, if you are in the Eastern Wastes, there is no reason you can't farm items you need in later steps or kill non-triggered MOB's for the items they drop and are also needed later in the quest series!

·         If you are more interested in saving time and trouble than with coin (platinum), peek in Bazaar and see if any of the items you need are on sale and buy them.

·         If your skill's aren't up to the trivial levels required (or you don't have the ability at all) and you have no interest in the spending the time, trouble and coin to increase them, go ahead and start asking around to find people who do have the required skills and levels. While they may charge a fee for their services, you will have to have such services in order to complete this quest.

·         Faction hits are primarily increases to your Coldain and Dain Frostreaver factions as well decreases in your Kromrif and Kromzek factions.

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RING OF DAIN FROSTREAVER IV: Weight 0.1; 10 AC; 10 STR; 10 STA; 100 HP; 10 Magic; Lore; Magic; No Drop; All/All; Effect of Frostreaver's Blessing (increases 10 HP per 6 seconds, increases Damage Shield by 10, Increases Attack by 10 and lasts up to 1 hour).

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STATUS: Completed and confirmed!

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THE QUEST(S)

QUICK LINKS TO EACH RING: 1   2   3   4   5   6   7   8   9   10

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1: THE COPPER RING

Garadain's Blanket

1) BAZAAR or EASTERN WASTES: You will need at least two (2) High Quality Cougarskins.

They are a pretty common drop off A Snow Cougar (L27 to L35), or perhaps you can find a player selling them in the Bazaar.

They are most easily found on the center areas of the EW.

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2) BAZAAR or EASTERN WASTES: You will need at least two (2) High Quality Tundra Kodiak Pelts.

These drop off A Tundra Kodiak (found mostly in the middle areas of EW, L27 to L34).

I discovered them to be rare and am hard to find. I literally killed over 125 Kodiaks to get them (three times now… and each time it took a lot of killing). I found the best place to farm them is near and around the NPC Tain (see Ring 4, Step 1, below).

Perhaps you can find a player selling them in the Bazaar.

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3) THURGADIN or PLANE OF KNOWLEDGE: Take the (2) High Quality Kodiak Pelts and the (2) High Quality Cougarskins and combine them in a Large Sewing Kit (or a loom) to make a Coldain Hunting Blanket (No Trade, Weight 1.0). (Tailoring skill of 41).

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4) EASTERN WASTES: Now you need to find Garadain Glacierbane (Level 42). He is in the area of n2687 n377, which is just northeast of the center of the zone (near the Ry'Gorr Orc fort).

Give the Coldain Hunting Blanket to Garadain Glacierbane and he will give you the Copper Coldain Insignia Ring (Weight 1.0; 1 AC; 1 STR; 1 Magic; No Drop; Lore; Magic; All/All), XP & Faction.

Follow the conversation and Garadain will ask you to take his Dull Bladed Axe (2HS; Dmg 3; Delay 50; Weight 10.0, Magic, No Drop).

Take it.

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2: THE SILVER RING

Garadain's Axe

1) EASTERN WASTES: Head to the area of p2446, p1544 to find Boridain Glacierbane (L22).

Give him the Dull Bladed Axe to trigger the sequence.

You will now have to follow him about the zone and keep him alive. He will even stop to take a rest, along the way (twice). I did it with a Shaman and a Shadow Knight (all of us over L53) the first time and just me and a Necromancer the 2nd time (both L61).

His path will take the following course: To the Gate of the nearby Giant Fort, down into the Frost Giant/Orc holding area of the Prison, to the entrance of the Ry'Gorr fort and then back to his starting point. The MOB's you encounter can range from L25 to L50 and yes, feel free to kill ahead of him and clear the way!

The Rhino's do not seem to aggro him.

He walks and will often wait or help fight. I have done this twice and did not encounter more than 3 or 4 Giants, 5 or 6 Orcs and 1 or 2 Dervishes!

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2) Eventually, he will give up finding the Rabid Kodiak (L30 to L35) that he is looking for… only for it to spawn right behind him.

Kill the Rabid Kodiak.

Then relatively quickly (or all is lost), loot the Rabid Kodiak Skin (No trade, Weight 4.0) and hand it to Boridain before he despawns (he tends to despawn in about a minute).

He will give you a Broken Axe (Magic, No Drop, Weight 10.0).

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3) EASTERN WASTES: Now go back to Garadain Glacierbane and give him the Broken Axe and the Copper Coldain Insignia Ring.

He will give you a Silver Coldain Insignia Ring (Weight 0.0; 2 AC; 2 STR; 2 Magic; No Drop; Lore; Magic; All/All).

Follow the conversation and Garadain will ask you to make him a Coldain Hunting Knife.

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3: THE GOLD RING

Garadain's Knife

1) BAZAAR or EASTERN WASTES: You need a High Quality Walrus Hide (This is NOT a "Flawless" hide as some on-line data indicates).

This drops off of A Walrus (L29). A Walrus' can be found in the southwest area of EW, or perhaps you can find a player selling the hides in the Bazaar.

I only had to kill about ten (10) A Walrus before I found one.

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2) EASTERN WASTES: You need a Skinning Rock (No Trade, Weight 0.1).

These are ground spawns and can readily be found all about the EW zone.

As you run around the zone, you can't help but see this dark rock looking objects lying on the ground. Just pick one up!

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3) BAZAAR or EASTERN WASTES: You will need a Wooly Rhino Horn (This is NOT a "Tusk" as some on-line references indicate).

This is looted off A Wooly Rhino (L35) in EW, or perhaps you can find a player selling them in the Bazaar.

I killed about three (3) Rhino's before I found one. Rhino's can be found in the area near the Iceclad Ocean bridge.

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4) BAZAAR or THURGADIN or PLANE OF KNOWLEDGE: Combine a Skinning Rock, a Wooly Rhino Horn and a High Quality Walrus Hide in a forge to make a Coldain Hunting Knife (All/All, Weight 1.0). Blacksmithing trivial of 41.

This is a tradable item, so perhaps you can find a player selling one in the Bazaar, rather than questing and making it yourself.

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5) EASTERN WASTES: Return to Garadain Glacierbane and give him the Coldain Hunting Knife along with your Silver Coldain Insignia Ring.

He will now give you a Gold Coldain Insignia Ring (Weight 0.0; AC 3; STR 3; Magic 3; No Drop; Lore; Magic; All/All).

Follow the conversation and Garadain will give you a Note for Tain (Weight 0.1) and ask you to bring him a Coldain Smithing Hammer.

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4: THE PLATINUM RING

Garadain's Smithed Knife

1) EASTERN WASTES:  Head straight out from the Iceclad Ocean bridge.

After you cross over the hill, you should be able to see Tain Hammerfrost (not “Tain Frostbite” as some claim) (a Dwarf cleric… but he will be of no help to you). He will likely be lying on the ground, rather than standing up (area of n4900, n2500).

NOTE: Giving him the Note for Tain seems to serve no purpose and does not seem to be a required trigger. However, I did not receive this item (the first time), as I should have. I did get it the second time. Either way, it does not appear that it is actually needed.

Give Tain the Note for Tain or simply hail him and then say, "Help?" Tain will de-spawn and immediately re-spawn (standing up), activating the sequence.

This will spawn four (4) giants just over the next hill (my guess is that they are L45 to L50). They will be coming your way, so be ready! One of them is named Grhek Squatnot (Level 50). He is the one you must kill to loot the Frozen Elixir (Weight 0.1).

You must also keep Tain alive, as you can do a turn in with him, after the battle.

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2) NOTE: I tried to advance-quest (go out of sequence) and kill the Giants for the item ahead of time. When I went to Tain, he would not take the elixir or the note. Therefore, it appears you must do this in sequence.

Now give Tain the Frozen Elixir and he will give you a Coldain Smithing Hammer (Weight 3.0).

I did this with a full group of 50-plus and we suffered two casualties (poor planning/strategy, my opinion). I have done it several times since (you can spawn giants just by talking to Tain, anytime) and we did fine. Last time I did it with just me and a Necromancer (both L61).

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2) EASTERN WASTES: Return to Garadain Glacierbane and give him the Coldain Smithing Hammer and your Gold Coldain Insignia Ring.

He will now give you the Platinum Coldain Insignia Ring (Weight 1.0; AC 4; STR 4; Magic 4; No Drop; Lore; Magic; All/All).

Follow the conversation and Garadain will ask you to get him the Ry'Gorr Invasion Plans (Weight 0.1).

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5: THE OBSIDIAN RING

Garadain's Intercept Quest

1) BAZAAR or EASTERN WASTES: You will need the Ry'Gorr Invasion Plans.

These drop off the Ry'Gorr Messenger (Level 25).

He spawns near the Jail (around p416 n676) and runs to the Ry'Gorr fort (middle of zone).

You may be able to buy this in the Bazaar.

If you sit near the gates of the Ry'Gorr Fort, the Messenger will run by about every 60 minutes or so.

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2) EASTERN WASTES: Have a good group with you (50-plus).

Return to Garadain Glacierbane and he will tell you to give the Ry'Gorr Invasion Plans to the nearby Coldain Lookout (Level 34 to 39).

This will spawn an Orc invasion force (they spawn to the west, down the hill).

There will be three Ry'Gorr Invader (L43 to L46), three Ry'Gorr Oracle (L42 to L44) and an Orc named Scarbrow Ga'Hruk (L47).

They will attack the Coldain camp (about seven Orcs total). The Coldain Dwarves will fight as well, but will likely loose without your help.

Be sure to intercept Scarbrow before he gets near the Dwarves so that they don't "kill steal" him from you. If you fail, just repeat from Step 1.

I did this easily, with the aid of 52-plus players (Wizard, Shadow Knight, Cleric, Monk...). The second time I did it with just me and a Necromancer (both L61).

The Orcs never got up the hill into the Dwarf camp so the Dwarves did not fight much, and we managed to kill them pretty fast.

Once Scarbrow is dead, loot the Head of Scarbrow (Lore, No Drop, Weight 2.0).

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3) EASTERN WASTES: Return to Garadain Glacierbane and give him the Head of Scarbrow and your Platinum Coldain Insignia Ring.

He will give you the Obsidian Coldain Insignia Ring (Weight 0.1; AC 5; STR 5; Magic 5; No Drop; Lore; Magic; All/All).

Follow the conversation and Garadain will ask you to investigate the fate of a Coldain invasion force.

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6: THE MITHRIL RING

Garadain's Proof

1) EASTERN WASTES:  Go find Korrigan (an undead Coldain, Level 40 to 42), who is near some huts in the area of n7955 p3259.

He will not appear until night time (around 9PM game time).

Hail him and he will ask you for some proof.

Give him your Obsidian Coldain Insignia Ring as proof (he will return it, thus this step is repeatable).

This will trigger the respawn of Icefang (L38 to L39), nearby. He was also amiable to me, contrary to some on-line data that he might aggro and attack.

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2) Icefang will soon make his way to the Orc hut, just south of the Iceclad Ocean bridge.

He will not take a straight route and will make about 2 or 3 turns on the way. The only aggro I had was due to the players following Icefang. Contrary to what I have heard, it does not seem Icefang gets any aggro at all, except from Orcs, once he is at the camp.

Once at the camp, six (6) Orcs will spawn, to include Ry'Gorr Oracle (L42 to L44) and Ry'Gorr Centurion (Level 31 to 34), along with an orc named Poxbreath Yellowfang (L46 to L47).

Yellowfang is your focus here.

The Orcs will attack and kill Icefang. This is not an issue.

My group had a Shaman, Necromancer, Magician and myself (all over Level 53). We had little trouble winning the battle. I also did this with just myself and a Necromancer (both at L61).

Once you kill Yellowfang, loot the Note from Kromrif (Lore, No Drop, Weight 0.1)).

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3) EASTERN WASTES: You need loot Rodrick's Head (No Drop, Lore, Weight 0.3) and the Dirk of the Traitor (Lore; Magic; No Drop; Piercing; DMG 9; DLY 22; STR 4; AGI 4; DEX 4; POISON 10; Ranger, Bar, Rogue, Warrior; All Races; Weight 1.0; Effect of Rodrick's Gift… which can spin and stun you for up to 2 ticks).

Rodrick Tardok (Level 38 to 42) spawns outside the Ry'Gorr Fort near the Crystal Caverns portal (exit tower).

The Ry'Gorr Emissary (Level 30 to 33) spawns first. Do not kill the Emissary right away, because Rodrick should soon spawn beside him.

After Rodrick spawns (inside that tower), then the fight is on, to include the Emissary.

Once Rodrick is dead, loot the two (2) items (noted above) you will need (one on each MOB).

Rodrick spawns very regular last I looked, to the tune of every 15 to 30 minutes.

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4) EASTERN WASTES: Return to Garadain and give him the Note from Kromrif, Rodrick's Head and your Obsidian Coldain Insignia Ring.

He will give you a Mithril Coldain Insignia Ring (Weight 0.1; AC 6; STR 6; Magic 6; No Drop; Lore; Magic; All/All).

Follow the conversation and Garadain will ask you to rescue Corbin Blackwell.

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7: THE ADAMANTIUM RING

Garadain's Rescue Quest

1) EASTERN WASTES: You need the Shackle Key (No Trade, Weight 0.1).

This can be looted off of Warden Bruke (in area of p416 n676, aka "the Jail," Level 43).

Myself and a reasonably decent 50-plus group of four (Paladin, Druid, Ranger, Wizard) cleared the jail area and then took Warden Bruke. I also did this easily with just a Level 67 and a Level 70 Paladin.

He is Magic Resistant, so you basically have to beat him down.

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2) EASTERN WASTES: Corbin Blackwell (Level 41) is a prisoner in the jail area (in area of p416 n676).

Clear the area of and then give Corbin the Shackle Key.

Then give him your Mithril Coldain Insignia Ring.

Corbin will then return your Mithril Coldain Insignia Ring and start walking off towards Dobbin Crossaxe.

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3) Corbin will leave and you must then follow him and keep him alive.

He will basically walk a straight line towards the Ulthorks and over the hill.

He will encounter Ry'Gorr Orc (Level ??), Ry'Gorr Basher (Level 38 to 40), Kromrif Soldier (Level ??) and Commander Bahreck (Level 45)… about 6 MOB's total.

I did it last with myself (L61 Paladin), a Necromancer (L61) and a Cleric (L55).

WARNING: I did this step 3 times before I succeeded. Whatever you do, do not show Corbin your ring a second time, even if he asks!

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4) After Corbin goes inside the hut, give Dobbin Crossaxe (not Corbin) your ring.

You will get a Note from Corbin (Lore, No Drop, Weight 0.1) (he will keep the ring).

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5) EASTERN WASTES: Return to Garadain and give him the Note from Corbin.

He will then give you the Adamantium Coldain Insignia Ring (Weight 1.0; AC 7; STR 7; Magic 7; No Drop; Lore; Magic; All/All).

Follow the conversation and Garadain will offer you some Marching Orders (Lore, No Drop, Weight 0.1), in trade for the ring that you just got.

When ready, make the trade.

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8: THE VELIUM RING

Garadain's War

1) EASTERN WASTES: You may need a decent group for this one.

Give Garadain your Adamantium Coldain Insignia Ring and he will give you Marching Orders.

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2) Give the Marching Orders to Gloradin Coldheart (Level 40), in the hut next to Garadain's hut.

WARNING: Gloradin may not be up. You will need Gloradin up to do this.

This activates the sequence and the battle must be won, or all is lost (back to the first ring)!

Garadain will lead you into the fray after a bit of pomp and circumstance. You do not have to wait on him.

There will be a host of A Ry'Gorr Orc (Level ??) as well as Kromrif Soldier (Level ??) that spawn!

When I did this sequence, the MOB's did not spawn until Garadain starting walking.

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3) You must now go kill Chief Ry'Gorr (Level 45) and loot Chief Ry'Gorr's Head, at the Ry'Gorr fort.

There will be about 30 Orcs/Giants, to include some named, of varying levels and it can be a big fight.

NOTE: The Chief only drops his head during this triggered event. Spawning him any other way will NOT gain you his head!

The Chief will still be in the Ry'Gorr fort, but instead of being at his throne room, he will be just inside the gates, behind his forces and accompanied by other MOB's.

Using invisible can get you safely inside the fort. I safely went in and to the right, where there were no MOB's. I was able to pacify the MOB's with the Chief and single pull him. He will run, so be sure to root him once he is under 20% health.

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4) EASTERN WASTES: Return (use invisible to get back out of the fort) and give Garadain the Chief Ry'Gorr's Head.

He will give you a Velium Coldain Insignia Ring (Weight 1.0; AC 8; STR 8; Magic 8; No Drop; Lore; Magic; All/All; Effect: Shield of the Eighth… which adds 8 to Damage Shield and lasts up to an hour… and it can stack with other damage shields).

WARNING: Garadain will NOT accept the head and give you the ring unless the sequence is still active. Afterwards, he will refuse the head. So do it NOW!

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9: THE HERO'S RING

Coldain Traitors

1) GREAT DIVIDE: You need to kill Murdrick Tardok (Level 50) (he is in a cave in the area of n5580 p3530, north of Velketor's Labyrinth).

He has a number of other dwarves with him that will aggro as well (Pacify didn't work for me). I did this with only a Level 67 and a Level 70 Paladin. I kited/rooted while the other Paladin killed Murdrick. Once he is dead, loot Murdrick's Head (No Drop, weight 0.1) and the Murdrick's Plan (aka "Recipe for Tainted Avalanche Ale" -- as it is sometimes erroneously called) (No Drop, rolled up note, Weight 0.1).

NOTE: The Murdrick's Plan is not a required/necessary item. It is just a recipe.

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2) You must now make a Tainted Avalanche Ale.

Here is the complicated recipe and trivials involved! Keep in mind, you may be able to buy many of the non-Merchant ingredients form other players, to save time and trouble.

Tainted Avalanche Ale (Lore, Magic, No Drop, Weight 0.0) (Trivial with a Brewing of 248 in a Brew Barrel).

·         Bottle (Weight 0.1) (store bought, most any brew merchant);

·         Iceball (Magic; DMG 2; DLY 20; Range 40; 1HB or Range; All/All; Weight 0.5); (looted, random drop in EW); It drops off the dervishes;

·         Ice Wyvern Stinger (Magic, No drop, Weight 0.1); Found in Cobalt Scar, drops off of Wyverns (L38 to L42); It didn't take me long to find one, left rotting on a corpse near the Druid Port;

·         Arctic Mussels (Weight 0.5); Foraged most anywhere on Velious; or perhaps you can find a player selling it in the Bazaar;

·         Seahorse Scales (Weight 0.1), They drop off various types of Seahorses (Level 39 to L51) in Kedge Keep, or perhaps you can find a player selling one in the Bazaar;

·         Runed Seashell (Cloud) (Magic; 1 Cast of Cloud -- which increases AC by 10 -- All/All;' Weight 0.2); This drops off a Siren Enticer (L49 to L55) or a Siren Seductress (L49 to L54) in Siren's Grotto; Or perhaps you can find a player selling it in the Bazaar;

·         Mind Melt (Weight 0.2) (trivial with a Poison Making skill of 332 in a Mortar and Pestle, which can be store bought in PoK or Thurgadin); As a Paladin, you will have to hire/obtain the services of a Poison Maker for this;

o        Sealed Poison Vial (Weight 0.1); You might be able to buy this in Thurgadin; If you like the challenge, it requires Pottery Skill (Trivial of 15); Use a Pottery Wheel to make an Unfired Sealed Poison Vial (Weight 0.1, trivial of 188) and then use a Kiln to fire it; Recipe is:

§         An animal skin; This can be most any old pelt or skin other than a ruined or a low quality pelt/skin;

§         Small Block of Clay (Weight 0.5) (Store bought);

§         Water Flask (Weight 0.4) (Store bought);

§         Sealed Vial Sketch (Weight 0.0) (store bought);

§         High Quality Firing Sheet (Weight 1.0) (Store bought) (in Kiln, after combine of the above in Pottery Wheel)

o        Ethereal Suspension (Weight 0.0); It can be purchased from Ciren Darkbog (Level 60) or Loran Thu`Leth (Level 60) in the Plane of Knowledge;

o        Two (2) Mt. Death Mineral Salts (Weight 0.1); Random and somewhat regular drop in the Temple of Droga and nearby zones; Or perhaps you can find them on sale in Bazaar;

o        Quicksilver (Weight 0.0) (Poison Making skill, Trivial at zero); As a Paladin, you can make this in a Mortar and Pestle (I did);

§         Cinnabar (Weight 2.0); Can be purchased only from Myre in Kaladim, or perhaps you can find a player selling it in Bazaar;

§         Gnomish Spirits (Weight 0.4); You can buy it from merchants in Kaladim or the Plane of Knowledge, or perhaps you can find a player selling it in Bazaar; Then again, if you like the challenge and want to brew it yourself in a Brew Barrel (Brewing Trivial of 102) here is the recipe:

§         Rat Ears (Weight 0.1); Store bought, player sold or looted (best place is Steamfont Mountains);

§         Spider Legs (Weight 0.5); Store bought, player sold or looted (best place is Steamfont Mountains);

§         Rice (Weight 0.1); Store bought at most any brewing or baking merchant;

§         Bottle (Weight 0.1); Store bought at most any Brewing merchant;

NOTE: If, at any point you fail one of the following steps for the 9th Ring, you can come back and repeat this step and start over from here.

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3) EASTERN WASTES: Find Captain Berradin (Level 43 to 44) (a Dwarf). He is located in the dwarf huts in the area of n100 p2400 (basically north of the Giant Fort), surrounded by four bodyguards.

Give him the Tainted Avalanche Ale.

Now this next part is very important. In short time, Captain Berradin will do a funky dance. He will then despawn and respawn lying on the ground.

DO NOT ATTACK OR KILL HIM BEFORE THIS HAPPENS!

You MUST wait until he appears lying on the ground to attack him. If you don't, he will not drop the items you need and you will have to make another Tainted Avalanche Ale to try again.

After you give him the Tainted Avalanche Ale, you can, however, go ahead and address the bodyguards I did this solo, at level 65, with little trouble. The guards are Bodyguard Marganel, Bodyguard Nergan, Bodyguard Persevil and Bodyguard Stoneberg (all level 50).

When Captain Berradin respawned on the ground (about a minute after the turn-in), I attacked him and pulled him away from the huts and rooted the bodyguards. I had to re-root a few of the guards as they broke free, but the distance was such that I could target and root them before they got close to me. All I had to do then was root Captain Berradin and kill him.

You need to loot Berradin's Head (Lore, No Drop, Weight 0.1) and the Note to Peffin (Lore, No Drop, Weight 0.0).

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4) EASTERN WASTES: Find Peffin Ambersnow (Level 55) (a Dwarf), who is inside the Giant Fort.

She is invisible, so you will need See Invisible to see her. She is inside the building to the right as you go in the fort, on the right wall standing behind a giant.

Give her the Note to Peffin. This will cause her to despawn. She will reappear (or run) outside the building she is in, to the bottom of the hill (still inside the fort, however).

Three (3) Giants (they can See Invisible, summon and will not root) will spawn in the hut, as well, so be ready.

These are A Kromrif Elite (Level ??). They are highly magic resist. You need to kill them relatively quickly, as Peffin will despawn within 10-minutes if you have not attacked and/or killed her.

Peffin will also have five (5) A Kromrif Elite guards around her at the campfire. Unlike the first three giants, these are rooted in place and will not move or chase you. I did this with a Cleric, Shaman, Rogue Warrior, Paladin (myself) and a Druid -- all of whom were Level 65. We killed everything in sight without much trouble.

You need to loot Peffin's Head (Lore, No Drop, Weight 0.1) and the Note to Doldigun (Lore, No Drop, Weight 0.1)!

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5) KAEL DRAKKAL: Go to Kael with a decent group. I did this with a Level 70 Paladin, Level 67 Paladin and Level 70 Ranger.

You need to go to the area of n850 p1150, sometimes called the "Throne" (but that is deceiving). From Eastern Wastes, this location is down and to the left… the opposite side of the zone from the arena.  Once there, clear the area and hop up on the throne. Then say, "The Dain shall be slain for the peace we must obtain."

Yes, this line is just spoken (/say) (no target).

This will spawn Doldigun Steinwielder (Level 60, he will appear on the Throne, in the area of n800 p1150).

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6) Give him the Note to Doldigun and he will give you the Ring of the Coldain Council (Magic, Lore, Magic, No Drop, Weight 0.0).

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7) Now attack Doldigun.

He will immediately disappear after shouting for help.

This will spawn four waves of Giants as follows:

·         Kromzog Zekkin (Level ??) and Grondon Zekkin (Level ??) will attack

·         Zlirron Windchill (Level 54) and Vinric Thunderclap (Level ??) will attack

·         Khalerogg Dorfenbane (Level ??) will attack

·         Valorankt Zekkin (Level ??) will attack.

Kill the Giants and Doldigun will spawn again. This time you will be able to attack and kill Doldigun.

You need to loot Doldigun's Head (Lore, No Drop, Weight 0.1).

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8) ICEWELL KEEP: Give Councilor Juliah Lockheart (Level 60) the Juliah Lockheart's Ring.

She will despawn/respawn and you will then need to kill her.

NOTE: The other Dwarf's will not aggro.

Loot Juliah's Head (Lore, No Drop, Weight 1.0).

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9) ICEWELL KEEP: Be sure you have a bag slot open before you do this step!

Seneschal Aldikar (Level 65) is in the same room, by the throne.

Give him your Velium Coldain Insignia Ring.

He will tell you to follow him, so follow him to his room, close the door and respond accordingly.

He will give you a Traitor's Bane Box (Lore, No Drop, Weight 2.0. 6-Slot medium, 0% Weight Reduction) to collect the heads of traitors in.

NOTE: This version of Seneschal Aldikar is not to be confused with the one in the Great Divide.

NOTE: If he does not give you the box, wait until 9 PM game time and he will go back to the throne room. When he does, just say to him, "I will accept this task."

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10) ICEWELL KEEP: Take the Dirk of the Traitor; Murdrick's Head; Captain Barredin's Head; Juliah's Head; Peffin's Head; and Doldigun's Head; put them in the Traitor's Bane Box; and hit the combine button to get the Box of the Guilty (Lore, No Drop, Weight 2.0).

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11) Now give the Box of the Guilty to Dain Frostweaver IV and he will give you the Coldain Hero's Insignia Ring (Weight 1.0; 9AC; 9 STR; 9 STA; 50 HP; 9 Magic; Lore; Magic; No Drop; All/All; Effect of Shield of the Eighth -- which increases Damage Shield by 8).

He will also give you the Dirk of the Dain (Lore, No Drop, Magic, Piercing, Primary/Secondary, Damage 9, Bonus 11, Delay 20, STR 5, DEX 5, AGI 5, Poison 5, Effect Frost Strike, Weight 1.0, WAR PAL BRD ROG BST, All Races).

You will need this for the last ring, so don't dump it.

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10: THE FROSTREAVER RING

War on the Giants aka Coldain Ring War

1) ICEWELL KEEP: You MUST have high faction with Dain Frostreaver IV (Level 70). It is said that you must have at least "warmly" faction with him.

Despite your level, I do strongly recommend you have some help. The more the better, so no giants manage to sneak by. This is because of the wide area and the great number of MOB's that will be involved in this war. Yes -- it is truly a war! At the very minimum, I suggest you have a tracker (discussed later).

Anyway… you need to find Dain Frostreaver IV (behind his throne, behind the curtain).

Give him your Dirk of the Dain (he gives it back).

Then say to him, "You can count on my help."

He will give you a Declaration of War (Lore, No Drop, Weight: 0.1).

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2) THE GREAT DIVIDE: Find Sentry Badain (Level 55). He is in the Guard Tower near the Thurgadin zone (to the right of the river, as you head south).

Give Sentry Badain the Declaration of War. He will despawn and soon respawn (within a minute) and tell you to follow him. Follow him!

He will lead you back towards Thurgadin (at the bend in the river) where you see a number of familiar NPC’s, to include Seneschal Aldikar, Dobbin Crossaxe, Corbin Blackwell, Kargin the Archer, Churn the Axeman, Zrelik the Scout and Garadain Glacierbane (all Level 42 to 55).

There will be some banter and Sentry Badain will be dismissed. He will walk off towards Thurgadin and despawn.

Seneschal Aldikar will ask to see your Coldain Hero's Insignia Ring. Give it to him (he will get it back).

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3) If you paid attention to the conversation amongst the NPC’s, you were told to give the orders to Zrelik the Scout.

NOTE: This step will start the War. It will respawn the zone! Be sure you have the hot keys set up in advance, as noted below.

He will give you Orders of Engagement (No Trade, Weight 0.1) and speak to you.

Basically, you need to set up five (5) hot keys to turn off attack (/attack off), pause a second (/pause 10), target Zrelik (/tar Zrelik) and then say (/say) one of the follow things, in order to call one of the NPC’s and their forces into action (or all of them in the action, in the case of the first command):

·         For the Dain, attack!

·         Dobbin assist me!

·         Churn protect me!

·         Corbin, attack!

·         Garadain to my side!

The zone respawns with a host of Dwarves at various locations (Royal Archer, Royal Cleric, Royal Axeman… all level 40), along with the NPC’s all ready involved.

Also, about the zone you will note Kromrif Spearman (Level 52). While you can engage and kill them, don’t! They are perma-rooted and they summon. Killing them can be detrimental, especially if they summon you and other giants get loose and run for Thurgadin (which can mean a loss)!

UPDATE: At Level 85, you can pretty much ignore giving any commands. The dwarves will engage giants that come near them and you can easily take on any giants that you engage.

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3) THE WAR BEGINS: Here is where I strongly recommend you have the aide of a tracker and preferably a Ranger.

The basic strategy I suggest is that you stand guard at the mouth of the river near Thurgadin, while the ranger tracks the spawns and uses AoE root to engage and kill them. If any get by the Ranger, you need to be alert and intercept them (do not let them get past you). This strategy works extremely well at Level 85.

NOTE: Be forewarned, despite the ease of killing the MOB’s, the event is set up on a timer sequence and it will take you between two (2) and three (3) hours to complete the process!

Basically, you will now be faced with three phases of attackers (in five to seven waves per phase), that as follows:

The waves, by phase will include one of two types of waves:

            PHASE ONE:

·         Kromrif Captain (Level 52), (8) Kromrif Recruit (Level 46 to 48) and (2) (Cleric) (Level ??);

·         (6) Kromrif Recruit (Level 46 to 48) and (2) (Cleric) (Level ??)

PHASE TWO:

·         Kromrif General (Level 57), (8) Kromrif Warrior (Level 50 to 53) and (2) Priest of Zek (Level 53);

·         (6) Kromrif Warrior (Level 50 to 53) and (2) Priest of Zek (Level 53).

PHASE THREE:

·         Kromrif Warlord (Level 58), (8) Kromrif Veteran (Level 56 to 57) and (2) High Priest of Zek (Level 56);

·         (6) Kromrif Veteran (Level 56 to 57) and (2) High Priest of Zek (Level 56).

The smaller waves usually come from the west (towards the spires), while the other waves come from the south (towards caves) and east (towards the dragon ring).

NOTE: Seneschal Aldikar is the only dwarf that must survive this event, as it is he who gives you the final ring! However, if the other named dwarves also survive, you can get bonus items (noted below)!

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4) THE GREAT DIVIDE: After successfully fending off all the waves of attackers, you still need to kill Narandi the Wretched (Level 65).

Aside from the other loot he can drop, what you really want is Narandi's Head (Lore, No Drop, No Rent, Weight 2.0).

He will spawn alone, as the last wave of the third phase. Kill him ASAP!

Once he is dead, you need to loot the Shorn Head of Narandi (Lore, No Trade, Temporary, Weight 2.0). He also drops the once highly desired Narandi’s Lance (2HP, 45 Delay, 44 Damage, 8 AC, 8 STR, 8 STA 8 WIS, 8 INT, 30 HP, 3 0MANA, 10 DIS, Weight 3.5, Proc: Boiling Blood).

I find it humorous that his head is No Rent! Did someone have to "summon" a head for him?

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5) Head back to Seneschal Aldikar, who is now back at the camp near Thurgadin, by the river.

Give him Narandi's Head.

He will give you the Ring of Dain Frostreaver IV and the Shorn Head of Narandi (Lore, No Trade, Temporary, Weight 2.0).

He will then run off towards Thurgadin and despawn.

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6) But wait! There's more!

The other dwarves are still at the camp (if they survived)!

You can give the to each of them and they will each give it back, along with an additional item, and then run off to Thurgadin and despawn.

They will give you the following items (they are all tradable and not all are for a Paladin):

Dobbin Crossaxe: Faceguard of Bentos the Hero (Magic, Lore, Weight 1.0; 10 AC, 10 STR, 10 STA, 10 HP, 10 DIS, 10 POISON; Click Effect: See Invisible).

Corbin Blackwell: Earring of the Frozen Skull (Magic, Lore, Weight 0.1; 4 AC, 40 MANA, 4 DIS, 4 FIRE, 4 COLD, 4 MAGIC, 4 POISON; 4 charges of Divine Aura).

Kargin the Archer: Eye of Narandi (Magic, Lore, Weight 2.0; 4 AC, 4 STR, 4 DEX, 4 STA, 4 AGI, 40 HP, 40 MANA, 40 END; Click effect: Creeping Vision, which magnifies your view).

Churn the Axeman: Crown of Narandi (Magic, Lore, Weight 3.0; 25 AC, 8 STR, 8 DEX, 8 STA, 8 INT, 8 AGI, 50 HP, 50 MANA, 4 FIRE, 4 DIS, 4 COLD, 4 MAGIC, 4 POISON, 2 Mana Regen).

Garadain Glacierbane: Choker of the Wretched (Magic, Lore, Weight 0.1; 8 AC, 8 AC, 8 WIS, 8 INT, 40 HP, 40 MANA, 1 Mana Regen).

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7) ICEWELL KEEP: But wait, there is more!

Now go back to Dain Frostreaver IV. Give him your Ring of Dain Frostreaver IV.

He will give your ring back along with the Protection of the Dain (Lore, Magic, No Drop, Weight 0.1, Effect: 1 Charge of Divine Aura)!

NOTE: As long as you maintain "ally" faction with the Dain Dwarves, you can get a new Protection of the Dain forever.

Once you use the charge of Divine Aura from Protection of the Dain, simply destroy the now useless Protection of the Dain. Then go back to Dain Frostreaver IV, give him your Ring of Dain Frostreaver IV and get a new Protection of the Dain.

WARNING: If you do not have "ally" faction and try this, Dain Frostreaver IV will keep your Ring of Dain Frostreaver IV!

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This Page Last updated July 3, 2010