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World [quest] The Hermit Of Dujgon

Discussion in 'General Suggestions' started by The Humbler, Sep 3, 2016.

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  1. The Humbler

    The Humbler Well-Known Adventurer

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    Note: This is a continuation of my eariler quest, Stranger from a Strange Land. Please read that to make sense of the quest!
    The Hermit of Dujgon
    Level 45 Quest
    Medium

    In Dujgon, located in a small hut on the side of the island, there lives an Aging Hermit. Anyone who doesn't have Arkas' Ring will be met with hostilities and loud pleas to leave. For those who have, however, they will notice an identical ring on the wall telling them that the Hermit is, in fact, a member of the Pathfinders. The player should then talk to the Hermit:

    [1/9] Aging Hermit: Yer rottin' scum! Get out of my... wait. Lemme see yer ring.
    [2/9] Aging Hermit: How'd you get dat shiny ring?! Whosit frum... ah. I see. Well, come on in then. **closes door**
    [4/9] Aging Hermit: Sorry about that aging hermit act, by the way. I find it very helpful in keeping unwanted strangers out. The name's Flint. Queastus Flint.
    [5/9] Queastus Flint: Now... Why exactly are you here?
    [6/9] Queastus Flint: So, you wish to help me find the Map, eh? [...] Are you sure? Are you SURE? I've got somethin' in mind, but one thing's for certain, it won't be easy. And it won't be nice. You're going to go through the hardest, most grueling search of you life.
    [7/9] Queastus Flint: Judging by the fact that you haven't run screamin' away at top speed yet, I'll just assume you're up to it. Now, where was I? Ah, yes, the job.
    [8/9] Queastus Flint: A few weeks ago, I found a series of caves under Dugjon that seem to lead to something concerning the Map. The mark of the Guild of Seers was carved on a wall, so I enlisted the help of a young local to help check it out.
    [9/9] Queastus Flint: Unfortunately, one of them undead archers got an' arrow into my knee, and now I'm stuck in my hut. If you could go check it out for me and tell me what you find there, I'd be much obliged. Here. Take this note and head to the caves nearby. The local's name is Anderssen, by the way. Good luck!

    The player should then head to the caves to find Anderssen.

    [1/5] Anderssen: Hullo, strange one. The winds foretold of your arrival. Go, do you, by the name of Flint?
    [2/5] Anderssen: No? A surprise, then. What behooves you, young one? For the duty is mine to wait for the one known as Flint and... A note, you say?
    [3/5] Anderssen: I understand. Such a tragedy these arrows in the knee are indeed. Very well, then the quest is yours to bear and mine to follow.
    [4/5] Anderssen: Before our journey deep under must begin, a word of warning I espouse: The air itself be frozen beneath these hallowed stone halls. There is only one form of liberation, and I have taken the time to prepare it as such for you- a jacket of the finest pelt.
    [5/5] Anderssen: Wear it at all times, lest the treacherous ice storms envelop yourselves within their deadly embrace. Now, onwwards, brazen fellow-soul, and into the depths we march!

    Anderssen will follow the player into the caves as a mercenary-style npc, attacking any monsters with his own weapon, a spear. In addition, the player is required to wear the provided coat at all times in the cave areas. To signify this, he air will be filled with blue particles. If the player removes his coat, he will be treated to a 50 dmg/second "freeze-burn" effect, which cannot be stopped or modified, and is fully intended to be lethal.

    However, for every level in air defense the player has on their armour (if not wearing the jacket), the effect is reduced by 2 dmg. If, for example, the player has a total of 16 air defense, the freeze burn will deal 50-(16*2)=18 dmg/second. The freeze burn effect will also be maintained at a base level of 10 damage, to stop high-level gear players from ignoring the effect entirely. In addition, the player will also recieve two less damage for every 10 fire dmg they have on their current weapon, so as to not make this too lethal.


    New Item:
    =============================================================================
    Warm Jacket
    Unique Item

    +50 health
    +10 Air defense
    +10 Fire damage
    Quest Item
    =============================================================================

    As the player follows Anderssen (or rather, Anderssen follows the player) down the cave, they will be attacked by guardian spirits, glowing blue beings that charge through you dealing air and water damage. At the end of the cave network is a giant central cavern, with walls lined with stone brick and passages leading to various rooms. The rooms are filled with breweries, crafting rooms, storerooms, enchanting rooms, powder rooms, and a massive library. And large spiral staircase leads down to the bottom, where an ornate altar with the symbol of the Guild of Seers- an eye, carved into the centre. All damage dealt by freeze-burn is doubled here, and guardian spirits of vairous sizes and damages (including flying variants) spawn frequently. A large, booming voice will then speak.

    [1/5] The Voice: WHO DARES DISTURB MY SLUMBER?!
    [2/5] The Voice: WHAT?! WHO?! I CANNOT SEE- AH. THERE YOU ARE. I HAD FORGOTTEN HOW TINY MORTALS WERE.
    [3/5] The Voice: WHAT? YOU ASK MY NAME? VERY WELL. I AM THE IMMORTAL SOUL OF ARGUS OF FRUMA, LAST OF THE GUILD OF MAGES. FEAR MY NAME, FOR IT SHALL BE YOUR DOOM. YOU HAVE COME FOR MY SECRETS? DEATH MUST BE YOUR GOD THEN, IS IT NOT?
    [4/5] The Voice: I AM NOT UNREASONABLE, MORTAL. LEAVE NOW, THROUGH THE PATHWAY I CREATE FOR YOU AND YOUR COMPANION, AND YOU WILL NOT BE HARMED. IF YOU CHOOSE TO FULLY AWAKEN ME, HOWEVER...
    [5/5] The Voice: DO NOT SAY I DID NOT WARN YOU... YOU MAY GET MORE THAN YOU BARGAINED FOR. NOW... CHOOSE!!!!!!!

    A pathway will open next to the player, leading back to the surface. If the player goes through this path, the player may regroup befor eheadin godwn again. If the player chooses to go down the staircase, however, they will be greeted by a sign that instructs them to activate all four totems on the altar (levers). After activating them, the symbolic eye will open and the guardian spirits will all disappear, along with the freeze-burn particles and effect. The player is then free to switch back to their normal armour, for the boss fight has been activated. Argus' Soul will then speak.

    [1/3] Argus' Soul: HMMM... I AM AWAKE... INDEED, I HAVE FORGOTTEN HOW FOOLISH THE MORTAL MIND IS...
    [2/3] Argus' Soul: YOU CANNOT DEFEAT ME, YOUNG FOOL. DO YOU NOT UNDERSTAND? I HOLD FAR GREATER POWER THAN THE GREATEST OF YOUR HUMAN MAGES! THE KNOWLEDGE OF GALAXIES! THE POWERS OF GODS!!
    [3/3] Argus' Soul: BUT YOU HAVE AWOKEN ME NONTHELESS... SO BE IT. DIE!

    The voice then manifests itself on top of the eye as a spirit, summoning hordes of Guardian Spirits to attack the player. He will have vastly buffed versions of the mage spells (except heal). His ice snakes will chase you and deal huge amounts of damage. His meteors force you to take shelter under the many unusual features and pillars as it has an incredibly wide radius, and instead of him teleporting, he teleports you, the player, to him so he may deal melee damage to you every 30-50 seconds or so. He also has 800 hp, making im extremely difficult to beat.

    If the player kills Argus' Soul, he will drop a Shard of Argus' Soul (+10% Soul Point regeneration acessory) and a piece of scrap paper, as well as one LE and one tier five powder for all of the elements. The player and Anderssen are then teleported out of the cave, ending the boss fight. The player should then talk to Anderssen, who thanks the player and then says that he will take his leave now. The player should then return to Queastus Flint in his hut.


    [1/5] Queastus Flint:
    WHAT? You met... you met... the SOUL OF ARGUS?!
    [2/5] Queastus Flint: I never thought that one of the mages would try to guard the information so jealously as to seal his own soul... it is a truly heinous thing to do indeed.
    [3/5] Quaestus Flint: But let us see this paper. Hmm... it appears that the arcane ruins hidden on the paper are... clues. I don't know how to read these runes, but I know someone who does. Now... who was he... Ah. A young scholar in Gelibord.
    [4/5] Quaestus Flint: His name is Nikola, I think. But that is for another time. For now, let us celebrate our victory!
    [5/5] Quaestus Flint: I cannot thank you enough. What you have done today, I'm not sure I could've done myself. You hae truly proven yourself worthy of being a Pathfinder. I hope for all our sakes that you suceed in your quest... and now I need to treat that dastardy arrow in my knee. Farewell!

    Quest Finished: The Hermit of Dugjon
    +40000 xp
    +Shard of Argus' Soul
    +Runic Scrap
    +1 LE
    +5 powder (All elements, Tier V)


    And the quest chain continues...
     
    Last edited: Sep 3, 2016
  2. Oh_Yeah_MrKrabs

    Oh_Yeah_MrKrabs Bird Wizard VIP+

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    I don't think that ending the quest line can work. It would screw with the quest book.
     
  3. The Humbler

    The Humbler Well-Known Adventurer

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    Changed it already
     
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