Chapter 3

General discussions about Days of Evil.

Chapter 3

Postby Kagen » Mon 10. Mar 2014, 17:22

Chapter 3 - Quest 1: Haggard

The dull emptiness that has been living inside you for the last weeks keeps spreading, filling every corner of your soul. Your journey homeward to your fortress, all wounded and haggard, is not helping your condition. Your thoughts are relentless, torturing you every second of the day and leaving you sleepless. You try to suppress it, but a small part of you longs for deliverance. Like a wounded lion you wade through the swamps and your soldiers can almost smell the air of weakness that surrounds you. After sheer endless days of agony, you finally reach the first few settlements. It's high time to lick your wounds and stock up on provisions so that you can at least make it back alive.

Conduct a raid for 8 hours
Reward: 250.000 points, 500.000 gold


Chapter 3 - Quest 2: Excess and Indulgence

Now you've finally made it back to the safety of your fortress. But you soon realize a strange mood has settled in among your servants. Your fruitless search and the resulting stagnation have taken hold of their minds like a cancer. Now is the time to demonstrate strength and power, to eradicate this creeping sickness and ensure that it does not further endanger your plans! Nothing works better in a situation like this than a little distraction. You have just the idea and invite everyone who's anyone to a most lavish celebration at your fortress, turning it into a cesspool of sin. That should silence any doubts concerning you and your chosen path.

Move 25 precious stones, 25 cut gems, 150,000 hard liquor, 150,000 stews, 50,000 sculptures, 50,000 statues to your inventory.
Reward: 275.000 points, 300.000 gold


Chapter 3 - Quest 3: Dessert

You sit at the head of your table, surrounded by guests, bellhops and other such scum, and imagine what it would be like to throw the whole party of guests to your army to feed on. Just as you're busy trying to mask the sinister smile spreading across your face, you notice one of the bellhops approaching the table form the kitchen. His weather-beaten face and dirty boots have given him away! Your cold stare lets him know that his game is up. Realizing that he's lost his chance to get close to you unnoticed, he pulls out his throwing knife with lightning speed and hurls it at you with all of his strength. To your guest's amazement, you skillfully catch the knife with one hand. You realize, though, that it had more to do with luck than common sense. You announce to your guests that he will now be locked in your dungeon, but both you and your guards know that that would be too much mercy for this man.

Torture the assassin
Reward: 300.000 points, 350.000 gold

Info from german forum:
The chance to succeed remains constantly 10%.


Chapter 3 - Quest 4: Connection

It wasn't mercy or an unquenched thirst for blood that made you have Perduval sewn up again. No, he still owes you some more goddamn information before you let him die! But your thirst for knowledge will only partially be satisfied. You now know that it was the alliance of the Merodovar who were behind the attempt and that they have been controlling the goings-on in this world for centuries. Yet Perduval refuses to tell you where they are located and what the connection to your parents is. You use all your powers of persuasion, but the only word to cross Perduval's lips before his death is 'Mayuda'. Mayudai? That merchant next to the arena in Myrimar always seemed suspicious to you. With a flickering fury in your eyes you push your entire army in the direction of his lands. He awaits you in full battle dress and surrounded by countless guards. He's prepared to share his knowledge with you, but claims that you are not yet ready!

Reach 50,000 honor through the arena
Reward: 325.000 points, 400.000 gold, 30 Soul


Chapter 3 - Quest 5: Traces

You go to Mayudai, trembling with both rage and anticipation. He calmly invites you into his chambers and with a single inviting hand gesture indicates that you should seat yourself. You immediately have the urge to overpower the old man, so you can drag him back to your fortress and continue this conversation on your own terms. But this old warhorse will no doubt be prepared for that type of thing. Mayudai tells you that the Merodovar purposely erase all traces of their existence so as to be invisible to the public. However, the merchant gives you one last clue before you leave. He tells you of places where old chronicles of the Merodovar are still said to exist. They can be found in places that are not accessible to mere mortals - the Gorges of Noktar, Yanim's Hoard, the City of Heaven and Derdorin's Labyrinth. If you're able to get your hands on these chronicles, then you will be able to move forward on your path, growing stronger in your knowledge.

Find all 4 chronicles
Reward: 350.000 points, 450.000 gold, 1 Troll's Noose

Additional information:
EDIT: With increasing difficulty of HD the droprate increases -> every chronicle can be found in every Hdungeon)


Chapter 3 - Quest 6: Preparation

The Shadow Pass's fortifications and defenses are seemingly impenetrable. The never-ending masses of stone alone would be enough of an obstacle for your army. Yet you have to risk it, you have to know what this has to do with your parents. The thought stays with you like an endless feverish dream. While working for you may have been like running the gauntlet before, it's now become more akin to living in purgatory, thanks to your mania. But there's only one possibility: You have to make the most of the options available to you. While you repeatedly scour the chronicles for details you may have missed, your army needs to be equipped to even stand a chance of getting into the Shadow Pass.

Reach an attack power (ATK) of 35,000 for your army
Reward: 375.000 points, 500.000 gold, 1 Gift of the Angel


Chapter 3 - Quest 7: Marred Gaze

Surrounded by his bodyguards, the king of the Firelands lets his warhorse move a few steps towards you. At first you can hear it in his voice, and then as the king moves closer and you catch a glimpse of his face, you're sure - the king has been driven to madness by the murder of his son by Mysx, the Fallen of the Firelands. The pain of his loss has driven any form of reason from him. It, therefore, does not change anything when you announce that your henchmen have avenged the crime against his son and have sent Mysx to the Realm of Damnation. No, your claim seems to affect quite the opposite. It broke open the old wounds and king fell into a rage. Blind with fury, and without even having questioned you to your enterprise or given you a chance to retreat, he shouts out the order to attack to his riders.

Defeat the king and his forces
Reward: 400.000 points, 550.000 gold, 5.000.000 Water
Dark green from: 133.837 points

Chapter 3 - Quest 8: Arrival

Now that you have left the Gemeoth volcano and its barren steppes behind you, you begin to enter what seems to be an increasingly tropical forest. Crossing through the rank and thorny underbrush slows you down significantly and you fall far behind schedule. Yet the outline of the Shadow Pass that you can see on the horizon drives you to mercilessly push your army forward. After another three grueling days of forced marching, you finally reach a clearing located just a stone's throw from the first foothills of the Shadow Pass. You decide to set up camp so that your army can rest and so your scouts can survey the surrounding area. Only a fool would head into unknown territory unprepared. So you wait for that which will soon be upon you, while the sun slowly turns the heavens blood red.

Send your army out on an 8-hour raid.
Reward: 425.000 points, 600.000 gold

Chapter 3 - Quest 9: Miscalculated

You've run straight into a goblin's nest. Surrounded by your units you enter the village and head straight for the hill that is seemingly supposed to be some sort of throne room. The goblin sitting there eyes you with a smirk on his sideways-tilted head. The news of your arrival seems to have made the rounds quite quickly and pretty soon you're surrounded by a sea of these little rats. The seated goblin introduces himself as Tazlog and admits to having abducted your scouts, who, he quickly assures you, are unharmed. It turns out that the goblin has plans of his own. He wants to use his hostages to blackmail you into helping him. You are to help him and his people get rid of the marauding paladins. In return he will show you the hidden paths of the Shadow Pass that will allow you to infiltrate the innermost realms. But your patience has already been put to the test one too many times on this expedition. So you decide to extract the necessary information by force ? after you've burned the village to the ground, that is.

Destroy the goblin village.
Reward: 450.000 points, 650.000 gold, 5 Precious stone, 5.000 Eternite stone
(24h and depending on army‘s total points)
Dark green from: 147.089 points

Chapter 3 - Quest 10: Uncertainty

Tazlog had some interesting information for you. You can forget trying to enter through the main gate of the Shadow Pass; the walls are too thick and it is too well guarded. There are multiple arrow slits with accompanying guard posts that could maybe be used to breach the defenses, yet it would be a miracle to enter these unnoticed and without triggering an alarm. There is, however, another option: There is a small path, hidden by bushes and shrubs, that is used to transport food and supplies to the storage rooms. This entrance is not as well guarded as the others as it is known to few and is well camouflaged. The posted guards were no problem for you and your army. And so you enter the Shadow Pass ? into the unknown, towards your parents.

Comb the Shadow Pass
Reward: 475.000 points, 700.000 gold, 1 Inferno Goblet, 1 Bird of Lament
(24h and depending on army‘s total points)
Dark green from: 154.852 points


Chapter 3 - Quest 11: Guest of Honor

The palace is deserted. Although the hall you are in is lit up by hundreds of burning candles, not a single soul can be seen, save the old priest cowering in front of the alter. You step closer so as to question him about your parents, but as soon as you do, he covers his face with his hands in a panic and begins to whimper. He calls you the Chosen One. With a trembling voice, he tells you that it will be you who will seal the fate of this world. You will plunge it into despair by calling on forces to help you battle an enemy, but that these are forces you cannot control. Suddenly, you hear a commotion in front of the gates of the temple. It's a trap! Guards have stationed themselves at the entrance. You grab the priest by his shoulders and order him to tell you about the whereabouts of your parents. He only smiles vaguely, answering that your parents left this place a long time ago. The shouting at the entrance gets louder and louder.

Free yourself from the trap.
Reward: 500.000 points, 750.000 gold, 1 Crudum, 1 Meteor Shield
(24h and depending on army‘s total points)

Red until: 86 999 Points
Orange from: 87 000 Points
Orange until: 130 499 Points
Yellow from: 130 500 Points
Yellow until: 143 549 Points
Lightgreen from: 143 550 Points
Lightgreen until: 158 049 Points
Darkgreen from: 158 050 Points


Chapter 3 - Quest 12: Signals

You return to your fortress tired and haggard from the hunt and everything else you experienced on your expedition. Time has passed and you've been gone for many weeks. You need to make a point that things are going to change around here, and so you have your steward publicly executed in the marketplace for all your subjects to see. It has the desired effect. The old hustle and bustle, combined with an undercurrent of fear, returns to your stomping grounds. However, word of your run-in with the king of the Firelands has spread far and wide. Some see it as an act of mercy that you let the king live, but there are also rumors that it was a murder attempt that was foiled at the last minute. Your desire to find the answers concerning your parents burns inside you like a fire, but your main objective now is to calm things down, so that these rumors don't take on a life of their own. Everything in its own time.

Complete 10 dailies
Reward: 525.000 points, 800.000 gold, 2.000.000 Wood, 2.000.000 Stones


Chapter 3 - Quest 13: Nobility

The days pass without any noteworthy incidents. Your attempts to acquire more information about your parents or the Merodovar don't lead you anywhere either. One day, while you're inspecting the imps' stalls, one of Mayudai's messengers arrives at your fortress. The messenger tells you to quickly make your way to the old gladiator's shop, as he has interesting news for you. Old Mayudai is already impatiently waiting for you when you arrive. He lets you know that the rumors are indeed true, and that the beast master has made a most interesting catch. It would seem that a certain Count Beran is now in his custody. It's not so much that Count Beran has been wandering the lands as one of the undead that is so interesting, but rather that he was close to the Merodovar alliance in life. Count Beran is therefore an interesting source of first-hand information. You waste no time in heading straight to the beast master.

Buy Count Beran from the beast master.
Reward: 550.000 points, 850.000 gold


Chapter 3 - Quest 14: Feast

Count Beran seems to be in appalling condition, as far as one can seriously say that about the undead. He appears weak and weary. The march to your fortress alone seems to have been a huge effort for him. You have one of your necromancers check on Beran to acquire details as to his condition. Who knows what he had to go through after his capture. The necromancer performs countless rituals and incantations to try and find out the root of Beran's condition. Finally, the necromancer has finished his work and reports to you. The life energy of this undead specimen is in critical condition. He will need to feed on human flesh to be able to assure his continued existence in this world. Curious about this little upcoming show, you give the necromancer the order to make all necessary preparations.

Feed 50 serfs to Count Beran.
Reward: 575.000 points, 900.000 gold


Chapter 3 - Quest 15: Origins

You stand, examining Beran as he holds and returns your gaze with his dead eyes. When you ask him about the Merodovar and your parents, he suddenly lets out a metallic laugh. The old legends already carried clues alluding to you. Your birth had been feared for centuries. This is the reason the alliance of the Merodovar was founded in the first place. They exist solely for the reason of finding you and protecting the world from you, though there is probably no more chance for salvation. Your parents fled to Earth with you as a newborn in the hopes of saving you from your merciless fate. So, you are not human, you were born in this world, here on Nagoroth! The alliance withdrew in the hope that your flight had saved Nagoroth. But now that you are back in this world, the alliance has risen again, your enemies are already on their way to you and your destruction is only a matter of time. You should prepare for the worst!

Expand your army at the oracle.
Reward: 600.000 points, 950.000 gold, 50 Soul


Chapter 3 - Quest 16: Tactics

Count Beran tells of a gigantic army which is already making its way to you. The Merodovar have apparently gathered all their allies from every corner of this world. Mighty rulers, shadowy figures, legendary creatures? all of them have their sights set on you and your empire, and will not stop until your head is skewered on the battlements of your fortress. Thousands of thoughts shoot through your head. Is your destiny inescapable? But then how was it possible for your parents to flee with you? This part of the story was not foreseen, so there should also be a way out of this situation as well! You order your master of war to prepare your troops for this approaching enemy, and to do so with all the means at your disposal.

Research your attack and defense strategies so that both are increased to 80.
Reward: 625.000 points, 1.000.000 gold, 1 Dragonsnout, 1 Cyclops Blocker


Chapter 3 - Quest 17: Debt

He might not be quite right in the head, but it's still worth a try. His clouded mind might just also be to your advantage, as he won't be drawing as many conclusions as he would with a healthy mind. And so you dream up a story of a wild people who have come from the South with the intention of conquering one kingdom after another. Only if you two stand united, can you fend off these wild men. You send an ambassador carrying this message to the palace of the king of the Firelands. The answer comes back quickly. Be it out of shame or trying to make amends ? the king is willing to stand by your side in this battle! However, his mental incapacitation seems to have also taken its toll on his gold reserves. You are going to have to get his army back in shape first, if the king of the Firelands is going to be of any help to you.

Send the king 10,000,000 gold.
Reward: 650.000 points, 1.000.000 gold, 1 Inferno Ring, 1 Ring of Lament


Chapter 3 - Quest 18: Hope

Even the news that all the warriors of the Firelands are going into battle on your side won't sway Count Beran. He still says that you are hopelessly inferior to your enemy. Your patience is finally at an end! You'll find other ways of silencing his arrogant laughter. With the help of your necromancers and mages you manage to reach that goal quicker than expected. Count Beran finally divulges everything to you. In pain he opens up, speaking of the possibility of resurrecting his minions who had served him in life. They would then fight on our side as a ghost army. You start to feel a smaller glimmer of hope and you press the Count to get the details for the incantation of this army. To call on this ghost army, Beran needs a coin that is disguised as a talisman. You leave immediately to find the coin.

Win a gold coin in the monthly competition. (Gold coin must be in the trophy case)
Reward: 675.000 points, 1.000.000 gold, 1 Inferno Armor, 1 Armor of Lament


Chapter 3 - Quest 19: Weaponry & Armor

The ground beneath your feet begins to shake! A deafening screech rings out, filling every corner of your fortress. The heavens suddenly darken and a storm begins to gather. A deafening sound, something akin to a thunderclap, rings out, followed by a blinding light that forces you to cover your eyes. Suddenly you hear a commotion in the courtyard of your fortress. You run to the balcony to see what it could be, and a satisfied smile slowly begins to spread across your face. Your courtyard is in the hands of countless undead warriors, who survey their surroundings in somewhat of a daze while your people run, shrieking in horror as they try to get away. You enter the courtyard with Count Beran in tow, so as to make clear to this undead master of war whose orders he will be following from now on. This doesn't seem to be much of a problem anyway. However, the undead aren't carrying any weapons with them. Beran informs you that the weapons of the undead must be fashioned from special materials, or else they could not have been materialized.

Equip the ghost army.

0/3 Amulet of the Sorens
0/3 ambivalence
0/3 excruciating ice
0/3 The Regulator
0/3 comet tail
0/3 Mechjor
0/3 titan scales
0/3 protective runes

Reward: 700.000 points, 1.000.000 gold, 1 Summoning Stone (Trophy)
(The equipment has to be in the inventory and will be destroyed like in the expedition quest of chapter 2)


Chapter 3 - Quest 20: Storm

Your necromancers request an audience with you. As you are completely occupied with your preparations for war and the thoughts about your uncertain future are so all-consuming as to make you nauseous, you very reluctantly grant it to them. However, their concern is more important than expected: As it is unclear exactly what type of enemy you will be facing in battle, they advise you to have magic jewelry made to protect the mind from any kind of influence. Your first instinct is to have these necromancers punished for waiting so long to bring up such an important issue. But you need every available fighter you can get. You immediately send them to your jeweler so that they can instruct him on how to produce these items.

Produce 10 wall of energy.
Reward: 700.000 points, 1.000.000 gold, 1 Inferno Blade, 1 Blade of Lament

(The counter starts when the quest text is shown. Any wall of energy you have produced before reaching the quest isn't counted)
Last edited by Kagen on Fri 16. Feb 2018, 14:08, edited 26 times in total.
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"We ourselves feel that what we are doing is just a drop in the ocean. But that ocean would be less, because of that missing drop."
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Re: Chapter 3

Postby GYNDE » Mon 10. Mar 2014, 18:23

Well, that will be something to look forward to... :)
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GYNDE(IN-THE-FORUM)/GENDY (IN-GAME)
Ch 2 complete - November, 23, 2013 LVL 25 - Deified Ruler of the World - April 10, 2014
Chapter 3 completed - June 25, 2014 - Path to Fame - completed - July 13, 2014
DEMON SHRINE - MORT - May 24, 2015
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Re: Chapter 3

Postby st0rm » Mon 10. Mar 2014, 19:46

Indeed, especially the last one :)
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Re: Chapter 3

Postby D11M » Tue 11. Mar 2014, 10:57

I have a feeling that they just wanted to do a chapter 3 quest that will last for ages so people don't ask for new chapters :D
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Re: Chapter 3

Postby Redles » Tue 11. Mar 2014, 23:51

Quest 6:

Have an army that has a minimum of 50 elite units (ToTs and Rales.)
All must be equipped with epic equipment (the full set of 4).

Just Playing

The devs wouldn't be this evil would they? :?
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Re: Chapter 3

Postby Kagen » Wed 12. Mar 2014, 21:06

There is a little bit more information on the chronicle-quest.

This is no quest for players who don't like gambling and such....

the chronicles drop randomly like the artefacts to summon scorpion king Chorion....


So, yes D11M, I join you in your ship.


Redles, this is very much the concept of all C3 quests, BUT I do not think this will be a quest,

because ToS and Rale won't forever be the mighiest regular units.

We on german server asked Uiqua to please not implement new regular units for the time being.

But they will defintely come.
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Re: Chapter 3

Postby Kagen » Thu 13. Mar 2014, 21:13

EDIT
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"We ourselves feel that what we are doing is just a drop in the ocean. But that ocean would be less, because of that missing drop."
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Re: Chapter 3

Postby Redles » Fri 21. Mar 2014, 04:59

Sorry, I didn't get the first two.



Chapter 3 - Quest 3: Dessert

You sit at the head of your table, surrounded by guests, bellhops and other such scum, and imagine what it would be like to throw the whole party of guests to your army to feed on. Just as you're busy trying to mask the sinister smile spreading across your face, you notice one of the bellhops approaching the table form the kitchen. His weather-beaten face and dirty boots have given him away! Your cold stare lets him know that his game is up. Realizing that he's lost his chance to get close to you unnoticed, he pulls out his throwing knife with lightning speed and hurls it at you with all of his strength. To your guest's amazement, you skillfully catch the knife with one hand. You realize, though, that it had more to do with luck than common sense. You announce to your guests that he will now be locked in your dungeon, but both you and your guards know that that would be too much mercy for this man.

Torture the assassin

0/1 confession

Reward: 300.000 points, 350.000 gold




Chapter 3 - Quest 4: Connection

It wasn't mercy or an unquenched thirst for blood that made you have Perduval sewn up again. No, he still owes you some more goddamn information before you let him die! But your thirst for knowledge will only partially be satisfied. You now know that it was the alliance of the Merodovar who were behind the attempt and that they have been controlling the goings-on in this world for centuries. Yet Perduval refuses to tell you where they are located and what the connection to your parents is. You use all your powers of persuasion, but the only word to cross Perduval's lips before his death is 'Mayuda'. Mayudai? That merchant next to the arena in Myrimar always seemed suspicious to you. With a flickering fury in your eyes you push your entire army in the direction of his lands. He awaits you in full battle dress and surrounded by countless guards. He's prepared to share his knowledge with you, but claims that you are not yet ready!

Reach 50,000 honor through the arena

0/50,000 honor

Reward: 325.000 points, 400.000 gold, 30 Soul





Chapter 3 - Quest 5: Traces

You go to Mayudai, trembling with both rage and anticipation. He calmly invites you into his chambers and with a single inviting hand gesture indicates that you should seat yourself. You immediately have the urge to overpower the old man, so you can drag him back to your fortress and continue this conversation on your own terms. But this old warhorse will no doubt be prepared for that type of thing. Mayudai tells you that the Merodovar purposely erase all traces of their existence so as to be invisible to the public. However, the merchant gives you one last clue before you leave. He tells you of places where old chronicles of the Merodovar are still said to exist. They can be found in places that are not accessible to mere mortals - the Gorges of Noktar, Yanim's Hoard, the City of Heaven and Derdorin's Labyrinth. If you're able to get your hands on these chronicles, then you will be able to move forward on your path, growing stronger in your knowledge.

Find all 4 chronicles

0/4 chronicles

Reward: 350.000 points, 450.000 gold, 1 Troll's Noose
134/140
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Re: Chapter 3

Postby D11M » Wed 26. Mar 2014, 16:09

"every chronicle can be found in every Hdungeon"

This means we can even find all 4 Chronicles in the first heroic dungeon or we need to find 1 chronicle in each heroic dungeon?
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Re: Chapter 3

Postby Kagen » Wed 26. Mar 2014, 17:33

You can find all four in the first hero dungeon - if you're lucky that is^^

But most of the players who postet something about that quest didn't find it in H1.

Another player has stated: "The more difficult the dungeon, the higher the chance to obtain a chronicle."
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