Ruins of Vol Tuniel Progress
Ruins of Vol Tuniel Progress
The Forgotten Earring questline was mentioned in discord and I took a look at it today. We are missing some ofthe quests. Thankfully Elquar was able to find some of the missing info. I probably won't have to set up this questline, but I did want to at least paste the information that was found.
https://web.archive.org/web/20120805063 ... 5-3822.php
Name The Forgotten Earring (Part 5)
Starts at NPC Eldernia Loryl
Starts In Zone Renton Keep
Objectives Slay the Cypress Dryad located around the swamp to acquire the single Dryad leaf. Once complete return to Eldernia at the Recondite Threshold.
- Dryad Leaf (0/5)
Description Eldernia says, "The note from my brother says one last thing. It says to seek out the ancient one if you wish to fully become one with the earring." "I believe I know where the ancient one resides, and if I’m correct we will need a special potion in order to speak with him. The potion in question requires a single Dryad leaf.Slay Cypress Dryad’s around the swamp until you find a leaf worthy of my potion."
https://web.archive.org/web/20120805064 ... 7-3826.php
Name The Forgotten Earring (Part 7)
Starts at NPC Eldernia Loryl
Starts In Zone Renton Keep
Objectives Locate the tree bark required, and then return to Eldernia at the Recondite Threshold.
- Aged OakTreebark. (0/1)
- Aged Birch Treebark. (0/1)
- Aged Maple Treebark (0/1)
- Forgotten Earring (0/1)
Description Eldernia says, "It appears that next we need to collect three different types of tree bark and use it to create a fire. We then toss the earring into the fire to solidify its power." "We need specific tree bark, but luckily I know just where to find it."
https://web.archive.org/web/20120805062 ... 8-3825.php
Name The Forgotten Earring (Part 8)
Starts at NPC Eldernia Loryl
Starts In Zone Renton Keep
Objectives Slay mature Fleshruin Troglodytes and then return to Eldernia at the Recondite Threashold.
- Mature Fleshruin Troglodyte's (0/25)
Description Eldernia says, "The earring is growing more powerful indeed. Soon it will be fully bonded with you and the surrounding swamps." "The next step is to re-test its power. Only this time we shall see how we fare on the mature Fleshruin Troglodytes. I can even show you where the beasts are located."
https://web.archive.org/web/20120805063 ... 5-3822.php
Name The Forgotten Earring (Part 5)
Starts at NPC Eldernia Loryl
Starts In Zone Renton Keep
Objectives Slay the Cypress Dryad located around the swamp to acquire the single Dryad leaf. Once complete return to Eldernia at the Recondite Threshold.
- Dryad Leaf (0/5)
Description Eldernia says, "The note from my brother says one last thing. It says to seek out the ancient one if you wish to fully become one with the earring." "I believe I know where the ancient one resides, and if I’m correct we will need a special potion in order to speak with him. The potion in question requires a single Dryad leaf.Slay Cypress Dryad’s around the swamp until you find a leaf worthy of my potion."
https://web.archive.org/web/20120805064 ... 7-3826.php
Name The Forgotten Earring (Part 7)
Starts at NPC Eldernia Loryl
Starts In Zone Renton Keep
Objectives Locate the tree bark required, and then return to Eldernia at the Recondite Threshold.
- Aged OakTreebark. (0/1)
- Aged Birch Treebark. (0/1)
- Aged Maple Treebark (0/1)
- Forgotten Earring (0/1)
Description Eldernia says, "It appears that next we need to collect three different types of tree bark and use it to create a fire. We then toss the earring into the fire to solidify its power." "We need specific tree bark, but luckily I know just where to find it."
https://web.archive.org/web/20120805062 ... 8-3825.php
Name The Forgotten Earring (Part 8)
Starts at NPC Eldernia Loryl
Starts In Zone Renton Keep
Objectives Slay mature Fleshruin Troglodytes and then return to Eldernia at the Recondite Threashold.
- Mature Fleshruin Troglodyte's (0/25)
Description Eldernia says, "The earring is growing more powerful indeed. Soon it will be fully bonded with you and the surrounding swamps." "The next step is to re-test its power. Only this time we shall see how we fare on the mature Fleshruin Troglodytes. I can even show you where the beasts are located."

Re: Ruins of Vol Tuniel Progress
Started on this today:
The Forgotten Earring 1 - Complete
The Forgotten Earring 2 - Complete (Clean up Crew: Make sure you leave enough 100% spawns for the Peat Mosquitos, Creeping Quagmire, and Limnobian Frogs. The drop rate isn't good and it would be nice if there were some guaranteed mobs up).
The Forgotten Earring 1 - Complete
The Forgotten Earring 2 - Complete (Clean up Crew: Make sure you leave enough 100% spawns for the Peat Mosquitos, Creeping Quagmire, and Limnobian Frogs. The drop rate isn't good and it would be nice if there were some guaranteed mobs up).

Re: Ruins of Vol Tuniel Progress
Today's work:
NPCs scripted:
Kailina Cethen
Elrena Faermil
Eldernia Loryl
Mansel Nott
Malirian Syrell
Relsom Serile
Quests:
Defacers of the Sacred Ruins - Did not give CW faction. Gave Negative True Blood Faction.
Spoilcrawlers of Zoth Uluus- Did not give CW faction. XP seemed excessive (200k). Need to check that to be sure. Potion rewards were only Wis, Vit, and Int. I added Str, Dex, and Con, because that was really unfair to all non-casters. Another quest that sends you into Thel.
Blight Striders 207k XP. Still seems wrong. Did not give CW faction. Gave Negative True Blood Faction. Another quest that sends you into Thel. This quest has you going to a very specific spot in Thel there are three spots with Treants there. For the most part they don't share the same mobs, but there are some at the different spots and will count. I wasn't sure if I should just put all the mobs on there or what. But for now the only ones that count are the ones that are at the spot it tells you to go to. If there are spawns at the other spots, well, they'll give you credit but the others won't. Unless people get confused by it, I'm going to leave it alone for now.
Tolls for Trolls - 207k XP. Still seems wrong. Did not give CW faction. Gave Negative True Blood Faction. Another quest that sends you into Thel.
The Ceremony of Vol Tuniel 46k XP. THAT seems right. Did not give CW faction. Gave Negative True Blood Faction. This one actually takes place in VT. Also SOE decided to change the original yellow weapon rewards to super shitty blue wrist's armor. Very tempted to restore it as this seems like FTP fuckery (Where as you had to be a gold member or use Rare items). http://thetelonproject.wikidot.com/adve ... vol-tuniel
The Reawakening of Vol Tuniel 98k XP. I'm guessing that some of these were done using XP potions or during double/triple XP events. Did not give CW faction. Gave Negative True Blood Faction. It looks like most of the quest rewards for this one are missing. AND it's another change from the original drop set: http://thetelonproject.wikidot.com/adve ... vol-tuniel I was only given a pair of shitty light armor boots and that's all that was listed for rewards on this quest. That can't be right.
Heat Wave in the Hollows 43k XP. Did not give CW faction. Gave Negative True Blood Faction. Don't do this quest if you have proximity aggro on. I'm going to put some notes about this particular quest on the next post on this thread.
Minions of Krigus - 38k XP. Did not give CW faction. Gave Negative True Blood Faction. Yet again they switched out good, yellow weapons for crappy blue jewelry. I really think this was a result of going F2P and yellow meant that F2P players couldn't wear it. Not only that, but there's no option for meleers or tanks. http://thetelonproject.wikidot.com/adve ... -of-kirgus
The Power of Vol Tuniel - 103k XP. No faction. Turn in and Completion text are missing. Since this is the final quest in the VT line, I think we should do our best to find the original quest text.
Qalian Premonitions - Turn in and Completion text were missing, so I made something up.
Fungus Spores - So all the wikis say that this is a repeatable quest that requires 30 spores. That's exactly what I remember. But now it's a one time quest, that only requires 15 spores, and gives a crappy belt reward and XP. If there was a second version of this quest, we don't have it, and no wiki has any info on that kind of thing. At this point I'm thinking about removing all this shitty F2P gear and switching things back to the Pre-F2P version that we all remember (And that the wikis attest to).
The Forgotten Earring (Part 1) - Updated with new loot handling code.
The Forgotten Earring (Part 2) - Updated with new loot handling code.
The Forgotten Earring (Part 3) - Complete
The Forgotten Earring (Part 4) - Complete. Turn in and completion text is missing.
The Forgotten Earring (Part 5) - Complete. This quest was completely missing. So had to rebuild it from what we could find online.
The Forgotten Earring (Part 6) - Not complete, but set up. First of all, no one collected the text from "The Ancient One". I have no idea what he says to you, I have no idea what he says if you hail him. We also don't have the turn in or completion text. Since I have no idea what it might be, I'm leaving it with the default message for now. If anyone knows it, or anyone has any screenshots for any of this, please let me know.
The Forgotten Earring (Part 7) - Not complete, but set up. While we had the quest text and the objectives (per the first post) we didn't have anything else. It's been set up based on what we have. I created POIs for the different treebarks because I don't think players would have found them if they didn't know where to look. Added earring drop based on info from The Telon Project.
The Forgotten Earring (Part 8) - Not complete, but set up. While we had the quest text and the objectives (per the first post) we didn't have anything else. It's been set up based on what we have.
The Forgotten Earring (Part 9) - Complete. We actually had all the data on this one.
Side note: There are several quests from CW and VT that send you into Thel. I really think I should put some NPCs in Thel and put these quests there. I feel like Sigil/SOE just sorta forgot about Thel and did the bare minimum for it. It needs a proper questline. It needs proper quests. And they shouldn't force travel time to make up for a lack of content.
It also appears, per my notes above, that they replaced some of the "rare" (Yellow) quest rewards which were rather nice, with shitty blue armor. I suspect they did this because only gold members could wear the rare stuff. What I don't understand is why they would change everything to blue armor when the whole point of doing VT was getting the Wardship Class Armor. It looks like they put in blue class specific armor on the quests. Which will immediately be replaced. It just boggles the mind why they thought this was a good idea.
NPCs scripted:
Kailina Cethen
Elrena Faermil
Eldernia Loryl
Mansel Nott
Malirian Syrell
Relsom Serile
Quests:
Defacers of the Sacred Ruins - Did not give CW faction. Gave Negative True Blood Faction.
Spoilcrawlers of Zoth Uluus- Did not give CW faction. XP seemed excessive (200k). Need to check that to be sure. Potion rewards were only Wis, Vit, and Int. I added Str, Dex, and Con, because that was really unfair to all non-casters. Another quest that sends you into Thel.
Blight Striders 207k XP. Still seems wrong. Did not give CW faction. Gave Negative True Blood Faction. Another quest that sends you into Thel. This quest has you going to a very specific spot in Thel there are three spots with Treants there. For the most part they don't share the same mobs, but there are some at the different spots and will count. I wasn't sure if I should just put all the mobs on there or what. But for now the only ones that count are the ones that are at the spot it tells you to go to. If there are spawns at the other spots, well, they'll give you credit but the others won't. Unless people get confused by it, I'm going to leave it alone for now.
Tolls for Trolls - 207k XP. Still seems wrong. Did not give CW faction. Gave Negative True Blood Faction. Another quest that sends you into Thel.
The Ceremony of Vol Tuniel 46k XP. THAT seems right. Did not give CW faction. Gave Negative True Blood Faction. This one actually takes place in VT. Also SOE decided to change the original yellow weapon rewards to super shitty blue wrist's armor. Very tempted to restore it as this seems like FTP fuckery (Where as you had to be a gold member or use Rare items). http://thetelonproject.wikidot.com/adve ... vol-tuniel
The Reawakening of Vol Tuniel 98k XP. I'm guessing that some of these were done using XP potions or during double/triple XP events. Did not give CW faction. Gave Negative True Blood Faction. It looks like most of the quest rewards for this one are missing. AND it's another change from the original drop set: http://thetelonproject.wikidot.com/adve ... vol-tuniel I was only given a pair of shitty light armor boots and that's all that was listed for rewards on this quest. That can't be right.
Heat Wave in the Hollows 43k XP. Did not give CW faction. Gave Negative True Blood Faction. Don't do this quest if you have proximity aggro on. I'm going to put some notes about this particular quest on the next post on this thread.
Minions of Krigus - 38k XP. Did not give CW faction. Gave Negative True Blood Faction. Yet again they switched out good, yellow weapons for crappy blue jewelry. I really think this was a result of going F2P and yellow meant that F2P players couldn't wear it. Not only that, but there's no option for meleers or tanks. http://thetelonproject.wikidot.com/adve ... -of-kirgus
The Power of Vol Tuniel - 103k XP. No faction. Turn in and Completion text are missing. Since this is the final quest in the VT line, I think we should do our best to find the original quest text.
Qalian Premonitions - Turn in and Completion text were missing, so I made something up.
Fungus Spores - So all the wikis say that this is a repeatable quest that requires 30 spores. That's exactly what I remember. But now it's a one time quest, that only requires 15 spores, and gives a crappy belt reward and XP. If there was a second version of this quest, we don't have it, and no wiki has any info on that kind of thing. At this point I'm thinking about removing all this shitty F2P gear and switching things back to the Pre-F2P version that we all remember (And that the wikis attest to).
The Forgotten Earring (Part 1) - Updated with new loot handling code.
The Forgotten Earring (Part 2) - Updated with new loot handling code.
The Forgotten Earring (Part 3) - Complete
The Forgotten Earring (Part 4) - Complete. Turn in and completion text is missing.
The Forgotten Earring (Part 5) - Complete. This quest was completely missing. So had to rebuild it from what we could find online.
The Forgotten Earring (Part 6) - Not complete, but set up. First of all, no one collected the text from "The Ancient One". I have no idea what he says to you, I have no idea what he says if you hail him. We also don't have the turn in or completion text. Since I have no idea what it might be, I'm leaving it with the default message for now. If anyone knows it, or anyone has any screenshots for any of this, please let me know.
The Forgotten Earring (Part 7) - Not complete, but set up. While we had the quest text and the objectives (per the first post) we didn't have anything else. It's been set up based on what we have. I created POIs for the different treebarks because I don't think players would have found them if they didn't know where to look. Added earring drop based on info from The Telon Project.
The Forgotten Earring (Part 8) - Not complete, but set up. While we had the quest text and the objectives (per the first post) we didn't have anything else. It's been set up based on what we have.
The Forgotten Earring (Part 9) - Complete. We actually had all the data on this one.
Side note: There are several quests from CW and VT that send you into Thel. I really think I should put some NPCs in Thel and put these quests there. I feel like Sigil/SOE just sorta forgot about Thel and did the bare minimum for it. It needs a proper questline. It needs proper quests. And they shouldn't force travel time to make up for a lack of content.
It also appears, per my notes above, that they replaced some of the "rare" (Yellow) quest rewards which were rather nice, with shitty blue armor. I suspect they did this because only gold members could wear the rare stuff. What I don't understand is why they would change everything to blue armor when the whole point of doing VT was getting the Wardship Class Armor. It looks like they put in blue class specific armor on the quests. Which will immediately be replaced. It just boggles the mind why they thought this was a good idea.

Re: Ruins of Vol Tuniel Progress
Heat Wave in the Hollows Quest Notes:
The questgivers are sensing heat coming from the swamp. They want to know why. They send you to the area to find out.
That area is full of Vi'Rak Salamanders, which was originally about the same level as the rest of the area. They left this quest in as-is. If you go too far to get the quest update, you get ganked by 5-6 dot level 53-56 salamanders.
What's kind of annoying with this quest is that:
#1 The compass takes you to the entrance of the crack. But you have to figure out that you need to proceed farther. I foresee lots of people bug reporting this because they always expect where the compass points to is where they're supposed to go. And since people think VG is bugged before they think they need to do something else, we get bug reports. But, we're not going to do anything about this one.
#2. If you go farther to see what's causing the heat issues, you'll die. You will die. You can't get away from the Vi'Rak, they were made super difficult for raid geared top level players. And you're some level 30ish scrub doing this quest for Wardship faction.
#3. If you don't go far enough to get ganked, then you have no idea why there's a heat wave there, and that whole thing ties into the lore of VT and why the elves couldn't reawaken their goddess.
So, I noticed that all the mobs in this area have the name "Salamander" and then follows with whatever task they do or whatever. I'm going to change all of these guys to level 32-34. You will still need a group to kill them as they are 5-6 dots. BUT at least they won't gank you.
The only thing I am mildly, but not really concerned about is that there is a "Portal to Vi'Rak" in the caves. I don't remember where this actually went in Live VG. And if it was supposed to be protectedbecause it's an easier route into Vi'Rak, then this is an even easier route. But I'm not concerned because:
#1. We don't know for specific where it went. So we can easily set it so that it takes a player to the big hole inside VT (Where the mobs are STILL level 54+ and will try to eat you for dinner.
#2. If we put the portal exit to that spot, that's a place that a top levelish player could easily get to on their own anyway, without any trouble from VT mobs. At least this way, top level players won't be training mobs (That they might happen to aggro) onto level 30ish players who are legitimately trying to do the dungeon (This kind of thing actually happened a lot in live).
I am recording all the changes I'm making just in case we need to revert them for whatever reason.
Salamander Changes:
Salamander Annihilator
Originally: level 52-54
Changed to: Level 32-34
Salamander Bellower
Originally: level 52-54
Changed to: Level 32-34
Salamander Cursebearer
Originally: level 52-54
Changed to: Level 32-34
Salamander Demolisher
Originally: level 52-54
Changed to: Level 32-34
Salamander Flamepurger
Originally: level 52-54
Changed to: Level 32-34
Salamander Igniter
Originally: level 52-54
Changed to: Level 32-34
Guardian Nakarix
Originally: level 54
Changed to: Level 34
Guardian Sskazik
Originally: level 54
Changed to: Level 34
The questgivers are sensing heat coming from the swamp. They want to know why. They send you to the area to find out.
That area is full of Vi'Rak Salamanders, which was originally about the same level as the rest of the area. They left this quest in as-is. If you go too far to get the quest update, you get ganked by 5-6 dot level 53-56 salamanders.
What's kind of annoying with this quest is that:
#1 The compass takes you to the entrance of the crack. But you have to figure out that you need to proceed farther. I foresee lots of people bug reporting this because they always expect where the compass points to is where they're supposed to go. And since people think VG is bugged before they think they need to do something else, we get bug reports. But, we're not going to do anything about this one.
#2. If you go farther to see what's causing the heat issues, you'll die. You will die. You can't get away from the Vi'Rak, they were made super difficult for raid geared top level players. And you're some level 30ish scrub doing this quest for Wardship faction.
#3. If you don't go far enough to get ganked, then you have no idea why there's a heat wave there, and that whole thing ties into the lore of VT and why the elves couldn't reawaken their goddess.
So, I noticed that all the mobs in this area have the name "Salamander" and then follows with whatever task they do or whatever. I'm going to change all of these guys to level 32-34. You will still need a group to kill them as they are 5-6 dots. BUT at least they won't gank you.
The only thing I am mildly, but not really concerned about is that there is a "Portal to Vi'Rak" in the caves. I don't remember where this actually went in Live VG. And if it was supposed to be protectedbecause it's an easier route into Vi'Rak, then this is an even easier route. But I'm not concerned because:
#1. We don't know for specific where it went. So we can easily set it so that it takes a player to the big hole inside VT (Where the mobs are STILL level 54+ and will try to eat you for dinner.
#2. If we put the portal exit to that spot, that's a place that a top levelish player could easily get to on their own anyway, without any trouble from VT mobs. At least this way, top level players won't be training mobs (That they might happen to aggro) onto level 30ish players who are legitimately trying to do the dungeon (This kind of thing actually happened a lot in live).
I am recording all the changes I'm making just in case we need to revert them for whatever reason.
Salamander Changes:
Salamander Annihilator
Originally: level 52-54
Changed to: Level 32-34
Salamander Bellower
Originally: level 52-54
Changed to: Level 32-34
Salamander Cursebearer
Originally: level 52-54
Changed to: Level 32-34
Salamander Demolisher
Originally: level 52-54
Changed to: Level 32-34
Salamander Flamepurger
Originally: level 52-54
Changed to: Level 32-34
Salamander Igniter
Originally: level 52-54
Changed to: Level 32-34
Guardian Nakarix
Originally: level 54
Changed to: Level 34
Guardian Sskazik
Originally: level 54
Changed to: Level 34

Re: Ruins of Vol Tuniel Progress
Today I noticed that there's a book particle without a tome with it. It's at -52448 33497 -8963. Prolly a Jgor or Soom book.
Another missing book: -49619 37057 -4913
Another missing book: -49619 37057 -4913

Re: Ruins of Vol Tuniel Progress
Tonight's Work: I put in text for the quests that were missing text for the Forgotten Earring. I added "Sparrows of a Different Color". All the quests in the Vol Tuniel chunk (That we had) have been set up.

- Jehlicka
- Content Designer

- Posts: 535
- Joined: Mon Jun 23, 2014 4:34 am
- Location: Prague, Czech Republic, EU
Re: Ruins of Vol Tuniel Progress
Ruins of Vol Tuniel dungeon is the last part of the chunk to be done. I'm setting the mobs and bosses based on this detailed map.
Combined nameds/bosses:
1720146 Rotblood Defiler with Defender Of Krigus 215656
1720239 217038 Quivering Devourer with Diseased Abomination 215947 //is_unique 1
1720239 217039 Quivering Devourer with Diseased Mass 216058 //is_unique 1
Combined nameds/bosses:
1720146 Rotblood Defiler with Defender Of Krigus 215656
1720239 217038 Quivering Devourer with Diseased Abomination 215947 //is_unique 1
1720239 217039 Quivering Devourer with Diseased Mass 216058 //is_unique 1
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