Difference between revisions of "Blade of the Old Religion"

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{{Quest 3 nav}}
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{{Quest
:<b>Objective</b>
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|Act=3
::Recover the Gidbinn.
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|File=Blade of the Old Religion
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|Type={{Sb|=Recommended}}
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|Trigger=Talk to [[Hratli]] after returning [[The Golden Bird|{{Ub|=The Golden Bird}}]], or entering [[Lower Kurast]] '''or'''<br>Pick up [[The Gidbinn|{{Ub|=The Gidbinn}}]]
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|Objective=Return {{Ub|=The Gidbinn}} to [[Ormus]]
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|Area=[[Flayer Jungle]]
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|Item={{Ub|=The Gidbinn}}
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|Reward=Free [[Iron Wolf]] from [[Ashaera]] if [[mercenary]] not already awarded or hired<br>{{Rb|=Ring}} from Ormus
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}}
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{{U|=As I told you before, I placed an enchantment upon the dockside in order to keep the demons at bay. But lately, the enchantment seems to be weakening.}}
  
:<b>General Notes</b>
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{{U|=If memory serves me correctly, there is a holy Skatsimi blade that could revitalize the enchantment. The blade is called the Gidbinn.}}
::There's a clickable pyre somewhere in the Flayer Jungle, called "The Gidbinn."  You'll need to activate it to summon a Unique Flayer, who will drop the blade when you kill him. The pyre generally appears close to the Flayer Dungeon, which hides Khalim's Brain (necessary for Khalim's Will).
 
  
:<b>Quest Reward</b>
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{{U|=Find it, and our sanctuary here will remain safe.}} - Hratli
::A rare or magic ring from Ormus. Also, if you do not have a hireling already, Asheara will give you a mercenary for free.
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==Navigation==
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*Need to navigate [[Spider Forest]] and possibly [[Great Marsh]] before finding [[Flayer Jungle]], which will be done as byproduct of mandatory completion of [[Khalim's Will|{{Ub|=Khalim's Will}}]]. It is normally best to follow river to Flayer Jungle rather than venture down tracks into jungle, unless searching for [[waypoint]]s and [[Spider Cavern]].
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*Once in Flayer Jungle, venture down tracks away from river and into jungle to search for village.
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<br>
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==Objective==
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[[File:Flayer Jungle.png|center|frame|[[The Gidbinn|{{Ub|=The Gidbinn}}]] appears to be suspended between horns of an altar found in village in clearing of [[Flayer Jungle]]. Entrance to [[Flayer Dungeon Level 1]] is nearby, although it normally won't be found first.]]
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*Clicking on {{Ub|=The Gidbinn}} will cause it to disappear as fire erupts from altar. Shortly thereafter a [[Champion]] or [[Unique (monster)|Unique]] [[Fetish|Rat Man]] will spawn in vicinity, so it is best to clear area beforehand.
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*{{Ub|=Rat Man}} may become [[Immune to Fire]], [[Immune to Lightning]] or [[Immune to Cold]] in Nightmare (115%) or Hell (115% or 135%) due to random Unique bonuses, but can never become [[Immune to Physical]], [[Immune to Magic]] or [[Immune to Poison]].
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*Upon its death {{Ub|=The Gidbinn}} is dropped, requiring 1x2 inventory space to pick up. Return with it to [[Ormus]].
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<br>
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==Reward==
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{{U|=You have done well, noble hero. Ormus congratulates you. The old spirits of Skatsim will watch over you for returning their sacred blade.}}
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{{U|=Now, after all these years, Ormus will once again use his powers to protect the innocent from the shadow. The spell that protects the dockside shall now be reinforced.}} - [[Ormus]]
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*While Ormus casts his spell, talk to [[Ashaera]].
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{{U|=Now that fewer of the Iron Wolves are needed to guard the dockside, some of them have volunteered to accompany you free of charge.}} - Ashaera
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*If character is not already accompanied by a [[mercenary]] (whether living or dead), gets one free [[Iron Wolf]].
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*Return to talk to Ormus.
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{{U|=This magic ring does me no good.}}
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{{U|=Here... Wear it proudly!}} - Ormus
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*Ormus gives {{Rb|=Ring}} whose item level depends upon [[difficulty]] level:
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{|border=1 cellpadding=2 rules=all style="empty-cells:show; text-align:center; font-size:90%"
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!width=91|Normal
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!width=91|Nightmare
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!width=91|Hell
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|-
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|21
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|35
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|75
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|}

Revision as of 13:41, 19 March 2012