The Proving Grounds

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The Proving Grounds and its points of interest:

Background

Below the cliffs upon which Lord Bloodbane's castle is perched, across the treacherous Valley Lake with its numerous whirlpools and waterfalls, and through the deadly Moat, the most foolhardy of adventurers will find passage into the deepest of the caverns where the darkest creatures live. Though there are treasures aplenty to be had, there is great danger and all but the most powerful and wise adventurers escape unscathed. It is a mark of pride among adventurers to prove oneself by descending to the very depths of these caverns and collecting tourmalines or maleficarum roots to help one's clan or to help one's personal quest for power and knowledge.

Tracking to Level 23: Track the mob aurophaganax to get to level 23 of PG

Tips for Tourming & Rooting

Directions to Moat

Option 1 - staying on Isle

Option 2 - going through Irda Caverns Reef Starting Coordinates: 1280, 740

 1. Head through Irda Caverns to 'Behind a Waterfall': from safe go 5n, all east south, 3e, 4 south.
    Note:  Need to have both levitation and a grapple to continue on.
 2. From 'Behind a Waterfall' go: s w w s s w w w s s s w s w s w s 
 3. At 'A Deserted Island' go:  w e e s w s s w n w  You should now be at the entrance to the moat.
    Note: Demons on moat path will block path progress until killed!
 4. All west, all north, west, south to kill a Shadowspawn for key. 3rd South from statue, search, unlock west. All south is Death Trap!
 5. Follow the path, kill the hermit for his key, then search down at the first n/s room and unlock down. 

Getting to the Proving Grounds via the Hermit in Rune Crypts


Preparation:

Getting to the hermit

1. Once you have Murmur's key or are affected with pass door, from Rune recall go w, s, s, unlock or pass door east, open down, d, d, d, d, north into NPK, n, n [safe]. You should now be inside Temple Crypts.

2. Once at a Circular Room SAFE check who underg and where for anyone in the NPK rooms. Spell up, check mems and prepare for aggro mobs. You can either fight the mobs, or flee. Be aware that some mobs can paralyze so keep your HP high, calm as needed and return to the SAFE room to heal up.

3. When ready, go north, east, all north, all west, all north. The last north room will have the hermit: A wise old hermit who seeks rare objects is here getting a bite to eat.

4. Sayto hermit How are you feeling?

 If A wise old hermit says to you, 'I am fine, thank you.'

 If A wise old hermit says to you, 'I am feeling rather tired.'

Getting Out of the Proving Grounds

There are 4 ways to get out of PG.
 1. Die via mob or pray death, and resurrect at Irda Isle recall (remember not to die in CPK if you can help it...)
 2. Navigate your way back up to the top, and cast word of recall to return to Irda Isle safe.
 3. Navigate down to level 9 (NPK) and cast word of recall to return to Irda Isle safe.
 4. Recall HOME if you have a house

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Last edited August 16, 2018 9:52 am by Yodor (diff)
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