Neydisa Hauberk

UPDATE: Stats for the Neydissa items updated with the December 2002 patch.

The Neydisa Hauberk (Thanks goes to Tuq'ad for this excellent write-up and screenshots)

The quest begins at the Bandit Castle far to the north in Osteth. The easiest path to the castle is to take the Mountain Shortcut Portal near Arwic [34.9N, 56.0E].

From there, it is an easy run to the NorthEast, past the Matty's and Bandy's, to the Bandit Castle Portal [42.4N, 60.5E]. The Bandit Castle itself, an imposing structure, is at the end of the approach road that twists through the trees [66.4N, 50.0E].

Once there, you can find many bandits to speak with, but they are a closed mouth lot.. their leader MacDugal in particular. But one of them appears willing to talk.. Jourgensson, on the Castle's South wall, will speak to you about his problem.

Jourgensson tells you, "Oi, mush! Want ter do me a favor? It's tough ter get a decent drink around here, especially wiv the prices Gorth charges." Jourgensson tells you, "Fetch me a bottle of Olde Ispar Stout from Neydisa Castle, down the road to the west, and I'll put in a good word fer yer with MacDugal!"

Neydisa Castle [69.5N, 17.6E] lies far to the West along the nearby road. Here is where you will need to run past Shreth, Banderlings, Drudge, Mites, Wasps, and other baddies to proceed safely. The Northern scenery is beautiful, and you will have much to look at while on your way.

Should your passage prove difficult, there is a waypoint along the path where a weary traveler might rest and take stock of their situation [71.9N, 38.0E]. Here, the only person to be found is a Roaming Bowyer, with a limited stock of arrows and fletching supplies.

In a corner of the castle's courtyard, Nelvaine the Brewer can be found.

Nelvaine the Brewer tells you, "Come to sample my famous brews, have you?  Seneschal Gormling, in particular, is  fond of my Olde Ispar Stout. Unfortunately it goes straight to his head, lightweight that he is."

Nelvaine's Olde Ispar Stout is available for only 27p per tankard. Helping out Jourgensson is proving to not be very arduous.

Upon exploring the long corridors of the castle, you will come upon Lady Tallial, Mistress of the Castle. She is worried about Neydisa's future and asks you for your help.

Lady Tallial tells you, "Welcome to Neydisa Castle.  We are a peaceful settlement, but MacDugal's band of raiders has recently re-occupied the castle to the east.  I am sure they are planning something vile." 

Lady Tallial tells you, "If you are able to bring back to me evidence of MacDugal's plans, I will grant you a reward from my castle's armory."

Unfortunately, it appears that the Lady might be correct. Gormling, who greeted your arrival at the castle cautiously..

Gormling the Sneaky Seneschal tells you, "Welcome to our humble castle.  I am Gormling, Lady Tallial's seneschal.  Take care not to cause too much trouble around here, hm?"

..proves even more unreliable when plied with the delicious Olde Ispar Stout.

Gormling the Sneaky Seneschal tells you, "Mmmm, delicious drink... Here, you're a good chappie.  Take this note over to the Bandit Castle for me, will you?  Give it to Jourgensson.  He'll make it worth your while."

The note, when read, begins to uncover an alarming plot of deception and betrayal.

- Gormling's Note -

Cousin,

I write to report success.  I have earned Tallial's trust and assumed a position as the seneschal of her castle.  In truth, it was easy, as she is still caught up in her grief over that fool Tremblant.  Inform MacDugal accordingly.

-Gormling


Obviously a way must be found to stop the Bandit's plans, and the way to do it seems to be through Jourgensson. Proceed back to the Bandit Castle, and perhaps we can find a way to bring back the proof that the Lady Tallial requires. Don't forget to bring a tankard of Stout for Jourgensson!

Upon delivery of the Stout, Jourgensson is appreciative and true to his word.

Jourgensson tells you, "Right, thanks.  Ye're a toff.  Take this note to MacDugal and he'll treat yer right.  Now sod off and let me drink in peace!"

- Jourgensson's Letter -

Boss,

This one's okay, if a bit of a git.  Good retriever at least, if you get the drift?

-J


If you decide to pass along Gormling's note to Jourgensson, he will reward you for your efforts.

Jourgensson tells you, "Wotcha, mush. Keep this on the hush-hush, will yer? Here's somefin' fer yer troubles. Got 'em off some passing rogue in green armor. Shifty-eyed manker."

He presents you with 20 Oswald's Throwing Daggers and you also get 100,000 xp. Unfortunately, this will probably not prove anything to the Lady Tallial about MacDugal's intentions. We'll have to talk to MacDugal himself in an effort to get that.

MacDugal, the Bandit Leader himself, is unwilling to talk to strangers if you approach him directly.

MacDugal tells you, "Arrr!  Don't bother me!  I've got enough problems on me hands!  Talk to my lieutenant, Jourgensson!"

Once presented with Jourgensson's Letter however, he changes his tune rather quickly. Perhaps if you do this favor for him, you can gain his trust and find proof of his plans!

MacDugal tells you, "Well, Jourgensson says you're all right.  Maybe you can help.  Down underneath the castle, there's a prison full of beasties.  That idiot Gwillim dropped some notes and his bag in there." MacDugal tells you, "Now he says he can't mix potions!  Bring the bag back to him, and he'll reward you.  You'll need this to get in there."

MacDugal gives you a key to use in the Bandit Castle Prison (66.5n, 49.9e). It is important to note that you do not need lockpick to make your way through the dungeon. Your keys should suffice to open the necessary doors.

Gwillim, the Apprentice, truly is a rather pathetic soul. He's hiding from MacDugal in the basement of the castle.. right next to the prison entrance.

Gwillim, the Apprentice tells you, "Sorry, I'm too busy with my own problems right now..."

Perhaps by helping this poor alchemist find his things, we can obtain more information about McDugal's plans.

The prison that Gwillim has trouble with quickly proves to be neither large nor difficult to make your way through. Keep moving downwards and bear to your right. Most of the denizens of the prison have been locked tightly into their cells for safekeeping, and they cannot overly bother you.

At the bottom, there are two Liches in a dead-end room. There is no need to fight them, as you are looking for the room with two Gold Phyntos Wasps in it. Gwillim must have panicked at the sight of them, and dropped his things.

MacDugal's Key opens the door to the Wasps, and you must dispatch them in order to safely pick up Gwillim's lost treasures in the corner of the room.

In the corner (on a quest timer) are three items: Gwillim's Alchemy Bag, a Frost Infusion, and Gwillim's Alchemy Notes. While we can return Gwillim's bag and infusion to him, his notes provide direct evidence that MacDugal is planning a military campaign!  Surely this will serve as proof for the Lady Tallial. Due to their importance, you won't be willing to set them down for any reason!

Gwillim,

Per MacDugal's orders, we are to work on a process to create frost arrows for use in campaigns to the south and the west. I have done some of the research into the required ingredients, it remains only for you to fetch them.  Frost Infusion must be combined with Aqua Incanta to produce Frost Oil.  The oil can then be applied to arrowheads to alter their properties. I believe Frost Infusion can be found in that old prison underneath the castle.  Make haste, MacDugal is quite impatient to get his plan underway.

--Melia


Right near the exit portal is an alcove with a locked chest as well.  Once the chest is picked you will find a Bandit Shield, which is AL150 and casts Fire Protection Self V, Deception Mastery V, and Lockpick Mastery Self VI.

Presenting Gwillim with his misplaced alchemy bag produces an immediate reaction from the worried apprentice.

Gwillim, the Apprentice tells you, "You've found it!  Oh, thank you, thank you, you've saved my life!  Here, take this...  And go ahead and keep those notes."

With his permission to keep the notes, you are safe to keep them for the Lady. He also gives you 250 Deadly Frost Arrows and 50,000xp as a reward for the bag, they would be very useful on the many Shreth to be found outside the castle's walls.

Hurry back to the Lady Tallial and present her with Gwillim's Alchemy Notes. It is indeed the proof she desires and she suitably rewards you for your task.

Lady Tallial tells you, "Just as I suspected.  Thank you for your bravery. People have complained about the reward I granted for service in the past. Perhaps this antique hauberk will be more appreciated."

Your reward for service is a striking dark red Hauberk with a blue waistband and 100,000xp. While only AL 160, it is also crafted for beauty and few armor pieces in Dereth can compare with it.



Appendix A:

- History of Neydisa Castle -

Long ago, this was called Foster's Fort, an abandoned Empyrean structure found by a man named Foster in the years of the Olthoi enslavement.  Foster, then a new arrival, had been fleeing the Olthoi for days when he glimpsed these spires in the distance.  Initially elated, his joy turned to deep disappointment when he found the walls undefended and no one within.  He spent years hiding here in the towers until the liberation came, and thereafter vowed to never return to such a forsaken place.

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