User:Taomagicdragon/Guides/Society Guide/Chapter 9: Mastering the Societies

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Chapter 9 - Mastering the Societies

Becoming a Master entitles you to a few bonuses being:

  • The ability to wear a full society suit
  • The ability to use the transport statues at the stronghold drop for easy access to Freebooter Isle and Moarsman City
  • Being able to turn in 50 Society Ribbons for 1 Society Token
  • To Play the Tactical Game accessed via the NPC in the West Wing across the room from the armour NPC's. This game requires 5 Society Ribbons to start.
  • The ability to wield a Society Shield (See Chapter 7)
  • The opportunity to perform a quest to earn a Blank Augmentation Gem.
  • The ability to earn Society Stipends from the NPC to the left of your stronghold's Commendations Officer. They'll give you a Society Armor Writ, 5 Society Tokens, and 2 Society Gems of Lesser Luminance every 6 days, 4 times a month.
  • An extra killtask in each Black Market (See Chapter 8)

Tactical Game

Timer - None (Society Key is on a 6 day timer)
Rewards - Society Key, Title, and a Society Token
Reqs - Must be a Master in a society

Speak with the Tactical Officer in the Western wing of the stronghold to enter a large room with a mini-landscape in a central pit. The aim of the game is to kill off the little creatures that march through the mini-landscape and if 30 creatures make it through, you lose. Give 5 ribbons to the Tactical Training Officer to start.

  • You will receive a few tokens that are used to buy towers from the Tower Distributor vendor.
  • You will keep on receiving tokens throughout the game by talking to the now=spawned Game Master every 30 seconds (but not towards the end).
  • In order to place a tower after you buy it, give the token to the corresponding tower (will appear semi-clear) and it'll spawn a real one below it on the mini-landscape that can kill creatures.
  • The final spawn is a Mini Bael'Zharon

As far as tips are concerned, get the tokens every chance you get and to upgrade your towers as soon as possible meaning upgrade them all 1 level as broadly as possible instead of just upgrading them fully 1 at a time. Corners are a great spot to kill creatures. Trap Towers and Uber Towers (high damage) toward the mid/late game tend to be the most appealing.

If after the mini BZ has either died or made it through and you still win, a Supreme Tactical Officer will spawn and give you your rewards. This takes a lot of practice.

Society Augmentation Quest

Timer - 6 days
Rewards – Blank Augmentation Gem
Reqs – Master rank, 40 minute time limit, solo only

First, speak to the Operations Aid in the Western wing of the society stronghold and they will portal you into a small chamber where the Operations Specialist will, when spoken to, put-up a prompt that, if you say yes, will portal you into the basement of another society's stronghold. You have forty minutes to complete this quest and, if you die, lag-out, or recall out, it will take the entire forty minutes until anyone can go in again.

You must complete the following objectives:

Objective I – Destroy the Stockpile
From the drop, ignore the spawn in the first room and take the left-hand exit to a hallway that immediately splits. After the split, each hall has a side-room with two mages, two archers, and two melees. You must defeat all twelve society soldiers to open another door where the hallways rejoin. Follow the hallway and defeat another soldier that'll drop a key that you will use to open a door leading to a stockpile that will burn once you use the Lantern. Return to the main room (with the spawn you will still ignore) for Objective II.

Objective II – Pilfer the Weapons
Take the right-hand exit from the initial room, it'll be a mirror of the left-hand hallways. This time, however, you only need to kill the melee soldiers in each side room. One soldier in each room will drop a key, you need two keys. After you have them, continue to where the hallways rejoin and use one key on the door, open it, and pick up a sword, bow, and wand. Head back to the first room (with the spawn you will still ignore) for Objective III.

Objective III – Free the Captives
From the first room, use your extra key from Objective II on the door across from the drop and head down the hall and you'll find an inner-chamber with a bunch of soldiers, draw out and kill one of the melees and pick up its key. Continue down the hall (around the inner chamber) to a three-way intersection: head right into a prison-block and open two doors with the key you just picked up and speak to one NPC per room to free them.

Objective IV – Destroy the Weapons
From the prison-block, head straight back to the three-way and, taking a left, you'll find an open door with a Smelting vat that you will give the three weapons you found in Objective II to. This will destroy them and set the stage for Objective V.

Objective V – Defeat the Commander.
From the Vat room, head up to the three-way and take the now-opened door leading to a spiral staircase with a Commander, a melee soldier boss, that you must defeat. Afterwards, use the Documents (a podium) to portal back to the Operations Specialist and receive your reward.

Note: This may require several attempts to get it right for you, but here are some tips:
The spawn never debuff item magic, so debuffing their shields and weapons is an option.
Being Human, Weeping and Blighted weapons are useful.
Rares and dispel gems are great consumables for this area.
As a melee/archer, using the Soulbound Wand may make things easier.

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