Virindi Spell Scrolls

Step 0: Preparation

  • Magic Protections of all types.  You will face a variety of monsters in the dungeon, ranging from Virindi to Drudge Raveners, to Tusker Guards and Hollow Minions.  

  • Very High BASE AL armor if you plan to go against the Hollow Minions

  • Bludgeon Protection and Armor VI or VII is essential in step 5

Step1: Getting to the Gredaline Consulate

  Begin your quest in Q'alabar.  Run to the Gredaline Consulate, located at 61.6S 29.4E  The portal drops you on a platform that is relatively safe.  Other players may have lead critters up the ramp to the platform however, so it is not always critter free.  The platform has ramps on both the east and west sides; the room itself contains drudge lurkers and stalkers.  There are passages visible to the East, North and West.  Each of these passageways are pretty straight forward. Just go straight through, no need to turn left or right.

Step 2: Arcane Restoration Scroll

West Passage:  Contains lurkers and stalkers to start, then Innocuous dolls (lvl 36).  At the bottom is a Virindi servant and a level 69 Virindi, Essard the Legate.  Kill Essard to gain the Essard Life Magic Scroll.  Spawn is about 3 minutes.  Transcribes to Arcane Restoration - increases natural mana rate by 100%

Step 3: Unnatural Persistence Scroll

North Passage:  Contains lurkers and stalkers to start, then Pristine dolls, lvl 38. Virindi Servants.  Kill Geraux the Legate to gain the Geraux Life Magic Scroll. - transcribes to Unnatural Persistence - increases natural healing rate by 100%

Step 4: Dark Flame Scroll

East Passage:  Lurkers and stalkers, Pristine and Innocent dolls. Virindi Servants.  Nelamar the Legate gives up Nelamar's War Magic Scroll.  Transcribes to Dark Flame 46-90 fire damage.

Step 5 (Bonus Item): Envoy's Obsidian Shard

  There is also a south passage that goes right underneath the platform you dropped in on.  Again, it is a straight through dungeon.  Stalkers and a couple of Virindi at the Envoy's Chamber portal.  The area on the other side of the portal is pretty safe.  There is a portal there that will return you to the Consulate. This dungeon begins with Drudge Raveners, and lots of them on a fast spawn.  If you are looking for guts, this is the place to go.  Go straight through the passage into a large room with pillars.  If you run straight ahead to the wall, you will see a
passage leading left.  This leads to a room guarded by Tusker Guards.  Not Slaves, Guards.  After dying quickly, I thought turning right would be a better idea.  We ran along the wall to the corner and saw a passage.  Figured what could be worse than Tusker Guards?  How about Tusker Guards accompanied by Hollow Minions?  Both of these rooms have nothing in them but the critters that live there, but it sure is fun to see if you can
outrun them.

  After retrieving another body, we figured to give that passage a miss.  After running along the wall to the corner, we turned right and continued along the wall.  Another passage opened up.  This one is better, mostly raveners.  At the end there are Virindi, including a master.  If you continue along the wall past this passage, yet another passageway opens.  This one leads to the Virindi Envoy.  The passage has raveners, hollows and tuskers, plus Virindi servants, puppets, a couple of masters and the Envoy.  I never made it through here, Obi had to kill the Envoy to get the Envoy's Shard.  There is a surface portal just past the Envoy.

Step 6: Turning the items in for the spells

  Go to Zaikhal over by the translator.  Do NOT turn them into the translator, but to Diyas al-Yat, who is standing outside the translator's place.  Once you are done getting your new spells, go inside and turn in the Envoy's Shard for the Translated Virindi Envoy's Note.

   

Thanks to Diae and Obi-wan' for helping with this dungeon.

Kirra

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