======= Oracle Zone ======= ===== Oracle Zone Direction ===== Go to the **Room of Providence**. To do this, on Stoneheim, head to the gremlins and cross the invisible bridge over the water (located between the 2 obelisks). You will then need to take a portal that will lead you to the **Heart of Destiny**. Go to the center of this area, there will be a whirlpool, step on it, and it will teleport you to the Oracle Zone, where **Entrance** is marked on the map below. ---- ==== Oracle Zone ==== {{:fr:quetes:stoneheim:principales:oracle.jpg?400|}} **Info**: On the map, the **//orange arrows// represent //walking movement//** while the **//blue arrows// represent //teleportation//**… \\ ===== Trial A ===== The first trial is the easiest, you just need to walk, and there are no monsters to kill. By following the orange arrows, you will arrive at a chest, click on it, and take the key inside. Continue following the orange arrows, then head to the door, the key you just obtained will open it. \\ ===== Trial B ===== {{:fr:quetes:stoneheim:principales:oracle_epreuve0.jpg?400|}} You will now arrive at **B** on the map. **Tip**: Put on **fire resistance** if you have it and avoid melee with the //drakes//. ==== Point 1 ==== Open the door on the right and when you reach point 1, you will find a chest that contains the key that will allow access to point 2. ==== Point 2 ==== Open all the chests in this area until you find a key. You can then proceed to point 3. ==== Point 3 ==== In this room, you must open the 8 chests present in a precise order, marked in red from 1 to 8 on the map. The first chest, which doesn't require a key, will give the key to open the second chest, and so on. The key obtained from the 8th chest will allow you to open the door to access point 4. ==== Point 4 ==== In this area, there are 3 rooms filled with the same type of drake. You must kill several of them until you obtain the key directly in your inventory, which will allow you to open the door to access point 5. ==== Point 5 ==== Open door 5 and cross this area to directly head towards point 6. There's no need to kill the drakes present. ==== Point 6 ==== In this area filled with the same type of drake, you must kill several of them until you obtain the key directly in your inventory, which will allow you to open the door to access point 7. ==== Point 7 ==== In the corridor leading to the chest in area 7, you will be teleported. You will need to figure out how to reach the chest that will drop the key to open the door to access point 8. ==== Point 8 ==== You have now arrived at the door leading outside! Once outside, head down to the //secret door// (invisible passage in the wall) to open the oracle chest I’ve marked as 4 in T4C style. It contains an Oracle Zone item, (which, as a reminder, are very rare and sell for a good amount, or can be very useful for your character). \\ ===== Trial C ===== Once outside and having reached point C, follow the orange arrowed path to reach point D. **Note**: The Temporal Protectors (very powerful trees) are there to block your way. Here’s how to proceed: * Avoid fighting them unless you are at a very high level (120+) * Have a lot of **healing potions** in your inventory * Activate all your protection spells, you’ll need maximum armor class. * If you have the **Sanctuary** spell, activate it before reaching point C², which is just before an area full of Temporal Protectors. \\ ===== Trial D ===== Once you reach point D, cross the portal. It will teleport you to the other side. At this point, you will arrive on a monster-free road, continue your journey to point E. \\ ===== Trial E ===== Go down to the basement. Notice the blue arrows on the map leading from point E, you will enter the basement. The first room you reach contains a chest. Open it to get the key that will unlock the next door. The door on your right will take you to the 3 chests in the Oracle Zone. They contain Oracle Zone items, which, as a reminder, are very rare and sell for a good amount, or can be very useful for your character. Then, go back and the door on your left will lead you to the next part of your adventure. Activate your protection spells, as the other side of this door is filled with drakes you’ll need to cross before reaching point F. \\ ===== Trial F ===== Once you reach point F, you will need to go through a portal to the next area. The portal you should take depends on your alignment. * Left: Evil Alignment * Center: Neutral Alignment (50% chance of falling into either good or evil alignment trials) * Right: Good Alignment \\ ===== The Final Trials of the Oracle ===== {{:fr:quetes:stoneheim:principales:oracle_epreuve1.jpg?400|}} ==== Perseverance Room ==== This is where you currently are. You will need to kill the drakes in a specific order. Each one will give you something at the end, and finally, you can open the chest that will give you the key to access the next room. ==== Disappointment Room ==== You will have to open all the chests in no specific order until you find the one containing the key. The chest with the key is random. Be careful, the chests explode if they do not contain the key and cause significant damage, even if you have the Sanctuary spell activated, so **do not activate it**. ==== Illusion Room ==== You enter a place with an invisible maze. You need to walk through the maze to find the path to the chest near the door. This chest contains the key to the next room. The monsters teleport you through the maze, making this trial more challenging. ==== Velocity Room ==== Here, speed is key. You must open the chest at the entrance of the room, then run as quickly as possible (without attacking the monsters) toward the second chest located across from the door leading to the next room. The key obtained from the first chest self-destructs if you do not open the second chest quickly enough. You will need to restart until you successfully obtain the key from the second chest to access the next room. ==== Despair Room ==== In this room, there are several **Guardians of the Oracle Gate**. All are immortal, except for one: the **Guardian of the Oracle**. You will need to kill him to obtain the key that allows access to the Oracle. Luckily, the one that can be killed has a different name than all the others, making it easy to spot. **Tip**: For those who have the Plague spell: cast it on the Drake in question to easily spot him among the others, as you will need to run for survival and will likely lose sight of him. \\ ===== The Oracle ===== **Option 1 (fight the lich):** You have already completed at least one rebirth and believe you're capable of driving Makrsh P'Tangh from his lair? Well, this [[en:boss/makrsh_ptangh|small guide]] will try to help you. **Option 2 (rebirth):** Want to rebirth? Continue your path, and you will arrive at the Oracle. Tell him **key**, and he will give you a key to access the final room, located behind the stairs where you arrived. Take this door, and you will enter a corridor that leads you to a portal. Once you pass through the portal, you will face a character who will attack you. **Important:** * Do not take any of the 4 doors, or you will be teleported back to your Sanctuary (Stonecrest) and have to start all over. * Do not activate your protection spells and do not heal yourself. You will not die. Let him lower your HP below 50 HP (very red), and only then will you start dealing damage to him. Once you kill him, wait a few seconds, and you will be automatically teleported to the Oracle. Talk to the Oracle again and say the keywords: **yes** then **I am ready to rebirth**. A public message will then be broadcast across the server: **[CC Main] The Oracle: Congratulations to Your Name who becomes Seraph with their Xth rebirth!** \\ ==== Allocation of Seraph points ==== You are then teleported into a room where NPCs will assist you in allocating your seraph points. * 1st rebirth: Total of 10 points to allocate * 2nd rebirth: Total of 12 points to allocate At this point, you will need to decide where to place your points. **Powers & Resistances:** ^Power^Points for the tier^Points used until the tier^Number of rebirths required| |5 |1 |1 |1 | |10|2 |3 |1 | |15|3 |6 |1 | |20|4 |10 |1 | ^Resistance^Points for the tier^Points used until the tier^Number of rebirths required| |10|2 |2 |1 | |20|2 |4 |1 | |30|2 |6 |1 | |40|2 |8 |1 | |50|2 |10 |1 | |60|2 |12 |2 | Points spent on power or resistance are directly added to your base.\\ This means that as a Seraph, for example, if you allocate 20 to fire power, you will have a base of 120.\\ This will affect spells like __Mana Surge__, which provides a 33% bonus to all powers. Normally, this would give +33 when the base is at 100. Your new total will be calculated as follows:\\ * 120 (base) x 0.33 = 40 additional fire power (Mana Surge now gives 40 additional fire power instead of the usual 33, as it calculates its bonus from the new base of 120) * 120 (base) x 1.33 = 160 total fire power (__so 120__ //your base// __added to 40__ //from Mana Surge, which calculates its value from your base// __for a total of 160__) The same applies to resistances: your base will affect spells such as Mana Shield, Fire Resistance, Ice Resistance, and Elemental Resistance.\\ However, your base power and resistance do not affect equipped items that provide a power or resistance bonus. Only spells are influenced by your base.\\ **Characteristics:**\\ 1 seraph point corresponds to 1 characteristic point (strength, endurance, dexterity, intelligence, wisdom)\\ (table to verify)\\ ^Characteristic point^Points for the tier^Points used until the tier| |1|1 |1 | |2|2 |3 | |3|2 |5 | |4|2 |7 | |5|3 |10 | **Health & Mana:**\\ 1 seraph point corresponds to 5 health/mana points\\ (It is highly advised to avoid spending seraph points on health or mana, as these points will be lost during the recalculation of your HP and MP tiers as soon as you level up!)\\ Once all your seraph points are spent, return to the NPC in the center of the room, and they will teleport you to Lighthaven.\\ \\ ==== Seraph Aura ==== Now let's talk about your aura, which has several functions: * **Attack-response:** When a monster attacks you, there is a chance that your seraph aura will cast an attack spell on the monster. * **Melee Attack:** This powerful attack of the aura is triggered only when you attack a monster with a melee weapon or an arrow. (Resembles a wave of flame) * **Healing:** Automatic healing of your character in response to a monster's attack. The healing aura affects all party members, which can be very useful. These 3 parts of the Seraph Aura are triggered randomly (not on every hit), and their power/frequency increases based on your character's level and number of rebirths.\\