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Walkthrough Time Stamp: 20 January 2014, 23:08:11 GMT+7

BATTLEON LIBRARY
(LoreMaster)




AQWorlds BattleOn Library (LoreMaster)



There's 1 NPC to talk about this quest:
1. Maya (BattleOn LoreMaster)



At this Page, you can find:
a. The LoreMaster's Rep Quests
b. The LoreMaster's Tradeskill Quests (Rep Quests)
c. The LoreMaster's Scrolls: Villains of Lore
d. The LoreMaster's Scrolls: Creatures of Lore
e. The Lorepedia Entries





TALK TO MAYA

Code Location: librarium

Intro: Welcome to the Librarium, Hero! I'm excited to announce that my work on the Lorepedia has finally begun. But I could really use your help! How about I write while you fight? Deal? Deal!

[LOREPEDIA?] Ah yes, the encyclopedia! Lorepedia contains everything you need to know about the land of Lore! You can access the Lorepedia anytime by opening up your Book of Lore. It's that little book icon at the bottom right of your screen.

Lorepedia only has a few chapters so far, but with your help, we can fill the entire Librarium with valuable information! If knowledge is half the battle... then buff your intellect Stats with Lorepedia and become a master of AQWorlds!

[BECOME A LOREMASTER!] The shelves of my Librarium are full of books, but... many of them are still blank! I need brave adventurers like you to gather the information I need to fill them up. You can help by learning the Loremaster tradeskill!

As you journey through Lore, keep an eye out for Loremaster Scroll. If you find one, bring it to me! I can decode them and transcribe the information into Librarium's books. The more you collect, the larger your Librarium will become!


Task 1: Monster 1: Zardman Grunt
Description: The Zardman Grunt was the first monster ever to walk on Lore! Such an ancient creature deserves to be studied. Hero, head deep into the Forest and study the Zardman Grunt's environtment, habits and whatever items you may find on it. Return to me with your findings.

Items Required: Environtment Findings (2), Habits Studied (2), Itemized Item List (1)

Rewards: 50 Gold, 50 XP, 50 Rep: Loremaster

How To:
Go to the Forest (Code Location: forest). Then defeat Zardman Grunt to get Environtment Findings, Habits Studied and Itemized Item List. After that report back to Maya to get your rewards.


Task 2: Monster 2: Skeletal Soldier
Description: The Skeletal Soldier has a bone to pick with you! I believe this was the first Undead monster of Lore! Journey to Invasion, Bridge and SwordhavenUndead to study the Skeletal Soldier's environtment, habits and whatever items you may find on it. Return to me with your findings.

Items Required: Environtment Findings (2), Habits Studied (2), Itemized Item List (1)

Rewards: 75 Gold, 75 XP, 50 Rep: Loremaster

How To:
Go to the Swordhaven City when under Invasion from the Undead armies (Code Location: swordhavenundead). Then defeat Skeletal Soldier to get Environtment Findings, Habits Studied and Itemized Item List. After that report back to Maya to get your rewards.


Task 3: Monster 3: Skeletal Viking
Description: What's worse than a Skeletal Soldier? A Skeletal Viking! Study the environtment, habits and item drops from the Skeletal Vikings in the Graveyard, CastleUndead and BattleUnderA, and report back to me with your findings.

Items Required: Environtment Findings (2), Habits Studied (2), Itemized Item List (1)

Rewards: 100 Gold, 100 XP, 50 Rep: Loremaster

How To:
Go to the Graveyard (Code Location: graveyard). Then defeat Skeletal Viking to get Environtment Findings, Habits Studied and Itemized Item List. After that report back to Maya to get your rewards.


Task 4: Monster 4: Skeletal Warrior
Description: For being Undead, the Skeletal Warriors sure are lively! What makes them tick? Study the Skeletal Warrior's environtment, habits and whatever items you may find on it. You can find Skeletal Warriors in the Graveyard, Shadowfall, CastleUndead and BattleUnderA. Return to me with your findings, but be careful, okay?

Items Required: Environtment Findings (2), Habits Studied (2), Itemized Item List (1)

Rewards: 125 Gold, 125 XP, 50 Rep: Loremaster

How To:
Go to the Graveyard (Code Location: graveyard). Then defeat Skeletal Warrior to get Environtment Findings, Habits Studied and Itemized Item List. After that report back to Maya to get your rewards.


Task 5: Monster 5: Skeletal Ice Mage
Description: Death is a bitter cold reality... especially in the case of Skeletal Ice Mage! Head to Invasion, SwordHavenUndead, and BattleUnderA to study the environtment, habits and the item collection of the Skeletal Ice Mage. Keep your cool and report back to me with your findings.

Items Required: Environtment Findings (2), Habits Studied (2), Itemized Item List (1)

Rewards: 150 Gold, 150 XP, 50 Rep: Loremaster

How To:
Go to the Swordhaven City when under Invasion from the Undead armies (Code Location: swordhavenundead). Then defeat Skeletal Ice Mage to get Environtment Findings, Habits Studied and Itemized Item List. After that report back to Maya to get your rewards.


Task 6: Monster 6: Horc Warrior
Description: What are Horcs, anyway? Half Orc, half...??? Let's find out! Study the Horc Warrior's environtment, habits and whatever items you may find on it. A whole Horc army patrols OrcTown and OrcPath. Good luck!

Items Required: Environtment Findings (2), Habits Studied (2), Itemized Item List (1)

Rewards: 175 Gold, 175 XP, 50 Rep: Loremaster

How To:
Go to Orc Town (Code Location: orctown). Then defeat Horc Warrior to get Environtment Findings, Habits Studied and Itemized Item List. After that report back to Maya to get your rewards.


Task 7: Boss 1: Boss Zardman
Description: The world's first boss was the Boss Zardman! Such an ancient master justifies solid research. Head deep into the Forest and study the Boss Zardman's environtment, habits and whatever items you may find on it. Return to me with your findings.

Items Required: Environtment Findings (2), Habits Studied (2), Itemized Item List (1)

Rewards: 225 Gold, 225 XP, 150 Rep: Loremaster

How To:
Go to Forest (Code Location: forest). Then defeat Boss Zardman to get Environtment Findings, Habits Studied and Itemized Item List. After that report back to Maya to get your rewards.


Task 8: Boss 2: Big Jack Sprat
Description: Big Jack Sprat has a big bone... and an even bigger polearm... to pick you! Travel to the Graveyard and study Big Jack Sprat's environtment, habits and his item drops. Come back with your findings and good luck!

Items Required: Environtment Findings (2), Habits Studied (2), Itemized Item List (1)

Rewards: 250 Gold, 250 XP, 150 Rep: Loremaster

How To:
Go to Graveyard (Code Location: graveyard). Then defeat Big Jack Sprat to get Environtment Findings, Habits Studied and Itemized Item List. After that report back to Maya to get your rewards.


Task 9: Boss 3: General Porkon
Description: Even though this Horc is a pig, General Porkon has some serious beef with horces! Maybe you can bring home the bacon by studying General Porkon's environtment, habits and his item drops? You can find Porkon in OrcTown.

Items Required: Environtment Findings (2), Habits Studied (2), Itemized Item List (1)

Rewards: 275 Gold, 275 XP, 150 Rep: Loremaster

How To:
Go to Orc Town (Code Location: orctown). Then defeat General Porkon to get Environtment Findings, Habits Studied and Itemized Item List. After that report back to Maya to get your rewards.







LOREMASTER'S TRADESKILL QUESTS



Task 1: Strength
Description: So, you're interested in becoming a member of my intrepid team of Loremaster explorers? Fantastic! But we'll need to test your skills to make sure you're ready! First, bring me 5 sets of camel tusks from the Bupers Camels in the Sandsea Oasis. If you can do that, I'll know you're strong enough to do this king of work without getting yourself killed.

Items Required: Bupers Camel Tusks (5)

Rewards: 200 Gold, 200 XP, 200 Rep: Loremaster

How To:
Go to SandSea Town (Code Location: sandsea). Then defeat Bupers Camel to get Bupers Camel Tusks. After that report back to Maya to get your rewards.


Task 2: Persistence
Description: Right, so now we know you've got the strength. But Loremaster field work requires a lot of patience and persistence too! Go out and collect 20 intact Frogdrake venom sacs. Bring them back, and I'll know you're not the type to give up too quickly.

Items Required: Frogdrake Venom Sac (20)

Rewards: 300 Gold, 300 XP, 300 Rep: Loremaster

How To:
Go to WillowCreek Town (Code Location: willowcreek). Then defeat Frogdrake to get Frogdrake Venom Sac. After that report back to Maya to get your rewards.


Task 3: Cleverness
Description: As a Loremaster, you'll also need to be able to decipher clues to get what you need. To prove that you're capable, you'll need to fight an insane pyromancer and bring me a vial of his flame. That's all the information I can give you. (Remember - if you're having trouble, friends can be a valuable resource. Don't be afraid to ask your fellow heroes for help!)

Items Required: Vial of Magic Flame (1)

Rewards: 400 Gold, 400 XP, 400 Rep: Loremaster

How To:
Go to Xan's Town (Code Location: xantown). Then defeat Xan to get Vial of Magic Flame. After that report back to Maya to get your rewards.







LOREMASTER'S SCROLLS: VILLAINS OF LORE

Challenge Beast of the Order of the Ancient
--IN PROGRESS--

Paladin Slayer
--IN PROGRESS--






LOREMASTER'S SCROLLS: CREATURES OF LORE

Reptilis Amphibius
--IN PROGRESS--

Tigris Porcus
--IN PROGRESS--

Dracorana Verruca
--IN PROGRESS--

Piscis Volari
--IN PROGRESS--

Camelus Buperi
--IN PROGRESS--

Ursus Strigii
--IN PROGRESS--

Elephantus Primata
--IN PROGRESS--

Vermis Sanguinis
--IN PROGRESS--

Sanguisugae Adustum
--IN PROGRESS--

Rattus Veridis
--IN PROGRESS--

Phoinos Vacuus
--IN PROGRESS--

Paludem Abscondicus
--IN PROGRESS--

Pterofallium Killeraliss
--IN PROGRESS--

Bachiest Mustalentist
--IN PROGRESS--

Lordium Buzzphylis
--IN PROGRESS--

Shineatus Beetera
--IN PROGRESS--

Swimicus Glowartis
--IN PROGRESS--






LOREPEDIA ENTRIES


Big Jack Sprat
Jack is an anomaly. So old that he's passed into Battleon folklore, no one knows how he was raised, what his purpose is, or even if Jack Sprat is his real name. Only conjecture is available about his origins. The mausoleum in which he makes his home is quite large, so it's possible that Jack may have been someone important. This would explain how an enchanted spear of such quality wound up in his possesion.

Jack's body is appears to be more or less human with the exception on the legs and jaw, which look as though they come from completely different creatures. In his many, countless years of unlife, Jack Sprat may have taken these parts from animals and monsters unfortunate enough to cross paths with him.


Boss Zardman
Zardman tribes are united under an Aplha Grunt, who serves as the chieftain. The Alpha is known as the Boss. At any time the Boss of the tribe may be challenged by one of his Grunts for leadershio, in which case a ceremonial battle ensures. These contests of strength are usually to the death. As such, Bosses must remain strong and ruthless for as long as they possibly can, to avoid these challenges to their authority.

Bosses are given first pick of all the tribe's loot, and are not above taking armor and weapon directly from his fallen enemies corpses. As a result, they tend to be vastly better equipped than their Grunts. While it is possible for Boss Zardmen to choose any weapon they wish from their enemies, they tend to favor blunt weapons such as mauls or morning stars.


General Porkon
Horc generals are chosen, perhaps surprisingly, for their cunning as well as their strength. A general must be able to outsmart his opponents strategically and tactically on the field of battle, and General Porkon is no exception. He is strong, clever and merciless beyond reason. Porkon runs a tightly fortified camp on the outskirts of GreenGuard.

His warriors regard him with the utmost respect, but there are still whispers among the camp that he's going soft. He keeps an item of unknown purpose at his side at all times, bundled away in a ragged pouch. Occasionally, a flash of bright yellow rubber can be seen through a hole in the bag, but nothing more.


Hoc Warriors
Horcs, like Zardmen, are tribal creatures by nature, although Horcs seem to have a much more advanced social structure, with tribes being united under the common banner of a greater Horc nation. Horcs also have a developed language, and can communicate in the human tongue as well, though few choose to do so. Horc society is very wrapped up in pride and tradition.

Warriors use a mixture of clay and berry dyes to make a blue warpaint, which they paint onto their bodies just before combat. The axes of the warriors are stoutly crafted but go unmaintained, as Horcs believe that every notch in their weapon signifies greater prowess in battle. Though they have the capability and facilities to do so, no Horc warrior wears armor above the waist. The reason for doing this is to ensure an unrestricted range of movement in their arms and torso when fighthing.


Skeletal Ice Mages
Undead mages of any variety are dangerous to raise, as a large portion of their souls need to remain intact for the act of spellcasting to be feasible. In any necromantic host, mages will most likely be the least in number, powerful though they may be. The concentration required of the necromancer to keep skeletal mages under his thrall is simply too much to handle in larger numbers.

Skeletal Ice Mages carry an ice orb to channel their mana through and cast spells more efficiently. This orb is dangerous to hold for a living being, but it can be mounted on a study piece of wood to form an effective staff.


Skeletal Soldier
The most basic form of necromancy is the raising of skeletal minions. The less of a soul the necromancer allows to inhabit the corpse, the less powerful the corpse is, the tradeoff being an easier to control servant. Skeletal Soldiers are stripped of any trace of a soul, allowing any necromancer to raise one, and a powerful necromancer to raise an army.

They are the staple of any undead host, outnumbering other units by a large factor. They're equipped with whatever weapons they died with, though hastily crafted of heavily used weapons are given to them if they are raised with none. The bone dust of a raised skeleton has much purported alchemical use, but such claims are unsubstantiated. Occasionally, the energy used to raise the Skeleton can be harnessed and merged together to create a Spirit Orb.


Skeletal Vikings
Skeletal Vikings are slightly more powerful variant of the common soldier. And little more of their souls have been allowed to them, so Vikings remember some of their combat training. These minions are equipped with large 2 handed weapons to make them effective shock-troops. Skeletal Vikings are generally raised around coastal areas or towns. Oaklore's huge coastline has a history of Viking encounters before the Alteon Dynasty, so restless corpses are not in short supply there.

However, just because they are raised on the coasts doesn't mean you'll find them there. Enterprising necromancers often take great pains to transport these valuable troops whatever they're needed most. They can be found as far inland as GreenGuard. Like any Skeleton, their bone dust can be used, supposedly, for alchemy, and their energy can be harnessed and made into Spirit Orbs.


Skeletal Warrios
Like Vikings, Skeletal Warriors are variation of the Skeletal Soldier. Warriors differ from Vikings geographically, being raised with more frequency in the heartlands such as Doomwood and SkullHome. Warriors are more heavily armored than Vikings as well, making them more defensively inclined than their quicker cousins. This makes them a mainstay among most undead forces. Very occasionally, Skeletal Warriors are raised of their own accord, though this only happens in places where the border between here and wherever the dead go to rest is weakest, places such as Doomwood.

Skeletons raised this way have no master, and could theoritically have complete sentience. However, the crossing of worlds is very hard on a soul unprotected by a physical form, so most of these independent undead contain only the mere husks of their former consciousness. As a result, they are slave to their bases instincts, and have no more control over their unlives than the usual run-of-the-mill creatures conjured by necromancers.


Zardman Grunt
Zardmen are native to Greenguard Forest, but are highly adaptive, and can flourish almost anywhere. While Zardmen technically fall in the Zard genus, they are much more intelligent than their Frogzard kin, being able to make crude weapons and armor, and band together in close knit tribes. Grunts are trained from birth to be warriors of these tribes. They are marked by their ragged dorsal frills and larger stature.

Grunts in particular seem to have a fascination with shiny objects. It is not uncommon to see Zardmen Grunts with bottle caps, coins, keys or other bits of metal adorning their armor. Their stone hammers are able to be used by humans as weapons, but they are weak and poorly made. Their tails, like all lizards, will drop off when in danger, calling back to an earlier time in Zardman evolution when running was more important than fighting. The tail can be cooked with vegetables and stock to make a delicious stew, so do not hesitate to pick them up where you find them.












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