Sentinel
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Sentinel: The Sentinel goes through 4 levels (Level 1, 2, 3 and Master) of gaining Job Points. Each level has an additional way to gain these points, described below along with benefits. As a Sentinel for the Mystral Ascendancy, you will be responsible for handling affairs in the defense and internal order of the city. A strong hand will rule the day.
This job can be started by speaking to Sheriff Coltrain in the city hall.
Level 1
- Your first assignment is to clear vermin from around the city of Garagoth. Report back to Sheriff Coltrain when you have accumulated 1000 job points for your labors.
- All of the vermin you will need can be found in the Plains of Angmar, but killing vermin is not required to gain job points, as anything killed within the Plains of Angmar will count.
- Bonuses - You receive +2 to your Spot, +2 to your Use Magic Device, +1 Attack Bonus vs. Outsiders, and +1 Armor Class vs Outsiders upon completing Level 1.
Level 2
- Captain Garth has given you a capture device that is used to collect the essence of fire, magma, or steam mephits that is used to enhance the golem guardians around Garagoth. Go out and capture fire, magma, or steam mephits in the Plains of Angmar, Angmar Road, the Isthmus of Garagoth and some other locations near water. They only seem to come out at night though. Be careful not to also capture other creatures inside the capture device (or even use it on a fire or magma mephit that is too close to another creature). Capturing the wrong kind of creature will taint the essence and ruin it.
- Once graduating to level 2, Captain Garth in the Dove Inn will give you the assignment to capture the three mephits. You receive 100 points per mephit captured with the device, and it resets to 0 when you mess up. You can periodically turn them into Captain Garth if you fear losing progress. You need to capture 10 mephits total (1000 job points) in order to advance. After returning the essence to him, go back to Sheriff Coltrain to graduate to level 3.
- Bonuses - You receive +3 to your Spot, +3 to your Use Magic Device, +2 Attack Bonus vs. Outsiders, and +2 Armor Class vs Outsiders upon completing Level 2.
Level 3
- Your task is to destroy constructs that have gone on the loose in a wizard's lab located in the docks district of Garagoth. Captain Garth has instructed you that you should go there between the hours of 5pm and midnight...
- Return to Captain Garth to receive the task for level 3, and he'll tell you to kill the wizard's constructs. The wizard's door is the west-most home in the docks district. It's the only door made of metal. When killing the last Wizard's Construct in the area, you will not be rewarded quest completion if a high-level is in the area.
- Bonuses - You receive +4 to your Spot, +4 to your Use Magic Device, +3 Attack Bonus vs. Outsiders, +3 Armor Class vs Outsiders, +2 magical damage bonus to constructs upon completing Level 3.
Level 4
- For your final assignment as a Sentinel, go find the cave hide-out of a wizard apprentice who has fallen out of favor with his mentor and eliminate him. The cave can be found just inside the Wastes of Angmar before the bridge leading out into the desert.
- When exiting the city and traveling North through the Plains of Angmar, the wizard apprentice is the first Wastes of Angmar area, his residency is located on the side of a cliff, marked by a small stairwell downwards and has colored effects floating off the transition point.
- Bonuses - You receive +4 to your Spot, +4 to your Use Magic Device, +3 Attack Bonus vs. Outsiders, +3 Armor Class vs Outsiders, +2 magical damage bonus to constructs. You will also receive the Infernal Vigor item upon completing Master Level.