Bloody Tusks Quest
A dark, unholy union between orcs and vampires, giving rise to a terrifying hybrid race known as the Norcferatu. The legend follows a tragic perversion of ancient traditions, deeply tied to the lore of Vengoth.The Rise of the NorcferatuHistorically, the orcs of this region possessed a proud, ancestral warrior culture guided by shamanistic traditions. However, vampiric corruption seeped into their clans. Vampiric leaders, culminating in the father of vampires Vladrukh, warped the orcs' lineage to create orc-dhampir hybrids. This unholy combination fused the raw, physical brutality of orcs with the dark, life-draining blood magic of vampires.The Perverted RitesThe legend is carried heavily by two specific cultist factions of the Norcferatu that players uncover during the quest:The Nightweavers: These were once noble orc shamans and spiritual leaders. They completely abandoned the light to fuse their shamanistic heritage with shadow worship and blood magic, turning their ancestral visions into waking nightmares.The Heartless: In a display of extreme, twisted devotion, these orc-dhampirs literally carve out their own hearts with crude blades. They believe that removing their hearts severs all emotional weakness and fear of death. They preserve their beating hearts in iron-bound "Heart Amphorae" hidden in unholy shrines, fighting as completely unstoppable, emotionless fanatics The Wrath of the AncestorsThe core tragedy of the story is the absolute defilement of the orcs' heritage. When players commune with the Orcish Ancestor Spirits during the quest, the spirits express deep rage and sorrow. They lament that while their bones rested in the crimson soil, they had to watch their descendants corrupt their own bloodlines and let their noble legacy fade into monstrous servitude. To aid the player in stopping Vladrukh, the ancestors require a ritual called the Ritual Dance of the Red Moon—a traditional dance meant to awaken the "fire in the blood" and restore a temporary echo of the old, uncorrupted ways to bypass the fortress defenses.Would you like to know more about Vladrukh's specific background as the Father of Vampires, or perhaps the role that Anaztassja Moroia plays in trying to stop them?
Reward
Dangers
8Requirements
- Access to Vengoth (completed up to mission 4 of the Blood Brothers Quest);
- At least 17
Norcferatu Talismans;
Into the Grave
Go to Edron and talk to An Ominous Bat (here). It tells you the grave is calling you. Go upstairs, just north of where Telas is, then levitate down hereto reach the spot where an ominous grave is located.
Use the grave and you will be brought to a room with Anaztassja Moroia. She will tell you she is glad you finally answered her call, and informs you Vladrukh and his army of vile orcs obtained some preserved blood of an ancient entity.
She grants you her magic to pierce their protection and enter their lair.
Through the Mist
Head to Vengoth then walk north towards the Norcferatu Fortress. Do not go up the stairs. Instead, levitate up a bit to east from stairs after the mist, here.
You will find Anaztassja again, and she wants to talk about business. She asks you to find the ancestral cave and find a way to communicate to the ancestor spirits.
The Wrath of the Ancestors
Walk through the quest door next to Anaztassja, walk east to another another quest door here, then talk to An Orchish Ancestor Spirit.
The spirit tells you you need to appease them in order to gain their support.
Dance of Death
You learn that you must dance to honor the rites of the the spirit's kind. By 'dancing' and performing the Ritual Dance of the Red Moon you will earn their blessing.
Walk in the room and stand on top of an omnious mark, then rotate your character as fast as you can. A counter next to your character will start increasing its value until 50. Avoid standing next to Angry Orc Ancestor Spirits, they will often make your drunk, rooted, or feared. When you reach 50, a message appears to inform the ritual is concluded (YOU HAVE APPEASED THE ORCISH ANCESTORS!).
Report back to Anaztassja by talking to her about business.
Bloodbath
Anaztassja tells you need to undergo a baptism of blood to fool the wards in the deeper dungeons. Go one floor up and enter a room protected by a quest door, here.
This room is protected by a
Blind Monstrosity, be quick or use a good strategy to walk through without getting hit by its attacks until you reach the next room to the east. Throw a bomb near the
Blood Totem, and get hit by its spells until your blood sacrament is finished (a counter will rise until you reach 10). Server messages will appear to inform about the progress (Argh!, That Pain!!, <gasp>, You gained the sacrament of blood!).
Report back to Anaztassja.
Breaking in
- Note: This mission can be done as a team, thus work together to collect the talismans needed.
Anaztassja can smell the orcish blood on you, and confirms everything is ready. Your last obstacle before reaching underground levels is to walk past a Blood Guardian, but Anaztassja has a plan: use
Norcferatu Talismans to lure a Behemoth to break their guard.
Walk a bit northwest, then enter a narrow corridor where you can see the guardian downstairs. Follow the corridor all the way to east, then start tossing the talismans downstairs, starting from the most east tile, until you lure the behemoth all the way to west. This must be done tile by tile, so you need at least 17 talismans to finish this mission.
Once the behemoth break the wall, you and any other player wanting to advance in the quest, have 5 minutes to run downstairs and enter the unprotected teleport.
Into the Vampire's Lair
Go to the underground area, and look for Anaztassja. To do that, follow this route:
Talk to her on our next step. She tells you she is going to break the final seals that protect the orcish cabal but needs your protection to do that.
Enter the teleport and join the next task with your team.
The Blood Ritual
- Note: It is recommended to do this mission with a full team. In case you fail, you can retry this mission after 1 hour.
As you enter the room you will see Anaztassja, three omnious signs, and two boxes:
- The omnious signs grant players an upgradable and automatic spell
- Circle sign grants a ring shaped spell (ulus)
- Filled circle sign grants a trap spell, which activates when creatures walk over
- Dash sign grants a wave spell
- The north box grants you an
Empowered Stake, used to deal damage to creatures in melee range - The south box grants you a
Vial of Corrosive Blood, used to deal damage to creatures from long distance
Walk west along the corridor until you find a mist. You can't walk past the mist, and your goal is to kill creatures coming out of the mist trying to advance east and kill Anaztassja. Use all your resources (spells and items) to stop these creatures.
There are three different creatures:
| Creature | Notes | |
|---|---|---|
| Norcferatu Minion | ![]() |
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| Norcferatu Abomination | ![]() |
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| Norcferatu Monstrosity | ![]() |
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Once Norcferatu Monstrosity is defeated, the mission is concluded successfully.
Report back to Anaztassja.
Facing the True Threat
Leave the current location and follow the path below to find Anaztassja again, in another location:
Talk to her about a shaman you need to kill, and she'll tell you need to kill it from the inside, getting swallowed him, and then destroying his vile heart.
The Belly of the Beast
- Note: This mission can be risky due to damage reflection and agony damage. Be cautious if you are unsure whether you can survive the damage or not, and avoid attacking in area. It has a time limit of 10 minutes, players will get kicked after the time has passed.
Enter the room to the east and step on the blood pool; you'll got to a lever room for the last mission to destroy the shaman's heart.
Here your goal is to go through the room while surviving the creatures there, then destroying the Vampiric Heart located at the very end of the room.
There are your enemies in this mission:
| Creature | Notes | |
|---|---|---|
| Digestive Fluid |
| |
| Vampiric Flesh | ![]() |
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| Digestive Ooze | ![]() |
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| Vampiric Heart | ![]() |
|
Once the heart is destroyed you receive a questlog update message. Leave through the teleport located south from where the heart was, and report to Anaztassja.
The Father of Vampires
Anaztassja tells you it's time to face the usurper vampire to finally destroy him once and for all. Enter the room to the west, and be ready!
Vladrukh

The fight is essentially split into two different phases: one where Vladrukh is actually present in the room and you attack him, and a second one where you need to kill essences to bring the boss back to the fight. These phases repeat themselves alternately until the end of the fight.
In the first phase (also the starting phase as you enter the room), Vladrukh will be in the room and shortly after three Blood Pools will spawn. Different teams handle this phase differently, depending what is more feasible for their level, or preference but in general the Knight will want to lure the boss to a corner, facing a direction where the boss doesn't hit shooters with his frequent waves. In this phase you and your team have about 2 minutes and 20 seconds to attack the boss.
As for the pools, shooters can choose to tank them, but a safer approach is luring them away from the boss and having a mage summon Demon Skeletons to block them. Pools attack exclusively with Life Drain damage, and since demon skeletons are immune to it, it makes them perfect summons for the task.
After the 2 minutes and 20 seconds mark, Vladrukh will disappear and new creatures will appears in the room: four Vampire Bats and four Vampiric Essences (the Blood Pools don't disappear!). Your goal now is to kill the four Vampiric Essences as fast as you can so you can go back to the first phase where you can attack Vladrukh. It's also important to deal with this second phase fast because Vladrukh heals himself while you're busy dealing with the essences.
Be aware that Vampire Bats can be quite dangerous. They are immortal, make you drunk, cause fear, reflect all damages inflicted to them, and also don't respect Knight's Challenge. Their weakness is that they don't sense invisibility, so prepare to put Stealth Rings or cast Invisible]] as soon as they appear.
Repeat these phases until the boss reaches red HP. Now Vladrukh gets an additional temporary form that turns him into a poison field for few seconds. In that form it becomes immortal and deals considerably more damage than normal. Knights can use these few seconds to run the boss around (as long as it's safe for him and shooters; don't forget the boss waves very frequently!) then trap him again. This is essentially an additional mechanic to delay your progress when the boss is low in health.
Keep on dealing damage until the boss is dead.











