K I N G D O M S   O F   A M A L U R
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  | |¯¯) ) | |¯¯¯  | |¯|_| | | / / / ,'¯¯¯'. \ | |¯¯) |  ¯  | |¯¯) | | |¯¯| |
  | | / /  | |_    | |  _  | |/ / ( (       ) )| |  | | |¯| | |  | | | (__| |
  | |( (   |  _|   | | |_| | ( (  ( (       ) )| |  | | | | | |  | | |      |
  | | \ \  | |     | |  _  | |\ \ ( (       ) )| |  | | | | | |  | |  ¯¯¯¯| |
  | |  ) ) | |___  | |_| | | | \ \ \ '.___,' / ] |  ] | | | | |  ] | |¯|__| |
  |_|  |_| |_____| |_____| |_|  \_] '._____,' [__| [__| |_| |_| [__| |______|
  Spoiler-free FAQ & Walkthrough by Shotgunnova (P. Summers)

   I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
  II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS

      Story ............................................................ STRY
      General Info ..................................................... GNRL
      Menu Overview .................................................... MNOV
      Tips N' Tricks ................................................... TPST

 III. WALKTHROUGH  . . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT

      01) Out of Darkness .............................................. MQ01
      02) Into the Light ............................................... MQ02
      03) The Hunters Hunted ........................................... MQ03
      04) Old Friends, New Foes ........................................ MQ04
      05) The Coming Storm ............................................. MQ05
      06) The Great General ............................................ MQ06
      07) An Old Friend ................................................ MQ07
      08) Enemies in High Places ....................................... MQ08
      09) Breaking the Siege ........................................... MQ09
      10) Silence Falls ................................................ MQ10
      11) Echoes of the Past ........................................... MQ11
      12) Pride Before a Fall .......................................... MQ12
      13) Taking Vengeance ............................................. MQ13
      14) Reckoning .................................................... MQ14

      DOWNLOADABLE CONTENT (DLC) . . . . . . . . . . . . . . . . . . . . DWNL

      House of Valor ................................................... HSOV
      The Legend of Dead Kel ........................................... TLOD
      The Teeth of Naros ............................................... TTNR
      DLC Sidequests ................................................... DLCS

  IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN

      Achievements ..................................................... CHVM
      Alchemy Recipes .................................................. LCHM
      Destinies ........................................................ DSTN
      Effects .......................................................... EFFC
      Faction Sidequests ............................................... FCTN
      Lorestones ....................................................... LRST
      Miscellaneous Sidequests ......................................... MSCS
      Skill Trees ...................................................... SKLT
      Skills ........................................................... SKLL
      Trainers ......................................................... TRNR
      Twists of Fate ................................................... TWST
      Unique Armor ..................................................... URMR
      Unique Armor Sets ................................................ URMA
      Unique Weapons ................................................... UWPN

   V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ
  VI. UPDATES & CONTRIBUTIONS  . . . . . . . . . . . . . . . . . . . . . UPDT
 VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT

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I. CONTROLS                                                              [CNTR]
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Controls are fixed, but are usually intuitive enough for action RPGers. The
full overview can be found in the Options menu.

GENERAL
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D-Pad ----- Used for item/potion hotkeys (can be mapped at player's leisure)
Start ----- Toggle main menu
Back ------ Toggle world map
Y-Button -- Attack with secondary weapon
X-Button -- Attack with primary weapon
A-Button -- Toggle sprint / Interact with objects, NPCs, etc.
B-Button -- Dodge (in chosen direction)
R Bumper -- Toggle stealth mode
R Trigger - (hold) Bring up ability menu
R Analog -- Control camera POV
L Bumper -- Toggle item radial menu
L Trigger - Block (requires talisman/buckler/shield)
L Analog -- Controls movement

STEALTH MODE
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Stealth mode is used to move -- surprise! -- stealthily. In this mode, eye
icons appear over nearby foes/NPCs, displaying their level of awareness. This
awareness rating directly impacts theft chances and ambush criticals, so the
lower, the better. Also, initiating stealth mode near a friendly NPC gives an
option to toggle murder. Beware using this: killing NPCs for no reason may
affect quests, especially considering how bloody many there are to do! (Some
units cannot be killed, either lacking the toggle option or just having plot
protection from permanent death.) Killing NPCs near others turns them hostile,
so be careful not to kill too many. Of course, some town guards might just be
a lot to handle...

RECKONING MODE
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If one's fate bar is filled, Reckoning mode can be initiated by holding by
controller triggers for a few seconds. This slows down all time, increases
damage given, and gives a small quick-time event (QTE) that lets one mash a
button for an XP bonus. This can be a great ace in the hole against tougher
units, or a simple, renewable way for free XP.

Foes slain in Reckoning mode often drop "Essence of Fate" reagents. These can
be used in Master-tier potions, including the "Fate Potion," which simply
refills the fate bar. The bigger the crowd attacked, the higher the chance to
get those Essences!

EOFs can be harvest in the wild, too, albeit rarely. Here's a few locations:

• Ettinmere: west of Ballads Oratory, in riverside cave
• Galafor/Acatha: WSW of Gloamthicket, in cave along river (crudok spawn pt.)
• Hollowlands-Menetyre mountain pass: behind hidden door

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II. TH' BASICS                                                           [THBS]
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STORY                           [STRY]
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From the in-game manual:

"Amalur has plunged into chaos. A shadow has fallen over the forests, fields,
and mountains of the Faelands. The once-peaceful Fae of the Winter Court have
marched to war, threatening all mortal life. New magic surges through the
world and a great and terrible power rises in the east. The Fateweavers have
predicated an inescapable doom for all the living creatures of Amalur. But,
as all seems lost, a hero has returned from the dead -- a hero with no path
written in Fate's grand tapestry.

Become the Fateless hero, harness the power of the Reckoning, and decide the
future of Amalur!"

GENERAL INFO                    [GNRL]
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Game Size: 5.8 GB (Games on Demand)
Demo Size: 1.9 GB
File Size: 2-4 MB (per)
DLC Sizes: Teeth of Naros (1.1 GB)
         : The Legend of Dead Kel (879 GB)
         : Season Pass (33.31 MB)
         : Weapons & Ammo Bundle (38.21 MB)
         : Reckoning Finesse Bonus Pack (13.7 MB)
         : Reckoning Might Bonus Pack (12.84 MB)
         : Reckoning Sorcery Bonus Pack (11.2 MB)

The weapons packs are usually in five dollars or below, depending on sales (a
rarity as it is). They're also known to glitch and not appear at all, so it's
not recommended to buy 'em.

MENU OVERVIEW                   [MNOV]
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Self-explanitory: a list of what's found in the menus and their references.
First, the main screen. Get used to it, 'cause it'll be seen a lot!

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| 1: HP (red), Fate (purple)
|  ,'._______                           ,'.   |    and mana (blue) bars
| ( 1 _______/                         ( 4 )  |
|  '.'                                  '.'   | 2: Character. Can change the
|                             3               |    camera focus by clicking
|                                             |    right analog.
|                ,--.                         |
|               (    )                        | 3: Background. Nothing can be
|                )  (                         |    done on this end.
|              ,'    '.                       |
|             /   2    \                      | 4: Minimap. Displays player,
|            / /\    /\ \                     |    and with Detect Hidden
|           (_/  )  (  \_)                    |    upgrades, several other
|_______________/____\________________________|    things (foes, chests, etc.)

Second, the main menu:

Inventory: Contains all equipment (weapons, armor, accessories), consumables
           and items. Some objects in the latter section don't count toward
           the inventory limit (alchemy recipes, blacksmithing components,
           reagents/ingredients, sagecrafting shards). Key items don't count
           toward the limit either, though they aren't limited to just that
           final section.

Quests --: Divides all active quests into main (plot-related), faction (they
           have group affiliations), side (random non-essentials) and tasks
           (minor jobs, often repeatable or never-ending). Completed/failed
           quests are listed in the final section.

Abilities: Displays progress through the game's three skill trees. Allocated
           points (game maximum of 123) can be reset at any fateweaver.

Destinies: Display destinies, titles that boost one's abilities. These are
           unlocked by skill tree progress and can be changed whenever one
           desires.

Moves ---: Shows weapon- (and shield-) specific techniques. These are earned
           through progress in the skill trees' Weaponry columns. Grayed-out
           abilities denote techniques that can't be used.

Status --: Section containing Skills (basic abilities like Alchemy), Twists
           of Fate (story-related bonuses), Lorestone progress, Effects (the
           current good/bad effects one has), Stats and an in-game manual.

Map -----: Shows the world map and local maps.

Options -: Contains the controls/online/graphics/gameplay/audio options.

Save Game: Lets one save game. The amount possible is only limited by one's
           space. The game autosaves by default, too. Saving isn't possible
           at certain times, such as when one's about to enter a new area of
           the map (camera zooms out slightly to notify one of this).

Load Game: Load up a previously saved file, autosaves included. The game'll
           also make a special autosave after completing the tutorial that's
           separate from normal autosaves (it won't be overwritten).

Exit ----: Return to title screen.

TIPS N' TRICKS                  [TPST]
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Here's a list of tips that should help newcomers in their playthroughs. If
any reader has a good one, send it in and I may put 'er here.

• SAVE YOURSELF! First rule of RPGs is always having a backup save. Amalur's
  usually pretty glitch-free, but every once in awhile, a save can corrupt, a
  quest might be undoable, the game freezes, etc. (All three happened during
  the course of this walkthrough!) Always keep a backup, or even several!

• SEARCH PARTY! One never knows where a great (unique) item will turn up, so
  increase the odds by snooping in every nook and cranny. Two levels in the
  Detect Hidden skill unlock a massive amount of crags and logs to search;
  five levels allows hidden doors (containing loot caches) to be found. On
  another note, spiderwebs can block access to chests, so have weapons/magic
  of a fiery nature to burn through.

• IF YOU BUILD IT: Character builds depend on what skill trees one uses -- a
  player can be completely Sorcery-oriented or dabble in everything. Certain
  builds, coupled with a high difficulty setting, can make playing a chore,
  but never fear! Fateweavers can reset one's invested skillpoints, letting
  one reallocate 'em. Things go much easier with a little wisdom & practice.

• BUST A CAP! When a region is visited, enemy levels lock to the player's
  level. For instance, running to Ettinmere as a Lv5 noob would dumb down all
  foes in that area to their regional minimum...permanently. Crappy foes only
  end up giving poorer XP gains as one improves, so dawdling with regional
  sidequests is usually best before trekking into foreign territory. (Lv40 is
  the player's level cap, for reference.)

• LOOT SELECTIVITY! Having too many items in the inventory can actually make
  the game lag a bit, particularly in vendor screens. Though this generally
  affects things in the lategame, players can take precautions early. This
  would include skipping garbage items (Invoices, Skulls, etc.) that have no
  real purpose, as well as random books/texts. Blacksmithing components are
  one of the biggest offenders in terms of bloated inventory size, simply
  because they don't count toward the limit, and one accumulates tons of 'em
  through salvaging. Finally, certain quest items never disappear from the
  inventory, creating permanent clutter -- avoiding certain quests entirely
  can work here.

• DIY! Blacksmiths can repair equipment for a fee, but this is often a very
  costly method. Instead, buy "Repair Kits" from item vendors to patch 'em
  up oneself. Though kits' efficacy is impacted by Blacksmithing rank, they
  are cheap and abundant -- perfect for those watching the pocketbooks. (All
  equipment, except accessories, decays in quality, so this tactic is useful
  throughout the game.)

• STASH 'EM! All houses in the game contain a "stash," a treasure chest that
  holds up to 155 items of any kind. (Some quest-related items may not be
  stashable even after their related tasks, though.) Players who've traversed
  the Faelands without putting down roots will want to find a burg that has a
  house. Most are quest-related; the closest is in Canneroc, a Webwood town,
  after completing "A Tangled Web". The House of Valor and Dead Kel DLC also
  give player houses. (By the game's end, the only things one is likely to
  keep stashed is unique equipment; everything else can be purchased and/or
  crafted.)
                                                   _________________________
___________________________________________________/ III. WALKTHROUGH [WLKT] |_
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01) OUT OF DARKNESS                                                      [MQ01]
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Client -: ---
Prereq -: ---
Precedes: Into the Light
Notes --: one-time-only dungeon
Reward -: XP

Upon choosing a difficulty, one gets to make a character. Each has a set of
inherent racial bonuses (regardless of gender) to choose from. This choice
will also narrow down which patron god blessing one can pick, since they're
only available to 1-2 races at most. (Picking no god earns Self-Sufficient
instead.)

Almain --: Blacksmithing +2, Persuasion/Alchemy +1
Varani --: Lockpicking +2, Mercantile/Detect Hidden +1
Ljosalfar: Dispelling +2, Sagecrafting/Alchemy +1
Dokkalfar: Stealth +2, Persuasion/Sagecraft +1

After the character creation step, our protagonist awakens in the Well of
Souls' lower, corpse-filled reaches. The objective is to simply escape this
rank dungeon, and that takes up the whole of this linear tutorial quest.

NOTE: This game isn't kind to loot completionists. The player's backpack is
limited and when the player does find a permanent stash for gear, there's a
155-item limit. There's a ton of unique (purple-bordered) weapons/equipment
to horde, plus "unique generics" like the garbage the player finds here, but
can't be found elsewhere. Just something for neophytes to keep in mind...

Taking the Rusty Sword from the southern doorway gives our hero(ine) the
first weapon, plus collapses the way forward. Items aren't automatically
equipped when found, unless the specific option is chosen from the 'compare'
screen -- same goes for future equipment. [Certain techniques are tied to
weapon usage, such as the Longsword's Upheaval ability. These can be found
in the menu's "Moves" tab and can be practiced without enemies, too!]

Further on, we find the gnomish inhabitants are being overrun by invaders.
Slay a few giant rats en route, then jump down to aid Encel, the mortician's
assistant from earlier. Get used to fighting Tuatha enemies 'cause they're
everywhere in this game! Thankfully, these normal grunts can't use magic and
can be dispatched with normal meleeing. They drop Worn Leggings and Battered
Armor, straight upgrades from the default rags. [Normally equipment imposes
stat requirements, but these ones don't -- one of the reasons they're kinda
unique.]

Encel will give three Minor Healing Potions before opening the far door. The
next room leads to the Well of Souls in all its...uh, former glory, but it's
the antechamber beyond -- a storage room -- that's of actual interest. Here,
the player can round out the equipment upgrades (Torn Gloves, Flimsy Greaves,
Crude Iron Kite Shield), plus snag some lockpicks. Looting corpses/containers
and lockpicking are a huge part of the game, so it's good to have tons of
lockpicks around at all times. [Or less so, for characters specializing in
that area.]

Equipping the shield starts a small battle with another Tuatha raiding party;
afterwards, the player can loot a Crude Birch Longbow. Equip this in one of
the weapon slots, since a little ways down, it's required to snipe some pesky
archers. Note that arrows don't do much damage, but tend to interrupt one's
attacks, so eliminating ranged attackers (usually archers, but magic users
count too) is always top priority. A way forward opens when the bowmen are
toast.

The next cavern has a lone soldier (drops Rusty Legplates) and a chest, the
latter containing more lockpicks and some literal junk. Some items in this
game are of little intrinsic (or monetary) worth, like certain documents,
skulls, bones, books in general, etc. If this rubbish is picked up, put it in
the junk category and simply destroy it with the given option. There's no
method of dropping items in this game, so save time by not pocketing things
in the first place.

In the next tunnel, Encel comments on a corpse's lootable daggers (found near
a pond's Rusty Gauntlets chest). Although this weapon isn't too powerful,
it's the fastest in the game, plus has uses in stealth -- notably, the
stealthy sneak attack for extra damage. Approach an unaware enemy while
crouching (RB) and hit the X/Y button to silently nix 'em. This plan can be
put into practice a little ways on, bypassing another pointless archer battle.

Further on, Encel notices some plants blooming in the player's presence,
signifying magical aptitude. Magic is now unlocked by holding the R-button
and pressing X, Y, B or A...although only one spell (Storm Bolt) is unlocked
by default. For mages, though, it's a very important ability that can be
very deadly as it's upgraded.

Speaking of upgrades, a nearby chest contains some Torn Robes and a Minor
Mana Potion for mage types, while the ensuing tunnel has Worn Handwraps and
a Crude Birch Staff. This mage periphernalia isn't very strong offensively
or defensively, but does boost magic regeneration and (in the staff's case)
deal elemental damage, which itself can be boosted further by elemental
damage buffs. Fire can also burn through spider webs, so whack the silken
wall with the staff to continue.

Beyond, slay a few more spiders, loot an egg sac (contains Old Shoes, the
final item for a full mage set) and torch the final web wall. With each
nuisance gone, the Fateless One is free to approach the gnomish battalion
dug in nearby. This is the site of the first persuasion in dialogue, too, as
passing the check earns an extra Healing Potion and Steeled Curtain from
Encel. The check is impossibly low (5%) without a default racial Persuasion
bonus though, but ridiculously easy (95%) with it. There's an achievement
for getting 50 successful persuasion attempts, though, so now's a good time
to start crackin'.

Loot the checkpoint (duplicate armor in slightly better shape, a Dented
Cuirass, plus a few repair kits and mana potions) and continue on toward
Professor Hughes, as commanded. It's a straight shot to the laboratory,
though, and the scene therein earns two more Minor Healing Potions. Continue
upstairs, past a landing with two more Tuatha and a chest, to finally reach
the foyer...

BOSS: Mountain Troll
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Trolls are actually normal enemies a ways into the game, but for characters
who are a gobsmacking LEVEL ZERO, they can certainly pose a challenge. The
first order of business is dropping its two 2 Tuatha lackeys, evening the
odds a bit. Next is simply avoiding the troll's attacks in order to attack
its weak backside, where an attack chain can continuously interrupt its
advances. When the boss charges forward, roll perpendicular as it swings to
avoid any damage (jump the gun and it will correct its attack, hitting the
character anyway). At mid range, it can jab the ground, spraying some debris
at its foe -- dodging/blocking works fine here. Finally, at close range, it
can flail a bit. It's a big brute so all close-range strikes can definitely
sting. Use those healing potions (hotkey to LB) and the Steeled Curtain, if
one charmed it from Encel earlier. Note that while trolls are naturally
resistant to magic, Storm Bolt may still interrupt, so don't forget about it
completely.

Ol' Ugly will drop a Squire's Ring (+5 HP), some potions and often a shard,
used in sagecrafting -- that is, creation of augmenting gems to be socketed
in weapons. After all the fuss, the player may leave Allestar Tower via the
front door, ending the quest.

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02) INTO THE LIGHT                                                       [MQ02]
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Client -: ---
Prereq -: Out of Darkness
Precedes: Old Friends, New Foes
Reward -: ---

Hughes had previously asked one to find Agarth, his old Fateweaver buddy...
and it just so happens he's camped south of the tower's ruins! Just follow
the main road until a mandatory meeting with ol' Drunkbeard. A successful
persuasion attempt (95% if any points spent in that category) can earn a
Greater Healing/Mana Regen potion in Hughes' memory.

This leads into a small Tuatha battle, meant as a stage to display Reckoning
mode. When the second wave appears, hold LT and RT to slow down time and deal
ramped-up damage to enemies around. Slay all of them, then hit the button
prompt and mash it to increase the EXP bonus. This is a great crowd control
tactic, but can only be used when the fate bar is full; it can be refilled
by slaying baddies.

Afterwards, when Agarth's fate reading goes bust, one can pick a Destiny -- a
representation of the path one wants to walk, based off points in the Melee,
Finesse and Sorcery paths. For example, if one wants to be as a kickass mage,
pumpking points into the Sorcery will unlock better destinies, giving stat
bonuses for as long as it's selected. [Only one destiny can be chosen at a
time, but they can be changed at one's whim. Using a fateweaver's services
allows the player to reset spent skillpoints, remaking a build from scratch.]

Anyway, Agarth suggests seeing his acquaintance Arden, since he might be able
to help figure out the player's origins. His hut's marked on the map now, and
if one checks, it's all the way in a mountain pass between Yolvan & Webwood.
The shortest route is simply following the main road, passing through little
of note, 'cept Gorhart, the first village. Some sidequests are available in
this area, and though they're optional, getting some EXP under one's belt is
a good idea.

A few other general things:

• The glade around Allestar Tower has some decent loot, both in pond dive
  spots and the small area behind the east waterfall. This offers the first
  chance at dispelling -- basically, removing harmful wards in order to
  claim prizes. Save first before attempting! Also, Guran, the mortician
  gnome from the tower, can be found in the glade's SE part, accosted by a
  bear. It's possible to extort some cash out of him by passing a persuasion
  check or let him go for a small fee; failing starts a fight.

• Even for those who don't care about making potions, it's still a good idea
  to harvest reagents. Minor Healing Potions can be brewed with 1 Embereyes
  and 1 Black Cohosh, two of the most common available. Just note that it's
  far harder to harvest ingredients with a low Alchemy skill (which makes it
  harder to get the Green Thumb achievement, too).

• Investing two points in Detect Hidden is amazing for any character, as it
  allows one to spot hidden caches on the world map and dungeons. Many rare
  items (including uniques) can be found in these spots, so there's no reason
  to waste the opportunity -- they can't be found otherwise!

• Allestar Tower didn't provide any greatswords, hammers, faeblades or
  sceptres, so those seeking 'em should try some sidequests, or just snoop
  around some dungeons (like Stonecandle Mine, near Agarth's camp). Most
  awesome equipment is quite expensive, and while gold isn't exactly hard to
  get, it's often best to find comparable items oneself. Take the initiative
  and one won't have to rely on equipment vendors at all, save for backpack
  upgrades and (maybe) crafting components.

• The game only has one healing ability (Healing Surge) and it only unlocks
  after 20 points on the Sorcery path, plus another 5 to boost its efficacy.
  Those playing pure Might/Finesse builds might want to invest some time in
  Alchemy (buying potions works too) to offset that annoyance, or consider a
  dual-class build. Remember that fateweavers can reset all skill points for
  a price, allowing one to easily reshape the protagonist's strengths.

• Mages don't get any spells with large effect areas to start off with, and
  this can make fights a chore, since most foes appear in groups. This is
  especially annoying on hard. However, one point in Arcane Weaponry I will
  grand an elemental staff charge attack with a large damage area. Mana cost
  is zero, too, so it all comes down to timing. Make sure to get it!

Once at Arden's Hut, meet the lovely Alyn Shir (possible persuasion option
available) and then Agarth again. He'll reluctantly agree to take the meet
one at the sacred fateweaver dungeon of Dellach, located in the western
Ettinmere. To reach that SW province, one must first pass through Webwood.

Dellach is inhabited by all manner of beasties: ettin, wolves, kobolds. But
despite its massive size, it's also very linear, and the enemy numbers aren't
much different from those in the wilds. About halfway through, there'll be a
scripted fight with a powerful ettin war priest with a fateshift finish. A
short ways after is the Theater of Fate itself.

Inside is a fight with a few Niskaru, quick-footed and demonically powerful
fighters -- this is their first storyline appearance. With those mongrels
dead, inspect the Destiny Stone to claim the 'Codex of Destiny' key item. A
small Tuatha fight, and another encounter with Alyn Shir, take place after.

Speak with both companions to finish up and unlock the next two quests. They
can be done in either order.

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03) THE HUNTERS HUNTED                                                   [MQ04]
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Client -: Agarth [Didenhil, Glendara]
Prereq -: Into the Light
Precedes: The Coming Storm
Reward -: XP

Agarth figured the Tuatha had left a trail in their wake, which could lead
'em right to their origin point. He asks one to rendezvous in Didenhil (at
the bar, big surprise) to commence tracking the brutes. As luck would have
it, he's already found their hiding spot, the Hunter's Pit in north Glendara.
The player can pick which method to infiltrate with -- obnoxious slaughter
at the front door or sneaking in the back -- plus obtains a random ring for
the job. [It's possible to get one with a damage boost enchantment or HP
regeneration, so consider resetting a bit.] There's only one shot to pick the
entry method; be sure to complement the character's play type.

The ol' fateweaver will lead the player to the appropriate Hunter's Pit
entrance (west for front door, east for back), then part ways while he covers
the other exit. Regardless, the dungeon is still straightforward and the
paths will reunite shortly before the Eyes of Tirnoch chamber. [There's also
a hidden door back along the west route leading to 3 treasure chests. Detect
Hidden Lv5 is required to see it.]

Luckily, there's no hullabaloo about smashing the Tuatha tracking device --
just coldcock the goon using it and hit the crystal with a weapon. [Must not
be very helpful if it didn't divine the player sneaking in to destroy it...]
After an enlightening conversation with Gadflow, the Tuatha king, and Agarth,
the mission ends quietly. He'll also direct the player to Alyn Shir if "Old
Friends, New Foes" is still in play. Don't forget to loot the chests on the
route not taken; they should be enemyless now.

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04) OLD FRIENDS, NEW FOES                                                [MQ03]
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Client -: Alyn Shir [House of Ballads] or Sola [The Sidhe]
Prereq -: Into the Light
Precedes: The Coming Storm
Reward -: gold

Clearing out the trash in Dellach begins this quest automatically, with Alyn
requesting the player's presence at the House of Ballads (NW Yolvan). It can
also be triggered prior to the main quest by speaking to Sona, a Fae sitting
in the eastern Sidhe, near the shut entrance to Ysa. How the mission starts
matters little in the long run, and only changes which companion accompanies
the player in the second stretch. For simplicity, the walkthrough will follow
Alyn's method.

Glianal, Alyn's contact, can be found in the Hall of Accolades. He'll say the
codex's knowledge drives from the High King's, but that the heresies within
suggest it's a forgery. With this opportunity a bust, Alyn next suggests
seeing Nyralim, the oldest living mortal. "He" lives at Caer Nyralim, a small
grove in SW Dalentarth, accessible only from the Sidhe region. There's not
much in the caer besides the footpath and a Dalentarth stone.

Nyralim knows of the player's journey and how s/he wants to enter Ysa to
find Titarion. As proof of good intentions, he suggests helping the doomed
Fae city by dispatching a tribe of Haxhi trolls, who're growing stronger
under the leadership of Gnarsh, the matriarch. [There's also a little
foreshadowing about Alyn Shir, if the quest was received from her.] Either
way, the destination is the Haxhi Dam, a location along the south riverbank
that's so far been inaccessible.

Inside, the Fateless One is joined by Alyn or Sona, whichever acted as the
quest-giver. Luckily, the dungeon is linear enough, and the Tuatha/troll
groups small enough, that her presence is almost inconsequential. It's good
to have a meat shield/distraction though, eh? The game will autosave before
Gnarsh's chamber, and there's a sagecrafting altar a ways before that for
preparations, if need be. [There's no autosave upon entering the dam, though,
so progress can really go south if killed!]

BOSS: Gnarsh
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The clan leader is decked out in prismere and boasts higher health & damage
potential than any run-of-the-mill troll. In fact, depending on how early
she's fought, she could probably 2HKO the character. In addition to normal
troll techniques (dash and bash, mid-range rock projectile) and magic
resistance, she also has a powerful two-stage sweeping attack. The second hit
is delayed a bit and can change direction -- nasty. The easiest way to play
this fight is doing short two- and three-hit strikes in-between her attacks,
then preemptively rolling back to midrange, which avoids her sweeps. Steel
Curtain and Hardened Shell potions can mitigate damage, although fateshifting
is always on the table -- they stacks with Experience Boosters, remember.

Afterwards, speak to Alyn (not required if Sona's with) and depart the cave,
heading for Caer Nyralim. He'll comment on the avoided disaster and allow one
to enter Ysa, located in the Sidhe's watery east boundary. Passing the small
persuasion check earns the unique "Nyralim's Grace" necklace, which grants
+10% elemental resistance. Not superb but this is the only chance to get 'er.

The road into Ysa will be made clear when the map-marked area's approached,
and the quest completes once Chancellor Erawn is spoken to on the bridge. If
"The Hunters Hunted" is already done, "The Coming Storm" begins; if not, one
must do that first.

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05) THE COMING STORM                                                     [MQ05]
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Client -: ---
Prereq -: The Hunters Hunted
        : Old Friends, New Foes
Precedes: The Great General
Reward -: XP, gold, Fate Potion recipe

The codex must be presented to Titarion at the Summer Court, within the Font
section high above the lower city. [If only one prerequisite's complete,
however, the doors will remain locked 'til both are finished.] Once inside,
present the codex at the designated altar for an divination: confronting
Gadflow in the east must be done sooner or later.

This conversation unlocks the first mandatory "Twist of Fate," a special
character buff that augments stats when earned. [These can't be toggled or
removed, note.] "Unwritten One" gives a +3% XP bonus and +5% gold earned. To
check current Twists, visit the Status tab in the main menu.

Anyway, earning the TOF also completes the quest, starting the next two. Like
before, they can be done in any order, but both are necessary to progress the
plot.

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06) THE GREAT GENERAL                                                    [MQ06]
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Client -: ---
Prereq -: The Coming Storm
Precedes: Breaking the Siege
Reward -: gold

Alyn, ever the secretive one, will say she has plans to break the Mel Senshir
siege, but won't speak in the Court (or Adessa, if "Enemies in High Places"
was done first). Instead, she invites the player to Emaire, a small town on
the Forsaken Plain, an Erathell region. If the quest's introductory dialogue
occurs in Adessa, it's prefaced by a chat about one's past life, and earns a
random enchanted accessory from Alyn.

Find Ms. Shir at the Blue Bear Tavern. The plan: helping exiled General Tilera
search for an artifact in Urul-Tusk, one that may break the siege. However,
the old warhorse's failure is literally in the cards...though one free of fate
can change that. Tilera can be found in the Cradle of Summer, camped along
Urul-Tusk's locked entrance on the western boundary.

She'll mention the Piercing Light -- a spear said to destroy any horror, real
or imagined -- could be Mel Senshir's savior, if only the hollow's door could
be activated. The only clue is "when the great voices rise in song," perhaps
referencing the Erathell Plain's windstones. Tilera gives an Erathi Windchime
to help the one nearby resonate. Inspect it for a short Niskaru fight, then
relay the news.

The next step is visiting every other windstone, wherever they lie...which
happens to be all over the dang place. Those who haven't yet explored the
Plains will have quite a stroll on their hands! Each stone has Niskaru dregs
to kill, except the second and fourth, which have Tuatha and an Overlord,
respectively.

• Forsaken Plain (west half) - NE area, near Mull-Rane entrance
• Tala-Rane - cliff w/ jump point, near Tala-Rane/Kandrian mountain pass
• Acadia - swampy pond area, east of Gloamthicket
• Kandrian (west half) - southern area, past Caer Tosai bandit camp

When all five stones have "sung," meet Tilera in the Cradle for an Urul-Tusk
adventure! Thankfully, for its massive size, it's a fairly linear journey,
punctuated by occasional Niskaru fights. In the final chamber, the general
attempts to wrest the spear from its casing, leaving two waves of minions in
the player's court. When they're vanquished...

BOSS: Azighaal
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Tilera sure gave this guy some buildup, but behind the special name, he's a
normal Tyrant (though that fiery blue aura is certainly spectacular). All the
general skills will show -- two-hit arm extension, mid-range dash, fireball
spit, tail swipe, exploding flame aura -- so no surprises for well-travelled
players. Without any minions, it's just a slogfest.

When Azi gets a thumpin', Tilera will free the weapon and invite the player
to Rathir, the only place to reach Mel Senshir from. Of course, that means
convincing the town council, a thought that carries over into "Breaking the
Siege," which begins immediately.

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07) AN OLD FRIEND                                                        [MQ07]
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Client -: ---
Prereq -: The Coming Storm
Precedes: Enemies in High Places
Reward -: XP

While Alyn has word on General Tilera, Agarth's been busy looking for old
Fomorous Hughes. His superior and benefactor, Templar Octienne, has been
frantically searching and may have more info. He can be found in Detyre's
western region, the Hollowlands, on a small campsite along the cliff's upper
rim. In fact, if the Overlook Camp can be fast-travelled to, if previously
found. [Note that Detyre's enemies are a higher level than Dalentarth trash,
so low-level characters may want to beware.]

Hughes' hiding places have narrowed, and the bratty patron thinks he's holed
up in Saltwell Caverns (along Hollowlands' SW border). Visit the location and
find the marked corpse, which contains a Lab Key and Assistant Notes; the
former unlocks the far door after Sons of Laz spawn. The rest of the trip is
spent killing those zombies and faer gorta, although a gnome corpses contain
keys to nearby emergency supply chests (an otherwise hard lock).

The errant professor occupies the final chamber, although the reunion's cut
short by a contingent of White Palm assassins. Speaking with Hughes one last
time earns a suggestion to seek out Templar Jorielle in Adessa to uncover the
traitor's crimes. This ends the quest and begins "Enemies in High Places".

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08) ENEMIES IN HIGH PLACES                                               [MQ08]
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Client -: ---
Prereq -: An Old Friend
Precedes: Breaking the Siege
Reward -: XP

Adessa is found in the southern tip of Apotyre, Detyre's southeastern region.
It (Apotyre) is only accessed from the western Menetyre region or an easily
forgettable shortcut from Kandrian (east half) in the Plains of Erathell. At
any rate, the destination is clear, and Templar Jorielle can always be found
in the same place: the Domus Basilica off the main square.

Report the traitor's crimes to find that, in gnome politics, levying charges
without a confession is fairly meaningless. On the way out, Aide Forreux will
give Jorielle's true response, that she wants the rogue templar to be brought
to justice with utmost haste. Octienne can be found in the Isles' Livrarium,
and the next person to speak with. Have a conversation, then follow him onto
the library's previously locked rooftop scaffolding.

BOSS: Templar Octienne
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His previous boasts about superior gnomish resiliency aren't too far off --
he easily bests any half-pint mage. But, his skillset isn't radically vexing;
he relies primarily on an icy projectile and a fiery salvo. As with all
spellcasters, he's hamstrung when interrupted. Since this is a scripted fight,
it only advances by injuring the boss, causing him to teleport further down
the walkway. White Palm henchmen will assist in the fight, but generally
aren't too troublesome (although they must be slain when Octienne erects his
barrier). Eventually the fleeing fool runs out of space, letting one place
stickball with his sorry frame. It's a very satisfying conclusion.

The excitement over, use the broken window as a shortcut into the Livrarium.
Jorielle will already be there, thankful that bureaucratic red tape was cut
efficiently. After giving her reward (often ~20,000g+), speak with Hughes to
finish properly. This also unlocks the "Unraveller" Twist of Fate, giving +5%
to earned XP.

If "The Great General" still remains unfinished, Alyn Shir will already bee
in the Livarium, ready to start.

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09) BREAKING THE SIEGE                                                   [MQ09]
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Client -: General Tilera [Urul-Tusk, Cradle of Summer]
Prereq -: The Great General
Precedes: Silence Falls
Reward -: XP, gold, 1-2 random equipment pieces, Siegebreaker Twist of Fate

Tilera's decade-long goose chase is finally resolved, and acts as a segue to
the game's (literal) second half in Klurikon, the eastern continent separated
by a massive strait. Only Rathir's ships disembark for their war effort
though, and as Tilera mentions upon arriving in the city, Elund Carth hasn't
permitted any lately. It's up to the player to resolve this.

Carth can be found in the Upper City's Lunar Gardens, near the Temple of
Lyria. The chat with him will always come up aces, and he'll send willing
soldiers to the Lower City's south docks. Passing the persuasion option earns
the unique "Elund's Ring" (+10% phys damage, +5% gold drops) -- not great,
but this is the only chance to get it.

Said docks are usually empty, but now contain all the brave souls (including
Agarth) ready for the recapture. Captain Dodwyn can set sail anytime, and
despite the time-sensitive plot implications, one can re-enter the west at
leisure. However, trudging through the rest of Klurikon is a no-go until the
quest concludes.

Commander Owaiglyn will mention the stronghold's demise may be soon arriving,
as the Tuatha are massing with the Niskaru Lord, Balor. It will be Tilera and
the Fateless One's task to slay the Witch Knight Malwyn, who forged a pact
with the Lord, in the hopes of having it go berserk on the Tuatha. A slim
chance, but one worth taking.

Mel Senshir can be explored at leisure once, though with the looming battle,
some trainers may not show up and all sidequests are on hold. (This includes
"The Messenger," which starts in Detyre.] Shops, however, are open in the
square -- Illyn Doldran sells equipment and a Backpack expander; Rialtes Mate
leans towards a general selection, including high-price accessories. There's
a sagecrafting altar and forge in the training grounds, plus free components
for last-minute tune-ups.

---

When ready to continue the siege, speak with Owaiglyn at the gates, which'll
automatically bring the player to the upper walls (visitable one-time-only).
Tilera will split up to search for the Witch Knight, leaving the player to
traverse the linear route currently available. Generic soldiers and archers
may accompany the Fateless One for a time, if saved.

About halfway through the skirmish, one comes Alyn Shir alone in a tower,
while ladder-wielding bozos try to ascend from the lower battlefield. Cleave
the fasteners where marked, then save Alyn's bacon. She won't tag along, but
Scout Edoel Brelt will, mentioning some of his company was captured. They can
be rescued by going down a side path, stealthily eliminating the only guard,
then ambushing the next three in the ensuing chamber. This should scatter the
foes somewhat. [Being recognized prematurely slaughters the captives, note.
Successful rescue will have some tag along.]

Free the next tower from its invading force, then loot the forge room -- the
last obstacle before the Ramparts. After a short fight, one can face off with
the first target.

BOSS: Witch Knight Malwyn
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Despite the name, he's a mostly physical fighter, using magic mostly when at
mid-range or better. His combos can be parried for riposte (he mostly relies
on 2- and 3-hit combos) but he's got strong resistance to knockback,
interruption and juggling. Those who've crafted weapons with high stun chance
can snare him there, though. When damaged enough, he'll teleport to a ledge
and have the Balor sweep the player with its eye beam attack; standing near
Tilera will shield one from the strike. Speaking of whom, the General won't
be too useful, other than a meat shield and/or distraction for the boss.

In the intermission, Tilera comes through at great expense, setting the stage
for the Balor battle down the way. Loot Malwyn (often has gobs of Prismere
gear) then proceed through the Battlements, past Agarth, a troll and Captain
Mys. The latter can be convinced to fight alongside the Fateless One with a
persuasion option. He'll just end up dying though, so...maybe better not...

Through the beam-blazoned ledge (avoid damage with debris), defeat the Tuatha
stragglers and their Niskaru Tyrant. Reentering the Ramparts leads to...

BOSS: Balor
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Balor has 3 main attacks: (1) sweeping the ledge with his falcate claw (2)
burning the field with his eye beam (3) stabbing the ledge with a claw/s,
causing it to get stuck. They can be avoided by being far outward, inward,
and near the middle, respectively. Purely close-range range fighters'll have
to wait for the ledge stab for a real chance to hurt the boss, though one can
occasionally hit its belly with greatswords when it does the beam. After some
damage, the Balor will faint, giving some free hits. After three or four
blackouts, depending on one's power, it can be fateshifted in an impressive
coup de grace. [Seriously, what kind of Niskaru Lord faints? Embarrassing.]

---

Who doesn't love an overwhelming victory, ten years in the making? Owaiglyn
will end the mission, bestowing the Siegebreaker Twist of Fate (+6% damage,
+4% XP bonus) for the magnificent feat. When given the chance to tell of</pre><pre id="faqspan-2">
Tilera, portraying her as a hero or coward will earn 1 or 2 random equipment
pieces, respectively. Note that the items can occasionally be very rare, like
armor set pieces or unique weapons, but may also be complete garbage, like
common ingredients -- resetting for favorable rewards is smart. (If one lied
about Tilera, one of the rewards is always an enchanted necklace.)

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10) SILENCE FALLS                                                        [MQ10]
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Client -: ---
Prereq -: Breaking the Siege
Precedes: Echoes of the Past
Reward -: XP, gold, Cydan's Faeblades

Mel Senshir has reopened and its sidequests can be restarted. Plot-wise, it
means Rathir's sister city can find allies in Klurikon once again. A chance
to do just that falls in the player's lap immediately: Cydan, exiled House
of Sorrows prince, wants to assist the Siegebreaker in the Tuatha campaign.
He invites the player to talk further at Foes' Hearth, located in the hilly
pass between Cursewood and the Midden.

There, Cydan proposes allying oneself with the Bitter Frost soldiers, since
progression through the Houses of Pride and Vengeance are likely impossible
without their help. His first suggestion to purging Gadflow's influence is
destroying the prismere chantries spread throughout Klurikon. Locations:

• Drowned Forest: northwestern corner
• Drowned Forest: southeastern corner
• The Keening: northeastmost corner

Each chantry, guarded by Tuatha overlords and/or usual rabble, can be broken
by smashing the prismere crystals around it. Each success starts a convo with
Gadflow, too; be as snarky as need be! [If all chantries are destroyed before
speaking with Cydan, this step is skipped.] Returning to Cydan will start the
next mission.

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11) ECHOES OF THE PAST                                                   [MQ11]
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Client -: Cydan [Foes' Hearth, The Cursewood]
Prereq -: Silence Falls
Precedes: Pride Before a Fall
Reward -: XP, gold, Soul Lens

Those who've already explored the Caeled Coast in full have run afoul at the
House of Pride, whose entrance blocks way into Alabastra. [Protip: don't try
to win the fight against the guardian!] In order to get past this nuisance,
one will have to do this quest, which starts at the Caeled Coast's northwest
tip. Alyn Shir and Cydan will already be there for the trip to Dannestar,
where the enigmatic Ventrinio hides. It's possible to leave through the fae
shadow magic path at any time, but this is a one-time-only dungeon.

As one should've expected, there are tons of sons here...Sons of Laz, that
is. Remember those creepy zombies from the Hollowlands that inflict their own
disease (Laz's Kiss; -100% bleeding resistance)? They're back, and they'll be
inside too.

Alyn will dispel the tower's ward and, early in the ascent, part ways to hold
off a staircase. Outside of some memos that shed light on Octienne's dealings,
the climb to Ventrinio is uneventful -- just the undead and some leanashes.
After reuniting with Ven, even more Laz show up. [They may not all appear on
the map for some reason.]

The fight concluded, the hellhole crumbles and everyone appears outside. Talk
with the tower's ex-owner to finish up.

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12) PRIDE BEFORE A FALL                                                  [MQ12]
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Client -: ---
Prereq -: Echoes of the Past
Precedes: Taking Vengeance
Reward -: XP, gold, Unstoppable Force Twist of Fate

Ventrinio explains the House of Pride's guardian, Callis Dren, is quite a
powerful foe, and should not be approached until preparation can be made. [A
random enchanted ring can be obtained from Ven by pressing him hard about
one's past life, too.] Since fast-travelling is blocked from Dannestar Isle,
return via the Shadow Walk and make for the Caeled Coast's SE tip.

Everyone set to rendezvous at "the field of Hubis" will, after speaking with
Agarth, anyway. Ventrinio will mention that Dyth, Defender of Valor, was
immune to her brother Dren's power, and her essence has been captured in a
new key item ("Essence of Valor"). Just having this on one's person grants
immunity from Dren's destructive powers.

All that's left is facing the swordsman. After an initial convo, he'll fight
the player to a stalemate (he's immune to Dyth's powers, remember). When the
fighting stops, then comes a second fight and battle, this time with lives
truly on the line. One can also pass a persuasion option to have him remove
his powers first, though in the end, it's mostly for show.

BOSS: Dren
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His moveset's the same from before, and he's a pushover without the powers
of imperviousness (all his attacks can be parried on their first hit, plus
he doesn't use magic). He does have a weird attack at critical health, though,
where he creates explosive glyphs. Shouldn't be a problem!

Passage into Alabastra is now open, but the quest isn't over: one promised
Dren to liberate his House. Some allied faeblade users will even help out,
and they're slightly more durable than normal "helpers". Enemies in this
fortress (which resembles Castle Windemere in parts) are almost strictly
After a Knave of Pride comments on the situation, venture forth to fight...

BOSS: Witch Knight Myrna
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This bastard has commandeered Pride's house and is one of those spellcasters
with long summoning animations. Luckily, he's also pretty easy to smack
around, interrupting his attacks. [Even more so if an ally helper still
exists as a meat shield/nuisance!] Beyond those quirks, it's similar to most
mage fights: hit, try to juggle so they don't teleport, and repeat.

Further on, destroy the last chantry, speak with Gadflow and, finally, the
Knave representative. This finishes the quest and earns the Unstoppable Force
Twist of Fate (+6% physical damage, +7% gold drops).

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13) TAKING VENGEANCE                                                     [MQ13]
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Client -: ---
Prereq -: Pride Before a Fall
Precedes: Reckoning
Reward -: XP

Welcome to Alabastra! Land of the...dead everythings. Yeah, this creepy place
ain't gonna appear in any travel brochures, but it has its charms. Meet with
Alyn Shir nearby to discuss the upcoming assault on the House of Vengeance,
then get ready to progress through the entire region! [Note that hugging the
main road straight on is good enough for those who don't want detours.]

This will take awhile, so let's go over some of the interesting things along
the way. The first area is High Fulgen, where the Alfar at Camp Moondown are
struggling to hold the chokepoint into Alabastra. There's several quests to
do here and a few dungeons (Whispering Caves, Glasspillar Caves) to inspect.
Primordia, a third dungeon, isn't available until post-game.

High Fulgen connects southwest to Shadow Pass, a lengthy, death-filled series
of highways and canyons. The only friendly place here is Ariad Camp, where a
survivor (Desiderus Trav) launches his own attack in "The Killing Ground". A
player may as well do this, since it meshes with the progress south. Dungeons
in this area (Dark Glow Caverns, Mordus-Torr) are quest-related.

The highwayland ends at Twilight Pass, a southern swampy area where one can
do four quests (Esha, Bareth, Gask, Ordo) to aid the Ashmoor survivors. One
will often have to leave the beaten path to fill in the map, though searching
can be fruitful -- "Ergel's Luxurious Legwear," part of a Elemental Mastery
armor set (and the only one without equip requirements), can be found in an
eastern pool accessible by a jump point.

East leads into Amaura, where a southern meeting point with the allied band
takes place. Talk with Cydan, then Agarth; giving the OK will move everyone
to the House of Vengeance's doorstep in the NW. [If the area's already been
cleared of Tuatha and trolls, this step is quick and painless.]

Progressing through to Bhaile isn't that different from the House of Pride,
only this one has larger-scale fights, mitigated somewhat with the four
unkillable allies, and a longer design. [The sagecrafting room has a hidden
door, also.] In the far NW, one can find the area boss.

BOSS: Cur of Vengeance
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The House's most formidable fighter boasts a high tolerance to interruption,
juggling and knockback (as expected), plus hits hard with his longsword. His
style is basically the same as Callis Dren's: charged sword thrust, three-hit
combo at close range, etc. The only twist is his ability to summon Niskaru
minions, which he takes advantage of when his HP dwindles. However, with all
the allies around acting as distractions, this fight loses some of its punch.

Upon defeat, the Cur drops an entire Vengeance armor set (massively useful
for Might characters, especially if one's a poor blacksmith) and the allies
stay behind. Bhaile, Alabastra's capital, is deserted and just ahead, which
marks the next leg of the journey.

Rendezvous with Alyn, who now accompanies one through Bhaile, explaining the
intracacies of their past. Enemies here are Tuatha (naturally), sprites and
the occasional prismere troll. Note that in Gadflow's arrogance, some of the
foes here are ridiculously weak -- like, one-shottable weak. The capital's
linear path also Lorestones: all of Bhaile's and the final Stone of Winter.

Speaking of that frigid season, the path ends at the Court of Winter. Alyn'll
have a small pep talk (includes flirty persuasion option) before it's time
to enter. Naturally, the person in the throne room is...

BOSS: Gadflow
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This mage has several tricks up his sleeve: (1) creating two lo-health copies
that join the fray (2) teleporting away, filling the hall with explosive
glyphs and 5 firing projectiles while floating in midair (3) the usual triple
homing tornado attack. However, with Alyn Shir's help, he can often fall prey
to constant interruption, helping pick away at his HP. Note that his glyph
attack can't be prevented once he starts, and he'll often do his tornado tech
twice in a row. Those with low armor, particularly mage characters, can end
up dying if they get knocked around too much in the glyph segment, so find a
nice place to dodge and wait for them to fade away.

The quest ends after speaking to Shir, which starts the final mission...

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14) RECKONING                                                            [MQ14]
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Client -: Alyn Shir [Bhaile, Alabastra]
Prereq -: Taking Vengeance
Reward -: XP, gold, Destiny Defiant (Twist of Fate)

Gadflow's not in the Court, so he must be hiding closer to Tirnoch's power.
Head west into Amethyn, the cave containing the sealed foe. Along the route
to the final battle, Tirnoch will extract fate from the player, using it to
spawn "Splinters of Fate" -- basically Fateless One doppelgangers. However, I
believe these are always Might types, even if one plays as a mage. All must
be slain to reach the final chamber. Alyn will have one final conversation
'fore the fated struggle.

BOSS: Tirnoch
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The only way to damage Tirnoch is by fateshifting -- this shoots the Fate
at her, knocking the "god" out (*cue laughter*) and letting one deal damage
with normal weapons/magic. To accumulate Fate, one must slay the summoned
splinters, which are all weapon users, like those previously seen. Tirnoch
won't do much fighting, outside of the occasional platform sweep, yell and
(later) light pillar explosions. Keep an eye on the health for the latter.

Each time Tirnoch's damaged, one jumps to a new platform which'll have more
spawned splinters (3 at max). When the dragon's health bottoms out, there'll
be a QTE to kill it -- if it's missed, the fight continues on and Tirnoch
regains some health. It can be easy to miss if Tirnoch's head goes off the
platform, so long-range users should be close to catch the button input.

---

That effectively ends the game. After the credits, one gets the mission loot
(including the Destiny Defiant TOF: +5% damage, +5% damage resistance, +10%
HP and mana) upon awakening in Rathir's Orbocant. Alyn's note is on the
nightstand, which Agarth is soon quick to mention. These quarters also act as
a free room, and Fioran Agrost gives shop access to the armory -- both are
a thank-you from the Rathir higher-ups. Agarth will stay in this building
from now on, too.

As for what remains in the game? Well, there's always DLC to do: Teeth of
Naros, Legend of Dead Kel, and House of Valor are all available. Sidequests
and lorestones left undone previously still exist, too.

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DOWNLOADABLE CONTENT (DLC)                                               [DWNL]
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HOUSE OF VALOR

 01) Earning Valor ................................................ VAL1
 02) Magic Men .................................................... VAL2
 03) Simply Mercenary ............................................. VAL3
 04) A Valorous Proposition ....................................... VAL4
 05) A Viper for All Seasons ...................................... VAL5
 06) Meeting with Magnus .......................................... VAL6
 07) Championship Match ........................................... VAL7

LEGEND OF DEAD KEL

 01) The Legend of Dead Kel ....................................... KEL1
 02) What Remains ................................................. KEL2
 03) Dark Harbor .................................................. KEL3
 04) Until Death .................................................. KEL4
 05) An Offering .................................................. KEL5
 06) The Exiles ................................................... KEL6

TEETH OF NAROS

 01) The Teeth of Naros ........................................... NAR1
 02) Rites of Passage ............................................. NAR2
 03) Shapen in Iniquity ........................................... NAR3
 04) Into Temptation .............................................. NAR4
 05) The Perpetual Desolations .................................... NAR5
 06) Ascension .................................................... NAR6

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[HSOV] - HOUSE OF VALOR                       ( (   ) ) |_| | |  | | | |  ¯ (
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The House of Valor DLC takes place in an arena within Alserund, a region in
Detyre (the SE desert subcontinent). It's mostly all about fighting for glory
and profit, and is the shortest of all the add-ons. However, it's still quite
fun, and suitable to all warrior types. If the DLC installed properly, the
quest will begin as soon as one leaves Allestar Tower; the House of Valor's
map-marked for convenience. [Without the DLC, the world map entrance to that
area is closed off.]

The arena area consists of the champion's house, several vendors that sell
all sorts of wares, a forge, a bedroll (free rest), the upper arena seats,
and a gambling den. The latter contains a fateweaver and bets -- once the
tournament starts -- can be taken by the barkeep.

So, what is the DLC's general backstory? The House of Valor used to be ruled
by fae, until Hroth Magnus won the tournament and landed it in the humans'
hands. Since then, it's been the only arena on the continent. This year's
event has ran into a snag, though: "The Crows," a team formed of survivors
from decimated squads, lacks a 4th member. If only there were a hard-hitting,
good-looking (fe)male wanderer to take the reins and get the party started!

Other notes:

• The player can't bet on his own matches.
• The rewards are fixed; teammate choice is irrelvant in that area.
• Arena battles give XP, but the quest rewards never do.
• Normally looting in the arena is impossible, but sometimes if one finishes
  a match standing right near a treasure sack, there's a small window in
  which to snag the goodies. They probably won't be amazing, but free's free!

[VAL1] EARNING VALOR
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Client -: Jakin Madsen [House of Valor, Alserund]
Foes ---: Remus Bloodhawk, 2 Rogues, Fighter
Reward -: gold, Kentigan's Shadow

To start the first mission, find Jakin, the arena manager, near the outer
portcullis. He'll invite the player to join the Crows as their leader; it's
the only way the tournament will kickstart. Do so to get access to the pit
area where the teammates await, as well as the battle board (alongside Jakin)
for exhibition matches for cash and the occasional equipment piece.

The teammates are Vigor Broadshield (warrior), Aesa Alfarinn (stealthy type)
and Helga Swanwhite (mage). Crows, for their previous loses, fight with a
two-man handicap, so the leader can only pick one partner. Once the person's
chosen, one can enter the arena through the interior gate.

Remus and his Bloodhawk fighters are just that: fighters. No magic, no weird
tricks, no teleporting -- it's a slogfest, and not a particularly enjoyable
one. However, they'll always be at a higher level than the player (denoted by
colored names), even at max level, so it should last a bit longer than usual.
Naturally, the two-man handicap evaporates when there's only one person left,
which is why it's always good to pick someone who complements the character's
skillset. For instance, a fighter can choose a mage for long-range spells
(interruptions) and annoying statuses, particularly freezing, which slows
afflicted targets' actions.

Afterwards, leave the field (corpses can't be looted in arena play) and go
see Jakin for a reward -- this will be the usual routine. This time, before
the quest ends, one must speak with Jokull Fangard in the gambling den. This
wealthy patron will be interested in sponsoring the Fateless One, and gives
Kentigan's Shadow for the good fight.

[VAL2] MAGIC MEN
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Client -: ---
Foes ---: Bodine Borgue, 2 Summoners
Reward -: gold, Gauntlets of Arland

The quest automatically begins after the den meeting with Jokull, learning
some magic users are the opponents...and they've made an agreement with the
champion to keep the Crows' bodies if they die. The man himself can shed more
light on the cadaver interest, if needed. Players without magic may want to
go with another fighter here; spellcasters have notoriously weak defenses.

The player's probably had tons of experience killing mages, but if not, Vigor
says it best: "pick one and kill it as fast as you can". They'll try to keep
at mid- to long-range and fire off tornados and fireballs, screwing with all
attacks -- even interruption-blocking buffs like Relentless Assault (Might
ability) are useless. They'll also teleport away if attacked, though juggling
often prevents them from doing it quickly. Summoners can spawn sprites in
battle, but have to stop moving to do so, luckily.

Jakin will give the rewards, including the "Gauntlets of Arland," a powerful
Might piece that boosts HP, armor and hammer damage. Its armor and durability
will level with the player, up to a max of 92 and 52, respectively.

[VAL3] SIMPLY MERCENARY
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Client -: Jakin Madsen [House of Valor, Alserund]
Foes ---: Brogain Adair, 2 Rogues, Fighter
Reward -: gold, Birkita Chausses

This time, the player is up against the Wolfpack, an experienced team of
Ljosalfar mercenaries who can do combat at any range...or at least they would
if they didn't stack the team with 3 archers and only one fighter. Because of
this, the fight is probably the weakest one yet, and lacks any real strategy
to take.

Jokull's reward will be another unique item, Birkita Chausses: these bolster
all elemental damage (+10%), HP and mana (15%). Like the previous items, a
higher level will improve their inherent armor and durability.

[VAL4] A VALOROUS PROPOSITION
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Client -: Jakin Madsen [House of Valor, Alserund]
Foes ---: Mad Dog, 5 Rogues
Reward -: gold, Ardra's Greaves

After finishing the previous task, Jakin will mention Magnus wanted to see
the Crows' new leader. [One may have to speak to Jakin twice to get the
map marker to move to the manor, which unlocks it.] Tyr Magnus, the former
champion's son and current owner of the arena, will mention certain investors
(betters) losing money on the Fateless One's success. He'll want the Crows'
leader to fight a match alone, and won't take no for an answer.

Outside, Jokull will set one straight, but that doesn't change facts: the
next battle continues as the Grand Champion wishes. Have Jakin set 'er up
and get ready to fight Mad Dog's band of buffoons. [Be sure to talk with Mad
Dog for some over-the-top lines, like "the only deal you've made is one where
I get to stab you in the face!" Amazing.] The opponents are all close-range
fighters, with Mad Dog wielding a large greatsword (watch out for his charge
thrust!). Reinforcements will jump in when rogues die, but they aren't even
comparable to Mad Dog, who has resistance to interruption, juggling and
knockback. Stunning is still possible though, if one has those enchantments.

This time, the reward is Ardra's Greaves, which boast several enchantments,
boosting all block efficiencies and physical damage, plus giving an XP bonus.
They, too, will have leveled armor and durability and (I think) the melee
block efficiency may be leveled slightly as well (max 15%). Meet with Magnus
one last time to finish the quest.

[VAL5] A VIPER FOR ALL SEASONS
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Client -: Jakin Madsen [House of Valor, Alserund]
Foes ---: Holden LaFayette, Swordmaster, Daggermaster, Archer, Sorcerer
Reward -: gold, Gentleman's Courtesy, Kentigan's Respite

Jakin's lined up a match with the Vipers, a team with members representing
each discipline of combat. Speaking with Holden himself reveals his team's
being paid double to take the Crow upstarts down. Because they don't have
any particular strength, any teammate should do well in the fight.

The Vipers' skills can be learned from their names; Holden himself uses a
spear and heavy armor. The fight isn't that spectacular, since they rely on
diversity instead of pooling their power. However, there's a twist at the
match's end: 3 Viper sorcerers teleport into the arena for some post-fight
hijinx. Show them the penalty for unsportsmanlike conduct!

Perhaps for the interruption, Jakin's/Jokull's rewards are fatter this time.
Gentleman's Courtesy is a massive breastplate that boosts damage (15%) and
HP; Kentigan's Respite (rogue leggings) boost crit damage, armor (10%) and
bleed resistance, as well as giving XP and gold bonuses (+5% per). Each will
have leveled armor and durability.

[VAL6] MEETING WITH MAGNUS
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Client -: Jakin Madsen [House of Valor, Alserund]
Foes ---: Mountain Troll, Prismere Troll
Reward -: gold

After the latest fiasco, speak with Jakin to learn Magnus wants a meeting a
bit north of the marketplace. Go to the designated cliff to instead find
Cyrus Erlin waiting. He'll mention the Crows are being thrust into the arena
at spear-point...without their leader! The lapdog will have to be slain if
the (very easy) persuasion option fails. After, Jokull will show the stolen
"Gambling Ledger," shedding some light on Magnus' recent antics.

Find Jakin, kill the two guards in the pit, then bust into the arena to save
the Crows' collective hide. Their opponents: two trolls, one common and one
prismere. [They're just called "Troll" in the arena.] Since they appear in
the wild in some form, players may already be familiar with 'em...but on the
off chance they're new, here's the lowdown.

Trolls have high resistance to magic and their close-range attacks have tons
of knockback -- they can't be parried and they bypass interruption-related
skills like Relentless Assault. If they can be knocked back themselves, they
can often just be beaten over and over until they recover. [This is easiest
with weapons that interrupt, like hammers.] Physical/blunt and piercing
damage tends to do even out in effectiveness, so any troll fight turns into a
magic-less physical brawl. Luckily, their resistances don't prevent status
effects -- Helga's ice projectiles can hit 'em with freezing status, slowing
their already sluggish movements to a crawl.

[VAL7] CHAMPIONSHIP MATCH
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Client -: Jakin Madsen [House of Valor, Alserund]
Foes ---: Tyr Magnus, Emile Elvire, Edgar Bastion, Aksel Dawn
Reward -: Gentleman's Favor, Champion's Manor Key
        : Undisputed Champion (Twist of Fate)

Here it is -- the final match! Get passage from Jakin, then go into the pit
to see the opponents on Tyr Magnus' team. [If one has gotten past "Breaking
the Siege" in the main quest, one can relate the amazing accomplishment in
dialogue, though he scoffs it off. Edgar Bastion's face may have clipping
issues, too, so make sure you talk to him!] Pick a partner that best offsets
one's skill -- Helga works well regardless -- and enter the arena.

Tyr's won the tournament nine times straight with his team. He himself wields
a greatsword and has the highest HP and damage capacity of his comrades. Ed
Bastion is the archer; Emile Elvire uses sorcery; Aksel Dawn is a swordsman
with the second-highest abilities. It's easiest to slay Emile and Bastion
first, since they're weakest, then concentrate on Aksel, who has a similar
skillset to Tyr. [In fact, Tyr's abilities are mostly what Mad Dog's were in
an earlier match, just with a longsword.] To his credit, Magnus does have a
high resistance to juggling, knockback and interruption, though he too can be
stunned via enchantments. Helga's magic can interrupt easily, too, which is
why she makes a good companion for the last fight.

The Crows win the tournament and the player is crowned Grand Champion of the
Valor arena. Talk with Jakin to get the rewards, including the "Undisputed
Champion" Twist of Fate (+5% damage, +5% damage resistance). The greatsword
Gentleman's Favor boasts high damage (207 max) and boosts HP, physical damage
and piercing damage by percentages. Magnus' manor nearby also falls into the
player's possession, acting as a very convenient stashing place, given market
proximity. Other things:

• Betting still isn't allowed...
• The bounty board remains active, even post-quest.
• NPCs will now call player champion as a greeting.
• The manor's secret fireplace entrance has a chest holding Magnus' memoirs.
• Jokull can be found atop the stairs leading to the arena seats, and will
  manage the arena somewhat. Like Aron Excavations, one can occasionally get
  a share of the profits from him.

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[TLOD] - THE LEGEND OF DEAD KEL                   | | | |  | | | | |  ) )   (
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TLODK is a seafarin', rip-roarin' summer getaway on the dreary, deadly isle
of Gallows End. It's not meant for equipment-less rookies, so there's a li'l
level requirement, but it's the only DLC that has one.

Notable features? It's the only DLC that lets one build a mansion, complete
with all the amenities, plus several ongoing quests to bide the time. There's
also new armor sets, enemies and achievements. Speaking of the latter, one
relates to "courting" a certain hopeless ship captain. Here's the responses
necessary to earn the quest.

• first meeting, tell her she's brave instead of a fool
• after shipwreck, tell her "sorry for your loss" instead of blaming her
• after shipwreck, tell her "it's just you and me" instead of taking command
• Cape Solace: tell her you'll find survivors instead of "not right now"
• Cape Solace, post-"Dark Harbor": thank her for her loyalty

[KEL1] - THE LEGEND OF DEAD KEL
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Client: ---
Reward: XP

Like all DLC starter quests, Dead Kel's opener automatically begins upon
exiting Allestar Tower. (It's also the furthest away from Odarath and the
only one with a suggested level requirement of 10+.) The next step is finding
Commodore Garrick at Rathir's pub, all the way on the Tywili Coast. He wants
a brave soul to hunt Dead Kel and his crew of Hanged Men. The problem? Kel
was murdered hundreds of years ago, making him a formitable foe.

Accept the task (earns ~4000g) and go see Captain Brattigan at the docks. She
is the only one willing to brave the Frostbreak Sea and, well...she's called
the worst sailor alive for a reason. She and her mate Tari can set sail at
once, which begins the DLC properly. Also, there's an achievement for being
nice to Rast at every turn, so make sure to do so (often upper-right option).
NOTE: Once started, leaving is impossible until some quest missions are done.

Anyway, the Calamity sinks in deep fog, wrecking on the isle of Gallows End
and killing just about everyone. After regrouping with the captain, the goal
becomes visiting the debris-blocked cave nearby. Before going there, make
sure to find the crewman's corpse on the sandbar for a powerful DLC-specific
armor:

Might --- The Leviathan's Shell
Finesse - Corsair's Shirt
Sorcery - Magister's Boatcloak

Which item is carried depends on the most-used skill tree before wrecking at
Castaway Cove (for instance, a Might character will always receive a Shell).
This means one can reset a character at a fateweaver, then make a build that
opts into the chosen item. If there's no clear winner in this area (no skill
points allocated or all points evenly divided), I believe the game defaults
to giving the Boatcloak.

Anyway, the next stop is the Flooded Cavern nearby, the only route through
to the mainland. It's mostly straightforward, but has several things of note:
(1) Rast will use kobold explosives to unblock the main path; it stays open
from then on (2) the DLC adds special construction items like bear hide and
worms -- these are always worth getting, at least in the early going (3) the
island contains scavs, basically reskinned niskaru. Their attack patterns're
the same, but they're not as difficult.

Toward the end of the dungeon, Rast runs out of explosives -- two more can be
found in the previous cavern's waterfront pile (west side). The way to the
exit is now open, though there's a hidden door right near there leading to a
pool.

Outside, run up the road to Cape Solace, the island's only town. Speak with
Alder Malloi to learn the local lowdown, finishing the quest. Most of the
island can be explored now, and filling in the fast travel spots certainly
makes the remaining portion easier. (Some spots, like Brigand's Hideaway and
Cliffbreak Fasting, can be found but not accessed right away.)

[KEL2] WHAT REMAINS
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Client: Captain Brattigan [Cape Solace]
Reward: XP

While Rast ponders how to secure another vessel, she suggests scouring the
beaches for her bosun & wife, two crewmen she hasn't accounted for. The next
step is visiting Scuttle Beach, Gallows End's eastern point. One can find
Thorir Arding taking shelter in a small alcove there. He mentions his mate
Asa was captured by faer gorta and taken to Cliffbreak Fasting, a dungeon
accessible a bit NW of there. [It was previously inaccessible, too.]

Inside, bratty Nina Malloi will join up for the 2-person search party. Other
than a few scavs, one can find a Cape Solace map fragment and Gallows End
lorestone, both along the main path. Asa can be found a bit beyond; speaking
with her opens a route through the southern wreckage. There'll be a short
scene with Kel before he sics his faer gorta lackeys on everyone.

After a minor massacre, Nina will ponder whether she should tail the rescued
inland or search the wreckage. Picking the latter has her find the "Niskaru
Blade," a unique longsword; the former finds Dylan Gravenor, a prisoner who
offers gem unbinding service. He can't be invited to Gravehal Keep, though.
[This choice comes to fruition during the next quest, note.]

Backtrack to town and speak with Rast to figure out a gameplan. Apparently an
old-timer named Quay may know how to get outta this isolated hellhole. This
finishes the quest, and starts...

[KEL3] DARK HARBOR
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Client: Captain Brattigan [Cape Solace]
Reward: XP

With the goal set, speak with Alder Malloi to get the key item "Scion's
Amulet" for his wife in Souldeep Fasting. There, Nina Malloi will bring her
prize (Niskaru Blade or Dylan) and wonder about going after the ship captain
of a newly-arrived war party. The choice won't matter much plot-wise, though
Nina will die if one spurs her on. If told to stay, she simply remains in
Cape Solace for the game's remainder.

After delivering the amulet to the Watcher inside Souldeep, Quay spawns at
in Gallows End's west half, at the map-marked lookout tower halfway between
Mudhold and Undersea Fasting. Agree to steal the Requiem, Kel's ship, and the
way into Dark Harbor will open a little ways north. [Quay offers fateweaving
services, if needed.]

There's very little to mention about the outer harbor itself, which is just
a bunch of connected dock platforms filled with faer gorta and a few other
nuisances (ancient leanashes, banshaen priestess, crudok). The correct path
is marked with green flames, at the end of which is Tari, the crewman thought
to be fish food. He mentions wanting to kill the current Scion, who factors
into his sad backstory.

Goading him on starts "Price of Freedom" later, while taking on the task
oneself begins "Justice Done" instead. [If the Scion was already slain,
"Justice Done" begins and completes in one go.] Tari will succeed in killing
the Scion if let go, which quietly despawns any loot her and her henchmen
were carrying. Interested parties should go steal those items beforehand.

Anyway, beyond Tari, Dark Harbor will finally be discovered properly, letting
one enter the inner shipyard. Smack the four map-marked mooring mechanisms
to free the Requiem and open the port wall. However, before one backtrack to
Quay's position, a different wall closes, forcing a fight with...

BOSS: Bloodgrin
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The first of Dead Kel's three henchbosses, Bloodgrin is a massive man (???)
with a gigantic hammer. Some very weak faer gorta types may join in through
the fight, but they're usually OHKO fodder, even at max level. As for 'Grin,
his attacks are pretty much a mix between troll tactics and normal hammer
moves, with a shield dash attack thrown in (shield replaced by his weapon,
of course). He's susceptible to knockback and stunning, making it a pretty
weak boss battle.

His death kills all his minions, letting one take his weapon (The Spine) as
a trophy. It can hold its owns against other unique levelled hammers, though,
like most things, it pales compared to mastercrafted items. It has a rather
low durability, too, maxing out at 25. Shame.

Soon, Quay will appear, mentioning a spy in Cape Solace who wants to disrupt
Akara's upcoming Offering -- and he ain't talking 'bout Tari! The old-timer
gives a Fate Potion for the trip, letting one drive the Requiem back to Cape
Solace. Doing so completes the quest; returning to mainland Amalur is now
possible, too.

[KEL4] UNTIL DEATH
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Client: ---
Reward: XP, gold

With the looming threat over Bridgette Malloi, it's only sensible to go warn
her of the imposing danger. Return to Souldeep Fasting (the outdoor guards
are conspicuously absent and often have loot bags in their place) and speak
to the Watcher near the sagecrafting altar. This time, one can open the fate
door further down the path, opening into a one-way drop.

The only notables in this area are (1) a Jawbone map fragment, used in Aubrey
Gilcrest's quest (2) a Gallows End lorestone, near a bed past the 4th fate
door. Only a few boggarts and scavs roam the halls, making the trek to the
boss' chamber pretty easy. Speak with Bridgette to begin.

BOSS: Whispering Witch
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After a wimpy prelude, the witch shows herself. Outside of summoning (and
healing) scav minions, she uses a lot of staff-based projectiles. These can
be avoided with proper timing, though when she jumps onto the ledge to shoot
several at once, it can be harder to avoid. Besides those tactics, it's a
simple beatdown, and boy, she's sure deserving of one! [At high levels, her
attacks can be fairly damaging, especially against those with poor armor
ratings!]

After, grab witchy-poo's unique "Wavemaker" sceptre, then take the shortcut
out. Alder Malloi will want to hear the bad news, and after a conversation,
it's decided the player will become the new Scion. This ends the quest, and
starts...

[KEL5] AN OFFERING
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Client: Alder Malloi [Cape Solace]
Reward: XP

As the new Scion, one must claim the birthright in the northern region, at
Akara-Tor. This is as simple as going to that area and taking the only marked
road into the mountains. Find Brattigan, walk forward to receive Akara's
blessing, then prepare to meet...

BOSS: The Baronett
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This dandy fop splits into several copies at the start, all of whom have his
magic capabilities. It's not altogether different from a normal mage fight,
though he does have a few quirks, like a double tornado summon (i.e. six in
a short span). Naturally, with all the copies doing similar moves, the fight
can quickly go south for low-armor characters, so gank one of 'em -- they all
share the same healthbar. Some nearby NPCs, like Rast and Tari, will join in,
acting as distractions, too. On harder difficulties, one may want to employ
Reckoning mode to finish quickly.

Loot the boss for the unique "Baronett's Blades" (chakrams), speak to Quay,
and choose which companion -- Rast, Tari or Nina -- will tag along for the
Akara-Tor trip. One need not pick Rast to get the "Manic Pixie Dream Elf"
achievement, though her inclusion does offer some fun dialogue from nearby
NPCs, mostly about how insensible she is... Picking earns "The Scion" Twist
of Fate (+2% XP gained, +10% elemental damage).

The next step is progressing through the ancient dungeon, which, compared to
others, is ridiculously long. [Entering the hole is a one-way trip, so get
prepared first!] To start things off, there's a hidden door at the drop-in
zone, east side. From there, the goal is to make way north, toward a locked,
red sigil door. (The opener is a button in the east bog thresh room.) From
there, the main path gradually goes counterclockwise and moves south, and
stays that way until reaching the destination. Along the way are various
forest friends (crudok, boggarts, brownies, root golems), plus a few faer
gorta toward Dead Kel's location.

At the end, speak with "Akara" to end the quest. The final chapter begins
immediately.

[KEL6] THE EXILES
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Client: Akara [Akara-Tor]
Reward: XP, Signet of the Erathi, Buccaneer Twist of Fate

Akara wanted a certain outcome, so let's not disappoint the home crowd.

BOSS: Dead Kel
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Kel...is kinda disappointing. His fight is mostly him summoning faer gorta
minions while he hides in the ground, occasionally reappearing to spawn more
before repeating. [Might characters can use the pitiful fodder to fuel their
"Battle Frenzy" skill, though.] Not much else to say. Use Reckoning mode to
extend that window of opportunity...though it usually isn't needed.

One can take the unique "Torment" longsword from Kel's cold, dead hands...and
like its old owner, is also terrible. The final step is escaping the dungeon
as it collapses faster than an opera hat. There's a few chests along the way;
may as well get 'em, since this is a one-time-only egress.

Returning to the village occurs automatically after reaching the beach. Find
Quay near Souldeep Fasting to earn the Buccaneer Twist of Fate (+3% crit
chance, +5% phys resistance, -10% equip requirements) and the unique ring
"Signet of the Erathi".

That completes the quest and the DLC. If one was nice to Brattigan the whole
time, she gives her unique greatsword "The Harpy" as proof of wooing. This
also earns the "Manic Pixie Dream Elf" achievement. Some quests (like "Price
of Freedom" and "The Invaders") are now available, too, which factors into
finishing "Scattered Fragments" and "Master of the Keep".

NOTE: Even with the plot over, fast-travelling to the mainland is still a
      no-go. One has to talk to Rast in Cape Solace or Rathir to sail.

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[TTNR] - THE TEETH OF NAROS                    | .  \ | | | |  ¯ (| | | |\__¯\
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Like the DLC before it, the third and final add-on provides a new area for
players: the mountainous "Teeth of Naros," located south of the Ettinmere
province. With the DLC installed, there will be a new path on the southeast
border.

So, what's the backstory? Helyc Crosse, an inveterate mercenary, has found a
madman's diary that tells of Naros' natural wonders (fountains of sapphires
included!) and has strapped together a ragtag band to check the writings'
veracity.

It's worth noting that Naros' DLC is unique in that its lootables (hidden
stashes, chests) eventually respawn like monsters. It won't be in the same
short timespan, of course, but it does make loot runs for those pesky armor
sets easier.

[NAR1] - THE TEETH OF NAROS
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Client -: ---
Reward -: XP, gold

The opening quest will automatically begin after clearing Allestar Tower in
the tutorial mission, and can be pursued immediately, if wanted. [There's no
level requirement like Legend of Dead Kel.] Ettinmere is the SE region, only
accessible via Webwood; at the map-marked area, one can find Helyc's Camp.

There one can meet the other adventurers joining the quest: Cach Cranwyn,
Sveri Brond and the leader, Helyc Crosse. [The first two actually spawn out
of the camp, eventually setling in the Ettinmere and north Webwood-Haxhi
mountain passes, respectfully. Sveri can be found as far as the first pass
into western Odarath, though. These are alternate methods of learning some
expedition info.] He mentions that there's no easy way into Naros, but the
tunnels nearby can bypass any mountaineering required.

Agreeing to come truly kickstarts the mission. Enter the Southern Passage to
see the DLC preamble intro, then catch up with the Helyc as his intrepid trek
finds an...odd corpse. Cach immediately bails on the journey, and ahead, Ms.
Frond fares even worse. But, the leader wants to press onward instead of
following his gut instinct and/or brain.

Further on, one finds a completely new foe added by the Naros DLC: a pteryx.
It's a giant ostrich-like bird that often attacks in packs. They're not too
difficult in general, but don't tell Helyc that: one of the buggers injures
him, forcing him to rest a spell. [He can be given a healing potion just to
be safe, via dialogue.] Beyond the blue sigil door is a jump point; taking
it causes a cave-in somehow, separating one from Helyc.

From here on out, the player's alone. Eventually, atop a long staircase, one
finds the "Cipher of Ethene" (key item) on a pedestal. Inspect it to get a
divine quest, saying some mumbo jumbo about being "the Beckoned" and "finding
the Primos". The Beckoned Twist of Fate unlocks at this point (+10% damage
while in Reckoning mode). Also be sure to pick up the "Kollossae Litany" on
the plinth near the next stairway; it lets one get a jump start on a future
sidequest.

The way out is abundantly clear at this point. Enter the fresh air to finish.

[NAR2] RITES OF PASSAGE
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Client -: ---
Reward -: XP, gold

Congrats on making it to the Teeth...now cross your fingers on making it out
alive! The cliff exit leads right to Secandra's Camp, which is run by one of
those tall, stone-like people (Secandra herself, as it turns out. This race
is known as the Kollossae). Tell the warrioress about the strange entity's
invitation, then beatdown some jottun at the gates.

After another conversation (includes 2 persuasion options about Primos), one
learns the Kollossae city, Idylla, is completely closed off as long as the
jottun forces run roughshod in the Teeth. Gaining access will require putting
the jottun leader Kahrunk out of business. One of Secandra's scouts, Remes,
is already...ahem, scouting the situation.

• At this point, the entirety of the Teeth is free to explore, so feel free
  to just fill in the map, see where the quest-givers are, etc. This region
  also has its own set of Lorestones, foes (Kollossae Marauders & Silverback
  Trolls), shrines and magic (primal). Naros trolls tend to drop fantastic
  loot frequently, so they should always be slain if possible.

Find Remes' Camp to learn Kahrunk's fortitude comes from his kobold helpers,
who heal his wounds and help him resist damage. If they're out of the way, he
ain't much different from his chubby brothers. Remes suggests using primal
magic to inflict grievous injury on the jottun, and gives a weapon for that
particular task. [Primal magic inflicts residual damage on its own, but also
increases magic sensitivity on the target for is duration. Follow up with
spells to take down resistant foes, like trolls, much easier!] The weapon
received is random, so resetting to get a playstyle-appropriate one should be
possible.

Next step is visiting the warlord's tower, just up the north road from Remes'
position. [There's a hidden door in the jottun-filled gorge SW of there, at
the fake cave mouth.] The ascending path is very straightforward, with only
a few jottun/wolf encounters before the peak. Consider saving before knocking
on his proverbial door.

BOSS: Kahrunk
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One may be thinking, "what's so special about this jottun guy?" Well, the
answer, for anyone who's braved the campaign or gotten a few levels under the
belt, is nothing -- he's played up for plot significance. The only quirk is
the kobold helpers, who can heal his wounds at very slow rates, and Kahrunk's
ice-elemental hammer blows. He can be countered for riposte, though, and is
little challenge for well-travelled players. Defeating Kahrunk without
killing both helpers completes "The Harder They Fall" achievement. Killing
one helper and leaving the other is fine in this regard.

Afterwards, clean up any leftover attendants, loot the place (Kahrunk drops
the unique "Ethene's Tear" ring) and return to Remes' Camp where Secandra
waits. Her reward for the contract killing is "The Naros Fang" hammer. The
option to spare the remaining jottun affects nothing plot-wise, so feel free
to put 'em to the sword. The less of those nasty brutes, the better!

To finish, follow Secandra to the henge, an ancient levitation artifact that
connects the lower Teeth to Idylla, the floating Kollossae city. Using it
earns the "Beam Me Up" achievement and completes the quest. [Note that the</pre><pre id="faqspan-3">
henge is not a fast travel point and acts as a slight annoyance in Naros'
exploration. Finding the Earth Shrine south of the henge helps this a bit.]

[NAR3] SHAPEN IN INIQUITY
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Client -: Secandra [Idylla]
Reward -: XP, gold, Crested Helm

This quest begins upon approaching Secandra in Idylla. Anakatos, the Primos
one seeks, has been in seclusion for years, praying to the gods. However, he
cannot refuse a visit from Ethene's Beckoned. Secandra will lead one right to
the Primos' doorstep, although it's possible to do a ton of sidequests at
this time (and get the "I Regret Nothing" achievement by suiciding off the
plaza's massive pit).

Enter the Primos' sanctuary and speak with the man himself. He sought to
prove his devotion to the gods through prayer, but with the Beckoned's help,
making a Wreath of Absolution may work instead. Secandra will help for the
assemblage tasks.

• Arkes' Circlet: The previous Primos was buried with a golden band needed
  for the wreath, so what better way to strike first blood than robbing his
  tomb? His crypt is in the Idylla Undersewers, accessed from the main sewer
  system's eastern end. [It's closest to the eastern henge, so if one should
  stumble on the other three, just teleport there.] The sarcophagus is right
  near the entrance. Pressing Secandra about her reticence gives a persuasion
  option.

• Pteryx Vanes: These can only be obtained from the alpha variety, not the
  common rabble. Meet Anokatos along the east road (NW of Nyxaros) and trek
  to Eyrie Peak north of there; all but one of the alphas are along the outer
  route.

The quest ends when all three bundles of vanes are collected, earning the
unique Crested Helm, which boasts high armor and boosts armor further by a
small percentage (+16% maximum). Inquiring about the next step starts...

[NAR4] INTO TEMPTATION
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Client -: Anakatos [Eyrie Peak]
Reward -:

The Primos wants to perform a ritual at the site of his people's original
transgression, which means visiting the Hyperian Temple in the lower Teeth's
crater lake. It can only be accessed from the western path, and can be fast-
-travelled to if previously discovered. Anakatos meets the Beckoned within,
and accompanies during the descent.

There will be a few places where one must journey down a side path and find
a magic orb, restoring the path for the companion. He may not progress if one
gets too far ahead, though, so it's easiest to let him lead. Eventually, the
path will lead to the deepest chamber, and one must stand at the designated
spot.

After some events, one gets the "Broken Cipher of Ethene" and must fight the
Silent Choir foes who block the way back up. Additionally, one is slapped
with a plot-related curse (Shattered Fate) which may remove a percentage of
earned Fate when struck. These Kollossae foes have a similar AI script to
others of their kind, particularly when attacking after an evasive roll; the
acolytes can use ground-travelling lightning magic.

Halfway up, Secandra will rejoin as companion, and gives the Primos' Talisman
or Hoplon shield as a freebie (earned reward is based off character's chosen
build). Near the exit, she suggests visiting Nyxaros, a monastic retreat that
may shed light on how to repair the Cipher. This begins the next quest.

[NAR5] THE PERPETUAL DESOLATIONS
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Client -: Secandra [Hyperian Temple]
Reward -: ---

Nyxaros is on the lower Teeth's east border, not far from the SE corner. Our
favorite policewoman will join up inside, suggesting a search at the other
Ethene shrine nearby. Once there, Ethene will speak briefly before opening a
new wing, as well as turning on the Nyxaros lorestones. (Like several main
story dungeons, all are found within. See the lorestone section for where
they all are.)

Continue to the next map-marked location to learn some grizzly fates await
the jottun slaves and the council. After a brief fight, Secandra will give
the Lightning Cage (unique greatsword) or Titan's Cuffs (unique chakrams) --
again, these depend on whether the player's build leans towards Might or
Sorcery.

To save the slaves and meet the council, go east and south, respectively.
Visiting the council first gives more dialogue, but causes the slaves to be
killed afterwards. Saving the slaves first makes them friendly units who'll
follow and help defeat any remaining foes; however, the council dialogue's
much shorter. The decision won't change much in general, so don't agonize
over it. (Two Nyxaros lorestones are on the slaves' path, note.)

Either way, one must meet with the council on the southern path. Afterwards,
ask Secandra about her last day with Arkes to learn of the Air and Earth
Temples. This begins the final quest, and exiting out the hidden door path
opens a secondary entrance to Nyxaros.

[NAR6] ASCENSION
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Client -: Secandra [Nyxaros]
Reward -: XP, gold, Herald of the Gods Twist of Fate, Remnant/Pteryx/Primal
          armor set

Secandra's spidey senses knew something was wrong in the city, so make for
Idylla to check it out...or at least try. The city will be off-limits until
this quest completes -- all the more reason to finish 'er quickly. (Anicetus,
Euanthe and Tryphaian can provide shop, fateweaving and smithing services,
respectively.)

The first destination is the Earth Shrine, which makes sense since it's just
a bit south of the Idylla henge. However, this time, inspecting the statue of
Ethene will open passage to deeper caverns. Secandra will recite one of an
old proverb about following the light; this eventually changes the destination
marker to the easternmost alcove. Unsealing the shrine there, then follow the
light again, this time to a hidden door shortcut. A few Silent Choir types'll
appear as a nightcap.

Next, the Air Shrine! This is in the northernmost tip of the place, not far
from Berenike's Camp and Njordir's Font. Entrance is, once again, given by
inspecting the Ethene statue, and Secandra's riddle mentions "walking on air"
to proceed. The NW and NE corners have map-marked wind circles; dispel each
by moving in them. This creates a wind bridge due north of the entrance, and
leads to the troll-guarded shrine.

Unsealing the last shrine recreates the Cipher of Ethene, spawning more Choir
goons at the entrance. To finish the chapter and end the DLC, return to the
Hyperian Temple, cut through several groups of Choirboys, and access an arena
beyond the lower antechamber.

BOSS: ????
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The boss has several attacks: (1) close-range punches and knees (2) an ice
projectile that freezes one in place, like the marauders use (3) a jumping
fire attack, like the unarmed Silent Choir types use (4) summoning multiple
explosive clones (5) a lunging lightning attack with a huge area of effect
(6) twin lightning projectiles, like Choir acolytes use. The 4th and 5th
attacks occur only after the boss has jumped out of the arena to the nearby
ledge, note. As for tactics, evasion works on all attacks, but is hardest on
the clone technique, since getting hit gives knockback, often letting the
others hit, too. Besides that, there's copious amounts of time to heal given,
making it a little anticlimactic. At low levels, the boss can certainly deal
some damage, though.

---

Afterwards, loot the unique "Kollossae Medallion" and escape the temple to
have the Hyperian raised into Idylla. Outside, Secandra will give a specific
armor set based off one's character build, as well as finishing the quest.
This also earns the Herald of the Gods Twist of Fate (+2% EXP bonus, +5%
bleeding resistance). Oh, and the Shattered Fate curse is off at this point,
too.

This pretty much ends the DLC, although there's always armor sets and rare
items to find, plus any remaining sidequests.

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DLC SIDEQUESTS                                                           [DLCS]
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Of all the DLC, only the main add-ons of Dead Kel and Teeth of Naros contain
relevant sidequests. These are listed below.

 LEGEND OF DEAD KEL (DLC)

 01) An Infestation ............................................... DK01
 02) Beast Taming ................................................. DK02
 03) Combat Training .............................................. DK03
 04) Coveting Tragedy ............................................. DK04
 05) Diplomacy .................................................... DK05
 06) Gravehal Armory .............................................. DK06
 07) Gravehal Gallery ............................................. DK07
 08) Gravehal Keep ................................................ DK08
 09) Gravehal Library ............................................. DK09
 10) Gravehal Paintings ........................................... DK10
 11) Gravehal Tower ............................................... DK11
 12) Gravehal Tunnels ............................................. DK12
 13) Justice Done ................................................. DK13
 14) Master of the Keep ........................................... DK14
 15) Price of Freedom ............................................. DK15
 16) Restoring Gravehal ........................................... DK16
 17) Scattered Fragments .......................................... DK17
 18) Scouting Mission ............................................. DK18
 19) The Expedition ............................................... DK19
 20) The Invaders ................................................. DK20
 21) The Prison Ship .............................................. DK21
 22) Ties That Bind ............................................... DK22
 23) Translations ................................................. DK23

TEETH OF NAROS (DLC)

 01) Ashes to Ashes ............................................... TN01
 02) Back to Basics ............................................... TN02
 03) Circles of Strife ............................................ TN03
 04) Dramatis Personae ............................................ TN04
 05) Going Primal ................................................. TN05
 06) Hoarders in the Sewer ........................................ TN06
 07) Labor of Love ................................................ TN07
 08) Leaky Faucets ................................................ TN08
 09) Lost Arts .................................................... TN09*
 10) Lost in the Sewers ........................................... TN10
 11) Myrrine's Burden ............................................. TN11*
 12) Of My Own Invention .......................................... TN12
 13) School of Hard Knocks ........................................ TN13
 14) Stowaway ..................................................... TN14
 15) The Great Game ............................................... TN15*
 16) The Lost Litanies ............................................ TN16
 17) The Sewer Run ................................................ TN17
 18) Will and Waters .............................................. TN18


[DK01] AN INFESTATION
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Client -: Nesta Gwynedd [Cape Solace]
Prereq -: The Legend of Dead Kel
Reward -: XP, gold, Driftwood Sandals

Nesta's camp can be found along the cliffs NE of Cape Solace, before the pass
into Scuttle Beach. She mentions eking out an existence thanks to a garden at
Storm Point...only it's now caught the scavs' attention. Agreeing to help
starts the quest, letting the pair lead one to the sheltered nursery north of
there (it isn't a fast travel destination).

During this quest, four scavs will spawn at the destination -- two to start,
two more appearing mid-battle. Afterwards, Nesta will give Driftwood Sandals
(+10% mana regen/sec, +1 mana regen/sec, +1 to Sorcery abilities) as well as
the usual goodies. She also mentions having seen a ship run aground earlier,
unlocking "The Prison Ship" mission at Scuttle Beach.

[DK02] BEAST TAMING
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Client -: Cillian Keen [Gravehal Keep]
Prereq -: Restoring Gravehal
Reward -: passive bonuses

Cillian has one of the first subordinate quests available in the Gravehal
restorations. Basically, with the beast pen built, he can domesticate some
beasts, up to three at a time. Feeding animals makes them stronger, granting
small passive bonuses to the player. (Feed them the same item used to lure
them; bonus increases slightly every couple 2-3 fed, to a max of 3 times.)
 ____________ _______ ________ _____________________________________________
| PET        | SIZE  | LURING | PASSIVE EFFECT                              |
|¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Barghest   | Large | 5 Meat | Increases resistant to magic                |
| Bear       | Large | 5 Fish | Increases maximum HP (+8%, 9%, 10%)         |
| Boggart    | Small | 2 Bugs | Increases XP gain rate                      |
| Brownie    | Small | 3 Fish | Increases bleeding damage                   |
| Rat        | Small | 2 Meat | Increases crit chance                       |
| Root Golem | Large | 6 Bugs | Increases maximum mana (+8%, 9%, 10%)       |
| Spider     | Small | 3 Bugs | Increases poison resistance                 |
| Wolf       | Large | 3 Meat | Increases crit damage                       |
|____________|_______|________|_____________________________________________|

Like in "Combat Training," the root golem only unlocks by finishing the DLC
questline ("The Exiles").

[DK03] COMBAT TRAINING
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Client -: Ollie Madsen [Gravehal Keep]
Prereq -: Gravehal Armory
Reward -: gold, various unique equipment (see below)

As a former master-at-arms for two Warsworn fortresses, Ollie knows a thing
or two about training others. Once he's brought into the fold, he'll appear
in the courtyard to give these services. His method: let the player fight a
monster(s) and compare the time to the fastest ones he's encountered thus
far. If one breaks a record, a prize is obtained. [Monsters give experience
and loot, unlike the House of Valor arena.]

           SMALL CREATURES               LARGE CREATURES
           • Boggarts - 0:30             • Bears - 0:35
           • Brownies - 0:28             • Wolves - 0:38
           • Rats - 0:25                 • Barghests - 0:40
           • Spiders - 0:36              • Root Golem - 0:60

All opponents are available to fight at the start, except the Root Golem --
that requires beating the final story mission. With eight opponents, there's
eight possible rewards. [Numbers not mentioned are just small gold sums.]

1) Dverga Ornamental Chain (necklace)
3) Dvergan Emerald (ring)
5) Dvergan Swords (daggers)
7) Trencher (greatsword)
8) The Crafted Sun (staff)

Any tips needed? Well, not really -- the records tend to give leeway. Mages
can just drop Meteor, of course, nuking everything to instantaneously set a
new record. This will affect the gold rewards if replayed, of course.

[DK04] COVETING TRAGEDY
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Client -: Nesta Gwynedd [Cape Solace]
Prereq -: The Prison Ship
Reward -: XP, gold, Volcanic Glass Ring, Crown of the Dverga

Awhile after "The Prison Ship" is finished, this quest can begin. Nesta will
mention that Olaf attacked her in a lustful way, and Cadwallon drove him off.
The two still haven't come back, and Nesta fears for her hubby's life. Agree
to help to start officially, map-marking the Siren's Den in the isle's north
region.

Once there, take the north route right toward Olaf's hiding place and where
the ongoing fight has led. Kill the would-be rapist to send Cadwallon on his
merry way (almost funny, as he mentions hoping Olaf is suffering, then leaves
with a friendly "bye!" response). A chest nearby contains a map fragment for
the Jawbone region, but there's little else to speak of.

Return to Nesta for the unique rewards. The crown boosts mana and physical
resistance while dropping mana costs; the ring boosts fire/ice damage a bit
and ups crit chance.

[DK05] DIPLOMACY
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Client -: Myfa Rhonwen [Gravehal Keep]
Prereq -: Gravehal Tower
Reward -: various (see below)

Once Myfa's moved into the keep, she'll start offering her diplomacy skills.
How does it work? As master of the keep, one can send Myfa to neighboring
settlements to engage in trade, tribute or spying, each with their own useful
info. [This takes place over the course of 6 hours, unlike Zefwyn's scouting.]

Tributing is basically giving a capital city free money, which increases how
much they like Gravehal. Trading is just that: giving Myfa a certain stipend
and letting her buy the destination's items. Each's specialty differs from
the others. Spying allows one to steal gold and goods, spread propaganda, and
(if relations are poor) assassinate targets. If Myfa's caught doing dubious
activities -- and she often will be -- the relationship suffers.

When diplomacy goes swimmingly, one can forge an alliance, which adds a new
NPC to the main hall. (Successful alliances are required to finish "Master of
the Keep," also.) If diplomacy goes poorly, one can stage raids on the enemy,
earning war spoils.

EMBERDEEP
 • Trade: equipment components, construction bundles
 • Added: auroch

HRENLOC
 • Trade: shards, food
 • Bonus: Sunhilda Lorelle

FORT OLGHORN
 • Trade: food (bugs, meat), Golden Chalices
 • Bonus: Erlen Vanik

[DK06] GRAVEHAL ARMORY
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Client -: Padrig Dower [Gravehal Keep]
Prereq -: Restoring Gravehal
Reward -: armory added to keep

After clearing the courtyard, Paddy has his sights on an armory. This will
require certain materials (listed below). As before, if one lacks the needed
items, Paddy can mark their locations on the map to expedite the search.

• 2x Bundle of Emberwood
• 2x Bundle of Sailcloth
• 4x Bundle of Seasteel

After a one-day wait (made exceptionally easier now that the master bedroom's
available), Paddy will suggest getting Cape Solace's own Ollie Madsen as the
keep's master-at-arms. He'll agree immediately, and upon return, the armory
will be finished. The blacksmithing station is now accessible, plus Ollie's
own "Combat Training" quest.

Two NPCs can be brought to the armory around this time. Kail Murdagh can be
found wandering the island's north half (NE side) and offers repair services.
Aled Powell lives in the Tidal Pools area, beyond a trap-filled route near a
really big waterfall. He offers shop services, including a "Castaway" armor
set. Both must be found to finish "Master of the Keep" later. [To enter the
Tidal Pools, jump off the point near Cape Solace's gallows.]

[DK07] GRAVEHAL GALLERY
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Client -: Padrig Dower [Gravehal Keep]
Prereq -: Gravehal Library
Reward -: gallery added

Continuing with the upkeep, Paddy wishes to build upwards, adding a gallery
to the main building's second floor. This will require:

• 2x Bundle of Sailcloth
• 3x Bundle of Seasteel
• 3x Bundle of Emberwood
• 4x Bundle of Beachstone

After a day, Paddy will send one to fetch Benwick Athelm, a new shipwreck
survivor (and artist!) from Cape Solace. After checking in with Paddy and
finishing the quest -- when one can start "Gravehal Tower" -- Benwick's own
"Gravehal Paintings" mission becomes available soon after.

[DK08] GRAVEHAL KEEP
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Client -: Padrig Dower [Cape Solace]
Prereq -: The Legend of Dead Kel
Reward -: XP, gold, Master of Gravehal Twist of Fate

This quest is available after the DLC's opener and relates to one of Gallows
End's main projects: restoring the local fortress to working order. As Paddy
mentions, it could certainly help the isle's growing population...if someone
would get rid of the foes inside. [For info on how he got the key, find the
scroll on the corpse in Siren's Den.] What's in it for the player? Well, a
base of operations with many perks is certainly a plus, though it'll take
some time for full working order. Some missions will only become available by
pursuing the Gravehal renovation quests.

Agreeing begins the job, sending our gnomish cohort to the keep's gates, just
north of town. Once in the courtyard, kill the scavs before moving inside to
slay the remnants. Sitting on the throne finishes the quest...or would, if a
dang Niskaru Horrinox didn't show up! Killing it finishes the quest and earns
the Master of Gravehal TOF (+10% gold drops, +1 to Persuasion & Mercantile).

Paddy offers his assistance as the first helper, but many more can be sought
out. This opens up the next quest, Restoring Gravehal.

[DK09] GRAVEHAL LIBRARY
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Client -: Padrig Dower [Gravehal Keep]
Prereq -: Gravehal Tunnels
Reward -: library is built

Paddy's dreamt of a large library, and once again needs raw materials:

• 3x Bundle of Bearhide
• 3x Bundle of Emberwood
• 4x Bundle of Sailcloth

After a day, return to the architect for a librarian recommendation: Deirdre
Gwint. She can be found in Cape Solace and happily joins the keep's staff,
just in time for the wing to be built. The li'l lassie offers her own quest
"Translations," although it adds a lot of unremovable clutter to the menus,
so I don't recommend bothering with it. However, there is a sagecrafting
altar there, so this is a good chance to recruit

Paddy's next step is laid out in "Gravehal Gallery". Note that Adeline Kirk,
a shipwreck survivor in the isle's west half (near Mudhold Fasting), can be
recruited as the keep's gem unbinder. If she's sent to town instead of the
keep, she'll eventually show up at the library on her own. [This may take a
few days, however.]

[DK10] GRAVEHAL PAINTINGS
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Client -: Benwick Athelm
Prereq -: Gravehal Gallery
Reward -: paintings added (give various permanent effects)

After Paddy uncovers some old paintings, Benwick wants to start restoring 'em
to their proper glory. To make the required magical paints, he'll need the
vital essences of magical beasts. Basically, each painting will require one
to kill certain animals, which then fills a related vial; when all are full,
return to start the renovations.

There is a fixed order to this quest. All paintings will require vial-filling
to proceed, except the final painting, which is recovered only as part of the
sidequest "Master of the Keep".
 ___ ____________________ ______________________________ ___________________
| # | PAINTING NAME      | ENEMIES TO KILL              | PAINTING EFFECT   |
|¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| 1 | Sea Cave           | 4x Scav, 6x Murghan          | +5% gold bonus    |
| 2 | Mythal Keep        | 3x Murghan, 6x Faer Gorta    | +3% ranged damage |
| 3 | The Witch's Lair   | 6x Faer Gorta, 1x Root Golem | +10% HP and mana  |
| 4 | Gravehal Keep      | 4x Boggart, 6x Scav          | +3% melee damage  |
| 5 | The Roots of Akara | 5x Boggart, 1x Root Golem    | +1 HP regen/sec   |
| 6 | The Black Atoll    | ---------------------------- | +1 mana regen/sec |
|___|____________________|______________________________|___________________|

Boggarts appear all over, but those at the Siren's Den entrance're easiest
pickings. Root golems appear in the outer western/northern regions, and can
also be summoned by Ollie during "Combat Training". [Same goes for boggarts.]
Faer gorta can be found on Scuttle Beach and Cliffdeep Fasting. Murghan and
scavs tend to occupy the same places, and Undersea Fasting is the best place
to find both. In fact, it's the earliest place that spawns 6 scavs; going to
Flooded Caverns or Cliffbreak will require a second trip elsewhere.

[DK11] GRAVEHAL TOWER
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Client -: Padrig Dower [Gravehal Keep]
Prereq -: Dark Harbor -and- Gravehal Gallery
Reward -: tower added

After the gallery's constructed, Padrig sets out on the keep's final need: a
massive tower to convey how awesometastic the place is!

• 3x Bundle of Beachstone
• 3x Bundle of Emberwood
• 3x Bundle of Seasteel
• 4x Bundle of Bearhide

After a day's time, learn Paddy wants to recruit Myfa Rhonwen as the keep's
political envoy. Fetch her from Cape Solace (she's been there quite awhile,
actually, helping the other survivors) and return home to find the tower --
accessed from the gallery's second floor -- complete. This marks the final
renovation, earning the "Keep on Rising" achievement. "Master of the Keep" is
now available.

[DK12] GRAVEHAL TUNNELS
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Client -: Padrig Dower [Gravehal Keep]
Prereq -: Gravehal Armory
Reward -: tunnels cleared

Paddy's next renovation is cleaning up the tunnel system around the keep's
exterior, which can act as a shortcut to different parts of the island. [Not
that it matters with fast-travelling. It's the only way to access one of the
Gallows End lorestones, however.] Materials this time:

• 2x Bundle of Bearhide
• 3x Bundle of Beachstone
• 3x Bundle of Seasteel

Fetch the supplies, wait a day, then report back. While the architect works,
he suggests finding Zefwyn Lan, the area's best scout, and recruiting him to
the fold. However, he mentions Zef being north of Cape Solace, when he's
actually on the island's west side , near the cliffs. [Zefwyn's Camp is a
fast-travellable location if found previously.] Find Paddy once Lan's onboard
to finish up. Next quest: "Gravehal Library".

[DK13] JUSTICE DONE
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Client -: Tari Holstig [Dark Harbor]
Prereq -: Dark Harbor
Reward -: XP, Strand of the Seven Seas

During the main quest "Dark Harbor," one encounters the Tari, Rast's crewman
with a vendetta against the current Scion, who had his mother killed and him
set adrift. Though he's out for blood, passing a persuasion option lets one
take on the task in his place, which starts the quest. [Taking this quest'll
prevent "Price of Freedom" from starting later.]

Pima, the current Scion, can be found in the island's north side, NW of the
Siren's Den. She, and her three Watcher guardsmen, are all magic users and
behave like any other seen previously. Furthermore, each carries a special
item (Akira's Visage & 3 Children of Erathell armor set pieces, respectively)
which can be looted/stolen from them.

When the deed's done, return to Tari -- he'll be somewhere between the Harbor
and Siren's Den -- for the rewards, including the unique Strand accessory (5%
chance to sap 20 HP/mana per hit). Other notes:

• The Scion and her Watchers appear pre-quest as friendly units, carrying all
  their relevant loot. Taking this quest turns them hostile immediately, for
  some reason. Additionally, killing the Scion pre-quest forces one to tell
  Tari the "good" news, which starts and completes this quest in one go (no
  option to begin "Price of Freedom"). Finishing "Justice Done" in this way
  won't impact the reward.

[DK14] MASTER OF THE KEEP
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Client -: Padrig Dower [Gravehal Keep]
Prereq -: Gravehal Tower
Reward -: XP, various (see below)

With all renovations complete, Paddy suggests sitting on the throne to hear
the subordinates' requests. There are seventeen mini-tasks in all, and they
must be done in the given order. (Choosing "I'll think on it" when petitioned
will stay the quest from updating temporarily.)

If one sits on the throne and nothing happens, this is because the person
requesting an audience isn't recruited yet -- and there's plenty to bring
into the fold! Aled Powell can be found in the Tidal Pools, past the lengthy
waterfall drop. Kail Murdagh and Adeline Kirk wander the NE and west parts
of the island, respectively. Marten Strand and Bertrand Seznec are rescues
found in the "Scouting Mission" quests. Finally, Erlen Vanik and Sunhilda
Lorelle join the keep during Myfa's "Diplomacy" missions -- one must erect an
alliance with Fort Olghorn and Hrenloc, respectively.

01) Priestess Jacinda: she wishes to find Sister Ceanna, another person who
    was shipwrecked with her. Search NW of Mudhold Fasting to find sister's
    remains near a bog thresh, and bring "Sister Ceanna's Note" back to her
    friend. [REWARD: Mysterious Targa shield]

02) Ambrose Flora: When she first arrived on Gallows End, the shopkeeper hid
    her items. The loot can be found north of Siren's Den, underneath a jump
    point off the beaten track. Return "Ambrose's Goods" to finish. [REWARD:
    Dvergan Kite Shield, a unique buckler.]

03) Cillian Keen: The beastmaster wants some feed for his chickens, a bit of
    meat. If one has three "Meat" items already, they can be given over to
    finish quickly; otherwise, one must go find 'em elsewhere. Enemies, bears
    in particular, can drop 'em. [REWARD: n/a]

04) Zefwyn Lan: The scout offers a challenge instead of a request, wanting
    his liege to visit the bottom of the Tidal Pools. This dungeon can be
    accessed near Cape Solace by jumping off the gallows platform. If one
    has already been there, there's no need to go again. [REWARD: n/a]

05) Ollie Madsen: The master-at-arms, like Zef, poses a challenge, not a
    task -- namely, fighting him in the arena. He uses a longsword and has no
    real strategy to speak on. [REWARD: n/a]

06) Padrig Dower: Paddy would like some materials to put toward repairs, and
    needs: 2x Bundle of Beachstone, 2x Bundle of Seasteel. If they're already
    obtained, they can be given over ASAP to expedite things. [REWARD: n/a]

07) Calum Toomey: The shady ex-Traveler has a monetary dispute with Ms. Elwa
    Brond of Cape Solace, and wants the player to liaise the situation. The
    only mediation options are paying back the full 10K or, with a persuasion
    option, half that. [REWARD: n/a]

08) Deirdre Gwint: After finding a Dvergan lorestone, she wants the player to
    find out if any others exist. All remaining lorestones will have their
    locations marked; one need only find them and report back. A Gallows End
    stone is in Brigand's Hideaway, a post-quest dungeon. [REWARD: n/a]

09) Benwick Athelm: The keep's records mention 6 paintings, and Benny would
    like the final painting to be recovered from Mudhold Fasting, where it
    was moved for safekeeping. Recover "The Black Atoll" in the cave's only
    outdoor portion, sitting in fresh air...a decidedly preservation method,
    surprisingly. [REWARD: The Black Atoll's permanent mana regen effect.]

10) Myfa Rhonwen: A diplomat needs certain fineries, and Myfa's ragged
    appearance is unbefitting an ambassador. She'll need 7500g to update her
    looks. [REWARD: n/a]

11) Aled Powell: Having lost all his friends and family, Aled asks his liege
    for permission to die. Request...denied! [REWARD: n/a]

12) Kail Murdagh: With Akara's protection fading, Kail has a hunch that some
    Niskaru exist near Cape Solace, through the Flooded Cavern. Backtrack
    through there to Castaway's Cove, then deal with the Niskaru Tyrant and
    its 3 hunter whelps. Kail can be permanently slain in these fights, note.
    [REWARD: n/a]

The Niskaru battle at Castaway's Cove is repeatable every few days, making an
excellent loot-grinding place. Simply save within the caves, exit and check
the foe's loot, and reset if it leaves no armor sets/uniques.

13) Adeline Kirk: She wants a sample of Akara's essence for her research into
    the Ring of Keozai. Take her vial, stand on top of Akara-Tor's arena, and
    return, just like that! [REWARD: n/a]

14) Marten Strand: His buddies were turned into Dead Kel's skeleton crew...
    literally! If one agrees to grant 'em a peaceful burial, find the suckers
    south of Dark Harbor, near Quay's tower dwelling. [REWARD: n/a]

15) Bertrand Seznec: The alchemist wants three samples of the Gallows Bloom,
    and marks their locations on the map if the task's accepted. Locations
    are SW of Mudhold Fasting; SW of Cliffbreak Fasting, in a murghan nest;
    and the north region's NW cliff, accessed by a jump point. Deliver the
    specimens, rest for two days, then check in to finish -- this period is
    mandatory![REWARD: Essence of Fate]

16) Erlen Vanik: A root golem has been wandering around Scuttle Beach's
    entrance, scaring off the scavengers. The advisor suggests killing it;
    the knotty nuisance is in the mountain pass leading in. [REWARD: n/a]

17) Sunhilda Lorelle: The cutie pie wants only one request...marriage! This
    will be offered regardless of the Fateless One's gender. Agreeing will
    fast-forward the game a bit, including a little pillow talk for good
    measure. Lorelle will stay in the bedroom from now on, rather than the
    lower hall by Jacinda. [REWARD: n/a]

Pending matrimonial bliss completes the quest. Other notes:

• This quest is never marked finished, even after completion.
• Sometimes when an NPC is found in the wild, the option to send them to town
  exists, rather than sending them to Gravehal. If they're nudged towards
  Cape Solace, they may appear at the keep (in their particular building) of
  their own volition. If they're not in town, that's probably why.

[DK15] PRICE OF FREEDOM
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Client -: Tari Holstig [Cape Solace]
Prereq -: The Exiles, didn't start Justice Done
Reward -: XP

After the main quest is over, one can find Tari in the Cape Solace stockade.
He'll be sent to the gallows soon for committing a certain murder, but has a
last request: having his ma's keepsake. It's located within the Tidal Pools,
the watery cave system below town. To reach it, jump off the gallows platform
and journey west a bit. [The ring, "Akara's Heart," can be found at the very
bottom of the pools, on a small murghan-occupied beach.]

Return to Tari and hear his death-row confession. A successful persuasion
option allows one to stage a jailbreak, by stealing Alder Malloi's cage key.
The village chief walks along the beach at night, away from prying eyes. [The
key can also be acquired before the ring-fetching portion.] If claimed, return
to Tari and he'll run off, which finishes the quest. Any other option has his
sentence carried out immediately, finishing the quest in roughly the same way
(except Tari drops a small loot sack).

• Akara's Heart can only be obtained during this mission.
• "Strand of the Seven Seas" can't be obtained in this mission.
• If one unsuccessfully attempts to pickpocket Alder, his HP bar may glitch
  and stay on the screen. However, the pickpocket attempt works, even if he
  catches the player.

[DK16] RESTORING GRAVEHAL
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Client -: Padgrig Dower [Gravehal Keep]
Prereq -: Gravehal Keep
Reward -: keep interior renovated, beastmaster and shopkeeper added

With the scavs and their daddy gone, what's next? Why, restoring the keep to
its previous, illustrious beauty! The years haven't been exactly kind though,
and Paddy will need materials to do the upgrades. The first batch requires:

• 2x Bundle of Beachstone
• 3x Bundle of Emberwood
• 3x Bundle of Sailcloth

If one has the items already, they can be given over immediately; if not, the
architect will mark an available location on the map to find 'em. [Marked
areas are not the only locations to find them, note.] Anyway, it takes three
days to renovate the keep interior and make the beast pen. The quest updates
automatically when the time period is over. The renovations relate to:

- free sleeping/stash inside the keep (stairway previously blocked)
- Priestess Jacinda spawns in the main keep building (offers healing)
- Cillian Keen now offers the "Beast Taming" quest
- Ambrose Flora now has shop open in courtyard. She sells the Elemental Cloak
  mage set, although its max requirement is Sorc 28. Ambrose doesn't count as
  a fence, but Calum Toomey, who spawns in the main building, does. He sells
  the "Survivor" armor set, which maxes out at Finesse 28.

Speaking with Paddy finishes the quest, allowing "Gravehal Armory" to start.

[DK17] SCATTERED FRAGMENTS
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Client -: Aubrey Gilcrest
Prereq -: The Legend of Dead Kel
Reward -: XP, Dvergan Armor Set

Aubrey is a poor, one-handed amnesiac woman scrounging along the island's SW
cliffs, west of Cape Solace's area. As she tries to piece together her lost
memories, the player can aid her by finding treasure around the island, which
helps her focus somehow. [To find treasure, collect an area's 3 fragments,
then inspect one in the inventory to make a whole map. This marks the loot's
newly-spawned location on the map, while the quest is active.]

Map fragments don't appear on the map, making the search semi-difficult for
new players. Progressing the main story will be necessary to access certain
locations.

NORTHERN COAST
 • given by Aubrey when quest is started officially.
 • Mudhold Fasting: chest along main route where faer gorta first spawn
 • Mudhold Fasting: loot pile near Angharad's work station
 • Treasure: Dvergan Greaves. Found in north part of island, NW of Siren's
   Den, near the minor marked path that ends at manmade altar.

SCUTTLE BEACH
 • given by Aubrey after Northern Coast map treasure found
 • Undersea Fasting: loot pile on west outdoor balcony
 • Undersea Fasting: end of 2nd watery area's shortcut
 • Treasure: Dvergan Chausses. Found along main road that starts near Gravehal
   Keep and shoots north toward island's far half. Loot's by a stone lantern
   halfway through.

THE JAWBONE
 • given by Aubrey after Scuttle Beach map treasure found
 • Siren's Den: NW dead end, loot pile
 • Souldeep Fasting: beyond first door (requires starting "Until Death")
 • Treasure: Dvergan Cuirass. It's just SW of Mudhold Fasting.

CAPE SOLACE
 • given by Aubrey after Jawbone map treasure found
 • Cliffbreak Fasting: chest along main path (accessed during "What Remains")
 • Brigand's Hideaway: under northern camp's jump point (see: "The Invaders")
 • Treasure: Dvergan Ceremonial Helm. East of Souldeep Fasting, by a tree.

Finding the final map completes the quest, but leaves the question about the
Dvergan armor set's last piece: where's the Gauntlets? To find them, travel
to Mudhold Fasting. Go north to the jump point, leading to a small stream (it
usually has boggarts or wolves there). A mudcrab here will contain the final
set piece, as well as the key item "Aubrey's Hand". Taking the latter earns
the "Give Her a Hand" achievement. [The hand's former owner won't react to
one finding it, however.]

[DK18] SCOUTING MISSION
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Client -: Zefwyn Lan [Gravehal Keep]
Prereq -: Gravehal Tunnels
Reward -: various (see below)

Zef is a master scout and often spots shipwrecks. He can be told which ones
to search and brings back loot based off the ship's type. Searching the same
wreck type repeatedly increases chances of finding the rare item. [These can
be obtained more than once, if hearsay is to be believed. At the very least,
they may appear as random loot around the island.]

 __________________ ____________________________ ___________________________
| SHIP TYPE        | POSSIBLE COMMON ITEMS      | RARE ITEM FIND            |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Alfar Warship    | weapons, armor, bundles    | Shredskin Gloves          |
| Almain Sojourner | food, bundles, reagents    | Leggings of the High Seas |
| Arcane Carrack   | books, mage gear           | Volcanic Glass Ring*      |
| Dvergan Raider   | components, shards, gems   | Shipbuilder's Mate        |
| Gnomish Trireme  | books, reagents, mage gear | Whale Tooth Pendant       |
| Lyria's Ark      | bundle, books, mage gear   | Starry Eye Pearl Necklace |
| Merchant Vessel  | food, potions, components  | Corsair's Shirt**         |
| Traveler Sloop   | food, Might/Finesse gear   | Barbed Tortoise Shell     |
| Warsworn Galley  | components, Might gear     | Deckhand Boots            |
| Varani Longship  | gems, shards, Finesse gear | Swashbuckler Band         |
|__________________|____________________________|___________________________|
 * - may not be given during dialogue if previously obtained as random loot
 ** - may change to other "beach unique" if Shirt was obtained earlier on

Other things can be found during searches:

• NPCs (randomly rescued in place of items)
• armor set pieces/non-DLC-specific uniques (mixed in with common items)

Searches take ten hours, plus any time wasted recovering Zefwyn's backpack.
Marten Strand and Bertrand Seznec may be found in random wrecks, and will
be added to the keep's staff immediately. Both're needed to complete "Master
of the Keep". Marten and Bert are easiest to find by searching the Warsworn
Galley and Gnomish Trireme, respectively, though it's not their sole location.

There's three main outcomes: (1) rare item found (2) common items in a random
assortment are found (3) common items are found, but Zefwyn was chased off by
monsters, forcing the player to visit the map-marked location to reclaim 'em.
For the third outcome, one often gets less than the second's assortment, and
has to deal with extra monsters. The DLC-specific rare item cannot be found
during the pack search segment, but random uniques/armor setpieces can.

Other things to keep in mind:

• If Zef doesn't initially list the wreck one wants to search, choosing "not
  now" and retrying will refresh the list. Repeat as necessary. The DLC's
  new unique items have a special bit of dialogue ("I only found this one
  unique item onboard...") and won't be mixed in with the normal fare.

• After Zef returns from his salvage run, save before talking to him. If he
  doesn't give good items, simply reload and try again until he does. This
  method will work 100% of the time, unless Zef was originally going to say
  he stashed his loot elsewhere, in which case reloading won't change that
  outcome.

• All loot scales to the player's level, if able. This means Lv40 characters
  will be drowning in Flawless-quality components and common gear. Rare items
  apply here, too, and since possible finds are plucked from an item pool
  encompassing the entire game, one can get a wide array of non-DLC-specific
  loot. (Shards can still be found in varying qualities, however.)

• Building materials are considered key items, even after the plot. Repeated
  searching of certain wrecks will amount in ridiculous amounts of clutter,
  more so since stacks are created for every ten found (rather than 99 for
  other items).

Finally, I've noticed that sometimes when Zef presents the super-rare unique
item, nothing is obtained.

[DK19] THE EXPEDITION
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Client -: Fastrada Tancese [Undersea Fasting]
Prereq -: The Legend of Dead Kel
Reward -: XP, gold, Fury, Stonehand Gauntlets

This is another quest available as soon as the island's free to search. The
gnomish encampment can be found in the island's NW area, along the main road
(NE of Mudhold Fasting, E of Dark Harbor). It's very hard to miss. Our short
friends await a courier fetching a priceless tome inside the dungeon, only
his tardiness is a concern. Agreeing to help starts the quest with promises
of a begrudging reward.

Inside, Pepin Jamane can be found at the alchemy station, automatically going
ahead after a short conversation. Hop into the watery path, flip the lever,
and reunite down the hall at the scav nest, which contains a Gallows End
lorestone. Further on, there'll be another lever that opens a path to the
Tome of Contrition (an event that isn't without its hilarity). Note that the
two spike traps near it cannot be disarmed.

The nearby balcony contains a unique Red Sky Ring (locked chest), a Scuttle
Beach map fragment and a message in a bottle. There's another map fragment
to the same area in a chest past the 2nd watery area, a main path shortcut.
Return to Fastrada to finish with the two unique rewards.

[DK20] THE INVADERS
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Client -: Alder Malloi
Prereq -: The Exiles
Reward -: XP, Skull of Varalin

With the main DLC quests over, another problem has arisen: warlike invaders
landing on the island. It's nothing Gallows End hasn't faced before, but this
time, scouts and villagers were captured. [Nina Malloi will be among them, if
she was urged to go after their leader in "Until Death".] Agreeing to rescue
everyone starts the quest, marking Brigand's Hideaway on the island's NE tip.
If one has explored everywhere up to now, this will be the last dungeon to
find. [It was previously blocked by gnarled roots.]

As it turns out, the invaders are Odarath's own Red Legion bandits, evidently
expanding their business. The only survivor, Kale Brendith, can be found near
a shed along the stream's northern extremity, past the huge flooded cavern.
He warns that Calder Vonn, the Legion's leader, is going to use Niskaru to
wipe out Cape Solace. [Make sure to get the Cape Solace map fragment in the
loot pile 'neath the nearby jump point, plus a Gravehal lorestone in the
northernmost tip.]

Fast-travel back to town, then run north to meet Vonn, a Niskaru summoner
mage. He's not that tough himself (there isn't even an introductory convo!)
but always spawns a Niskaru Tyrant nearby. Make sure the battle stays on that
side of the bridge; it's possible NPCs may get drawn in otherwise, leading to
their deaths. Vonn always drops the unique "Maelstrom" ring.

Return to Alder for the rewards.

[DK21] THE PRISON SHIP
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Client -: Olaf Asvaldsson [Scuttle Beach]
Prereq -: An Infestation
Reward -: XP, Porthole Buckler

Normally, there are no humans on Scuttle Beach, the easternmost area of the
island. However, after finishing Nesta's mission, Olaf appears in a SE cage.
He mentions having ridden a prison ship to find some excitement, only for it
to go down during a mutiny. Agreeing to locate his key starts the quest.

Originally, the bosun held the cage key, but it appears the crabs have made
a feast of him, taking the prize with 'em. The western marker denotes the
thief's location. All that's left is to open his cage, letting him run off
toward Cape Solace. Return to Nesta for a reward, the unique Porthole Buckler
for Finesse followers.

[DK22] TIES THAT BIND
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Client -: Conrad Cronberg [Mudhold Fasting]
Prereq -: The Legend of Dead Kel
Reward -: XP, Barbed Necklace

This quest is available as soon as the island's open for exploration. Conrad
can be found in front of Mudhold Fasting, a dungeon in the isle's western
part, not far from the road. Apparently, his friend Angharad, in her grief,
has made a pact with Dead Kel and holed up where his faer gorta were created.
Pledging assistance starts the quest properly.

This quest can be rather easy since there's a hidden door at the start that
leads right to Angharad (meant as a quick exit after traversing the rest of
the place). Those without Detect Hidden LV5 will have to muck around with the
trap-filled main route, though this isn't too bad -- a locked chest past the
2nd jump point always contains a unique "Officer's Cap". A chest beyond also
holds a "Northern Coast" map fragment

Anyway, Ms. Glyndowr will automatically strike up a convo about the player's
presence at her work area. Passing two persuasion options peaceably settles
the issue, telling her of Rast's ship; failing a persuasion option, or doing
any other choice, turns her hostile. She can summon faer gorta types into
battle and carries the unique (and lootable) Seaglass staff. A loot pile in
this sunny area contains another Northern Coast map fragment.

Afterwards, use the shortcut -- which contains a Gallows End lorestone -- and
report to Conrad. No matter what went down, the Barbed Necklace is always
received. Other notes:

• At Angharad's necromancy station is "The Black Atoll" painting, which can
  grant +1 (permanent) mana regeneration if brought to the Gravehal Keep
  gallery later. Just inspecting it doesn't give the bonus.

[DK23] TRANSLATIONS
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Client -: Deirdre Gwint [Gravehal Keep]
Prereq -: Gravehal Library
Reward -: books

Deirdre is a skilled translator, and once settled in, offers her linguistic
services. Basically, 12 books spawn around the island, and can be brought
back for deciphering (takes one day). Some locations:

• Ancient Alfar Text: loot pile east of Souldeep Fasting, near bridge
• Ancient Alfar Text: loot pile underneath Quay's lookout tower
• Ancient Almain Text: Scuttle Beach, chest
• Ancient Almain Text: Brigand's Hideaway, chest in NW bandit camp
• Ancient Dvergan Text: Tidal Pools interior; warded chest past 1st jump point
• Ancient Dvergan Text: chest east of Mudhold Fasting, near jump point
• Ancient Dvergan Text: last room in Souldeep Fasting (during "Until Death")
• Ancient Dvergan Text: Akara-Tor, southern room chest
• Ancient Gnomish Text: Northern Coast, chest by NW altar (Scion prays here)</pre><pre id="faqspan-4">
• Ancient Varani Text: pile at Tidal Pools' outer entrance
• Ancient Varani Text: pile just east of Brigand's Hideaway entrance

There's many reasons a player should skip this schlocky quest:

- useless rewards
- rewards aren't map-marked, and need Detect Hidden levels to be thorough
- rewards are key items, contributing to inventory clutter
- one of the books is in Akara-Tor, a one-time-only dungeon.

It doesn't help that new players may pick up texts inadvertantly, since they
exist pre-quest.

[TN01] ASHES TO ASHES
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Client -: Berenike [Berenike's Camp]
Prereq -: ---
Reward -: XP, gold, Tooth of Naros

This is one of the few sidequests available in the Teeth DLC that can start
without a prerequisite. Berenike occupies the northeastern off-road camp,
and if asked, tells of troll-unearthed urns containing dark magics. Like a
fool and his money, she'd like the player to help the creatures part with
their finds.

There are three locations to visit: (1) SW of Berenike's Camp (2) south of
Berenike's Camp, SW of Eyrie Peak (3) the SE area near Nyxaros and Nerotelos.
Each urn is naturally guarded by a Silverback Troll, though fighting them's
unnecessary for the task.

When all three urns are smashed reeeal good, return to Berenike for her nice
reward: the unique Tooth of Naros shield. Its enchantments aren't preferable
for master craftsmen, but its high armor makes it a decent choice ('specially
for low-level players). Other notes:

• The troll guardians are always a higher level than the player.
• Taking this quest respawns any silverback troll slain in the listed areas.
• Approaching the urns will applies a 'Dark Magic' curse on the player. This
  effect is basically a random status (burning, freezing, etc.) and won't be
  listed in the status menu, perhaps because of how temporary it is.

[TN02] BACK TO BASICS
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Client -: Hystis [Hystis' Camp]
Prereq -: Rites of Passage
Reward -: XP, gold, Kollossae Sandals

The client can be found in a camp NW of Hyperian Temple (in crater lake), but
only after one's dealt with the foes in "Rites of Passage". Hystis strives to
forego modern society and reconnect with his roots, with his next step being
to live among jottunkind. However, he does have a few loose ends to do; the
quest begins if the player agrees to help.

The three tasks are as follows:

• Deliver Hystis' Journal: The recipient is Dareios, an old comrade living
  in Berenike's Camp, almost a straight shot west of Hystis' dwelling. The
  hand-off is simple, although if the buddy dies somehow, the quest fails.

• Retrieve Family Ring: This is in Heliodorus' possession. Find him in the
  floating city's living quarters sector and explain the situation. Passing a
  persuasion option earns the key to his chest, although one can jimmy the
  lock instead, or even buy it off him (3,000-ish gold).

• Bring Wife: Hystis would like to see Korrinna one last time before he
  abandons civilization -- she can be found walking in Idylla's concourse.
  However, she won't leave the city's safety without passing the persuasion
  option, and there's only one shot at this part!

When all tasks are finished, return to Hystis to finish, earning his unique
sandals. Passing a final (hard) persuasion option convinces the researcher to
delay his foolhardy lifestyle awhile longer. If Korrinna agreed to visit,
giving the news provides the same effect as the persuasion option, plotwise
at least. Other notes:

• Items stolen from Heliodorus' chest will never alert nearby NPCs
• If one spared the jottun in "Rites of Passage," Hystis can comment on it
• Hystis mentions that Kahrunk was the main impediment to his plan, which
  explains why he only appears after "Rites of Passage". His camp, however,
  can be discovered prior to then.

[TN03] CIRCLES OF STRIFE
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Client -: Hallidite [Idylla Concourse]
Prereq -: Ascension
Reward -: XP, gold, The Heavens' Gift

Hallidite is the city's Oracle, and post-storyline, her powers of divination
have peaked. She has seen a task fit for the Beckoned: destroying sacrificial
circles the marauders have crafted as an affront to Ethene.

• Circle of Doubt: SW of Idylla's lower henge, near Earth Shrine. Reward is
  in the Idylla Sewers' NE area, easiest access from the Primos' Doorstep
  grate.

• Circle of Betrayal: Idylla Sewers, near NE corner. Reward is SW of the low
  Idylla henge, near the main path's crossroads.

• Circle of Aggression: marauder camp in the lower Teeth, west of Hyperian
  Temple. Reward: lower Teeth, along NW road; just south of Njordir's Font

One needs to speak with Hallidite to divine reward locations, but circles're
automatically found once the prize is taken. Speaking of which, the reward
can be any number of things, from generic garbage to shards, epic gems and
unique items. Opening the final chest, which always contains the unique
sceptre "The Heavens' Gift," finishes the quest.

[TN04] DRAMATIS PERSONAE
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Client -: Straton [Idylla Concourse]
Prereq -: Ascension
Reward -: XP, gold, Peza

Straton is a playwright set to release "The Humbled" during the festival, but
wants Ethene's divine help in choosing his cast. Since the Beckoned is the
goddess' right-hand in a way, this task falls to the player. [Quest begins
when accepted.]

The prospective players are in the Theater of Andronikos nearby. The casting
decision requires no hesitation in the role, and each player will have one
good audition and two mediocre ones (noted by their fumbling deliveries). The
correct choices are thus: Rhode as the Jottun, Ariope as the Villain, Zotikus
as the Hero. Relay the correct roles to Straton for a full gold reward; wrong
answers give lesser amounts of gold.

But the quest isn't over! Straton still needs a narrator, and the Beckoned's
suited for the job. One can read it straight (give the top option each time)
or try the 3 rather hard persuasion options which, if successful, turn the
play into a smash hit comedy. Regardless of how the play turns out, rewards
are given out, including the unique Peza ring (+10% phys damage, 5% piercing
res, +18 HP).

[TN05] GOING PRIMAL
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Client -: Idylla Concourse bounty board
Prereq -: Hoarders in the Sewer
Reward -: XP, gold

With the recent success against the sprites in the prerequisite mission, the
task is now to kill the primal beasts in their lair. This can be found along
the main route in the Undersewers, a section of the normal sewers accessed in
the eastern block. [It's nearest to the east henge, unsurprisingly.] Killing
all the sprites, which have several primal champions among them, isn't that
hard in general. In fact, this entire mission seems like an excuse to make
one visit this area...

[TN06] HOARDERS IN THE SEWER
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Client -: Idylla Concourse bounty board
Prereq -: Rites of Passage
Missabl : yes [Pinadike slain]
Reward -: XP, gold

The petition requests the retrieval of sprite-stolen artifacts, which are now
somewhere in the sewers. The trial is really as simple as going into the
sewers and looting specially marked piles. This is even easier if familiarity
is in play. Their locations.

• Mason's Hammer (large northern chamber, not far from ladder)
• Brooch Heirloom (northwestern loot pile; no enemies around here)
• Idol (loot pile right near southern henge)

Taking each trinket spawns a primal champion sprite(s) and followers to deal
with. If all are claimed, Pinadike will pay handsomely.

[TN07] LABOR OF LOVE
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Client -: Pacetor [Idylla Concourse]
Prereq -: Rites of Passage
Reward -: XP, gold, Stoneworker's Gloves

This quest is viable as soon as Idylla is reached in the main quest, and is
closest to the entrance as well. Pacetor, one of the city's finest masons, is
eager to leave to visit his wife in the lower Teeth. But, the city guard's
under orders to keep valuable personnel safe, so he isn't allowed to go. The
quest starts if one takes on his task.

Find Galataea in the "Warren," the quarry from when the city was still bound
to the earth -- it's in the SE corner. Kill the sprites around Galataea and
inspect the target area to find out just why she's so stubborn and "hard to
move to action".

Report back to Pacetor to learn the meaning behind the statue, and why he
wants Kurn, a silverback troll, dead. [There's also three persuasion options
to do here that shed light on client backstory.] Kurn is back in the Warren
and has no helpers, making his death at once easy and slightly sad, since
his body will just rot there. Oh well, grieving time over!

Return to Pacetor for the usual rewards, plus his unique gauntlets, which can
have 119 armor at maximum.

[TN08] LEAKY FAUCETS
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Client -: Idylla Concourse bounty board
Prereq -: Lost in the Sewers
Missabl : yes [Pinadike slain]
Reward -: XP, gold

The report claimed in the prerequisite mission has shed light on what parts
of Idylla need repair. Specifically, cisterns in the Undersewers that could
damage the city's foundations, should they overflow. But, the player isn't
going to let that happen! [The Undersewers are accessed from the normal
sewers' eastern exit. This is closest to the eastern henge, unsurprisingly.]

To fix the cisterns, simply visit 3 map-marked buttons in close proximity. It
even allows backtracking (like most of the sewers above) via ladders, so one
can check the hidden door area without going all the way 'round.

[TN09] LOST ARTS
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Client -: Themistoklea [Idylla Concourse]
Prereq -: Rites of Passage
Reward -: gold

Themi can be found in the main city square, and admits that her request pales
in comparison to the others. Nonetheless, she wishes the player to find some
artifacts to remind the Kollossae of simpler, humbler times. The quest begins
when accepted, and adds "Large Artifact" and "Small Artifact" as random items
in chests and enemy drops. This task has no end.

[TN10] LOST IN THE SEWERS
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Client -: Idylla Concourse bounty board
Prereq -: Rites of Passage
Missabl : yes [Pinadike slain]
Reward -: XP, gold

A surveyor has gone missing somewhere in the sewers and they carry a very
valuable "Foundation Report" to reclaim. Find this person in the western
sector, by climbing the ladder system above the western henge, then searching
near a railing slightly south of there. They'll carry the target book and
often other loot (possibly unique equipment). Return to Pinadike for moolah.

[TN11] MYRRINE'S BURDEN
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Client -: Myrrine [Idylla Concourse]
Prereq -: Rites of Passage
Reward -: ~300g/per

Myrrine can be found near the concourse's massive pit, and asks the Beckoned
to assist with her problem, namely a culling of Marauders. They can be found
in certain areas of the lower Teeth, as well as the Idylla sewer system. On
death, each may drop a totem, which can be turned into the client for cash.
In a way, it's not any different than the "Rogue Harvest" task in the Plains
of Erathell.

[TN12] OF MY OWN INVENTION
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Client -: Pagus [Idylla Living Quarters]
Prereq -: Rites of Passage
Reward -: XP, gold, Skymason's Sigil

Pagus is the sewers' main architect, and he can't stand having his masterwork
tainted by rats' plague-spreading presence. He's devised traps to kill them,
and only needs the Beckoned's divine hands to pull the mechanisms. The setup
is found in the sewers' northern area, not far from the northern henge.

The levers each activate one column of death. From left to right: flames,
blades, spikes. There's also a one-time-only column of mines as a last-ditch
effort, and they may be needed, as each switch has a short delay before it
resets. This means one should try to fit as many rats on a column as possible
before killing them. This will thin the wave quicker, and also prevent any
other rats from getting past while it's activated.

Like all good things, the murder spree must come to end. When prompted, go
back to Pagus for a reward. The gold received is probably based on how many
rats _didn't_ get through, as well as level. The Skymason's Sigil (unique
necklace) is always received. One can also revisit the sewers to snuff out
some rodents' lives, at Pagus' request.

[TN13] SCHOOL OF HARD KNOCKS
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Client -: Onesimos [The Lykeios]
Prereq -: Rites of Passage
Reward -: XP, gold, Logos

This fun quest can be started in the Lykeios, Idylla's philosophical debate
forum in the NW. It's run by Onesimos, and he's eager to have the Beckoned
join in, as it's sure to spark renewed interest in the academy.

To begin, talk with Onesimos' student and answer their debate question. The
enjoyable part is, instead of debating the logic, the Kollossae merely fight
for the honor of a correct viewpoint. There's no wrong way to answer in this
area, although some of the replies are very funny. The "correct" pick will
usually force the Kollossae opponent to play devil's advocate.

Opponents are fought in this order:

• Thais
• Sistus
• Xeno
• Phinne
• Onesimos

The final two opponents are always of a higher level, and Onesimos is the
only one who harnesses magic (spear-borne lightning projectiles). The reward
for besting all students is the unique Logos talisman, plus the usual.

[TN14] STOWAWAY
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Client -: Idylla Concourse bounty board
Prereq -: Rites of Passage
Missabl : yes [Pinadike slain]
Reward -: XP, gold

Apparently a troll cub managed to make it into Idylla years before, and has
since grown up into a mighty silverback troll. Where is it? Why, the sewers,
naturally! Specifically, the western end. Unlike most silverbacks, though,
this one is completely doughy -- any good weapon will go through it like
butter. [This location is right by the western henge, so one can warp here
if a different henge is found first. It's not far from the Lykeios manhole
entrance either.] Simple task, simple reward.

[TN15] THE GREAT GAME
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Client -: Gnarus [The Lykeios]
Prereq -: Ascension
Reward -: 36g/per

Gnarus mentions a competition the city guard's having regarding who can smash
the most Pteryx eggs, and lets the player in on the challenge. Easy locations
to hunt are Eyrie Peak in the lower Teeth and the Idylla Undersewers (western
end; requires passing through hidden door). Gnarus pays for each destroyed,
though there's no way to know one's score, outside of a lower-left counter
that pops up when an egg's broken.

Like most tasks, this one goes on ad infinitum. At max level, the reward for
destroying about 10 eggs is very piddly (~370g), generally making this quest
a huge time waste -- at least as one's main focus. However, this may play into
Gnarus' suggestion of counting score only when a large sum's been thrashed.

[TN16] THE LOST LITANIES
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Client -: Acyone [Teeth of Naros]
Prereq -: Rites of Passage
Reward -: XP, gold, Litany to Ethene

Acyone can be found in a deserted fountain's alcove within the southeastern
"Warrens" section. He seeks to restore the shrine for the Naros patrols to
use...but the thing's busted. However, finding five litanies should restore
it to proper working order. Naturally, this is where the player comes in (the
quest begins if accepted).

• Teeth of Naros -: SE quarry, near Acyone's fountain; on slab
• Teeth of Naros -: kobold-filled overlook west of Hyperian Temple
• Teeth of Naros -: NWmost jottun camp, near locked chest
• Nerotelos ------: west ("purple") wing, near first path split
• Southern Passage: near Ethene's shrine toward exit; by stairway

Nerotelos' litany is the only one sightly hard to find: look within the west
(purple) wing, after turning south at the first path split. The dungeon can
be found due west from Nyxaros, in the lower Teeth's SE region. The Southern
Passage litany can be obtained easily at this time, since the hill path up to
its entrance is unbarred.

With all five found, place them on Acyone's altar and get the reward from the
man himself. The scroll reward grants an "Ethene's Wisdom" effect when used
(+20% XP bonus, +15% status effect duration). This, and all other litanies
now obtainable as random loot, are consumables. One may consider using them
sparingly, but that may be a bad idea: they don't stack in the inventory like
normal consumables, so each one takes up an inventory slot!

[TN17] THE SEWER RUN
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Client -: Idylla Concourse bounty board
Prereq -: Ascension
Reward -: XP, gold

As a celebratory gesture, the Idylla stonemasons have orchestrated a race
in the sewers (officially worst race setting ever). The goal is to zip through
designated checkpoints and reach the finish line in time. To time the race,
one has a "Challenge Timer" status; if that status runs out before reaching
the next checkpoint, the mission fails. It's repeatable, however.

The race's only real obstacle is getting jostled by enemies, making one fail
the fairly tight checkpoint times. It's most useful to clear out the main
track beforehand, which makes the race way easier. (No enemies avoids a 2nd
problem: targeting screwing up the camera during jumps, which is disorienting
enough to waste more time). Note that henge travel may respawn pteryx, so use
the long way if required. Saving before starting the race is a given, natch.

What's the reward for doing this headache? Gold. Yay...

[TN18] WILL AND WATERS
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Client -: Hermokrates [Idylla Concourse]
Prereq -: Into Temptation
Reward -: XP, gold, Windswept Band

The Evenroot is a plant taken from the Kollossae's original homeland, and its
tender has recently died. Tradition dictates no one but the tender or his
heir can nourish the plant, and the latter's several weeks out. Someone needs
to take care of the 'Root in the interim, and a loophole allows the Beckoned
to do just that. [Quest begins if accepted.]

Begin by visiting Njordir's Font, a small spring along the lower Teeth's NW
road. Take the designated amphora and fill it at the nearby fall, then return
to Hermo's corner to water the root. Speaking with the client ends the task,
earning the unique Windswept Band.

Additionally, one can now water Wild Evenroots and allow one to make potions
from the harvested ingredients (Shocked, Flamed, Iced or Primal variety). One
must periodically refill the amphora at the Font, however. A few locations
for the curious:

• Hystis' Camp
• Njordir's Font
• Secandra's Camp
• Remes' Camp
• Air Shrine (SW and N rooms)
• near Berenike's Camp (SW across the road, at pteryx-guarded altar cave)

It's possible to get 1-4 different types of Evenroot from a single plant, an
oddity that sets it apart from normal Amalur ingredients. Other notes:

• Sometimes, for unknown reasons, the Amphora may appear three times in the
  inventory instead of once. Since it holds 3 uses before needing a refill,
  it may be related to that (using Font early?).

                                                     _______________________
_____________________________________________________/ IV. APPENDICES [APPN] |_
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ACHIEVEMENTS                                                             [CHVM]
_______________________________________________________________________________
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As their name suggests, achievements add to the Xbox Gamerscore when certain
feats of merit are accomplished. Those with an asterisk (*) are mandatory to
finish the game. Additional notes on problematic ones will follow each table,
including the DLC. [The House of Valor add-on has no achievements.]

 _________________________________ _____ ___________________________________
| ACHIEVEMENTS                    | PTS | UNLOCK                            |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| A Life of Crime                 |  15 | Be seen committing crime 25 times |
| A Wink and a Smile              |  15 | Succeed in 50 persuasion attempts |
| And Then There Were None        |  20 | Kill 500 foes with abilities      |
| Big Spender                     |  15 | Spend 200,000 gold                |
| Blades of Glory                 |  15 | Acquire 10 unique weapons         |
| Bookworm                        |  15 | Read 50 books                     |
| Breaking and Entering           |  15 | Pick 50 locks                     |
| Bull in a China Shop            |  15 | Smash 1,000 objects (crates, etc) |
| Cartographer                    |  20 | Discover 100 locations            |
| Cleaning Up the Streets         |  20 | Kill 50 bandits                   |
| Crime Doesn't Pay               |  10 | Spend 10,000 gold in crime bribes |
*| Destiny Defiant                 |  75 | Complete the game                 |
| Destiny Dominated               | 100 | Complete the game on Hard         |
| Diamond in the Rough            |  10 | Craft a pristine shard            |
| Elixir of Fate                  |  20 | Make a potion w/ Essence of Fate  |
| Five Finger Discount            |  10 | Steal and fence an item           |
| Foiled Again!                   |  15 | Parry 100 times                   |
| Good as New                     |  10 | Repair a piece of equipment       |
| Green Thumb                     |  15 | Harvest 10 of each reagent type   |
*| Hero of Mel Senshir             |  75 | Defeat the Balor at Mel Senshir   |
| House of Ballads                |  20 | Clear House of Ballads questline  |
| House of Sorrows                |  20 | Clear House of Sorrows questline  |
| It Didn't Explode!              |  10 | Experiment & make a stable potion |
| It Is Your Destiny              |  50 | Unlock a top tier destiny         |
| Jack of All Trades              |  10 | Earn a jack-of-all-trades destiny |
| Jailbreak                       |  10 | Break out of jail                 |
| Juggler                         |  20 | Land 5 consecutive hits on a foe  |
| Loremaster                      |  20 | Discover all lorestones           |
| Master of the Forge             |  20 | Craft an item using all 5 slots   |
| Niskaru Slayer                  |  20 | Slay 25 Niskaru                   |
*| No Destiny, All Determination   |  15 | Meet with Titarion at Ysa         |
| Open Sesame                     |  15 | Dispel 50 wards                   |
| Out of Your League              |  20 | Kill an foe 4 levels above yours  |
*| Reborn                          |  10 | Complete "Out of Darkness"        |
| Reckoning Rampage               |  20 | Slay 5 enemies in one Fateshift   |
| Riposte!                        |  10 | Land 25 strikes out of parry      |
| Romancing the Gem               |  15 | Craft an epic gem                 |
| Scholia Arcana                  |  20 | Complete Scholia Arcana questline |
| Shock and Awe                   |  15 | Kill 100 enemies with abilities   |
| Shop Class                      |  10 | Craft any piece of equipment      |
| Some of This, Some of That      |  10 | Unlock a two-class hybrid destiny |
| Streaker                        |  10 | Speak to an NPC w/ no clothes on  |
| The Great Detective             |  10 | Uncover 25 hidden objects         |
| They Never Saw It Coming        |  10 | Backstab 20 foes                  |
| Trapper                         |  15 | Kill 25 enemies with traps        |
| Travelers                       |  20 | Complete Travelers questline      |
*| Turning the Tide                |  20 | Foil Octienne's scheme in Adessa  |
| Warsworn                        |  20 | Complete Warsworn questline       |
| Where's My Wallet?              |  15 | Pickpocket 20 times               |
| Would You Like Fries With That? |  15 | Land 100 complete attack chains   |
|_________________________________|_____|___________________________________|

 _________________________________ _____ ___________________________________
| LEGEND OF DEAD KEL ACHIEVEMENTS | PTS | UNLOCK                            |
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| Exterminator                    |  25 | Kill 50 Scavs                     |
| Give Her a Hand                 |  25 | Locate Aubrey Gilcrest's hand     |
| Keep on Rising                  |  50 | Fully restore Gravehal Keep       |
| Manic Pixie Dream Elf           |  25 | Woo Rast Brattigan                |
| Message in a Bottle             |  25 | Find all 8 bottles in Gallows End |
|_________________________________|_____|___________________________________|

None of the Dead Kel DLC's achievements are mandatory, since they all relate
to certain sidequests or missable things.

• GIVE HER A HAND: This can be done after finishing "Scattered Fragments".

• MANIC PIXIE DREAM ELF: To "woo" that bratty Rast, simply reply favorably
  in every mandatory dialogue with her. This means the flirty and/or civil
  option, not yelling at her, making fun, etc.

• MESSAGE IN A BOTTLE: There are 8 unmarked bottles to find in Gallows End.
  Each note has a number associated with it, so I'll use that order.

  1) Castaway's Cove: NW part of beach, just west of a loot pile
  2) SE of Souldeep Fasting, along cliff (by wreckage)
  3) Cape Solace: jump off gallows, look on beach near gigantic conch shell
  4) Scuttle Beach: east of Cliffbreak Fasting, S of north-centralmost chest
  5) The Jawbone area: west of Aubrey Gilcrest's position, across the divide
  6) Mudhold Fasting: inside, beach SW of Angharad's workshop @ deepest part
  7) Undersea Fasting: interior's westernmost balcony area, in torch's light
  8) Brigand's Hideaway, exterior: south of entrance, by tree/waterside

 _________________________________ _____ ___________________________________
| TEETH OF NAROS ACHIEVEMENTS     | PTS | UNLOCK                            |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
*| Beam Me Up                      |  25 | Enter Idylla for the first time   |
| I Regret Nothing                |  05 | Fall from the Idylla Concourse    |
| Mistaken Identity               |  25 | Find the Almain in Idylla's sewer |
| Murder Most Fowl                |  25 | Kill 50 Pteryx                    |
| The Harder They Fall            |  20 | Kill Kahrunk before his 2 lackeys |
*| We Built This City              |  50 | Complete Teeth of Naros DLC       |
|_________________________________|_____|___________________________________|

• I REGRET NOTHING: In the center of the course is a giant pit. Simply go up
  to its edge and, when prompted, jump to one's death. This can be done even
  after finishing the storyline.

• MISTAKEN IDENTITY: Speak with the "Strange Man" in the Idylla Undersewers.
  He's found in the easternmost area, accessed via a hidden door path near
  the north of the map (near where the buttons are during "Leaky Faucets").
  He will also give 2 unmarked mini-quests: (1) give Geoff, his imp footman,
  an Oath of Fealty; he's just to the west (2) recover the Archive Key from
  Renevel, a rat on the main path SW of his 'domain'; search for a lone red
  dot. (3) bring him a book from a far-off land, i.e. normal Amalur. Scrolls
  found in this DLC don't count, and neither do quest item books, like the
  "Missives of Sable" or "The Dark Empyrean". Completing each task earns a
  bit of gold, usually about 3000g or so.

• THE HARDER THEY FALL: This can be done just by slaying Kahrunk while any
  (or only one) of his helpers lives. It's possible to do this accidentally,
  like I did, by gunning for the boss and ignoring the whelps.

_______________________________________________________________________________
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ALCHEMY RECIPES                                                          [LCHM]
_______________________________________________________________________________
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This section pertains to the creation of potions via the Alchemy skill. The
types of creations are dependent on the ingredients used and how many are
combined. The latter is improved by advancing one's Alchemy. All potions have
a temporary effect; there aren't any that grant permanent bonuses.

The Teeth of Naros DLC adds Flamed Evenroot, Iced Evenroot, Shocked Evenroot
and Primal Evenroot ingredients. In some potions, these can be substituted
for Tindertwig (Flamed), White Flake (Iced) and Eel Petal (Shocked).

Tables below use the following legend. For instance, "3TIN" stands for "3
Tindertwigs". Should be fairly self-explanitory, except maybe the SCA/SCB/SCR
parts.

        BLA = Black Cohosh                SCA = Scarlet Flowstone
        BLO = Bloodroot                   SCB = Scarab Salts
        CRI = Cripplespore Caps           SCR = Scarwood Bark
        EDE = Edelweiss                   SEA = Seaflax
        EEL = Eel Petal                   SKY = Sky Blossom
        EMB = Embereyes                   SOF = Softscrabble Powder
        ESS = Essence of Fate             STA = Star Thistle
        LEE = Leechwood Bark              TIN = Tindertwig
        PRI = Prismere Dust               WHI = White Flake
        SAT = Sativa Fibers               YSA = Ysa's Breath

NOVICE
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All potions of this rank use 2-3 ingredients, not counting single-reagent
Unstable Potions. All Novice-level potions have the "Minor" prefix, except
Purification Potions and Liquid Seduction. (Unstable Potions, too, if one
wishes to count 'em.)
 _________________________ ________________ ________________________________
| POTIONS                 | INGREDIENTS    | FUNCTION                       |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Alchemist's Art         | 1EMB 1SKY ---- | Alchemy +1                     |
| Assassin's Evasion      | 1CRI 1SKY ---- | Stealth +1                     |
| Blacksmith's Craft      | 1SKY 1TIN ---- | Blacksmithing +1               |
| Blazing Salve           | 1SCR 2TIN ---- | +10 fire dmg, +25% fire damage |
| Bleeding Resistance     | 1YSA 2SCA ---- | Bleeding damage -25%           |
| Burning Sentinel        | 1EDE 2TIN ---- | May burn foes if hit (50%)     |
| Current Stopper         | 1YSA 2EEL ---- | Lighting damage taken -25%     |
| Damage Boost            | 2SCR 3STA 3SAT | Damage +15%                    |
| Dispelling Boost        | 1SKY 1STA ---- | Dispelling +1                  |
| Experience Booster      | 1LEE 2PRI ---- | +10% XP bonus                  |
| Flameguard              | 1YSA 2TIN ---- | Fire damage taken -25%         |
| Flesh Eater             | 2BLA 2LEE ---- | +10 HP sapped per hit          |
| Force Potion            | 2SAT 2SCR ---- | Physical damage +25%           |
| Freezing Sentinel       | 1EDE 2WHI ---- | May freeze foes if hit (50%)   |
| Frostbite               | 1SCR 2WHI ---- | +10 ice dmg, +25% ice damage   |
| Frostguard              | 1YSA 2WHI ---- | Ice damage taken -25%          |
| Hardened Shell          | 2SAT 2YSA ---- | Physical resistance +25%       |
| Healing Potion          | 1EMB 2BLA ---- | Restores small amount of HP    |
| Health Regen            | 1SCA 2BLA ---- | +5 HP regen per second         |
| Jeweled Shilelagh       | 1SKY 1WHI ---- | Sagecrafting +1                |
| Lightning Sentinel      | 1EDE 2EEL ---- | May shock foes if hit (50%)    |
| Lightning Storm         | 1EEL 1SCR ---- | +10 ltgng dmg, +25% litgng dmg |
| Liquid Seduction        | 1SCR 1SKY 1TIN | Persuasion +2 v. opposite sex  |
| Magebane                | 2STA 2YSA ---- | Magic damage taken -25%        |
| Magic Amplification     | 2SCR 2STA ---- | Magic damage +25%              |
| Magic Precision         | 1STA 2SCB ---- | Magic crit chance +10%         |
| Mana Potion             | 1EMB 2SOF ---- | Restores small amount of mana  |
| Mana Regen              | 1SCA 2SOF ---- | +2 mana regen per second       |
| Mana Sap                | 2LEE 2SOF ---- | +10 mana sapped per hit        |
| Merchant's Command      | 1SAT 1SKY ---- | Mercantile +1                  |
| Piercing Serum          | 1YSA 2SCR ---- | Piercing damage +25%           |
| Precision               | 1SAT 2SCB ---- | Crit chance +10%               |
| Purification Potion     | 2EMB 2YSA ---- | Cures diseases, gives immunity |
| Serpent's Venom         | 2CRI 2SCR ---- | +10 poisn dmg, +25% poison dmg |
| Slashing Fury           | 1SCR 2SCA ---- | +10 bleed dmg, +25% bleed dmg  |
| Social Grace            | 1LEE 1SKY ---- | Persuasion +1                  |
| Sorcerer's Intelligence | 2SOF 2STA ---- | Boosts max mana a small amount |
| Steeled Curtain         | 2SEA 1YSA ---- | Armor +25%                     |
| Thief's Cunning         | 1EEL 1SKY ---- | Lockpicking +1                 |
| Tracker's Draught       | 1SCB 1SKY ---- | Detect Hidden +1               |
| Venomguard              | 2CRI 1YSA ---- | Poison damage taken -25%       |
| Warrior's Strength      | 2BLA 2SAT ---- | Boosts max HP a small amount   |
|_________________________|________________|________________________________|

JOURNEYMAN
¯¯¯¯¯¯¯¯¯¯
All Journeyman potions use three ingredients and are mostly improving on
the novice-tier creations. (Greater Damage Boost, however, is a Master-tier
skill, not a Journeyman.) All potions of this tier have the "Greater" prefix,
except Phasewalk and Damage Reflection (both have Minor prefix).
 _________________________ ________________ ________________________________
| POTIONS                 | INGREDIENTS    | FUNCTION                       |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Alchemist's Art         | 1BLO 2EMB 2SKY | Alchemy +2                     |
| Assassin's Evasion      | 1BLO 2CRI 2SKY | Stealth +2                     |
| Blacksmith's Craft      | 1BLO 2SKY 2TIN | Blacksmithing +2               |
| Blazing Salve           | 1BLO 2SCR 3TIN | +20 fire damage, +50% fire dmg |
| Bleeding Resistance     | 1SEA 2SCA 2YSA | Bleeding damage -50%           |
| Burning Sentinel        | 1SEA 2EDE 3TIN | May burn foes when hit (60%)   |
| Current Stopper         | 1SEA 2EEL 2YSA | Lightning damage taken -50%    |
| Damage Deflection       | 1YSA 2SAT 2STA | Damage taken -25%              |
| Dispelling Boost        | 1BLO 2SKY 2STA | Dispelling +2                  |
| Experience Booster      | 1BLO 2LEE 3PRI | XP gained +15%                 |
| Flameguard              | 1SEA 2TIN 2YSA | Fire damage taken -50%         |
| Flesh Eater             | 1SCR 3BLA 3LEE | 15 HP stolen per hit           |
| Force Potion            | 1BLO 3SAT 3SCR | Physical damage +50%           |
| Freezing Sentinel       | 1SEA 2EDE 3WHI | May freeze foes when hit (60%) |
| Frostbite               | 1BLO 2SCA 3WHI | +20 ice damage, +50% ice dmg   |
| Frostguard              | 1SEA 2YSA 2WHI | Ice damage taken -50%          |
| Hardened Shell          | 1SEA 3SAT 3YSA | Physical resistance +50%       |
| Healing Potion          | 1BLO 2EMB 3BLA | Restores medium amount of HP   |
| Health Regen            | 1BLO 2SCA 3BLA | 20 HP regen per second         |
| Jeweled Shilelagh       | 1BLO 2SKY 2WHI | Sagecrafting +2                |
| Lightning Sentinel      | 1SEA 2EDE 3EEL | May shock foes when hit (60%)  |
| Lightning Storm         | 1BLO 2SCA 3EEL | +20 lghtng dmg, +50% lit. dmg  |
| Magebane                | 1SEA 3STA 3YSA | Magic damage taken -50%        |
| Magic Amplification     | 1BLO 3SCR 3STA | Magic damage +50%              |
| Magic Precision         | 1SCR 2STA 3SCB | Magic crit chance +15%         |
| Mana Potion             | 1BLO 2EMB 3SOF | Restores medium amount of mana |
| Mana Regen              | 1BLO 2SCA 3SOF | 16 mana regen per second       |
| Mana Sap                | 1SCA 3LEE 3SOF | 15 mana stolen per hit         |
| Merchant's Command      | 1BLO 2SAT 2SKY | Mercantile +2                  |
| Phasewalk               | 1CRI 2SKY 2STA | Turns player invisible         |
| Piercing Serum          | 1SAT 3SCR 3YSA | Piercing damage +50%           |
| Precision               | 1SCR 2SAT 3SCB | Crit chance +15%               |
| Serpent's Venom         | 1BLO 2SCR 3CRI | +20 poisn dmg, +50% poison dmg |
| Slashing Fury           | 1BLO 2SCR 3SCA | +20 bleed dmg, +50% bleed dmg  |
| Social Grace            | 1BLO 2LEE 2SKY | Persuasion +2                  |
| Sorcerer's Intelligence | 1BLO 3SOF 3STA | Boosts max mana for awhile     |
| Steeled Curtain         | 1BLO 2SEA 2YSA | Armor +50%                     |
| Thief's Cunning         | 1BLO 2EEL 2SKY | Lockpicking +2                 |
| Tracker's Draught       | 1BLO 2SCB 2SKY | Detect Hidden +2               |
| Venomguard              | 1SEA 2CRI 2YSA | Poison damage taken -50%       |
| Warrior's Strength      | 1BLO 3BLA 3SAT | Boosts max HP for short while  |
|_________________________|________________|________________________________|


MASTER
¯¯¯¯¯¯
Final-tier recipes all use 1 Essence of Fate in addition to their normal
(listed) ingredients. The only exception is the Fate Potion, which requires
4 Essences and nothing else. All potions of this level have the "Master"
prefix, except:

• Fate Potion (has no prefix)
• Damage Boost, Damage Deflection and Phasewalk (they have "Greater" prefix)

 _________________________ ________________ ________________________________
| POTIONS                 | INGREDIENTS    | FUNCTION                       |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Alchemist's Art         | 2BLO 2EMB 2SKY | Alchemy +3                     |
| Assassin's Evasion      | 1BLO 2CRI 2SKY | Stealth +3                     |
| Blacksmith's Craft      | 1BLO 2SKY 2TIN | Blacksmithing +3               |
| Blazing Salve           | 1BLO 2SCR 3TIN | +30 fire dmg, +75% fire damage |
| Bleeding Resistance     | 1SEA 2SCA 2YSA | Bleeding damage taken -75%     |
| Burning Sentinel        | 1SEA 2EDE 3TIN | May burn foes when hit (75%)   |
| Current Stopper         | 1SEA 2WHI 2YSA | Lightning damage taken -75%    |
| Damage Boost            | 3SCR 4SAT 4STA | All damage +20%                |
| Damage Deflection       | 2YSA 3SAT 3STA | All damage taken -75%          |
| Dispelling Boost        | 1BLO 2SKY 2STA | Dispelling +3                  |
| Experience Booster      | 2BLO 2LEE 3PRI | XP gained +20%                 |
| Fate Potion             | 4ESS ---- ---- | Fully fills Fate bar           |
| Flameguard              | 1SEA 2TIN 2YSA | Fire damage taken -75%         |
| Flesh Eater             | 2SCR 3BLA 3LEE | 20 HP sapped per hit           |
| Force Potion            | 2BLO 3SAT 3SCR | Physical damage +75%           |
| Freezing Sentinel       | 1SEA 2EDE 3WHI | May freeze foes when hit (75%) |
| Frostbite               | 1BLO 2SCR 3WHI | +30 ice damage, +75% ice dmg   |
| Frostguard              | 1SEA 2WHI 2YSA | Ice damage taken -75%          |
| Hardened Shell          | 2SEA 3SAT 3YSA | Physical resistance +75%       |
| Healing Potion          | 1BLO 2EMB 3BLA | Restores large amount of HP    |
| Health Regen            | 1BLO 2SCA 3BLA | 60 HP regen per second         |
| Jeweled Shilelagh       | 1BLo 2SKY 2WHI | Sagecrafting +3                |
| Lightning Sentinel      | 1SEA 2EDE 3EEL | May shock foes when hit (75%)  |
| Lightning Storm         | 1BLO 2SCR 3EEL | +30 litng dmg, +75% litng dmg  |
| Magebane                | 2SEA 3STA 3YSA | Magic damage taken -75%        |
| Magic Amplification     | 2BLO 3SCR 3STA | Magic damage +75%              |
| Magic Precision         | 2SCR 2STA 3SCB | Magic crit chance +30%         |
| Mana Potion             | 1BLO 2EMB 3SOF | Restores large amount of mana  |
| Mana Regen              | 1BLO 2SCA 3SOF | 32 mana regen per second       |
| Mana Sap                | 2SCR 3LEE 3SOF | 20 mana sapped per hit         |
| Merchant's Command      | 1BLO 2SAT 2SKY | Mercantile +3                  |
| Phasewalk               | 1CRI 2SKY 2STA | Renders user invisible         |
| Piercing Serum          | 2SAT 3SCR 3YSA | Piercing damage +75%           |
| Precision               | 2SAT 2SCR 3SCB | Crit chance +30%               |
| Serpent's Venom         | 1BLO 2SCR 3CRI | +30 poisn dmg, +75% poison dmg |
| Slashing Fury           | 1BLO 2SCR 3SCA | +30 bleed dmg, +75% bleed dmg  |
| Social Grace            | 1BLO 2LEE 2SKY | Persuasion +3                  |
| Sorcerer's Intelligence | 1BLO 3SOF 3STA | Boosts max mana for duration   |
| Steeled Curtain         | 1BLO 2SEA 2YSA | Armor +75%                     |
| Thief's Cunning         | 1BLO 2EEL 2SKY | Lockpicking +3                 |
| Tracker's Draught       | 1BLO 2SCB 2SKY | Detect Hidden +3               |
| Venomguard              | 1SEA 2CRI 2YSA | Poison damage taken -75%       |
| Warrior's Strength      | 1BLO 3BLA 3SAT | Boosts max HP for short while  |
|_________________________|________________|________________________________|

        BLA = Black Cohosh                SCA = Scarlet Flowstone
        BLO = Bloodroot                   SCB = Scarab Salts
        CRI = Cripplespore Caps           SCR = Scarwood Bark
        EDE = Edelweiss                   SEA = Seaflax
        EEL = Eel Petal                   SKY = Sky Blossom
        EMB = Embereyes                   SOF = Softscrabble Powder
        ESS = Essence of Fate             STA = Star Thistle
        LEE = Leechwood Bark              TIN = Tindertwig
        PRI = Prismere Dust               WHI = White Flake
        SAT = Sativa Fibers               YSA = Ysa's Breath

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
DESTINIES                                                                [DSTN]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Destinies are special buffs that unlock by investing points in skill trees,
and must be chosen at each level-up. (Those who don't want to use any special
destiny can pick the default "The Fateless One," which augments nothing.) The
final rank in each destiny tree imbues the player with a special skill, but
there may be 1-2 other special boosts that occur before then.

Fateweavers can reset all invested skillpoints, thus allowing players to
reshape their destinies as situations demand.

MIGHT
¯¯¯¯¯
Boosts melee damage, block efficacy, and stun duration/chance. Final rank
enables the Last Stand passive.
 ___________ _____ ______ ______ ______ ______
| TIERS     | MGT | Mdmg | BlkE | StnD | StnC |  Last Stand
|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯|  ¯¯¯¯¯¯¯¯¯¯
| Brawler   | 001 | +15% | +20% | ---- | ---- |  Upon death, player revives
| Fighter   | 011 | +17% | +22% | ---- | ---- |  at 20% HP. Health continues
| Soldier   | 028 | +20% | +24% | +10% | ---- |  to drain until an enemy is
| Warrior   | 049 | +23% | +26% | +15% | ---- |  slain.
| Conqueror | 076 | +25% | +28% | +17% | +17% |
| Warlord   | 109 | +30% | +30% | +20% | +20% |
|___________|_____|______|______|______|______|

FINESSE
¯¯¯¯¯¯¯
Boosts ranged attack damage, damage resistance while dodging, piercing damage
and crit chance. Penultimate rank gives Evasion passive; Nightblade enables
the Assassination passive.
 ____________ _____ ______ ______ ______ ______ ______
| TIERS      | FIN | Rdmg | DRWD | Pdmg | CrtC | Evsn |  Evasion
|¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯|  ¯¯¯¯¯¯¯
| Rogue      | 001 | +10% | +30% | +05% | ---- | ---- |  % to avoid melee hits
| Scout      | 011 | +13% | +35% | +07% | ---- | ---- |
| Hunter     | 028 | +15% | +40% | +10% | +05% | ---- |  Assassination
| Ranger     | 049 | +17% | +45% | +13% | +07% | ---- |  ¯¯¯¯¯¯¯¯¯¯¯¯¯
| Assassin   | 076 | +20% | +50% | +15% | +10% | +06% |  Grants guaranteed
| Nightblade | 109 | +30% | +60% | +20% | +12% | +11% |  300% damage crit if
|____________|_____|______|______|______|______|______|  damage critical

SORCERY
¯¯¯¯¯¯¯
Gives extra elemental damage, mana cost reductions and mana regeneration.
Seer rank enables Blink; each rank beyond enables and improves Ice Blink.
Final rank bestows Echoes of Fate passive, which may automatically summon a
minion from slain foes (per-kill basis).
 __________ _____ ______ ______ _______
| TIERS    | SRC | EDmg | MCst | MaReg |  Blink/Ice Blink
|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| Acolyte  | 001 | +25% | -10% | ----- |  Replaces dodge with short-range
| Initiate | 011 | +30% | -13% | ----- |  teleport. Ice-Blinking through foes
| Seer     | 028 | +35% | -13% | 1/sec |  inflicts freezing damage.
| Sage     | 049 | +40% | -17% | 1/sec |
| Sorcerer | 076 | +45% | -20% | 2/sec |  Echoes of Fate
| Archmage | 109 | +50% | -25% | 3/sec |  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|__________|_____|______|______|_______|  Each kill may spawn Fate Echo ally

FINESSE/SORCERY
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Hybrid destiny that improves elemental damage, piercing damage, crit chance
and mana regeneration. Each rank from Arcanist on enables Dread and Blink
(Warlock further upgrades to Poison Blink). Final rank enables Drain Mana
passive.
 ______________ _______ ______ ______ ______ _______
| TIERS        | FN/SR | Edmg | Pdmg | CrtC | MaReg |  Dread
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|  ¯¯¯¯¯
| Disciple     | 06/06 | +18% | +07% | ---- | ----- |  100% crit chance vs.
| Arcanist     | 14/14 | +22% | +10% | +05% | ----- |  panicked enemies
| Warlock      | 25/25 | +26% | +13% | +07% | 1/sec |
| Spellcloak   | 38/38 | +30% | +15% | +10% | 2/sec |  Drain Mana
| Shadowcaster | 55/55 | +34% | +20% | +12% | 2/sec |  ¯¯¯¯¯¯¯¯¯¯
|______________|_______|______|______|______|_______|  Crits restore mana

MIGHT/SORCERY
¯¯¯¯¯¯¯¯¯¯¯¯¯
Hybrid destiny that improves mana drain (% of damage converted to mana),
elemental resistance, melee damage and armor. Each rank from Battlemage on
enables Blink (has no elemental upgrades); final rank enables Harmonic
Overload.
 ____________ _______ ______ ______ ______ ______   Blink
| TIERS      | MG/SR | MDrn | ERes | Mdmg | Armr |  ¯¯¯¯¯
|¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯|  Replaces dodge with a
| Guardian   | 06/06 | +25% | +15% | ---- | ---- |  short-range teleport
| Battlemage | 14/14 | +30% | +17% | +10% | ---- |
| Crusader   | 25/25 | +40% | +20% | +15% | ---- |  Harmonic Overload
| Paragon    | 38/38 | +50% | +23% | +17% | +10% |  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| Champion   | 55/55 | +75% | +25% | +20% | +15% |  Each kill may produce
|____________|_______|______|______|______|______|  elemental projectiles

MIGHT/FINESSE
¯¯¯¯¯¯¯¯¯¯¯¯¯
Hybrid destiny that boosts melee damage, ranged damage, crit chance, piercing
damage and damage while in stealth. Final rank bestows Cutthroat, which ups
the hurt on knocked-down foes (and boosts gold drops in relation to damage
dealt).
 _____________ _______ ______ ______ ______ ______ ______
| TIERS       | MG/FN | Mdmg | Rdmg | CrtC | Pdmg | StlD |  Cutthroat
|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯|  ¯¯¯¯¯¯¯¯¯
| Duelist     | 06/06 | +15% | +07% | ---- | ---- | ---- |  +15% phys damage,
| Warden      | 14/14 | +17% | +10% | +05% | ---- | ---- |  +1% HP sap chance,
| Avenger     | 25/25 | +20% | +13% | +07% | +10% | ---- |  +20% gold drops as
| Slayer      | 38/38 | +23% | +15% | +10% | +13% | +20% |  damage (5s) vs.
| Blademaster | 55/55 | +25% | +20% | +12% | +15% | +25% |  foes who have been
|_____________|_______|______|______|______|______|______|  knocked down


MIGHT/FINESSE/SORCERY
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Triple hybrid destiny that boosts melee/ranged/magic damage, lowers equip
requirements, plus improves all Skills, damage resistance and crit chance.
Universalist unlocks the "Mastery of Arms" passive, which grants access to
all weapon mastery abilities (those listed in Brutal Weaponry I-IV, etc.)
 ______________ ________ ______ ______ _______ ______ _____ ______ ______
| TIERS        | M/Fn/S | Mdmg | Rdmg | MaDmg | EqpR | Skl | DRes | CrtC |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯|
| Seeker       | 03/per | +07% | +07% |  +07% | -25% | --- | ---- | ---- |
| Wayfarer     | 04/per | +10% | +10% |  +10% | -25% | +01 | ---- | ---- |
| Adventurer   | 10/per | +13% | +13% |  +13% | -25% | +01 | +05% | ---- |
| Prodigy      | 17/per | +15% | +15% |  +15% | -25% | +01 | +07% | +05% |
| Polymath     | 26/per | +17% | +17% |  +17% | -25% | +02 | +10% | +07% |
| Universalist | 37/per | +20% | +20% |  +20% | -25% | +03 | +12% | +10% |
|______________|________|______|______|_______|______|_____|______|______|

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
EFFECTS                                                                  [EFFC]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
"Effects" is just a loose term for ongoing character changes, found in the</pre><pre id="faqspan-5">
Status menu. Effects can be either good (shrine bonuses, quest rewards) or
bad (curses).

Outside of a few quest-related instances, curses are almost entirely brought
on by failing to dispel wards. Any "permanent" curse can be removed by paying
a healer, of which there are many. Some, like Toxic Slurry, are only active
in certain terrain, and remove themselves otherwise.
 _________________________ ________________________________________________
| CURSES                  | EFFECT                                         |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Amman's Burning Gaze    | 20% chance to catch aflame when attacking foes |
| Amman's Icy Touch       | 18% chance to freeze self when attacking foes  |
| Amman's Thunderous Rage | 15% chance to shock self when attacking foes   |
| Curse of Armorcrush     | -50% armor                                     |
| Curse of Entropy        | -1 to all Skills (Blacksmithing, etc.)         |
| Curse of Feeble Mind    | -2 to all Skills                               |
| Curse of Frailty        | -15% HP, -15% physical damage                  |
| Curse of Mana Drain     | -99% mana regen/sec, -1 mana regen/sec         |
| Curse of Nullskill      | -3 to all Skills                               |
| Curse of Weakness       | -25% physical damage                           |
| Curse of Withering      | -25% damage resistance vs. Fae                 |
| Fire Curse              | -50% fire resistance                           |
| Ice Curse               | -50% ice resistance                            |
| Laz's Kiss              | -100% bleeding resistance                      |
| Lightning Curse         | -50% lightning resistance                      |
| Shattered Fate          | Chance to loose accumulated Fate when struck   |
| Soulbind                | -50% mana                                      |
| The Corruptor's Curse   | -50% damage resistance                         |
| Toxic Slurry            | -50% bleeding/poison resistance                |
|_________________________|________________________________________________|

Positive effects are often temporary, granted for a few minutes by shrines
or (in Teeth of Naros DLC) consumable litanies. Some quests, like The Orison,
grant permanent "blessings" that never end. Patron god bonuses, whose
availabilities are determined racially, fall into this category.

 ______________________ ____________________________________________________
| STATUS               | EFFECT                                             |
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| Aryllia's Blessing   | +5% HP, +1% crit chance                            |
| Belen's Blessing     | +8% crit chance, +1% crit chance                   |
| Death's Touch        | 15% chance to sap 20 HP/mana per hit               |
| Disease Immunity     | Impervious to diseases/curses within duration      |
| Ethene's Blessing    | +10% mana                                          |
| Ethene's Wisdom      | +20% XP bonus, +15% status effect durations        |
| Fury of Vraekor      | +10% melee fire damage, +5 fire damage             |
| Gaea's Blessing      | +5% elemental resistance                           |
| Gaea's Reserve       | +0.5 HP regen/sec, +10% damage resistance          |
| Lopoku's Blessing    | +6% poison damage, +6% poison resistance           |
| Lyria's Blessing     | +5% mana, +5% mana regeneration rate               |
| Lyria's Blessing     | -25% mana costs                                    |
| Mitharu's Blessing   | +5% HP/mana                                        |
| Mitharu's Protection | +0.5 HP regen/sec                                  |
| Njordir's Blessing   | +6% ice damage, +6% ice resistance                 |
| Ohnshan's Blessing   | +6% lightning damage, +6% lightning resitance      |
| Self-Sufficient      | +1% XP bonus                                       |
| Strength of Njordir  | +10% piercing/lightning damage, +5/6s shock damage |
| The Orison           | -5% mana costs (reward for finishing "The Orison") |
| Thyrdon's Charge     | +20% damage                                        |
| Thyrdon's Blessing   | +5% physical damage, +5% armor                     |
| Vraekor's Blessing   | +6% fire damage, +6% fire resistance               |
| Watched By the Gods  | +2 HP regen/sec                                    |
| Ynadon's Blessing    | +10% HP                                            |
| Ynadon's Justice     | +25% crit damage, +5% crit chance                  |
|______________________|____________________________________________________|

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FACTION SIDEQUESTS                                                       [FCTN]
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Here is a list of all major faction sidequests. DLC sidequests will go in
their own section, though.

 HOUSE OF BALLADS

 01) Song of Sir Sagrell .......................................... HOB1
 02) Ballad of Bloody Bones ....................................... HOB2
 03) Two Knights and a Troll ...................................... HOB3
 04) What Lies Beneath ............................................ HOB4
 05) The Champions ................................................ HOB5
 06) Cursed Kingdom ............................................... HOB6
 07) The Hero and the Maid ........................................ HOB7

 HOUSE OF SORROWS

 01) The Sorrows Call ............................................. HOS1
 02) Voices of the Dead ........................................... HOS2
 03) A House Divided .............................................. HOS3
 04) The Eldest ................................................... HOS4
 05) The Weeping King ............................................. HOS5
 06) Such Sweet Sorrow ............................................ HOS6

 SCHOLIA ARCANA QUESTS

 01) Trial by Fire ................................................ SCO1
 02) The Ruin of Aodh ............................................. SCO2
 03) The Unquiet Bride ............................................ SCO3
 04) Shardfall .................................................... SCO4
 05) Lightning in a Bottle ........................................ SCO5
 06) A Crowded Mind ............................................... SCO6
 07) Revelation ................................................... SCO7

 TRAVELER QUESTS

 01) The Guided Hands ............................................. TR01
 02) The Silent Step .............................................. TR02
 03) Jailbreak .................................................... TR03
 04) Something Borrowed ........................................... TR04
 05) Going Rogue .................................................. TR05
 06) Mirror, Mirror ............................................... TR06
 07) Outside the Box .............................................. TR07
 08) Classic Misdirection ......................................... TR08
 09) The Purloined Letters ........................................ TR09
 10) Thick as Thieves ............................................. TR10

 WARSWORN QUESTS

 01) The Commendation ............................................. WAR1
 02) The Road Patrol .............................................. WAR2
 03) The Heart of Sibun ........................................... WAR3
 04) Lock and Key ................................................. WAR4
 05) The House of No Doors ........................................ WAR5
 06) The Isle of Eamonn ........................................... WAR6
 07) The Mystic Hammer ............................................ WAR7
 08) The Mountain Prison .......................................... WAR8
 09) Khamazandu's Gift ............................................ WAR9

                                                   _________________________
___________________________________________________/ HOUSE OF BALLADS QUESTS |_
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The House of Ballads is one of the first questlines available, since it's in
the first available area (Odarath, east half; NW exit) and requires no story
progress to begin. Additionally, all HOB quests take place in Dalentarth, so
it's an excellent primer for newcomers. Some sidequests, like Treasures of
Meropis and Shadow of Enfaminir, can only be unlocked in this questline.

[HOB1] THE SONG OF SIR SAGRELL
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Client -: Hallam the White [House of Ballads]
Prereq -: ---
Reward -: XP

Since fae have no written language, they keep traditions alive through story,
and the House of Ballads is dedicated to the living legends who make those
stories possible. However, the place is rather gloomy upon arrival, since Sir
Sagrell, a beloved hero, has somehow perished. Since the heroes are destined
to reenact their legends forever, this jeopardizes his tale, and Hallam must
find a new Sagrell as fast as humanly (faely?) possible.

One can voice a claim to Sagrell's seat in the Court of Summer, which starts
the quest properly. The destination is east of the House, in Gorguath hollow,
where the previous Sagrell's greatest foe, the Grave Thresh, waits. Upon
arrival, Pledge Ficon tells the news: the enemy is now slumbering and can
only be roused by removing its vine barrier. Thus, one must seek out the 3
heartvines (a.k.a. root levers) around the dungeon. Ficon tags along to help.

Not much to say on proceeding: pick a direction and work (counter)clockwise
to get all three vines. In addition to pestilent brownies and boggart
plaguebearers, there's a few unwarded fae caches. There's also two hidden
doors -- upper NW chamber, lower central passage -- with the former required
to get one of the Gorguath lorestones.

Tripping all heartvines opens the central corridor from the foyer, leading
straight to the thresh's room. It's not that different from other threshes:
same attack patterns, same level of skill, same boggart lackeys. It does have
boosted HP and damage though (it'll be higher-levelled than oneself) so don't
sell it short. Just dodge its root projectiles and hit it when it switches
from ground to air mode. Hammers can interrupt it, as usual.

After its demise, the chamber beyond houses Sagrell's corpse. He carries two
unique items (Faeblades of Song, Ballads Signet Ring) but only the ring is
required to continue. Taking the item cues a scripted fight in which threshes
appear and Ficon is slain. Eliminate the wussies and leave, after finding all
lorestones hopefully.

That new signet ring will unlock the Court of Enchantments back in the House,
allowing one to finish the quest. The player is now considered to be Sagrell
for all intents and purposes.

[HOB2] BALLAD OF BLOODY BONES
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Client -: Hallam the White [House of Ballads]
Prereq -: The Song of Sir Sagrell
Reward -: XP

As soon as the first mission is done, the player is called to act again, for
another ballad has taken a strange turn...and that ballad has always required
Sagrell's aid! The destination is the Ballads Oratory, located in Ettinmere's
southern region. First-timers will have to reach the Ettinmere from Webwood,
the only point of ingress.

Once there, King Wencen explain that Sir Farrara's part in the upcoming tale
is to defeat "Bloody Bones," a maiden-abducting thresh who ultimately defeats
Farrara. The Resurrection Potion (key item) Hallam gave earlier will revive
him, which is another part of the telling. Uduath, a north Ettinmere hollow,
serves as the monster's lair. It's right near Holmstead, for those who've
found the lakeside retreat.

Within, Farrara will be fighting off some local sprites, and mentions Bloody
spiriting away an entire camp instead of his usual captive. The final lair
will only open when the player's freed all 5 Almain groups from their cells
(these dead ends are map-marked for easier location).

In the final lair, Bloody Bones will invite the player to abandon Farrara to
learn his method of changing the tale. [There's also a persuasion option to
have him release the prisoners early.] Regardless of the choice, though, one
must fight the fae and his sprite henchmen. Not a hard fight, really.

When it's over, revive Farrara and return to Wencen at the House of Ballads'
court. Reporting finishes the quest, and sets the stage for the next in...

[HOB3] TWO KNIGHTS AND A TROLL
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Client -: King Wencen [House of Ballads]
Prereq -: Ballad of Bloody Bones
Reward -: XP

The time has come to do a Sagrell-centric quest. First, one must visit Tenhwa
at the Ballads Library, a small cottage in the north Webwood-Haxhi mountain
pass. (It's fast-travellable if previously discovered, and unlocks only when
this quest is started.) However, as usual, disaster strikes: the Librarian's
been cursed and the ballad Wencen asked for, the "Hero and the Maid," wound
up stolen.

Tenwha explains the situation: the Maid of Windemere has imprisoned her in
the same fashion used during "Two Knights and a Troll," which stars Sir Creth
and Sir Airmer. She humbly requests the stolen cairns' retrieval from Sundur
Caverns, where the Maid's trollish companion Nix hangs his hat. [Before going,
use that Dispelling skillbook! It's in a 2F unwarded fae cache.]

The caverns are along Haxhi's north mountain pass, and the first cairn rests
a little ways outside the entrance. Sir Creth and Airmer can be found within,
and rope the player into starting their "Two Knights and a Troll" ballad
automatically. Airmer gives one the cairn he found earlier, and the sirs'
route of advancement brushes past two others. The last one is dropped by Nix
in the final chamber, but he only appears if all others are acquired. [This
means those who ignored the one outside have to fetch it, then walk back!]

With the cairns in hand, return to Tenhwa to learn the tale holds the key to
breaking the enchantment. Use the Echostone nearby to hear the tale in full,
then relay the counterspell: "You are human now! Go!" The other replies will
only hit the player with "The Curse of Slow Thought" (-50% mana regen/sec) or
"The Corruptor's Curse" (-25% damage res).

When done, return to the House of Ballads court, only to find the Maid of
Windemere's been abducting certain quest-givers. Hallam will be back by now;
speaking with him outside finishes the quest and starts the next.

[HOB4] WHAT LIES BENEATH
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Client -: Hallam the White [House of Ballads]
Prereq -: Two Knights and a Troll
Reward -: XP, Resurrection Potion

Oddly, for a fae problem, Hallam encourages one to seek a human alchemist,
Father Etair, for info on how the Maid is screwing up the songs. He can be
found at St. Eadric's mission, on the Sidhe's west entrance (near Star Camp).
See the grizzly scene on the bunkhouse's second floor, then speak to Brother
Aedwin to learn Etair's apprentice, Wulf, may be involved.

A clue lies within the bunkhouse's 1F desk under a very hard lock, though
there are at least two keys (on 2F and the basement) that bypass it. Yup,
papi was gettin' sloppy. Take the key item "Storage Case" to learn the dust
traces came from the nearby well. Said location is now accessible.

'Neath the mission walls is a surprisingly vast pool system, inhabited mostly
by kobold types. Three map-marked beasties will carry a key item "Crystal" to
collect, with the last symbol leading to an anguished Wulf. He uses a Whistle
(key item) to find the crystals, and won't give it up unless one picks the
Dispelling-based "persuasion option". Any other option leads to Wulf's death,
but that doesn't stop the story.

With the new instrument in hand, travel north to the next piece of land and
use the sucker, which reveals the fourth Crystal's location. [It'll be used
later, too, so hotkey it on the radial dial. It can only be used by manually
bringing it up and selecting it, though, not instantaneously like potions.]

Return to the House of Ballads, hear the maid's warning and finally speak to
Hallam, ending this dreadfully damp quest.

[HOB5] THE CHAMPIONS
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Client -: Hallam the White [House of Ballads]
Prereq -: What Lies Beneath
Reward -: XP

The Maid's expecting the House's greatest warrior to fight her, and since she
added everyone to her collection, that task falls upon Sagrell. The mission
title alludes to "The Champion" tale, in which a knight enters the Maid's home
turf of Windemere, only to fall prey to her enchantments...but the Fateless
One ain't having any of that malarkey.

Windemere is the area in NE Odarath and has (and still is) closed off to all
comers. This is due to the "Wall of Thorns," the Maid's first challenge to
interlopers not recognized as true House of Ballads knights. As luck would
have it, Sir Creth and Airmer are battling at the front gate, trying to enter
themselves.

The two are actually bewitched by the Maid's spell, and rather than duelling
and killing one, passing the Dispelling-based persuasion option ends things
without bloodshed. [Giving Creth a beatdown is immensely satisfying though,
just for reference.] Becoming the Windemere champion earns a full House of
Ballads armor set -- Robes, Slippers, Hood, Gloves. One can only open the
Wall of Thorns by donning the full set; after it's open, though, they don't
need to be worn any longer. They also have no skill requirements, so macho
fighters needn't worry about their mage proficiencies.

• Note that the House of Ballads armor set are all considered quest-related,
  and can never be removed from the inventory (bought/sold/stashed/junked).

Beyond lies Windemere proper, a large meadow and gorge that must be crossed
to reach the Maid's dwelling. [Note that the place is only fast-travellable
if one walks along the road near the entrance; deviating too far won't trigger
the prompt!] Outside of a few trolls, there's not much here worth remembering.

Anyway, make for the SE area's bridge, only to find a 2nd challenge: the
Weeping Gorge. Only those who defeat Sir Elswin were worthy of entering the
Maid's kingdom, but as the story goes, Elswin was slain. Apparently his body
still inhabits the water below, where he last fell. Hallam's Resurrection
Potion will revive his waterlogged corpse for another defeat, though.

With the guardian face down in the muck, the Weeping Gorge can be crossed
and the Maid's castle approached...almost. Creth or Airmer, whichever wasn't
helped/fought previously, appears at the end to fight the player. Dispelling
the curse works yet again; those who raise their swords will have to fend off
the fae knight and his thresh (!?) helper.

Visiting the kingdom at Summer's End finishes the quest.

[HOB6] CURSED KINGDOM
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Client -: ---
Prereq -: The Champions
Reward -: XP

After a quick chat with the local ruler (telling her "I'll rule alone" is
especially funny), one's free to explore Summer's End. The animals here are
docile as long as they're unprovoked, and all Summer's End lorestones can now
be found. To continue, visit the tiny village's chantry where the previous
Sir Sagrell now lives.

He reveals the current predicament is actually the "Cursed Kingdom" ballad,
where Belmaid reduces the Maid's burgeoning army to dust...only some of the
parts seem to have changed. He reveals the crystals guarding the Maid's power
are invisible and can only be summoned with a musical tone -- that flute from
before does the trick (for a duration, anyway). One's near the castle, one's
near the unenterable house; the other 3 are in the surrounding forest.

Destroying all five will turn all "friendly" critters violently hostile.
Speak with Sagrell to get the House of Ballads Shield (unique) and a key to
the belltower. Its tone will destroy the enchantment on Castle Windemere,
letting one finally confront the maid. Sally forth to finish the quest.

[HOB7] THE HERO AND THE MAID
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Client -: ---
Prereq -: Cursed Kingdom
Reward -: XP, Iconoclast

Inside, speak with the Maid to learn the Court of Enchantments is still held
prisoner -- freeing them quickly becomes the next task. [Also note that all
Windemere lorestones are within the walls, so be prudent in finding 'em for
a free crit chance bonus.] Note that all rescuees except the king will put up
a fight.

Farrara is within the second chamber and attacks with some sprite friends.
The third room contains a crossroads leading to the remaining figures. Wencen
is at the NW path's end; Lady Oleyn and Belmaid are along the SE path and
fight with Ancient Leanashes.

• Apparently, with a high Dispelling skill (5+), it's possible to shatter the
  enchantment on the three hostile Ballads knights. [Thanks to Bullet Sponge
  for this info.]

With all four fae collected, the way NE finally opens. Wencen will turn tail
and give the player a "King's Token". To continue, visit the NE boss chamber.

BOSS: Maid of Windemere
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She's a mage type who can summon sprites into battle, but in general, isn't
that hard herself. The annoying part is the enemies (sprites, leanashe, bog
thresh) who enter the fight. Since the area is lined with plant traps that
inflict bleeding, they're spaced close together and the dungeon can inflict
Toxic Slurry disease (-50% bleeding/poison resistance), health can really
take a beating. Try to keep the fighting at midfield, or the plantless alcove
near the lorestone. The Maid can easily be interrupted, so concentrating on
her alone may expedite things.

When the fight's almost over, the Maid begs the player to help save her from
the endless cycle of death. The middle and bottom options will simply lead
to her fated destruction; the top option chooses to save and rule the House
of Ballads with her.

Either way, return to Hallam to finish and earn the "Iconoclast" Twist of
Fate (+10% faeblade damage, +6% mana, +3% chance to sap 5 HP/hit). The Maid
of Windemere will relocate to the Court if she was spared earlier, but there
are no other additions, since no others returned -- this includes Creth and
Airmer, if they were spared. (The former Court members will return if the
Maid was slain, however, but only if they were saved via Dispelling. If one
cut 'em down earlier, they stay down.) NPCs will reflect favorably or
disdainfully, respectively, if one saved or betrayed the House.
                                                   _________________________
___________________________________________________/ HOUSE OF SORROWS QUESTS |_
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The House of Sorrows can be found in the Midden, and is the only unique quest
series in Klurikon.

[HOS1] THE SORROWS CALL
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Client -: Bisarane [The Cursewood]
Prereq -: Breaking the Siege
Reward -: XP, gold, Heartstone (powered-up version)

The questline will begin after chatting with Bisarane, a Winter Fae who camps
in the Cursewood-Midden and Cursewood-Drowned Forest passages. As the leader,
he tells of the Sorrows' plight, namely their need for a champion to fight
the Tuatha and save their house from ruin. However, killing a Niskaru Lord
isn't enough for fancypants Bisarane; he requires further trial. This can be
done at the Proving Halls, a dungeon in the Midden, not far from the House of
Sorrows itself.

With Bisarane's Heartstone amulet, one can enter the Proving Halls, though
the door will lock behind -- the trials ahead must commence! The warmup for
the first trial is a bog thresh and some boggarts...child's play, eh? A few
others await after:

• Taibreah, a Sorrows maiden, will talk about a beast coming to kill her. An
  Ettin War Priest and some boggarts commence a fight after dialogue. One's
  actions will change dialogue with the next Bisarane contact orb (includes a
  persuasion option).

• There will be a Sorrows fae succumbing to poison in a far room. Defeat the
  bog thresh and boggart vanguards, find Cadoroc. He'll want the player to
  kill him, though a persuasion option adds more light on the subject. What
  course one takes changes the next Bisarane orb checkup (has a persuasion
  option).

• Bisarane will ask the player to fight him. Pick either option.

Finally, the trials end and Bisarane shows himself. Agree to help the House
to get passage inside, as well as start the next quest. Other notes:

• It's possible to enter the Midden without starting the Sorrows' questline,
  by entering through the Keening. Bisarane appears in both exits from the
  Cursewood, but only automatically talks by approaching via the shortest
  route.

[HOS2] VOICES OF THE DEAD
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Client -: Bisarane [Proving Halls, The Midden]
Prereq -: The Sorrows Call
Reward -: XP, gold, Sorrows armor set

The Proving Halls open into the House of Sorrows itself, which one can now
explore at leisure. [There's not much here to do, except start Malthorn's
"On the Hunt" quest and do Genlise's Dispelling lessons.] Bisarane reveals
that the House had a pact of nonaggression with the Tuatha, but in doing so,
they wanted a new leader installed -- Bisarane was the one chosen. However,
this move has caused much strife within the House, and most people ceased
trusting him.

It doesn't help that Saturnyn, a Tuatha agent, has been toying with the House
at every turn. Bisarane's latest quest involves Cadaroc, who has apparently
slain someone and fled. The matter is to be investigated with Taibreah, and
hopefully bring the search one step closer to Saturnyn. The youngest delver
can be met in the Midden, near the House's cliff exit.

Taibreah isn't a primo fighter, so she'll need the player to fend off all
the faer gorta, leanashes and other poisonous creepy crawlies. The journey
leads to the northern cliffs, but the delving magic will attract foes -- fend
off the waves (boggarts, arcane barghests, bog thresh & helpers) while she
works.

Once done, Tai reveals the murderer's hideout: the Drowned Forest's Sioran
Crypt, a little NW of the roadside Alfar Camp. Normally, one would take the
long way to Cadorac's chamber (through spider- and sprite-infested hallways)
but it's possible to take the first room's hidden door as a shortcut. A fight
breaks out after Cadorac's opening chat, which is a fairly standard beatdown
despite his high HP.

When it's over, return to Taibreah at the House's main entrance to finish.
She gives an incomplete Sorrows armor set (Cowl, Gloves, Sandals), plus the
normal goodies.

[HOS3] A HOUSE DIVIDED
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Client -: Taibreah [The Midden]
Prereq -: Voices of the Dead
Reward -: XP, gold, Robes of Sorrow

While the player was gone, the House has suffered much infighting, and if the
broken front door's an indicator, it took a huge toll. The quest begins when
Taibreah urges the player to enter through the Proving Halls backdoor, now
infested with bolgan. Great. [Just run through their ranks to avoid a long,
drawn-out trek.]

Inside, seek out Bisarane in the throne room to learn the dissenters have
fled the house in their warmongering, taking refuge in the Fallen Hall (SE
Keening fortress). As before, Taibreah will assist as best she can, meeting
one at the destination.

From the get-go, one will stumble upon Tuatha attacking the rebels, who are
vastly unprepared for their onslaught. Bisarane wanted the player to save 'em
if possible, but without huge finishers (like the Meteor spell), most'll end
up perishing. A ways on, one will see Saturnyn behind a massive triple-gated
door. To open it, one must find the 2 other sigil stones down the offshoot
paths. They'll be heavily guarded by Tuatha types, usually with a troll.

Opening all locks reveals the Holdfast portion, where Saturnyn awaits! Or so
it seemed -- the shadowy figure from before was just Myrcyr, a mere agent of
Saturnyn. He can't be reasoned with and fights, eventually attracting a few
cronies into his fight. When his health dwindles enough, he'll flee battle,
giving a message for Bisarane.

All that's left is to report back at the House...empty-handed. [The south end
of Myrcyr's room has a hidden door though!] After claiming the rewards, the
next quest begins automatically.

[HOS4] THE ELDEST
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Client -: Bisarane [House of Sorrows, The Midden]
Prereq -: A House Divided
Reward -: XP, Sorrows Talisman

Bisarane has given up hope of victory, instead finding solace in attrition.
One's next task is to seek the Eldest, two ancient fae who know the location
of the accumulated sorrows Saturnyn seeks. They apparently rest in Damalroc,
a ruin in the Caeled Coast's north half (SE corner). Bisa also gives the
key to the Great Scale, a puzzle one must solve to meet 'em.

Not much to speak of en route, except a rare indoor Stone of Autumn in the
banshaen's chamber. Anyway, as Bisarane said, the only weight the scales know
is death -- basically, they operate by killing foes on the floor glyphs. Hit
the Erathi sigil stone to send in infinite waves of Murghan, slay 'em proper,
and the nearest door opens. This needs to be repeated for both doors, though
only one at a time is allowed.

In the course of these events, one meets Caelrod and Alarane, the very first
Delver and Tender, respectively. Once reunited from their reverie, the quest
will end

[HOS5] THE WEEPING KING
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Client -: Alarane or Caelrod [Damalroc, Caeled Coast]
Prereq -: The Eldest
Reward -: XP, gold, Crown of the Weeping King

The second fae awoken will give the task of recovering a key to the Sorrows,
necessary to progress. It lies within Sinsear, another Caeled Coast dungeon,
this one in the southern half's SE bend. The player can also choose which of
the Eldest assists in the journey (Caelrod uses magic, Alarane faeblades).
Once chosen, both will disappear, with the unpicked going to visit Bisarane.

Upon arrival, find the hand-picked assistant and get ready to traverse the
dungeon, looking for votives necessary to continue. This turns out to be a
fairly simple task, as they can be collected in a natural order:

• Votive of Stone - given by helper when first spoken to
• Votive of Leaf -- carried by bog thresh (in second chamber)
• Votive of Flame - carried by flame sprite champion (SE chamber)
• Votive of Water - carried by banshaen (southernmost chamber)

All collected? The next step is the "Crying Eyes," a small statue puzzle. To
do it right, hit the switches in the following order: left, right, central.
This opens the path to the NW chamber where one can claim "A Withered Branch"
as the key.

Report back to Bisarane. The truth about Saturnyn will be revealed, just as
Myrcyr and his retinue of Tuatha priests come in and attack. Slay them (he's
much easier this time) to automatically finish.

[HOS6] SUCH SWEET SORROW
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Client -: Taibreah [House of Sorrows, The Midden]
Prereq -: The Weeping King
Reward -: XP, Sorrow, Child of Autumn Twist of Fate

With all that's happened, Taibreah will reveal some interesting info. With
her delving prowess, it's possible for the player to persue the traitor into
Esharra, the plane of pure magic. This is a one-way trip until finished, so
be prepared!

This fragment of Esharra is almost circular in shape, and one's duty to reach
the center is destroying the barrier's weakpoints. There are are four in all,
each along the path and guarded by previous faces (Caelrod, Alarane, Myrcyr,
Cadoroc), most against their will. All apparently carry a health potion.

When all four are slain, it's time to meet the traitor. There's a persuasion
option explaining the rationale for selling the House, if one can pass it.

BOSS: Traitor
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This is mostly just a slogfest with the mage, who will continuously summon
helpers (Delvers) into battle, and later other manner of horrors (leanashes,
faer gorta, tuatha) as aid. While the helpers are out, the boss will fling
magical projectiles, usually the hard-hitting dark magic one. Outside of some
resistance to juggling, knockback, and interruption, there's not much that
separates the traitor from normal mages...well, besides high HP of course.

After slaying the fool, loot him and bear witness to the final act of the
House. Doing so will transport one back to the Midden, near the Gallows Tree
itself. Taking the strange staff at its base (Sorrow) will finish the quest,
and give the Child of Autumn TOF (+5% elemental damage, +5% damage vs. fae).

                                                     _______________________
_____________________________________________________/ SCHOLIA ARCANA QUESTS |_
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The SA quests are geared towards magic users and many of the benefits earned
will benefit those builds especially. The guild is based out of Rathir, on the
Plains of Erathell's eastern coast.

[SCO1] TRIAL BY FIRE
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Client -: Wren Penderghast [Rathir, Tywili Coast]
        : Docent Augra Tenet [Ysa, The Sidhe]
Prereq -: ---
Reward -: XP, Neophyte's Ring

The preliminary quest to join the prestigious order of mages can start by (1)
talking with Wren Penderghast at the Scholia Arcana itself, in Rathir's upper
city (2) talking with Augra in Ysa's guild embassy. Note that, to enter Ysa,
one must first complete "Old Friends, New Foes". This can be done before the
main questline requires it by talking with Sola, camping near the city's shut
Sidhe entrance.

Augra mentions applicants undergoing a "Trial of Initiation," which takes
place in the Delving Hall nearby (unlockable with the new "An Ornate Key").
There, Savant Aethan Engar, the player's chosen mentor, commences the trial
when asked to. Leaving is impossible until the event's over, so prepare 'fore
going into the magic circle.

The trial is essentially just fighting faer gorta and Tuatha spectres, while
Engar provides flavor commentary (the best part, actually). Loot found here
is quite real, too. After reaching the warped version of Canneroc in the
second phase, eliminate the warriors and speak with the sorceress. Doing so
ends the test, so search the whirlpools before then.

Afterwards, talk with the stunned savant to finish the quest. This earns the
first of many unique rings befitting the current rank. Speaking with Engar
again can begin the next quest.

[SCO2] THE RUIN OF AODH
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Client -: Aethan Engar [Ysa, The Sidhe]
Prereq -: Trial By Fire
Reward -: XP

After the initiation trial's oddity, it appears the magic in Aodh has shifted
to a noticable degree -- and it's the player's job to find out. Aengar will
give the key to Aodh, a riverside dungeon in the Sidhe's center. Normally
closed, it finally opens during this mission.

The ruin is fairly straightforward, though it has several anterooms. Enemies
are generally sprites, arcane barghests and Priests of Vraekor (mages). The
final room contains a bewitched Nuala Ignas, who turns hostile after dialogue.
Her special ability is to float high above weapon range while her infinitely
respawning sprite helpers pester their foe. However, her constituation's only
a bit higher than normal spellcasters, so when she drops back down, send her
packin'. [All sprites die when she does.]

Nuala carries the key item "Sun Stone" which must be looted to continue,
while the warded chest always contains "Boots of the Dark Empyrean," part of
the sorceress' armor set. All that's left is reporting back to Savant Engar
for the rewards.

[SCO3] THE UNQUIET BRIDE
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Client -: Aethan Engar [Ysa, The Sidhe]
Prereq -: The Ruin of Aodh
Reward -: XP, Docent's Ring

Call upon Engar for a new task: investigating disappearances in Mel Aglir, an
east Kandrian town. However, instead of making a beeline there, first there's
a contact to meet in Tala-Rane, along the west side of Skycrown (that large
illustrated mountain on the world map). The meetup is with none other than
the archsage himself, Jubal Caledus! Help him fend off some Freemen robbers,
then read the letter he's found, naming Patrick Morkan a suspect in Adept
Fel's search.

He can often be found at the Raven, a local tavern. Although he's a dead end
himself, he mentions Fel left hastily enough that her possessions are still
in the upstairs room. Search the footlocker to find her journal, mentioning
the possibility of Tulan connecting to passageways beneath town. Said cavern
is almost near town, due north in the kobold-filled hills.

The immediate blood trail betrays sinister intent within. Comb the craggy,
kobold-filled pit until the natural wonders give way to manmade passages. The
captive adept will stop the player, saying one of the townsfolk is actually a
necromancer. That betrayer can be found further down the passage with his
reanimated wife. After a conversation, both attack, though only the mage need
be slain; his demise kills his automaton too (though neither is very hard).

Take the necromancer's special key and exit via the nearby ladder, which is
a shortcut to Mel Aglir. [The house one winds up in has a warded 2F chest
full of gems; this always counts as theft, though.] Fel will have already
escaped and returned to her rented room. Check in, then meet with Engar at
the Scholia Arcana rendezvous. There, the quest finishes.

[SCO4] SHARDFALL
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Client -: Aethan Engar [Rathir, Tywili Coast]
Prereq -: The Unquiet Bride
Reward -: XP, Aethan Engar's Letter, Adept's Ring

The guild has been contacted by Anker Edmure, a sagecrafter in the west
Forsaken Plains town of Emaire. Though his past interactions have been worth
as much as vapor, his latest cry for help may ring true. Visit the craftsman
to find his apprentice has gone missing in Shardfall, a shard-rich cave that
has recently become dangerously chilled.

For this reason, Edmure's erected a barrier to prevent passage inside...or at
least those without the preventative measure he's been working on. For that,
he'll need the player to kill a paragon barghest and take its beating heart.
Luckily, there's one north of town, near the Cradle of Summer's mountain pass.
Kill it, use it as an organ donor and return to Edmure for his unique "Pendant
of Warmth".

Shardfall's found in the Cradle of Summer's far west end, NW of Urul-Tusk.
With the new pendant in the pack (it needn't be equipped), one can freely
pass through the barrier. As far as proceeding, this place is basically the
flipside to Aodh: ice-themed, ice mines, ice-type enemies, etc. There's also
plenty of shards to take, just as its renown suggests. [North of the troll's
chamber is a hidden door, too.]

Donnel Cutty's corpse can be found in the area right before a jump point;
he carries a titular ring to take. Cadoc Reen lies in the map-marked area
and attacks after a small convo, just like the Dark Empyrean's previous vic.
Defeating him and his iceball attacks slays all sprite helpers. His loot:
a key item "Frost Stone" and Grasp of the Dark Empyrean, armor set handwraps.

Returning to Engar at Rathir will finish the quest. Note that delivering
Cutty's ring to Edmure will earn a unique "Gem Cutting Handwraps," which
boost elemental damage and give +1 to Sagecrafting.

[SCO5] LIGHTNING IN A BOTTLE
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Client -: Eran Methneen [Rathir, Tywili Coast]
Prereq -: Shardfall
Reward -: XP

The savant's letter requests the player's presence at Skycrown, the massive
peak towering above both Tala-Rane and its surrounding regions. To reach its
now-opened entrance, visit Acatha, the swampy region in southern Galafor.

This is mostly a two-part dungeon, and like Aodh and Shardfall before it,
has a strict lightning theme -- all its traps and sprites will lean toward
that affinity. The first interior stretch is all ettin and those flying
annoyances, with the "Robes of the Dark Empyrean" set piece in the final
warded chest. The second stretch is the climb from the ettin village (with
its shaman lightning users) to the illustrious peak where the archsage waits.

After a brief meeting with the boss, he'll have to jet. Meet up with him at
the SE corner of west Kandrian (annoyingly requires backtracking to base) in
a newly-created, smoldering pit. There'll be a brief battle with the Dark
Empyrean's next victim, which naturally entails sprite helpers. Afterwards,
claim the Sun Stone and Storm Stone from the poor sap's body, then report to
Eran for a swift close.

[SCO6] A CROWDED MIND
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Client -: Eran Methneen [Rathir, Tywili Coast]
Prereq -: Lightning in a Bottle
Reward -: XP, Savant's Ring

Following events at Skycrown, the archsage himself has requested the player's
presence -- his (previously inaccessible) basement quarters are down the hall.
Examine the glyph scene to be swept into a dreamworld of sorts. It's possible
to leave once inside via a certain dialogue option, note.

Anyway, the archsage will mention the Dark Empyrean trying to assume control
of his thoughts, not unlike past mages. He can't leave the sanctum for that
reason, so it's up to the newest adept to assume the reins. This dreamworld's
a one-time-only place, so make sure to loot it for all its worth.

To break the control, one must tackle the archsage's manifested flaws, which
the Empyrean tries to exploit. The left path has Indifference, whose battle
summons three Niskaru; the right path leads to Ambition and Sacrifice (x2).
Only when both flaws are defeated will Caledus leave his sanctum and meet at
the crossroads. His reward: imparting a Twist of Fate, either Fearless (+5%
elem damage, +1 to Sorcery abilities) or Disciplined (+5% elem resistance,
+1 to Sorcery abilities).

Those wondering about the chests here: they don't really serve a purpose,
other than to throw backstory on the archsage. After unwarding the chest
nearest his sanctum, use that Mantle Key to start unlocking the remaining
chests. They generally go from the crossroads, left, then right. The order:
Mantle Key, Patronage Key, Left Key, Talent Key, Flame Key.

Leave by talking to Jubal, then meet him in the Scholia Arcana courtyard to
finish the quest. Note that the "Savant's Ring" exists in two forms: a minor
enchantment (mana boost) and a unique version. The reward gives the latter.

[SCO7] REVELATION
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Client -: Jubal Caledus [Rathir, Tywili Coast]
Prereq -: A Crowded Mind
Reward -: XP, Archsage's Ring, Archsage's Key

One finally learns the truth about the Dark Empyrean's imprisonment. As it
stands, she can only be stopped by freeing her and delivering an appropriate
beatdown. The courtyard is actually weaved into the ancient spell, and by
placing the Storm, Frost and Sun Stones, the ceremony will release the witch.
It's possible to leave during this portion, though once all trinkets have
been set, there's no choice but to fight...

BOSS: Ciara Sydanus
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The player will do this portion alone. The Empyrean's defense is pretty
crappy, but she makes up for it in annoyance factor -- creating explosive
red glyphs on the sidewalk, summoning mindjacked lackeys, floating high above
weapon range... Her spells are basically the same ones she's used through her
previous savant vessels, which is why this battle can feel like a retread
instead of a true "revelation". When slain, the "Cowl of the Dark Empyrean"
is her only loot.

Afterwards, Eran Methneen will drop some accolades on the player, finishing
the quest and earning a swell promotion to guild leader! [This is especially
funny for characters who don't know one whit of magic.] Either way, the B1
archsage quarters are now one's own, replete with stash, lab, sagecrafting
altar and forge. The far treasury, previously locked, now opens too.

                                                          __________________
__________________________________________________________/ TRAVELERS QUESTS |_
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Although any character can do the Travelers' questline, it generally caters
to stealthy (Finesse) types. Adventures occur across Dalentarth & the Plains
of Erathell.

[TR01] THE GUIDED HANDS
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Client -: Grim Onwig [Star Camp]
Reward -: XP, gold, 5 Lockpicks, Shadow Prism, Greater Assassin's Evasion

Grim stands guard at the entrances to Star Camp, in the Glendara/Lorca-Rane
and Haxhi/Sidhe mountain passes. It's very hard to miss him since he strikes
up a conversation when in proximity (always occurs the first time through),
trying his recruitment speech. Even if one declines, he'll still be in the
same spot.

Agree to join the organization and Grim sends one to Crilgarin, Star Camp's
fae leader. She tells of the Hierophant, a patron saint of sorts, who they
must pray to -- and expects the Fateless One to comply, too. The Hierophant's
shrine is by the south exit, and she agrees to welcome the player into the
band, if s/he steals three particular items to balance the risk.

• Grifricas' Medallion: Carried by the nobleman Ealfwig Grilfricas in the
  Didenhil (Glendara) inn. He's suspicious of those who approach them, but
  doesn't react much besides the first rebuff. Speak to him, positioning his
  back to a corner of the room, then wait until all eyes are off to rob his
  trinket.

• St. Eadric's Pall: Found at St. Eadric's Mission, a small enclave on the
  Haxhi-Sidhe border, and the closest to Star Camp. The chapel tomb can be
  robbed during this mission, although the pesky monks' placement tends to
  foil most robberies. The very dead of night, or the very early morn (9 or
  10 AM) tends to work well. If one guy is patrolling, hide behind the desk
  to reduce his vision.

• Draug's Toothpicks: Found at Vorm Lodge in the Sidhe. Gunnar Frode was
  contacted about their purchase, but the Hierophant wants the player to
  steal 'em instead. To do so, loot his upstairs footlocker for a map, then
  travel to the Toothpicks' hiding spot in the Sidhe (NE region, rockpile).

With all three items firmly in pocket, deliver them to Crilgarin to end
things properly. In addition to the next quest, one can also do "Keeper of
the Keys" for Agraivin Hand.

[TR02] THE SILENT STEP
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Client -: Crilgarin [Star Camp]
Prereq -: The Guided Hand
Reward -: XP, gold

This quest doesn't begin until one asks Crilgarin about her next job. She'll
task one with robbing Ametair, Lord of the Hunt -- a fallen Court of Summer
member and owner of Buru's Boots. Praying at the Hierophant Shrine reveals
his location's unknown, but his herald Aergase is within the Sidhe. She can
be found near the stream above Aodh, a watery ruin near the region's middle.

Aergase divulges her master's holed up in Arduath, thanks to the boots' curse
which brings out its owner's feral instincts. Anyone who goes in there will
be considered his quarry...oh, and he can turn invisible, stalking unseen and
unheard. Still wanna go? Great. Arduath is a straight short north, along the
Sidhe's boundary. [Just as Aergase spawns only during this quest, Ametair and
full access to the destination arrive by the same token.]

Inside the hollow, speak with the Lord, try his persuasion option (only time
to earn the unique "Hunter's Friend" amulet) and begin the inevitable hunt,
which takes place in several rooms. Oddly enough, Ametair will be visible in
each one, only cloaking to make his escape when hit. The minimap disappears
as well, but shouldn't affect the linear progress -- just watch out for plant
snappers! The battle ends in the SW chamber, letting one loot Buru's Boots
from the poor chap (it's the only thing he carries).

Bring 'em back to Crilgarin to finish. Inquiring about her next job will
begin...

[TR03] JAILBREAK
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Client -: Crilgarin [Star Camp]
Prereq -: The Silent Step
Reward -: XP, gold

Grim Onwig hasn't returned from his mission, and Crilgarin, sensing something
unnatural at work, fears he's been captured. He was to retrieve the Missives
of Sable from Ohn's Stand, a jottun dungeon in SW Lorca-Rane, and that's the
place to start looking.

Unlike some dungeons, this one's available pre-quest. However, during this
mission, its hall-wandering jottun are replaced with angry gnome sentries.
Near the entrance is Grim's cell, and he reveals two methods to fly the coop:

• PICK THE LOCK/GET HIS TOOLS: Without any lockpicks, Grim's as helpless as
  a newborn baby. One can pick his (hard) lock manually or nick a key from
  Centurion Gastet in the SW chamber. However, even if it's open, Grim won't
  leave without the tools of his trade; they're found in Gastet's chamber,
  too, within an unlocked chest. Note that picking up the Missives despawns
  the tools, if they were unclaimed. Return "Grim's Stealth Kit" to its
  rightful owner and bust outta this joint.

• FIND THE MISSIVES FIRST: The book itself can be located in a library NNW of</pre><pre id="faqspan-6">
  Grim's cell, though it requires using the NE jump point and traversing the
  jottun-filled paths halls. Acquiring the tome turns all gnomes docile, and
  speaking to Centurion Gastet in the far SW room allows one to swap the
  book for a "Centurion's Key," unlocking Grim's cell. Speaking to Grim when
  it's open ends the scenario.

Other things of note: (1) Taking the Missives despawns the stealth kit, but
the reverse isn't true. (2) Trading the Missives for Grim's freedom will earn
a key, even if said key was stolen previously. (3) It's possible to keep the
stealth kit for oneself in Grim's final dialogue, earning a Shadow Prism &
two Minor Assasin's Evasion potions.

Regardless, Grim will go into hiding, which just leaves reporting the success
to Cril back at Star Camp.

[TR04] SOMETHING BORROWED
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Client -: Crilgarin [Star Camp]
Prereq -: Jailbreak
Reward -: XP, gold, Irion's Wedding Band

This quest begins automatically after reporting to Crilgarin, who directs the
player to Moon Camp in the Plains of Erathell -- the next set of missions'll
take place here. Those who haven't found it yet should head to Rathir on the
Tywili Coast; the destination is a bit south of its main gate.

There, find Irion, the heartbroken King of Cups, who reveals his wife Maire
has left him to seek refuge in the Temple of Lyria. He's not in any shape to
assist, and only sends one to the Hierophant's shrine. The grand leader tells
of 3 items in dire need of confiscation:

• Chalice of Forced Vintage: A cup that transforms any liquid into fine wine,
  it's no surprise that its owner, Veinrich, is sitting in Rathir's Seafoam
  Tavern, milking its abilities. It can easily be stolen while he sleeps in
  the wee hours of the morning.

• Wyvyrn-Gifre Signet: This sparkly ring is held by the clan patriarch Ebsol
  in his upper city manor. Like most people, he holds normal sleeping hours,
  so the Hierophant's advice ("take it away from prying eyes") is easily
  accomplished.

• Cowl of the Maiden: Worn only on a lunar eclipse for some reason, yadda
  yadda. Maire Ganan, Irion's significant other, has already acquired this
  in the upper city's Temple of Lyria. She'll give it over by solving her
  marital dilemma or buying it off her (~2800g); otherwise, one must rob her
  like any other mark. The latter is easiest done before speaking to her, as
  she walks endlessly around the temple alcove. Crouch at the bottom of the
  stairs, roll up when her back's turned and blammo! [However, she'll only
  return to Moon Camp by the persuasion option.]

With all literal items in the proverbial bag, return to Irion to finish. If
his marriage was salvaged, he'll give his wedding band as an additional gift.

[TR05] GOING ROGUE
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Client -: Irion, King of Cups [Moon Camp]
Prereq -: Something Borrowed
Reward -: XP, gold, Skillbook (Detect Hidden)

Speak to Irion to start the quest, then pray to the Hierophant once more for
full disclosure: work with Phasmer Humm (an "unbeliever") to steal the Amulet
of Rithen. Naturally, said amulet is within Rithen itself, an old east-coast
dungeon, north of Culn (itself SE of Moon Camp). Note that said dungeon is
first accessible only during this quest.

Cooperation is the key to progress here. Phasmer will have entered his own
way, and hurries to hit his nearby lever; this opens the path on the player's
side. The same courtesy will have to be done for Phasmer's side, making the
first run here fairly straightforward. Enemies will typically be Freemen
deserters (with mages). Hopefully "Rogue Harvest" was started earlier to earn
a few more pennies from their dropped armbands.

About halfway through, Phasmer's path converges at the ring's room. Open its
gate via the pressure plate and let Humm take the cursed object, paralyzing
him in place. [The player can't pluck it from the loot pile.] All that's left
is to take the final path, complete with blade traps, to the hidden door near
the start, which was previously inaccessible.

On the other side, Grim appears and reveals the Hierophant's real intentions
for the quest (as if they weren't obviously). He'll hand over the key item
"Tear of Mitharu" which can dispel Phasmer's curse. After, speaking with Grim
finishes the quest and reveals his own scheme, taking place in...

[TR06] MIRROR, MIRROR
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Client -: Grim Onwig [Rithen, Tywili Coast]
Prereq -: Going Rogue
Reward -: XP, gold, Shield of Ambient

Grim's fixing to get even with the Hierophant for all her treachery, and has
his own trap in mind. The trigger will be the Missives of Sable she requested
previously. [If one kept the book during "Jailbreak," the quest pretends that
didn't occur.] However, to find the Missives where the gnomes have hidden it,
he'll need the Glass of Ambient. It's hidden within the Blackened Hall, a
trap-filled ruin to the south, also along the Tywili Coast's east end. [Said
location's fast-travellability only kicks in during this quest, although the
dungeon is semi-traversable before then.]

There are three trials one must face to reach the glass.

• Aisle of Flame: The preliminary task designed to weed out noobs, these long
  halls have quick-reacting fire traps. Anyone who tries to beat the rush'll
  be turned into crispy bacon within three seconds. There's two ways to get
  through safely: (1) disarm the traps individually, using Detect Hidden Lv4+
  skill. (2) use Buru's Boots to safely get through.

  Note that Buru's Boots are a key item designed to give (when equipped) fire
  immunity for 18 seconds before disintegrating. That's just enough time to
  get through all three trap clusters. The last cluster has a predicable
  pattern, however, so no worries. After, a sigil stone can permanently turn
  the traps off.

• Dark Maze: This "labyrinth" is pretty pathetic, and really only serves to
  waste time. Simply run around finding glowing walls that open the next path
  and proceed from there. Of course, the fabled demons (Niskaru) still stalk
  the place, and some shortcut paths won't open until all trials have ended.

• The Guardian: Found in the very last room, the Guardian is an evil Horrinox
  that can't truly be killed. However, after defeating it like normal, there
  will be an option to bewitch it with the Amulet of Riften, received earlier
  from Phasmer. Take its Tear of Mitharu when it's down, and when it tries to
  fight, presto chango -- permanent imprisonment! [Note that continously
  "killing" it can't be used for XP farming.]

The Glass of Ambient can be taken from its pedestal when all tasks are done,
leaving only one's exit. Note that there is a warded chest now available in
the Dark Maze's formerly blocked passage, plus a hidden door in the hallway
leading to the Dark Maze itself (from first trial area).

Grim will be at the entrance and finishes the quest once the prize changes
hands. The unique Shield of Ambient buckler that gives +1 to Finesse skills,
among other things.

[TR07] OUTSIDE THE BOX
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Client -: Grim Onwig [The Blackened Hall, Tywili Coast]
Prereq -: Mirror, Mirror
Reward -: XP, gold, 2 Prismere Pick

Grim suggested laying low by visiting Sun Camp and its leader, Argine. The
Travelers' home is within Detyre's Apotyre region. That's quite a long ways
a way, especially for those who haven't bothered going down there yet. Note
that the northern entrances in the Sidhe and Tala-Rane aren't the only ones
available; there's another in east Kandrian, near Kandrian Keep. That easily
missed shortcut is a straight shot to Detyre, dropping one near Whitestone.

Argine, like most leaders, sends the player to the nearest Hierophant shrine.
The sagely divinations reveal the Master's Pick location, in Eloren Criet's
care within the Adessa Laboratories. However, it's unknown whether it's still
there or if someone else has alighted with it.

Adessa is the gnome city in Apotyre's SW corner, and the lab is adjacent to
one of the plazas. Upstairs, Eloren can be interrogated, revealing (via a
bribe or persuasion option) that she had an unopenable jewelry box that was
seized by authorities, all because of a connection to the disgraced Guian
Stebic.

Next stop is the Armory, where all confiscated goods go to rot. The "Ornate
Box" key item is in one of the furthest antechambers' contriband chests, but
the presence of gnome guards can force a confrontation (just being in here is
trespassing, after all). Those who don't want to sneak around can just bolt
for the target, pay the small fine and be kicked out.

Either way, report the find to Argine. She'll be angry that the box can't be
opened, and suggests using Guian Stebic's basement lab at Motus Mining HQ (by
Detyre's north-central cliffs, west of jail). It has a hard-tier lock, but
one can also pickpocket the key from Guian, if needed. The Arrivus engine is
at the back, past the faer gorta cages in the central room. Using it will
reveal The Master's Pick, only it ends up broken. Oops.

Bring the bits to Argine to finish.

[TR08] CLASSIC MISDIRECTION
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Client -: Argine, Queen of Staves [Sun Camp, Apotyre]
Prereq -: Outside the Box
Reward -: XP, Grim's Special x10

Begin this quest by asking Argine for a job, then -- surprise! -- praying at
the Hierophant's shrine. She'll reveal Maun Cointaker, the Travelers' enemy,
is slated for execution, and amassed quite a fortune for his thieving ways.
Hiero has foreseen him giving over a key to his horde.

Maun can be found in Apotyre's jail, Convict's Cavern, along the cliffs west
of Sun Camp. (Hogni Borr, the vigilant watchman, carries a key for easiest
entry.) Maun will mention his riches are hidden within Snaketail Grotto, a
dungeon in the gorge SE of Whitestone...only the Darkvaris and Zungars are
there as well.

With "Maun's Key" in hand, the task becomes finding the two other keys --
they're in the deepest dead-end rooms. As the caged brigand predicted, the
clans are at each other's throats, so expect plenty of corpses (loot!) and
fighting. Collecting the ungar Key and Darkvari Key automatically creates
"Maun's Triple Key," opening a nearby locked door.

After eyeing the "prize," take Maun's Note and head for the exit. Grim will
already be there; this conversation automatically finishes the quest.

[TR09] THE PURLOINED LETTERS
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Client -: Grim Onwig [Snaketail Grotto, Apotyre]
Prereq -: Classic Misdirection
Reward -: XP, gold, Skillbook (Stealth)

His snooping expertise has paid off: the Missives of Sable have been located
in the vaults below Adessa's Livrarium. [Again, even if one already kept the
book during "Jailbreak," it doesn't change anything about the quest.] Phasmer
will already be waiting in the great library, and notes the book has a spell
that reveals its location to gnomes at all times. However, Crilgarin found
the "Shroud of Omission" as an effective counter. It's a one-way trip inside,
so be ready!

Like the armory break-in, one can sneak around like Solid Snake (that's what
the Grim's Special prisms are for) or just murderize everything like Rambo
on steroids. Either way's fine -- there's no brownie points for sneaking,
questwise anyway. Proceeding can be done by picking hard locks or killing the
keymaster sorcerors (who always drop a "Vault Key"). One Vault Key won't be
enough to freely open every door, note.

Otherwise, this place is fairly rote. One exception however is a specially
warded chest one room removed from the Missives' chamber. The only way to get
inside is solving the torch puzzle -- that is, lighting them all. The hint
is found on all sentries' person, mentioning "a ring is the key to all life".
Basically, pick a starting point, hit the torch, and continue hitting each
one until arriving back at the start. Note that only a Vault Key lies inside,
so it's not really necessary to solve (and is actually redundant).

Anyway, the Missives are within the deepest chamber, under very light guard.
Cloak it in the Shroud, evade the newly-spawned foes and make for the ladder
map-marked in an earlier room. [Leaving is also one-way and the vaults can
never be re-entered.] Return to Grim at the town Hospitalis Quarters to end.

[TR10] THICK AS THIEVES
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Client -: Grim Onwig [Adessa, Apotyre]
Prereq -: The Purloined Letters
Reward -: Shadowskin Armor Set, Temperance or the Chariot Twist of Fate

Grim reveals who the Hierophant really is, and mentions one last job to get
even with the betrayer. The plan: while Grim meets with the Hiero in the ruin
beneath Sun Camp, the Fateless One plants the Missives, leading to a gnome-
-filled life of incarceration for the assumed thief. Grim's fixed a secret
entrance into the camp's Erathi ruin, via one of the cliffside graves.

Inside, the traitor will propose a peace treaty, portraying Grim as the real
cruel puppetmaster and suggesting he gets put on the hook instead. It's up to
the player, regardless, but it does allow for some fun in the final mission.

But, regardless of one's allegiances, a "Sanctum Key" is received. Crilgarin
will be nearby, and mentions a strange trap further on; silent entry's a pipe
dream under its gaze. However, since it's a sight-based trap, snuffing the
torches can act as a loophole. [A guard in the room past Crilgarin carries a
"Bag of Winds" key item; it must be pickpocketed, however.]

The deciding moment comes at a bifurcation, and only one path can be opened.
Hierophant is in the west; Grim, the other.

• FRAME HIEROPHANT: The west side is a linear path with the aforementioned
  trap. If one claimed the Bag of Winds earlier, it can be used at a certain
  spot (marked with arrow) to fizzle the torches; otherwise, guards will be
  alerted. This matters little, as the attendants are too far away from the
  Hierophant to sound the alarm. Sneak up behind the target, plant the book,
  then use the jump points to continue. Flee through the final part of the
  dungeon, rendezous with allies and end the Hierophant's tyranny forever!

• FRAME GRIM ONWIG: The life of a Traveler is filled with chicanery, and true
  rapscallions can frame Grim for the Missives robbery. Hierophant will note
  that during the meeting, Onwig's in the east wing. When forced to pick a
  path, go east, sneak up behind the target, plant the book, then escape via
  the jump points. Finally, escort the traitor to the exit (the guards will
  be "friendly" but the gnomes won't) to finish.

Siding with the Hierophant earns the usual rewards, plus the Temperance Twist
of Fate (+1 to Finesse abilities, +6% evade chance). Going along with Grim's
vengeance plan earns The Chariot instead (+1 to Finesse abilities, +6% pierce
damage). A full set of Shadowskin gear is earned either way.

So what other repercussions is there? Not much that affect the player. Still,
siding with the Hierophant has Grim Onwig disappear from the game, while Humm
and Crilgarin die for their "treachery"; the shuffling in leadership also has
Argine take over at Star Camp. Speaking to the Hierophant post-quest clears
all crimes automatically -- the price of loyalty!

Completing the quest in favor of Grim doesn't differ too much. Sun Camp is
still overrun, causing many residents to desert the camp (quest- and trainer-
-related NPCs go to Whitestone's bar instead). Crilgarin returns to her camp,
while Grim and Phasmer relocate to Moon Camp; Irion and Maire disappear from
then on, just like the Hierophant does.

No matter who is sided with, gnomes will attack Sun Camp afterwards, and many
of its residents will relocate to Whitestone's bar.

                                                           _________________
___________________________________________________________/ WARSWORN QUESTS |_
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The Warsworn are a band of mercenaries operating out of the western Faelands,
and their rewards favor physical fighters, particularly Might builds. Unique
rewards recieved include a greatsword, hammer and Warsworn armor set.

[WAR1] THE COMMENDATION
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Client -: Ost Ordura [Gorhart, Odarath]
        : Shieldring Keep bounty board [Shieldring Keep, Yolvan]
Prereq -: ---
Reward -: XP, gold, and (if mission done for Ost) Ost's Recommendation

This quest is technically optional, but does have a strong relation to this
faction, so it's worth doing. It may be started from two places, but Gorhart
is always the first town encountered, so most begin there. The task? Slay the
Krast brothers, two Red Legion scoundrels operating in Odarath.

Not too hard, really. Medgar can be found in east Odarath, not far from where
the pass into Glendara opens. Osgar is closer to home, far north of Gorhart,
along the river. Each carries a unique (unequippable) dagger to pocket as
proof of accomplishment. Note that both brothers spawn pre-quest, so if they
were slain earlier, their loot sacks will still exist.

To finish, return to Ost Ordura or Edwold Frewald, the bounty board's keeper
-- whichever is most pertinent. [If accepted from Shieldring Keep, Ordura
disappears from Gorhart's inn, so there's no mixups.] Reward-driven players
will want to go the bounty route; Ost's reward pales in comparison.

[WAR2] THE ROAD PATROL
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Client -: Tine Delfric [Shieldring Keep, Yolvan]
Prereq -: ---
Reward -: XP, gold

Speaking to Tine Delfric at Shieldring Keep (Yolvan, in southeast Odarath)
will present this quest as an opportunity to join the mercenary order. This
can occur regardless of Ost Ordura's recommendation, though it speeds things
up slightly. The job? Figure out why a road in Lorca-Rane has been losing its
travellers of late.

First, find Wyl Rendig in Didenhil, the lakeside town in Glendara, one area
east. Find him in the healer's cottage, then make for Warden's Bridge, a
map-marked area of the road in the neighboring Lorca-Rane. [This spot only
appears at this point, and can be fast-travelled to once found.] Ost Ordura
will already be here with Brae Folmoric, Curran Crand and Wyl.

Report in to commence an investigative party. Arrows will mark the roadside
clues, leading down to the fork rendezvous. Just don't get too cozy with the
hirelings -- something will start picking them off, one by one (this can't be
prevented). Cross the north stream for the second stretch, then turn west to
the old ruins for the final. A Niskaru Bloodhunter will emerge from a broken
cart, showing just who the local predator is. This may be the first time the
scythe-armed, crazy-fast enemies are encountered, actually.

Ost will start tracking at this point, leading one down to Brigand Hall
Caverns. Defeating the 2 Niskaru there finishes the quest; choosing to plumb
the Hall starts the next.

[WAR3] THE HEART OF SIBUN
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Client -: Ost Ordura [Lorca-Rane]
Prereq -: Road Patrol
Reward -: XP, gold, Stern Helm

Pledge a shield (*snicker*) to the cause and follow Ost inside. This place
is a fairly long cavern and can only be traversed fully after Mr. Oathblade
finds the secret door opener. As expected, the thieves' hole is riddled with
traps; these can be disarmed and map-marked, respectively, at Detect Hidden
Lv4 and Lv7. For others, watchful eyes are just as good.

The first path split calls for the player to descend a cliff, pass through
traps and open the door for Ordura, waiting on the other side. [Hey, he's an
old-timer.] From there, find the den of iniquity in disarray, obviously the
work of Niskaru, one of which spawns there. There's actually a hidden door
nearby; go west into the passage, through the door, and straight on to the
false wall. [Requires Detect Hidden Lv8 to open, though.]

Further on, the next map-marked area reveals the death-worshipping Belen's
Testament cult as the probable culprits. Defeat the mages and their Niskaru
pets and trek on, despite the party dwindling to its bare minimum. Progress
to the next slaughtered thieves' camp (a.k.a. loot central) before reaching
the final chamber.

Here, an archmage will summon a Niskaru Tyrant to fight. It typically attacks
with a two-combo hand lunge, fireballs and (at long range) a fiery dash. But
despite its size, the patterns can be easily discerned, and its girth won't
make it immune to interruption. Just beware its close-range fire explosion,
which is practically impossible to evade without distance. Tyrants commonly
drop good loot, too, so feel free to replay the fight until it gives up a
unique-tier item.

After the tyrant's funeral, pick up the Heart of Sibun (key item) and take
it back to Delfric. In additional to reaching Pledgeshield rank, one earns a
Stern Helm, part of the Warsworn armor set. This is the only one the player
gets, so be careful not to lose it.

[WAR4] LOCK AND KEY
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Client -: Tine Delfric [Shieldring Keep, Yolvan]
Prereq -: The Heart of Sibun
Reward -: XP, gold, Havoc

After handing over the Heart of Sibun, Delfric remarks that Eamonn claimed it
centuries before -- apparently it's somehow been stolen from the vaults. The
next task is finding Grian Shane, the castellan of Helmgard Keep in Erathell.
The massive fortress is in Tala-Rane's NE corner, along the Skycrown's base.

Grian will mention investigating the vault first, sending Oathblade cutie
Gwyn Anwy as a guide. Meet her there, in the longer Wolds/Tala-Rane mountain
pass. Inside, find what intermittent checkups have wrought: Fahrlangi mage
infiltrators! Slay the burglars and take the duplicate key Gwyn claims from
the archmage's body.

After looting the vault for its lesser prizes (including those in the hidden
door), report the bad news to Grian, then the imprisoned Gwyn Anwy. She'll
hand over the "Warsworn Vault Key" copy after her conversation, which includes
two persuasion attempts about her past; doing both earns an enchanted ring
from her room's strongbox. This ring exists pre-event, but won't count as
stolen if she gives her blessing.

Anyway, after seeing the ring, Grian Shane sends the player to the master
locksmith in Tirin's Rest, the xenophobic town in northern Galafor. Check
Tirion's house to find its secret fireplace passage already open (can't be
opened by other means) and the basement swarming with Fahrlangis. Rescued,
Tirion will come out of hiding, telling that Pledgeshield Fenan was the one
who duped him into forging a copy.

Deliver the tidings to Shane and he'll arrest Fenan on the spot, which ends
the quest (slightly differently if one talks to Fenan first). Havoc, a unique
leveled greatsword, can go up to 160 ATK.

[WAR5] THE HOUSE OF NO DOORS
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Client -: Grian Shane [Helmsgard Keep, Tala-Rane]
Prereq -: Lock and Key
Reward -: XP, gold, Dauntless Chausses

Grian will ask the player to personally interrogate Livia Fenan -- she's in
the nearby cells (where Gwyn Anwy still resides for some reason). Without any
ado, she'll say Elbin Meroch asked her for the key after troubling her heart
with lies. Report to Grian and he'll want the player sniffing the trail like
a bloodhound.

The only clue to Meroch's whereabouts is his old hangout, where the Tywili
Coast joins Acatha (south of Rathir's main gates, west of Culn). Him and his
band of "friendly" Alfar brethren quickly become suspicious if one mentions
Livia by name, though they return to docility after a swift beatdown. Passing
the sly persuasion option results in the same reward: someone named Mad Harst
commissioned the theft. He can be found underneath Rathir's customs house.

Visit the Rathir destination; there'll be a grille in the back where all the
shady business goes down. For the password, one can pay or persuade Oneth
Tansand (front clerk) or pass a different persuasion option at the grille
itself. Success results earns entry to Rathir's catacombs, repurposed for
Harst's nonsense. Cultists inside will be hostile either way.

After a few skirmishes, one can fight the Farhlangi mage puppeteer himself.
He'll name-drop Eamonn's Isle and the owner of the stolen artifacts, Besin,
before setting his lackeys on his foe. Pretty typical fight, although Harst,
unlike most mages, has very high interruption defenses -- don't expect to
juggle him like the normal fodder.

Next, escape via the shortcut and meet Gwyn at Rathir's quays, ending the
quest (Dauntless Chausses are part of the Warsworn armor set). She'll procure
a ship for the next step of the journey immediately, leading to...

[WAR6] THE ISLE OF EAMONN
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Client -: Gwyn Anwy [Rathir, Tywili Coast]
Prereq -: The House of No Doors
Reward -: XP, gold

With the artifact thief and his hideout known, all that's left is visiting it
for some super-swift vengeance. Gwyn will lead one to Fros Gonthorm, a local
captain who's willing to visit Eamonn's Isle (and who only spawns for this
purpose during this particular quest).

As mentioned, the Isle of Eamonn is a deserted rock and there's no shops or
taverns to be found. [One can, however, sail back before business is done,
much to Fros' chagrin.] Fight through a crudok and spiders to reach the main
stronghold.

As far as this dungeon goes, it's fairly short -- just three main chambers
and a bunch of long passageways in-between. [There's also two hidden doors,
in the 2nd and 3rd chambers, respectively.] The chapel destination is at the
far west end, and that's where main bulk of enemies spawn, including some
Niskaru summoners.

After, join Gwyn at the western mural to glean Besin's plans from Warsworn
history. The only course left is mirroring the tale, doing as Eamonn did when
Fahrlang was stopped the first time. This will require the Mystic Hammer of
yore, though. Use the shortcut to exit the fortress and return to mainland
on Fros' ship (note: this is a one-time-only dungeon; returning here will be
impossible). Finally, finish by reporting to Tine Delfric at Shieldring Keep.

[WAR7] THE MYSTIC HAMMER
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Client -: ---
Prereq -: The Isle of Eamonn
Reward -: XP, gold

This quest begins automatically after reporting to Delfric. The old battleaxe
knows the Mystic Hammer lies within Eagonn's Tomb, a Detyre dungeon within
the Alserund-Hollowlands mountain pass. Alas, only those of Oathblade rank
and higher may set foot there...which is easily solved, because Tine bestows
said rank upon the player! [This normally wouldn't be worth mentioning, but
he gives the "Seeker's Plate" Warsworn piece along with it, as well as the
"Warsworn Monuments Key" necessary to open special chests in Shieldring and
Helmgard.]

Once there, raid the sarcophagus for the key item "Mystic Hammer Remains,"
and maybe some other goodies (I found a unique Thresh's Seal there). These
bits need to be delivered to Gwyn Anwy at Ironfast Keep in western Menetyre.
Her research suggests that, because the hammer was forged at the Hall of the
Firstsworn, it should probably be reforged there, too. It can be found in SW
Menetyre, through the lower, spider-filled canyons.

Gwyn will meet the player there, saying the forge is somewhere deep inside.
The blacksmith area is actually due south of the first chamber, but since
the shortest path is locked, one must work along the eastern routes. There's
little else to speak of, besides kobold gangs and a rock troll.

Finally, reach the Sacred Passage that Eamonn entered centuries ago, only
to find it's fated to never be opened by the unworthy. Luckily, the Fateless
One spits on these types of traps -- just fateshift the door when prompted.
This leads to the forge room where one can remake the sucker. Those who don't
have the required skill can get a blacksmithing skillbook in a nearby chest.

Once remade (209 ATK, +25% damage v. Niskaru, +20% mana), the quest ends.

[WAR8] THE MOUNTAIN PRISON
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Client -: Gwyn Anwy [Hall of the Firstsworn, Menetyre]
Prereq -: The Mystic Hammer
Reward -: XP, gold, Truesworn Twist of Fate
        : no reward received (if "Khamazandu's Gift" is started)

Gwyn explains the final task: visit the Niskaru Lord Khamazandu's prison at
Cloudcrest, in the SE Hollowlands. Tales fortell of a "crown" appearing,
and apparently, only the Mystic Hammer can injure the emanations. This means,
no matter what kind of theme character one plays, it's impossible to proceed
without wielding the hammer in spots.

Like many places in this questline, Cloudcrest unlocks only at this time. And
the Fateless One isn't without help: Gwyn, Grian Shane and a generic archer
all tag along. The goal: reach the summit. There's a lot of cultist- and
Niskaru-stalked distance to cover, though the Mystic Hammer's unique
enchantments can help make short work of the latter (even more so for Might
characters with boosted hammer damages).

Near the upper entrance, the first part of Khamazandu's Crown appears -- hit
it with the Mystic Hammer and make for the summit alone (not that big a deal,
since the ally AI is terrible and the only help they give is acting as a
distraction). The only foes up top are Niskaru, and hitting each part of the
crown summons a few more, as well as opening the road onward.

Hitting all six crown "thorns" reveals the altar to Khamazandu. Approach for
a small conversation (including a persuasion option), then...

BOSS: Anru Besin
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Besin is a famed mage and fights with five helpers (3 cultists, 2 mages).
Only after their defeat will he remove his barrier to fight himself. His
pattern is casting long-charge spells of his own, but not before summoning
three Niskaru minions to stall his opponent. When all three die, three more
are summoned; for best effect, leave one alive and wail on the boss. Unlike
Mad Harst, he's very susceptible to interruption and juggling, so let loose!

Afterwards, Khamazandu will idly discuss the fun he could have if a mortal
would become his vessel. If one declines, that's the end of it; agreeing will
start a special "final" quest, Khamazandu's Gift. (Immediately skip to that
section for details; the next two paragraphs don't apply to occur.) Those who
can't decide should make a separate save and check out each route.

Those who walk the path of righteousness should meet with Gwyn nearby, who
suggests visiting the Hall of the Firstsworn once again. This requires a huge
backtrack, however, since this outdoor area doesn't allow fast travel. Once
at at the destination, Delfric will declare the player Truesworn, which gives
an appropriate Twist of Fate (+1 to Might abilities, +6% stun duration, +10%
crit chance vs. Niskaru).

That ends the questline in favor of the good guys. For fans of the Warsworn
armor set, remember to use the Monuments Key to open the special chests in
Shieldring and Helmgard Keep. The former (Auspice Gauntlets) is behind a
hidden door in the blacksmith room; the latter (Blazoned Boots) is in a north
bedroom chest and always counts as stealing.

[WAR9] KHAMAZANDU'S GIFT
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Client -: Khamazandu [Cloudcrest, The Hollowlands]
Prereq -: The Mountain Prison
Reward -: Forsworn Twist of Fate

This quest is skipped entirely if one resisted Khama's suggestion, which only
happens once before he sends the player away. However, those who fall prey to
his enticements are immediately put to a loyalty test: killing Gwyn Anwy who
waits nearby and senses the betrayal.

After that, take Besin's "Helm of Hideous Visage" and visit the Hall of the
Firstsworn, intent on killing each castellan (Delfric, Shane, Oda Celfred)
and the Mel Senshir commander, Sverri Kura. Some generic Oathblades also show
up to fight. All, except Delfric and Shane, are comparable fighters to Gwyn.

When all Warsworn lie dead, take the Warsworn Vault Key from Grian's corpse
and return to the Warsworn Vault in the Wolds/Tala-Rane mountain pass. Steal
the Heart of Sibun to finish the quest, earning the Forsworn Twist of Fate
(+10% phys damage, +5% fire damage, +1 to all Might abilities).

In general, the reward's better than on the lawful route, but does come with
a nagging drawback: all Warsworn-affiliated quests'll fail (or can never be
started, if previously left alone) and Warsworn-related NPCs will always be
hostile to the player. This includes NPCs that appear in Klurikon, too, so
their missions will be damned from the get-go. This route WILL NOT break the
main questline, however.

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LORESTONES                                                               [LRST]
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Lorestones are rocks that, when triggered, tell fae lore. More importantly,
they give free experience and, if all in a set are completed, a permanent
bonus. These can range from innate health regeneration to damage buffs. It's
always wise to seek them out! [Progress can be seen in the 'Status' menu.]

Each stone can only be found once, and though many are inside, some are in
dungeons. This also means certain quests may be required to access them, or
in at least one case, Detect Hidden Lv5+ (to see hidden doors). Speaking of
Detect Hidden, reaching Lv10 will highlight all lorestones on the minimap,
making it easy to find those stragglers.

I've listed the lorestones in the general order they're found, though there
is no prize to win for doing them in a particular sequence.

ODARATH
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Reward: Nature's Primary (+4% melee damage vs. Humans)

|¯| Odarath: outer entrance to Agnur Farhal
|¯| Odarath: hill north of Gorhart, near where Aery sits
|¯| Odarath: riverbank, a little south of Waterhall Down main entrance
|¯| Yolvan: north of Gorguath, at crossroads leading to House of Ballads
|¯| Yolvan: north of Gorguath, northern hilltop ruins
 ¯

YOLVAN
¯¯¯¯¯¯
Reward: Yolvan's Poison (+10% poison damage vs. Fae)

|¯| Castle Yolvan: near basement entry point
|¯| Castle Yolvan: along foyer path, not far from main entrance
|¯| Castle Yolvan: NE chamber
|¯| Castle Yolvan: NW chamber
|¯| Castle Yolvan: right before Widow's SW chamber
 ¯

WEBWOOD
¯¯¯¯¯¯¯
Reward: Widow's Way (+6% fire damage)

|¯| Webwood: SW of Canneroc, on riverbank
|¯| Webwood: SW region, right near entrance to Shade River Caves
|¯| Webwood: far south of Canneroc, dead end; near a small campsite
|¯| Webwood: pass entrance to Haxhi (southern of the two)
|¯| Haxhi: south of Togh Farm
 ¯

ETTINMERE
¯¯¯¯¯¯¯¯¯
Reward: Farrara's Zeal (+3% melee damage)

|¯| Ettinmere: NW island with a jump point; usually has thresh on it
|¯| Ettinmere: east of Holmstead, on hill
|¯| Ettinmere: SE of Holmstead, cliff overlook
|¯| Ettinmere: south of Holmstead, on a bridge-connected island
|¯| Ettinmere: entrance to Dellach, by bridge
 ¯
GORGUATH
¯¯¯¯¯¯¯¯
Reward: Sagrell's Wile (+6% faeblades damage)

|¯| Gorguath: interior entrance, right-hand side
|¯| Gorguath: SE chamber
|¯| Gorguath: Sir Sagrell chamber (via hidden door @ upper NW part of dungeon)
|¯| Gorguath: corridor north of Grave Thresh chamber
|¯| Gorguath: chamber north of Sir Sagrell chamber
 ¯

GLENDARA
¯¯¯¯¯¯¯¯
Reward: Diden's Passion (+4% HP)

|¯| Glendara: SE of Bloodstone Deep; by small path underneath 3 jump points
|¯| Glendara: NE area, roadside
|¯| Glendara: atop Didenhil's west-entrance waterfall
|¯| Glendara: east of Didenhil, riverbank
|¯| Glendara: SW shore of Loch Diden, overlooking graveyard
 ¯

HAXHI
¯¯¯¯¯
Reward: Heroes' Wisdom (+3% crit chance vs. Fae)

|¯| Haxhi: cliffside, near main central crossroads; in plain sight
|¯| Haxhi: NW of central crossroads, cliffside
|¯| Haxhi: south riverbank, overlooks main bridge
|¯| Haxhi: in front of Splitrock Depths
|¯| Haxhi: southern boundary, dead end between Togh Farm & Splitrock Depths
 ¯

THE SIDHE
¯¯¯¯¯¯¯¯¯
Reward: Architect's Inspiration (+6% mana)

|¯| The Sidhe: SE of Vorm Lodge, near jump point overlooking Aodh
|¯| The Sidhe: center region, shore east of Aodh's pool
|¯| The Sidhe: eastern pools, near entrance to Ysa
|¯| The Sidhe: near SE road jump point (tree base), due north of Rundamir
|¯| The Sidhe: southern border, dead end grotto
 ¯

SUMMER'S END
¯¯¯¯¯¯¯¯¯¯¯¯
Reward: Belmaid's Ingenuity (+6% hammer damage)

|¯| Windemere: closed entrance to the main glade
|¯| Windemere: SE path overlook, near bridge
|¯| Summer's End: within village, near castle steps
|¯| Summer's End: easternmost forest path
|¯| Summer's End: south river overlook, near bridge
 ¯

DALENTARTH
¯¯¯¯¯¯¯¯¯¯
Reward: Oleyn's Will (+8% poison resistance)

|¯| Odarath: roadside, between Allestar Tower and Gorhart
|¯| Odarath: NE Red Legion bandit camp
|¯| Lorca-Rane: south of Brunath; riverside
|¯| Ysa: near entrance bridge
|¯| Caer Nyralim: roadside
 ¯

CASTLE WINDEMERE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: Wencen's Love (+2% crit chance)

|¯| Castle Windemere: first room
|¯| Castle Windemere: second room's alcove
|¯| Castle Windemere: NW part of castle, near toxic sludge & 2 plant traps
|¯| Castle Windemere: SE part of castle, in large chamber's alcove
|¯| Castle Windemere: NE boss chamber
 ¯

THE WOLDS
¯¯¯¯¯¯¯¯¯
Reward: Fae Knowledge (+4% HP)

|¯| The Wolds: SW of Ayten; hilltop sitting area
|¯| The Wolds: east of Cranalt
|¯| The Wolds: SW of Rond Farm; hilltop w/ jump point
|¯| The Wolds: south entrance to Wolds-Forsaken Plain mountain pass
|¯| The Wolds: in northern Wolds/Tala-Rane mountain pass
 ¯

CRADLE OF SUMMER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: Shaper's Touch (+5% chance to sap 10 mana per hit)

|¯| Forsaken Plain: north of Emaire, by cliff
|¯| Cradle of Summer: inside the Cradle-Forsaken Plain mountain pass
|¯| Cradle of Summer: steppe near eastern entrance
|¯| Cradle of Summer: SE corner, near Syl overlook
|¯| Cradle of Summer: southern waterfall drainage area
 ¯

TALA-RANE
¯¯¯¯¯¯¯¯¯
Reward: Scavenger's Luck (+3% gold drops)

|¯| Tala-Rane: SE of Corgan Hold, cliff by jump point
|¯| Tala-Rane: crossroads, near Tala-Rane/Kandrian mountain pass entrance
|¯| Tala-Rane: hillside east of Dolve Wayle
|¯| Tala-Rane: SE border cave, accessed by slim entrance
|¯| Tala-Rane: jottun- and kobold-infested cliffs south of Dolve Wayle
 ¯

KANDRIAN
¯¯¯¯¯¯¯¯
Reward: Blood of Kings (+20% bleeding resistance)

|¯| Kandrian: west half, on cliff near Tam's Wagon & Derfel's House
|¯| Kandrian: west half, Caer Tosai; south cliff overlook
|¯| Kandrian: mountain pass connecting region's two halves
|¯| Kandrian: east half, Mel Aglir town square
|¯| Kandrian: east half, SE of Mel Aglir; riverbank
 ¯

GALAFOR
¯¯¯¯¯¯¯
Reward: Mihari's Blessing (+20 HP)

|¯| Galafor: NE mountain pass
|¯| Galafor: riverside, near Dolve Arne
|¯| Galafor: lower cliffs by Nareens' NW farmstead
|¯| Galafor: south of Nareens' NW farmstead; cliff near abandoned house
|¯| Galafor: SW of Tirin's Rest, along the river (west of Gloamthicket)
 ¯

THE RED MARCHES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: Fyragnos' Wish (+20% burning duration)

|¯| Galette; SW river overlook
|¯| NE cliffs; overlooks NE Tomb of Fyragnos entrance
|¯| by entrance to Galette Tunnels (central lowlands)
|¯| east plateau; 1st accessed via Tomb of Fyragnos in "Her Righteous Fury"
|¯| SE plateau; 1st accessed via Tomb of Fyragnos (post-"Her Righteous Fury")
 ¯

ALSERUND
¯¯¯¯¯¯¯¯
Reward: Valor's Shield (+5% armor)

|¯| Alserund: SE shrine pavilion, near House of Valor entrance
|¯| Alserund: Alserund-Menetyre mountain pass entrance
|¯| Alserund: SW cliff near Alserund-Hollowlands entrance; by jumping point
|¯| Alserund: cliff south from Caverns of Ingress; enterable only from SW
|¯| Alserund: central area; east of Fellfire Pit
 ¯

THE HOLLOWLANDS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: Divine Sacrifice (+6% fire resistance)

|¯| south of Motus Mining Outpost; cliff where Calovar stands
|¯| NE of Saltwell Caverns; mesa's base (south side)
|¯| east dead end 'nub', north of Cloudcrest
|¯| Hollowlands-Metetyre mountain pass entrance
|¯| SE region's dead end, down the road from Cloudcrest
 ¯

MENETYRE
¯¯¯¯¯¯¯¯
Reward: Carver's Labor (+6% armor)

|¯| Menetyre: south of Hurvar's Doorsil, in river
|¯| Menetyre: lower roads, central canyon
|¯| Menetyre: lower roads, SE spiderwebbed canyon; near entrance to Apotyre
|¯| Menetyre: upper jottun-filled cliffs; near west entrance ramp
|¯| Menetyre: upper cliffs, southern region; near Efyr Dynnwel's camp
 ¯

APOTYRE
¯¯¯¯¯¯¯
Reward: Desert Survival (+4% HP)

|¯| Apotyre: in the Menetyre-Apotyre mountain pass
|¯| Apotyre: dead end north of Whitestone
|¯| Apotyre: north of Whitestone; Zungar Shaft exterior
|¯| Apotyre: SE riverside, not far from Star Camp entrance
|¯| Apotyre: south region; bottom of Cynric Quarry (half-hidden by scaffold)
 ¯

THE MIDDEN
¯¯¯¯¯¯¯¯¯¯
Reward: Sorrow's Benefit (+6% bleeding damage)

|¯| The Midden: in front of Proving Halls
|¯| The Midden: SE of Proving Halls, past unmarked Alfar camp
|¯| The Midden: northern area, near stream
|¯| The Midden: SE area; north of Meathgra's Den
|¯| The Midden: along SE stream
 ¯

CAELED COAST
¯¯¯¯¯¯¯¯¯¯¯¯
Reward: Hunter's Thoughts (+3% ranged damage)

|¯| Caeled Coast, north region: west of Odi's Camp, roadside
|¯| Caeled Coast, north region: SW coast, west of Castle Gastyr
|¯| Caeled Coast: mountain pass separating the two regional
|¯| Caeled Coast, south region: along main road, near SE bifurcation
|¯| Caeled Coast, south region: at Sinsear entrance
 ¯

KLURIKON
¯¯¯¯¯¯¯¯
Reward: Humility (-10% equip requirements)

|¯| The Cursewood: SE of Shattertier Mine; along eastern road
|¯| The Cursewood: SE corner, near entrance to Seven Widow Mine
|¯| The Keening: NE corner, at Ghennig's entrance
|¯| Drowned Forest: west coast, Bonnlach's entrance
|¯| Caeled Coast, north region: central area, not far from main road
 ¯

ALABASTRA
¯¯¯¯¯¯¯¯¯
Reward: Anagnorisis (+4% damage resistance)

|¯| High Fulgen: north dead-end canyon, just west of Camp Moondown
|¯| Shadow Pass: along main road, south of Dark Glow Caverns
|¯| Shadow Pass: along main road, north of Witch Knight Dessidyn's camp
|¯| Twilight Pass: west entrance from Shadow Pass, overlooking Ashmoor
|¯| Twilight Pass: Eventide; west ledge overlooking river
 ¯

AMAURA
¯¯¯¯¯¯
Reward: Enlightenment (+6% magic crit damage)

|¯| Amaura: exterior entrance to Cann Rane (SE entrance)
|¯| Amaura: bridge road north of Cann Rane's SE entrance
|¯| Amaura: upper SW waterfall camp (accessed by SE bridge)
|¯| Amaura: exterior entrance to Prismere Basin
|¯| Amaura: exterior entrance to Cann Rane (NE entrance)
 ¯

BHAILE
¯¯¯¯¯¯
Reward: Nothingness (+10% HP and mana)

|¯| Bhaile: easternmost courtyard (where player meets Alyn Shir & Ventrinio)
|¯| Bhaile: SE of eastmost courtyard, overlooking river
|¯| Bhaile: east landing, in-between first bridge and second bridge
|¯| Bhaile: northern road, just past third bridge (south side)
|¯| Bhaile: northwestern road
 ¯

SPRING
¯¯¯¯¯¯
Reward: Bayala's Spring (+3% HP and mana)

|¯| Odarath: riverside, SE of Gorguath
|¯| Webwood: mountain pass connecting to Ettinmere
|¯| Lorca-Rane: NW Jottun-filled ruins near Brigand Hall Caverns
|¯| Forsaken Plain, west half: NE of Emaire, SSW of Mull-Rane
|¯| Forsaken Plain, east half: east side (upper Freemen cliff camp)
|¯| Tywili Coast: near Culn, on eastern cliffs
|¯| Kandrian, west half: Freeman base in NE corner
|¯| Kandrian, east half, south of Virki
|¯| Alserund: southern pillared area, near entrance to Caer Elatha
|¯| Menetyre: inside Hollowlands-Menetyre mountain pass
 ¯

SUMMER
¯¯¯¯¯¯
Reward: Ysa's Summer (+1 HP regen/sec)

|¯| Odarath: roadside, pass connecting western half to Yolvan
|¯| Webwood: NE cliffs, near unmarked Ironhold Passage alternate entrance
|¯| Lorca-Rane: south side of river; NE of Ohn's Stand
|¯| Forsaken Plain, west half: SE cliffs (near jump point)
|¯| Forsaken Plain, east half: south of Refugee Camp, north of Bitter Cove
|¯| Cradle of Summer: along NE stream, near Deep Slumber
|¯| Acatha: south of Tirin's Rest, near upward passage to Skycrown
|¯| Kandrian: east half, along east coast; south of Virki
|¯| Menetyre: upper jottun-filled cliffs; eastern dead end
|¯| Apotyre: SE road, near Adessa entrance
 ¯

FALL
¯¯¯¯
Reward: Athyll's Fall (+1 mana regen/sec)

|¯| Odarath: Agnur Farhal, NEmost (dead-end) chamber
|¯| Odarath: Agnur Farhal, chamber near exit
|¯| Forsaken Plain: Mull-Rane, far south chamber
|¯| Forsaken Plain: Mull-Rane, far north chamber
|¯| Tywili Coast: The Blackened Hall [overlook near starting point]
|¯| The Cursewood: Foes' Hearth, Bolgan chamber near Shattertier Mine entr.
|¯| Caeled Coast: Damalroc, in banshaen's room
|¯| Shadow Pass: Mordus-Torr, at three paths' confluence
|¯| Twilight Pass: Weconai, empty chamber 2 rooms south of Ordo's jail cell
|¯| Twilight Pass: Weconai, jump point in Maura Chalin's room (during "Ordo")
 ¯

WINTER
¯¯¯¯¯¯
Reward: Gadflow's Winter (+10% ice resistance)

|¯| The Cursewood: roadside, a little south of Mel Senshir blockade
|¯| The Midden: NE reaches, near Tinehil entrance
|¯| The Keening: southernmost tip, at Rahnil's entrance
|¯| Drowned Forest: isolated northern pool; west of Sioran Crypt
|¯| Caeled Coast, south region: in front of House of Pride
|¯| Alabastra: in mountain pass leading to Shadow Pass
|¯| Shadow Pass: southern Tuatha camp, near Glowlode Cavern's alternate exit
|¯| Twilight Pass: east of Ashmoor, roadside
|¯| Amaura: House of Vengeance's exterior, south along road
|¯| Bhaile: northern road, past third bridge (across from a Bhaile Stone)
 ¯

GRAVEHAL
¯¯¯¯¯¯¯¯
Reward: Lord of Gravehal (+10% damage vs. Beasts)

|¯| World Map: E of Gravehal Keep's entrance, near a jump point
|¯| World Map: NW part of island; south of Undersea Fasting, along east cliff
|¯| World Map: N part of island, along road between Siren's Den & Akara-Tor
|¯| World Map: N part of island, along road leading to Akara-Tor
|¯| Brigand's Hideaway: northernmost cave (accessed during "The Invaders")
 ¯

GALLOWS END
¯¯¯¯¯¯¯¯¯¯¯
Reward: Voices of the Isle (+6% crit damage)

|¯| World map: caved-in tunnels N of Gravehal Keep (post-"Gravehal Tunnels")
|¯| Mudhold Fasting: shortcut between the two hidden doors
|¯| Undersea Fasting: near chest in scav nest area
|¯| Cliffbreak Fasting: along the main path (accessed in "What Remains")
|¯| Souldeep Fasting: dead-end western corridor (accessed in "Until Death")
 ¯

NYXAROS
¯¯¯¯¯¯¯
Reward: Primos' Devotion (+4% status effect duration in Teeth of Naros)

|¯| Nyxaros: northernmost circular room
|¯| Nyxaros: just past northern circular room, in straight north-south hall
|¯| Nyxaros: N. chamber filled with Kollossae corpses; eastern alcove
|¯| Nyxaros: SE hallway, en route to jottun slave area
|¯| Nyxaros: southernmost room (torture chamber)
 ¯

THE TEETH OF NAROS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: Kollossae Might (+2% bleeding/poison damage)

|¯| S. side of central crater lake; SE of Idylla Henge
|¯| W. side of central crater lake; along road to Hyperian Temple
|¯| Njordir's Font, located north of central crater lake
|¯| W. of Eyrie Peak (NE region); roadside
|¯| SW of Nyxaros, along eastern boundary clearing
 ¯
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
MISCELLANEOUS SIDEQUESTS                                                 [MSCS]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Here's where the bulk of the game lies: small-time quests for strangers. Each
region has their own to do. Asterisked (*) items denote tasks, distinguished
from normal missions in that they're often permanently ongoing.

SIDEQUESTS (DALENTARTH)

A Brutal Contract .......................................... Yolvan ... DA01
A Tangled Thread .......................................... Webwood ... DA02
Aggressive Brownies ..................................... The Sidhe ... DA03
Band of Brother Monks ................................... The Sidhe ... DA04
Brother Fallon's Beads ................................... Glendara ... DA05
Building Bridges .......................................... Odarath ... DA06
Crisis of Faith ........................................... Odarath ... DA07
Cutting the Threads ....................................... Webwood ... DA08
Cureseeker .................................................... Ysa ... DA09
Dangers of the Sidhe .................................... The Sidhe ... DA10
Gathering Flames ......................................... Glendara ... DA11*
Gossamer End .............................................. Webwood ... DA12
Grim Harvest .............................................. Webwood ... DA13
Hair of the Dog ........................................... Webwood ... DA14
Homecoming ................................................ Odarath ... DA15
Hunting the Thresh ...................................... The Sidhe ... DA16
Imelda's Charm .......................................... Ettinmere ... DA17</pre><pre id="faqspan-7">
Keeper of the Keys ..................................... Lorca-Rane ... DA18*
Knowledge Lost ............................................. Yolvan ... DA19
Long Overdue .............................................. Odarath ... DA20*
Lost ................................................... Lorca-Rane ... DA21
Members Only .............................................. Odarath ... DA22
Oh, the Indignitaries ......................................... Ysa ... DA23
One Drop ...................................................... Ysa ... DA24
Order of Operations ........................................... Ysa ... DA25
Out of the Past ........................................... Odarath ... DA26
Plagueshield ............................................. Glendara ... DA27
Rallying Cry ............................................... Yolvan ... DA28
Recipe for Trouble ........................................ Odarath ... DA29
Red in Tooth and Claw ...................................... Yolvan ... DA30
Reprisal, Reprised ......................................... Yolvan ... DA31
Resting the Bones ......................................... Webwood ... DA32*
Shadow of Enfaminir ........................................ Yolvan ... DA33
Shine and Shadow ........................................ Ettinmere ... DA34
Special Delivery .......................................... Odarath ... DA35
Status Symbol ................................................. Ysa ... DA36*
The Antelope ........................................... Lorca-Rane ... DA37
The Brownie Den ......................................... The Sidhe ... DA38
The Fisherman's Bride ................................... Ettinmere ... DA39
The Flame of Rhyderk ............................. House of Ballads ... DA40*
The Flowering .......................................... Lorca-Rane ... DA41
The Height of Crime ......................................... Haxhi ... DA42
The Natural Order ........................................ Glendara ... DA43
The Treasures of Meropis ......................... House of Ballads ... DA44*
The Widow's Wrath ......................................... Webwood ... DA45
Ungentle Beasts ............................................ Yolvan ... DA46
Uprising ...................................................... Ysa ... DA47
What Ales You ................................................. Ysa ... DA48

SIDEQUESTS (THE PLAINS OF ERATHELL)

A Page Turner .............................................. Rathir ... ER01
A Pilgrim's Setback ..................................... Tala-Rane ... ER02
A Second to a Duel ......................................... Rathir ... ER03
Bad Blood .................................................. Rathir ... ER04
Bell, Book and Candle ................................... Tala-Rane ... ER05
Buried Alive ....................................... Forsaken Plain ... ER06
Castor's Wrath .......................................... The Wolds ... ER07
Collections ............................................... Galafor ... ER08
Dangerous Games ......................................... Tala-Rane ... ER09*
Derfel's Labors .......................................... Kandrian ... ER10
Deserters' Deserts ................................... Tywili Coast ... ER11
Every Sparrow Fallen ....................................... Rathir ... ER12
Family Arms .......................................... Tywili Coast ... ER13
Floodgates ....................................... Cradle of Summer ... ER14
Good With Locks ............................................ Rathir ... ER15
Learning Curve ............................................. Rathir ... ER16
Life's Work ........................................ Forsaken Plain ... ER17
Lyria's Lost ............................................... Rathir ... ER18
Mixing Business ............................................ Rathir ... ER19
Niahm's Labors .......................................... Tala-Rane ... ER20
One Man's Treasure... ................................... The Wolds ... ER21
Out of the Ruins .......................................... Galafor ... ER22
Raising the Dead ................................... Forsaken Plain ... ER23
Ratofer's Pawns ......................................... The Wolds ... ER24
Rogue Harvest ........................................... The Wolds ... ER25*
Rivener Tarsus ................................... Cradle of Summer ... ER26
Sartorial Splendor ................................... Tywili Coast ... ER27*
Sisterly Love .................................... Cradle of Summer ... ER28
Strict Accounts ......................................... The Wolds ... ER29
The Aster Inheritance ................................... Tala-Rane ... ER30
The Best Defense ......................................... Kandrian ... ER31
The Erathell's Blessing ................................. The Wolds ... ER32
The Lord Kandrian ........................................ Kandrian ... ER33
The Orison ................................................. Rathir ... ER34
The Secret of the Fae Pools ............................... Galafor ... ER35*
The Tinker's Daughter .................................... Kandrian ... ER36
The Treasure of Culn ............................... Forsaken Plain ... ER37
The Valley of the Blessed ................................. Galafor ... ER38
The Waters of Madness ................................... The Wolds ... ER39
They Walk Among Us ................................. Forsaken Plain ... ER40
Tidings of War ............................................. Rathir ... ER41
Tirin's Secret ............................................ Galafor ... ER42
Unlucky Charm ...................................... Forsaken Plain ... ER43
Vane's Luck ............................................. Tala-Rane ... ER44
Wrest From Peace ........................................ Tala-Rane ... ER45

SIDEQUESTS (DETYRE)

A Master's Touch ......................................... Menetyre ... DE01
A Silver Tongue ............................................ Adessa ... DE02
Applied Science ............................................ Adessa ... DE03
Aron Excavations .................................. The Hollowlands ... DE04
Bloodbane ......................................... The Hollowlands ... DE05
Bone Town ................................................. Apotyre ... DE06
Community Service .......................................... Adessa ... DE07
Dinner Time ............................................... Apotyre ... DE08
Executive Orders ........................................... Adessa ... DE09
Fae at the Mine ................................... The Hollowlands ... DE10
Fellfire Bloom ........................................... Alserund ... DE11
Hand-Delivered ............................................. Adessa ... DE12
Her Righteous Fury ................................ The Red Marches ... DE13
His Brother's Keeper .............................. The Red Marches ... DE14
Into the Breach ................................... The Red Marches ... DE15
Kidnapped ................................................ Alserund ... DE16
Lab Assistant .............................................. Adessa ... DE17
Making Enemies ........................................... Menetyre ... DE18
Miners in the Sand ................................ The Hollowlands ... DE19
Missing Keys .............................................. Apotyre ... DE20
New in Town ................................................ Adessa ... DE21
Opening a Vein ............................................ Apotyre ... DE22
Paper Trail ................................................ Adessa ... DE23
Return to Sender ........................................... Adessa ... DE24
Rock Collection ........................................... Apotyre ... DE25*
Runaways .................................................. Apotyre ... DE26
Running With Scalpels .................................... Menetyre ... DE27
Sandstone Villa ............................................ Adessa ... DE28
Shipping Error ............................................. Adessa ... DE29
Spider Season ............................................ Menetyre ... DE30
The Century Flowers ............................... The Hollowlands ... DE31
The Crossing ............................................. Alserund ... DE32
The Cynrics ............................................... Apotyre ... DE33*
The Darkvari .............................................. Apotyre ... DE34*
The Messenger ............................................. Apotyre ... DE35
The Tithes That Bind ....................................... Adessa ... DE36
The Zungars ............................................... Apotyre ... DE37*
Time of Need ............................................. Menetyre ... DE38
Tinker's Task ............................................. Apotyre ... DE39*
Under Watch ................................................ Adessa ... DE40
Whereabouts Unknown ...................................... Menetyre ... DE41
Whitestone Tarnished ...................................... Apotyre ... DE42*
Worth Fighting For ................................ The Red Marches ... DE43

SIDEQUESTS (KLURKIKON)

A Time to Reap ......................................... The Midden ... KL01
Artifacts and Castles .............................. Drowned Forest ... KL02
Brun the Bard ........................................ Caeled Coast ... KL03
Deadeye ................................................. Cursewood ... KL04
Elf's Best Friend ...................................... The Midden ... KL05
Eyes and Ears ........................................... Cursewood ... KL06
Ghosts of Seawatch ................................... Caeled Coast ... KL07
In Memoriam ............................................ The Midden ... KL08*
Malicious Practices ................................... Mel Senshir ... KL09
On the Hunt ............................................ The Midden ... KL10
Remembrance ........................................... Mel Senshir ... KL11
Rite of Honor ......................................... Mel Senshir ... KL12
Spawning Pools ..................................... Drowned Forest ... KL13
The Blades and the Seal .............................. Caeled Coast ... KL14
The Lady's Children .................................. Caeled Coast ... KL15
The Last Gastyr ...................................... Caeled Coast ... KL16
The Lost Squad ....................................... Caeled Coast ... KL17
True to the Cycle ..................................... The Keening ... KL18
Witch Knight of Ghennig ............................... The Keening ... KL19
Worthy of Chernobog .................................. Caeled Coast ... KL20

SIDEQUESTS (ALABASTRA)

Bareth .............................................. Twilight Pass ... AL01
Bolgan Bane ........................................... High Fulgen ... AL02
Esha ................................................ Twilight Pass ... AL03
Gask ................................................ Twilight Pass ... AL04
Heroes Shall Not Pass ...................................... Amaura ... AL05
Master Belne ............................................... Amaura ... AL06
Master Farraglen ........................................... Amaura ... AL07
Master Kiftal .............................................. Amaura ... AL08
Ordo ................................................ Twilight Pass ... AL09
The Killing Ground .................................... Shadow Pass ... AL10
The Siege of Moondown ................................. High Fulgen ... AL11

[DA01] A BRUTAL CONTRACT
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Client -: Declan Malus [Haxhi] or Shieldring Keep contract board [Yolvan]
Prereq -: ---
Missable: yes [Declan Malus slain]
Reward -: XP, gold, Greater Flame Hilt

Declan is an injured Warsworn brother limping along the river's south bank.
He reveals he's here to clear out the trolls, only they got him pretty good,
and killed his buddy Jory. He wants the player to take up their mantle in
exchange for Jory's belongings as a reward. If one started the quest via the
Shieldring Keep bulletin board, Declan must still be spoken to first.

Accepting the quest starts it officially, marking all the trolls needed for
the chopping block. They're found at...

• south of Declan's position, near the Haxhi Dam entrance
• south Haxhi, the crossroads that leads to Webwood and Togh Farm
• right in front of Splitrock Depths
• north riverbank, by bridge; not far from Sundur Caverns
• north riverbank, northwest dead end area

Mountain trolls are slightly tougher than the generic rock trolls, but not by
much. When all five are kaput, return to the Declan for a Greater Flamed
Hilt component. That finishes things up if Malus gave the quest; otherwise,
return to Shieldring Keep and speak with Idwold Freward for closure.

• Taking the contract from Shieldring Keep gives a higher XP/gold payout.
• Though the quest is supposed to spawn five mountain trolls to deal with, a
  few may spawn pre-quest. This shouldn't affect the tally, that I've seen
  anyway.

[DA02] A TANGLED WEB
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Client -: Garaner Vernt [Canneroc, Webwood]
Prereq -: ---
Missable: no [Garaner Vent can't be killed]
Reward -: XP, Key to Gossamer End (helped Barten)
        : XP, gold, Key to Gossamer End (helped Vernt)

Vernt usually approaches the player automatically, once the town's attacking
spiders are put down. He mentions the town's been having similar problems
since their defensive aura has weakened. Barten, the town's main hunter, is
off on a hunting party and needs to return to help bolster defenses...and
that's where the player comes in! The quest begins officially, although after
meeting Vernt on the southern bridge, he expresses the desire to have Barten
remain missing...permanently. [Them feuding townsfolk!]

Anyway, Barten's trail leads to Shade River Caves, along Webwood's southwest
boundary. It's not a terribly large dungeon, but it's a spider-infested
hellhole nonetheless, and Barten can be found in a NW chamber having a meet
and greet with the 8-legged denizens.

The player is then free to kill Barten or inform him of Vernt's underhanded
methods. The choice doesn't matter much in the long run, and doesn't change
the reward either. The important thing is that the key earns the player his
or her first house, which has a chest for stashing items. Finishing the quest
starts "Gossamer End" and allows one to start "Cutting the Threads" and "Grim
Harvest".

[DA03] AGGRESSIVE BROWNIES
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Client -: Sihtric Vorm [Vorm Lodge, The Sidhe]
Prereq -: ---
Missable: yes [Sihtric Vorm slain]
Reward -: XP, gold

Vorm Lodge is one of the few points of note in the Sidhe, a resting point
for travelers coming from Haxhi. Sihtric can be found inside, freely telling
of belligerent brownies attacking passers-by. The player can agree to do the
extermination mission, starting the job properly.

The ambush spot is along the Sidhe's SE road, near the entrance to Detyre.
Approaching the overturned cart sets the fearsome foursome loose...although
they're just regular brownies, so the quest is a cinch from here on. Report
back to Sihtric to close the chapter on these pests.

[DA04] BAND OF BROTHER MONKS
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Client -: Brother Holt [St. Eadric's Mission, Haxhi]
Prereq -: ---
Missable: yes [Brother Holt slain]
Reward -: XP, gold

St. Eadric's is in Haxhi's easternmost part, only a stone's throw from the
Sidhe itself. Holt can be found meditating at the entrance, and will share
his troubles if asked. It seems another monk, Padric, left the previous year
in search of adventure. He mentioned a hidden exit in Splitrock Depths, but
never returned. The player can agree to help, which starts the quest proper.

Splitrock Depths is a dungeon in SE Haxhi, accessible only by a lone bridge.
There's a lot to explore, at least compared to most generic dungeons, but
not all is relevant: the alternate exit is just down the hall east of the
main entrance. [How did a rumor about it being secret get started?] Snatch
"Brother Padric's Travel Notes" off the corpse. Once it's returned to Holt,
the quest's over.

[DA05] BROTHER FALLON'S BEADS
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Client -: Brother Udo [St. Hadwyn's Mission, Glendara]
Prereq -: ---
Missable: yes [Udo slain]
Reward -: 0 XP, St. Hadwyn's Beads (powered-up)
        : 0 XP, 3 random potions (if player mentions not following Mitharu)

The monks' retreat is found in Glendara's NW corner, and that's where Udo
can be found pacing the floor. Fallon, a member of his brotherhood, has gone
missing (*gasp*) and someone needs to play the part of gumshoe to find 'im.
After learning he went to Didenhil to deliver medicine, the player can find
him along Glendara's westernmost road, killed by the Red Legion. He'll have
little of worth, save "St. Hadwyn's Beads" needed to continue the quest.

Return to Udo. The monks have a tradition of passing beads on to others upon
death, and the player will be asked if he's a follower of Mitharu. [Requires
having the beads in the inventory, though; if not, one must fetch 'em first.]
Picking the "I follow the creed" option continues the quest; choosing "I
worship another god" ends the quest with the mediocre potion reward.

Anyway, with Udo's trust gained, one learns that each mission contains a
special Mitharu shrine, and praying to each will empower the beads (itself
an accessory). St. Odwig's was in Gorhart, and of course St. Hadwyn's is the
current location. St. Eadric's is in the Sidhe area, south of Star Camp and
near the Haxhi-Sidhe mountain border pass.

Each shrine will bestow a stacking "+5% damage vs. Niskaru" enchantment, and
after the first, the beads become a unique item. The quest automatically ends
when the three shrines are visited. You go, pilgrim!

• Fallon's body exists prior to this quest, and finding it and/or his beads
  will expedite the quest somewhat. Fallon's cart contains Plagueshield for
  the titular Didenhal quest, too.

[DA06] BUILDING BRIDGES
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Client -: Herc Adwold [Gorhart, Odarath]
Prereq -: ---
Missable: yes [Herc Adwold slain]
Reward -: XP, Iron Longsword, Sturdy Buckler

Gorhart is the first town encountered and this quest is often the first begun,
given the huge commotion in the square. A fae has been injured by an assailant
and left nearby, but no one wants to aid except Herc Adwold, kneeling by her
side. He needs someone to tell Aery, another fae, of the events, and agreeing
to help begins the quest officially.

Aery can be found on the overlook above St. Odwig's Mission. To get there,
simply head due north out of town, hugging the west wall; when the path opens,
loop back south on higher ground. There'll be a few wolves here, but nothing
too troubling. Aery suggests finding a high-strength potion to cure the girl
(Iluvia), and perhaps the "mortal apothecary" can help.

The player will need a Greater Healing Potion to advance, and these can be
manufactured oneself by combining Black Cohosh, Emberyes and Bloodroot -- all
three grow in the Odarath forests. [Using this many ingredients requires LV3
Alchemy though.] The other option is easier: simply find Nanne Hanri at the
Gorhart alchemy shop and ask her about the elixir. She's forgotten where she
put hers, but the player search downstairs for it -- check the far back desk.
This counts as stealing, however, so make sure to minimize the risk first.

Return to Herc at the Gorhart Inn, where Iluvia's been moved. He suggests
visiting the House of Ballads, a renowned fae clan, to explain the situation,
lest Gorhart find itself the target of their ire. Through dialogue, he also
notes that the Warsworn could offer protection, but that would require some
payment. The player can choose which faction to seek out.

• HOUSE OF BALLADS: The House entrance can be found in NW Yolvan. To find it,
  just leave Gorhart's half of Odarath via the eastern pass, then keep to the
  west 'til the path turns. Inside, talk with Galin on the bridge; any option
  as to the attack's cause suffices.

• WARSWORN: Shieldring Keep is in southern Yolvan, near the mouth of the pass
  into Webwood. Inside, find Grima Pedeoras to get some of her recruits aid
  back in Gorhart.

Return to Herc to finish.

[DA07] CRISIS OF FAITH
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Client -: Father Dynwel [Gorhart, Odarath]
Prereq -: n/a
Missable: no [Dynwel and Egan can't be killed]
Reward -: XP, random enchanted daggers

The Father can be found at the gates to St. Odwig's Perpetual, the mission on
the northern hill. He mentions that the Faelands tend to make younger members
of the order go astray, including Brother Egan, who disappeared two nights
previously on a firewood run. If the player pledges assistance, the quest'll
start properly.

Egan's position is marked as due north of town, in a caravaneer's campsite.
Save his behind from a frightful one-boggart army, then learn the runaway's
reason: Egan's new fae friends promised to teach him magic in exchange for
a Waterhall Down artifact. Of course, the man lost his nerve (if he ever had
one to begin with) and won't proceed 'til the player tags along.

Waterhall Down is a dungeon along Odarath's west border, a stone's throw from
the campsite. Inside, Egan says an ancient mage trapped the place to protect
his treasures, namely the Selkie Veil. What a coincidence, that's what we're
here to steal! This linear cave system is mostly trapped with explosive
elemental mines, easily found by searching the ground for circular plates.
They give a split second to dodge when they're activated, too.

Long story short, there's really only two useful items found here (excepting
random loot): an "Amman's Key - Autumn," which can unlock a special chest in
Yolvan, and the aforementioned veil, mage headwear that usually counts as the
player's first artifact. One will have to prune the local sprite and boggart
population to get through, though, plus avoid the mines around the veil's
altar. [I also found two other weapons, Thinri's Malus and Viper's Fangs, in
this room, so having Detect Hidden pays off! Invest in it, yo!]

The veil has great stats (+15% mana regen/sec, +15% mana stolen/hit, +10%
chance to steal 1 mana/hit, -10% mana costs) and durability. Its armor rating
sucks, but that part will level with the player, so getting it later pays off
more!

Anyway, the alternate exit is nearby, letting the spelunkers return to the
campsite to meet those "fae friends". Finna will demand the player hand over
the veil, lest her and Arbos need to get rough. And they will, unless the
player passes the simple persuasion check (telling them its cursed).

Either way, Egan sees the error of his ways and returns to Gorhart...with
some accompaniment. Dynwel's reward is XP and, randomly, enchanted daggers.
The daggers only have minor enchantments, so if one doesn't get 'em, simply
reset until the father coughs up extra. Completing this mission also unlocks
Sister Zelda's "Members Only" quest on the temple steps. Other notes:

• If the Selkie Veil is kept, it remains a quest item, i.e. the thing can't
  be sold or put in a stash. However, it's one of the few uniques that can be
  salvaged (destroyed for parts at blacksmithing forge), if that has appeal.

[DA08] CUTTING THE THREADS
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Client -: Garaner Vernt or Barten [Canneroc, Webwood]
Prereq -: A Tangled Web
Missable: no
Reward -: ---

After finishing the previous quest, whichever village big shot one aided will
give out this task, namely investigating Castle Yolvan in the forest's NW
cliffs. This is all meant to help restore the Fae aura defending the town, so
there's no time to waste! Note that entry requires jumping in through the
basement sinkhole, and that a nasty crudok spawns near its entrance. Save
before approaching, eh?

Leaving is impossible until the front entrance is found, but luckily that's
only a short ways away. In the meantime, navigate the path counterclockwise,
hitting the Yolvan lorestones for easy XP. They're only found in this area
and are mandatory to reach the final chamber, where the devilish Widow holds
sway. Until then, enjoy abusing the cute, fuzzy rats this place has to offer.

After a quick chat with the fae sorceress herself, she disappears and lets
loose a ton of spiders! The way back is also frought with eight-legged foes,
though there's no harm in bolting straight for the exit (if low on potions
or arachnophobic!).

Either way, the quest ends after the Widow's chat, automatically kickstarting
the final chapter in Canneroc's saga, "The Widow's Wrath".

[DA09] CURESEEKER
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Client -: Ysa Echostone [Ballads Sanctuary, Ysa]
Prereq -: Old Friends, New Foes
Missable: no
Reward -: XP

Once the entry fee is complete, Ysa can be explored at length, and this task
is available in the Trellis' upper sanctuary. The ballad is about Oleyn and
how she travelled to villages, planting herbs to heal the sick. So, it won't
come as a surprise the player is retracing her footsteps. Here's the hamlets
and what ingredient is planted near their well.

• Odarath: Gorhart (Black Cohosh)
• Glendara: Didenhil (Tindertwig)
• Webwood: Canneroc (Star Thistle)
• Apotyre: Whitestone (Scarwood Tree)
• The Wolds: Ayten (Cripplespore)
• Forsaken Plain: Emaire (Ysa's Breath)
• Galator: Tirin's Rest (Sativa Fibers)
• Kandrian: Mel Aglir (Seaflax)

I won't bother listing additional info on towns, since there's only one per
area and the map plainly displays the subregions. As for the herbs, they grow
immediately when planted; harvesting them has no bad in-quest effect. Beyond
that, there's no shortcuts to take in visiting these areas. The closest thing
is the House of Valor DLC in Alserund -- if one has it installed, it's an
instant warp point, even without being visited. Not bad for those who want to
visit Whitestone and get out quickly.

[DA10] DANGERS OF THE SIDHE
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Client -: Arhaus Vorm [Vorm Lodge, The Sidhe]
Prereq -: ---
Missable: yes [Arhaus Vorm slain]
Reward -: XP, gold

Brother to Sihtric, Arhaus can also be found in the family dwelling. Being
the altruistic sort, he wants someone to find Searstalk for Luca Soren, a
woman who survived a thresh attack but may be succumbing to its poison. The
plant apparently only grows near misting water, and the ol' sailor can't go
himself. The quest begins when the player chooses to help.

Searstalk can be found in the Sidhe's northern woods, just east of the river
from Arduath, the closest fast travel point. Luckily, this quest is fairly
uneventful, except for a few sprites or boggarts along the north road. Just
pluck the medicine, deliver it to Vorm and finish up in style. This unlocks
the follow-up "Hunting the Thresh" mission.

[DA11] GATHERING FLAMES
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Client -: Murdoc Hain [Didenhil, Glendara]
Prereq -: ---
Missable: yes [Murdoc Haim slain]
Reward -: gold

Murdoc is the town blacksmith, found at the eastern crafting hall. Since the
last alchemist passed the previous month, he's been stuck with issues out of
his league, namely making fire potions to combat the boggart problem. If the
player agrees to help, the quest begins officially, and one learns the
ingredients needed (Tindertwig, Scarwood Bark).

Tindertwig is a low-to-the-ground plant with bluish flowers, located mostly
in Ironhold Passage (dungeon SW of Didenhil) and little elsewhere. Scarwood
Bark is in similar supply, found within northern Glendara's ruins -- look for
a gnarled root with puffy white flowers. Collecting these ingredients can be
difficult for players with low Alchemy skill, however.

Since this is a repeatable task, it's always active in the quest log. It's
not a particularly easy way to make cash, although blaze potions give more
than raw ingredients (even more so for higher-tier potions).

[DA12] GOSSAMER END
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Client -: ---
Prereq -: A Tangled Web
Missable: yes [Billis Aideh slain]
Reward -: house upgrades

Gossamer End is the house earned for finishing Canneroc's first quest, and
its quest begins automatically. This is the first house available for new
players, and its default state is a one-room flat with the usual amenities
(bed, mirror, stash chest). For a fee, Billis Aideh, the town blacksmith, can
upgrade the place for around 558g/per.

1: dining room upgrade
2: alchemy workshop added to main floor
3: attic built (bed/mirror are moved there)
4: basement built
5: basement expansion (sagecrafting altar)
6: another basement expansion (adds extra plants)

The quest automatically ends when all upgrades are purchased.

[DA13] GRIM HARVEST
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Client -: Menri Togh [Canneroc, Webwood]
Prereq -: A Tangled Web
Missable: yes [Menri Togh slain]
Reward -: XP, gold, Silkfarmer Gloves

Menri usually inhabits the Silken Seat (Canneroc's inn) and, after helping
the town out, she expresses her desire to return home, fearing something has
happened to her family. Cartery Jayck, a farmhand, said spiders got 'em, but
she hasn't been able to check herself. Agreeing to help starts the quest.

Togh Farm is in southern Haxhi, Webwood's eastern neighbor, and can be fast-
-travelled to if previously encountered. The basement corpse can be looted
for "Jayck's Knife" -- take it, then return to Canneroc to confront the louse
himself. He usually stays in or around the abandoned house.

When faced with the evidence, he'll try to buy the player's silence with a
meager amount (~300 or so). If the player declines, Jayck must be neutralized
like any other animal around these parts. Regardless of the outcome, one must
return to Menri to finish properly. The Silkfarmer Gloves are unique gloves
with decent stats (including +5% EXP bonus and +15% HP), so Finesse users'll
love 'em.

Note that Menri's reward is the same regardless of the bribe, so taking it
will actually milk the quest for its most. Not for virtuous characters, of
course! Other things:

• Accepting Jayck's bribe removes the evidence from one's  inventory. But,
  upon quest completion, it's removed a second time, too! Those wacky
  designers...

• Killing Jayck before the bribe conversation (but after the quest's begun)
  won't count as murder, though it will when business is over. If Jayck
  happened to die pre-quest, the game skips the confrontation step and just
  has one report to Menri.

[DA14] HAIR OF THE DOG
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Client -: Syllareta Vauner [Canneroc, Webwood]
Prereq -: ---
Missable: yes [Syllareta Vauner slain]
Reward -: 2 Minor Venomguard

Syllareta is Canneroc's mediciner and has need of spider stingers for some
antivenom supplements. She requests fifteen (15), and if the player agrees,
the quest is as simple as slaying the arachnids and pluckin' their behinds.
Once the quest is started, and until it's finished, all spiders (including
venomspitters) may drop poison glands, and since Webwood is Spider Capital of
the World, this isn't too taxing. [Visit a nearby spider dungeon, like Shade
River Caves or Cathrus, for an easier time.] Quest finishes upon delivery.
She also gives out free Minor Venomguards if asked...though such lagniappes
hold little appeal in general.

[DA15] HOMECOMING
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Client -: Gizela Wulflac [Gorhart, Odarath]
Prereq -: Building Bridges
Missable: yes [Gizela or Camden Wulflac slain]
Reward -: XP, gold, Iron Gauntlets

Gizela can usually be found praying in the village graveyard, waiting for her
husband Camden to return from war. She hasn't heard any word since he marched
off years ago, and is eager for someone to aid her search...hint hint. When
the player agrees, the quest begins normally and the player is given a clue:
her husband's recruiting office was in Didenhil.

Said town is two areas east in Glendara, near the southern lake. Luckily, the
lead pays off immediately, as Camden can be found in the town bar, working on
a buzz. His war injuries and nightmares have made his life hell, and he's
stayed away from Gizela because of that, even sending a fake death notice to
give closure. The only way to convince him to return is a one-time-only (and
rather easy) persuasion option.

Regardless, return to Gizela and deliver the news. If Camden returned home,
the quest finishes automatically; otherwise, the player finishes by reporting
his current location or "demise". The reward seems to be the same for all
three, though. Other things of note:

• Camden doesn't spawn until this quest.
• The reason Gizela ignored his death notice was because it never arrived. It
  can be found on a courier's corpse north of Gorhart, having met afoul of
  Red Legionnaires...

[DA16] HUNTING THE THRESH
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Client -: Luca Soren [Vorm Lodge, The Sidhe]
Prereq -: Dangers of the Sidhe
Missable: yes [Luca Soren slain]
Reward -: XP, gold

In the first quest, the player found the medicine to heal Luca of bog thresh
venom. For the second part, she wants bloody revenge on the stumpy devil who
thrashed her. Agree to help and the quest begins, marking the attacker's
location east of the river drainage system, across the road from Caer Nyralim
and the Detyre entrance.

Like most thresh, it will be accompanied by lackeys (boggart plaguebearers)
who only serve to stall and interrupt attacks, while the thresh delivers a
hefty beatdown. And it certainly can! When it fires its five-shot tree root
projectile along the ground, don't bother attacking -- just dodge until it
stops. Its quick multihitter projectile (only usable when floating) can be
guarded without much trouble. Hammer users should know threshes can be
interrupted themselves, but they're not advisable until the boggarts die.

With Leafy McStabbington slain, all that's left is getting the reward from a
thankful Luca. Just don't mention that threshes are innumerable and respawn
'round these parts!

[DA17] IMELDA'S CHARM
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Client -: Enconeg Holm [Holmstead, Ettinmere]
Prereq -: The Fisherman's Bride
Missable: yes [Enconeg Holm slain]
Reward -: gold

With the rousing success of Enconeg's previous mission, he tries to enlist
the player to reclaim his dead wife's amulet, mounted on her headstone 'fore
an ettin alighted with it. Agree to start the quest properly, and mark the
bandit's position (SW Ettinmere, bridge nearest Dellach).

Simply kill the sucker (he stole the item how long ago? And only made it
this far? Slowest burglar ever!) to reclaim the titular key item as loot. One
fast travel session later, cash the item in. Holm's secondary reward is free
use of the outdoor bed...although it was already free... It's the thought
that counts, apparently.

[DA18] KEEPER OF THE KEYS
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Client -: Agraivin Hand [Star Camp]
Prereq -: The Guided Hand
Missable: yes [Agraivin Hand slain]
Reward -: gold

After passing the Travelers' first mission, Hand's mini task opens up. In his
delightfully crass manner, he explains how his friends have been imprisoned
in record number, and having some prison keys would help remedy that. He'll
pay for each one obtained, although only a few (Adessa, Rathir, Mel Senshir)
are applicable and none are in Dalentarth. Podunk prisons, like the one in
Gorhart, don't count toward the quest.

Any good berk knows the easiest way to get the prize is stealing them from
prison guards -- there's always one on vigil outside the clink itself. Those
with a bit more daring-do can infiltrate the prison itself via incarceration,
but that usually isn't required.

[DA19] KNOWLEDGE LOST
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Client -: Oleander Sinclair [Yolvan]
Prereq -: ---
Missable: yes [Oleander Sinclair slain]
Reward -: XP, gold

Oleander's camp can be found in southern Yolvan, near the SE pass leading to
Glendara. As it turns out, he's not really the famous alchemist he claims to
be, just someone who dranks Sinclair's potion. And he needs another, before
all the effects wear off. The quest begins when assistance is pledged, which
earns the "Minor Alchemist's Art" formula, plus a tip that Shieldring Keep
nearby may have one on stock.

Finding an existing potion is undoubtedly the easiest route -- a chest
containing one spawns in the nearby keep's northern chamber upon accepting
the quest. [Just note that its contents are owned, so be wary of the guard
patrolling nearby.] Alternately, one can craft the elixir with the proper
ingredients: 1 Sky Blossom, 1 Embereyes. It's a novice-rank concoction, so
no skill level is required. Having trouble remembering where an alchemical
lab is? Just use the one in Gorhart's west building.

Return to the fake Oleander Sinclair to finish up. Before going, consider
listening to the alchemist's other ramblings, made even more humorous by his
decaying intellect. Most NPCs aren't even close to being this funny!

[DA20] LONG OVERDUE
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Client -: ---
Prereq -: Crisis of Faith
Missable: no
Reward -:

This is undoubtedly one of the farthest-reaching sidequests in the game. By
finishing "Crisis of Faith," Gorhart's mission opens to the public, allowing
the player to search the reliquary. Inspecting the bookcase reserved for lewd
Brother Til's writings allows one to task. Note that the books recovered are
key items (don't take up space), can't be taken until the quest begins, and
can't be returned in part.

Accepting the challenge begins the waste of time...err, lovely adventure.
Here's a list of all their locations, in order of proximity to Gorhart.
 _
| | Webwood: Canneroc (Vauner House)
|¯| Glendara: Luminitsa's Cottage (SE of Didenhil)
|¯| The Sidhe: Vorm Lodge
|¯| Forsaken Plain: Emaire (Edmure House)
|¯| Moon Camp: locked chest
|¯| Adessa: The Isles section (Livrarium)
|¯| Adessa: The Isles section (Livrarium)
|¯| Apotyre: Whitestone (Mayor's villa, 2F bookshelf)
|¯| Tywili Coast: Rathir (Scholia Arcana, Dormitory; shelf near podium)
|¯| Caeled Coast: Castle Ansilla (central area, by boss room door lever)
 ¯
Some of these items are considered owned, so be careful stealing 'em in front
of NPCs. This especially goes for the Scholia Arcana crowd, which looks after
itself -- this means all the mages aggro and no guards will intervene! Also,
access to Castle Ansilla is impossible until "The Lost Squad" progresses a
bit.

[DA21] LOST
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Client -: Jedda Kerning
Prereq -: ---
Missable: yes [Jedda Kerning slain]
Reward -: XP, gold

Like her companions, Jedda can be found in Lorca-Rane's upper NW reaches,
standing at a crossroad in quiet vexation. Her friends have all run off, and
she needs Turin's scroll. [If one completed "The Antelope", those tidings can
be reported here.] Turin is actually dead on the north side of the river, a
bit east of Brunuath. If encountered previously, his fate can be reported at
once; if his scroll wasn't looted, that must be done to continue. Once she
gets the "Contract (Sealed)" key item, the mission ends. Other info:

• As said, completing "The Antelope" lets one report Marga and Oreyn's
  status to Jedda. However, if they were slain, that option disappears.

[DA22] MEMBERS ONLY
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Client -: Sister Zelda [Gorhart, Odarath]
Prereq -: Crisis of Faith
Missable: yes [Sister Zelda slain]
Reward -: XP, gold

With the temple doors opened once more, the Order of Mitharu's girliest
petitioner (*snort*) asks the player's ear. Apparently, the priests won't
let women become ordained members, despite a tome in their reliquary stating
the contrary. Zelda wants the player to break up this old boy's club by
getting that tome, one way or another. Agree to start the quest officially.

The reliquary is east of the church, and the tome's sitting on a basement
pedestal. Father Dynwel may be patrolling this area, so simply crouch and
wait until the steal rate bottoms out before taking. [Note that this book
only spawns during this quest, so it can't be stolen before Zelda's request.]

[DA23] OH, THE INDIGNITARIES
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Client -: Squire Brio [Ysa]
Prereq -: Old Friends, New Foes
Missable: no [Squire Brio and the four dignitaries are invincible]
Reward -: XP, gold

Once passage into Ysa is okayed, Brio can be found near the lower city's
southern bridge, grumbling about an upcoming procession. It seems some of the
lords and ladies have certain preferences on their order, and it's driving
Brio up the wall. If only a mortal would come along and solve all problems
for him...oh wait! Yes, agreeing to help begins the quest officially, and
map marks the four nobles.

Seek out the stuffed shirts around the gardens. Each will freely give their
preference, and each (except Hartwen) will comment on the other nobles'
sensibilities with a persuasion choice.

• Warlord Whenery - lower city, Asker's Alley
• Viscount Setter the Allseer - lower city, SW promenade
• Grand Faemage Gorronet - lower city, Hall of Appointments
• Great Huntress Hartwen - upper city, The Trellis

Setter wants to behind Whenery to watch her backside, and suggests putting
Gorronet far away from Hartwen due to their history. Whenery thinks she
should lead the procession, and advises not to put Setter behind Hartwen (or
herself behind Gorronet). The faemage begrudgingly agrees that he should bring
up the rear due to his injury, and advises putting Hartwen first to avoid her
ire. Hartwen agrees that she should lead, simple as that.

All things considered, the correct order (from first to last) is: Hartwen,
Whenery, Setter, Goronnet. Report the findings to Brio to finish correctly;
any other order fails the mission, earning nothing.

[DA24] ONE DROP
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Client -: Nomeron [The Trellis, Ysa]
Prereq -: Old Friends, New Foes
Missable: yes [Nomeron slain]
Reward -: XP, random enchanted piece of magewear (robes, talisman, etc.)

Nomeron is the master of Ysa's Font, whose waters imbue the place with magic.
But, lately it's been getting drier, and he needs someone to open the flow
from the lower city's Lyceum Grove. Only problem is, the magic that protects
the grove (the Water Lock) can only be operated by one who carries drops from
Ysa's five sacred pools. Well, ain't that stupid and convoluted! When one
takes pity on Nomeron and agrees to help, the quest begins properly and the
Water Vessel is received.

The Font itself counts as one pool, so that just leaves the other four: Court
of Summer, Ballads Sanctuary, Memory Walk, Gardens. [The latter two are found
in the bottom district.] Once they're gathered, simply inspect the twisted
root in the Lyceum Grove to put things right. Reporting to Nomeron earns the
rewards, but still begs one question: if he's the master of the Font and has
been around for years, why didn't he do this grunt work himself? Cheapskate!

[DA25] ORDER OF OPERATIONS
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Client -: Adept Jorum Quintis [Scholia Arcana Embassy, Ysa]
Prereq -: Old Friends, New Foes
Missable: yes [Jorum Quintis slain]
Reward -: XP, gold, Mage's Gem, discount at Quintis' gem shop

Within the mage guild's embassy, Jorum can be found pondering the previous
night's theft, in which three initiates fled the scene. Since they could only
have gone to the Sidhe, he requests help in tracking 'em down -- naturally
where the player come in. Helping out starts the quest officially.

Outside the city gates, one needs to find all three initiates' bodies, each
containing a journal. Cassera barely made it past the eastern pools before
dying (cue derisive laughter!), while Aloren turned north toward Arduath and
met afoul of boggarts. Bertran's corpse is across the river, south of Vorm
Lodge, between Aodh and Rundamir. The poor fellows are only considered "found"
when they're looted.

Return to Jorum for a quiz on who played what part in the heist. The correct
answer: Cassera organized the theft, Bertran was murdered, Aloren was killed
by beasts. Doing this earns all rewards, including a free Mage's Gem (+17%
mana). Recounting the heist incorrectly earns the same XP and gold, but no
other gifts.

[DA26] OUT OF THE PAST
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Client -: Brother Delf [Gorhart, Odarath]
Prereq -: Crisis of Faith
Missable: yes [Brother Delf slain]
Reward -: XP, gold, Brother Delf's Key

After doing "Crisis of Faith" to earn entrance into Gorhart's monastery, one
can find Delf in the reliquary's basement. When spoken to, he'll mention the
Red Legion being hot on his trail, due to his checkered past, faking his
death, deserting, breaking his blood oath... Man, this guy is terrible! The
bandits' leader, Red "The Dead" Idward has offered a pardon if Delf slays the
other deserters, but having reformed, Delf doesn't want to. The player can
step in to help here, starting the quest officially.

Delf was to bring Red Legion Daggers to Idward as proof of the deed being
done, but this task now falls onto the player's shoulders. One is received at
the start; the other two must be acquired from their owners.

• Ugnar Odgray: works in Gorhart, has a bedroll behind the inn. One can
  acquire it peacefully by stealing it or confronting Ugnar, then passing a
  persuasion check. Mentioning Delf's plan and failing the check turns Ugnar
  hostile, forcing one to put 'im down.

• Itran the Shade: has a small camp in the Glendara-Haxhi mountain pass, just
  north of Sundur Caverns. Approaching the site starts a battle with Itran,
  who will initiate dialogue after a few scrapes (supposing he doesn't die
  first). He can't be talked down with fancy words, but paying for his dagger
  does the trick. Otherwise, challenge him and snuff his life.

With all three daggers collected, it's time to visit Idward's stronghold,
Bloodstone Deep -- it's in western Glendara, near the mountain pass. Linear
and short, there's only a few lackeys in-between Idward and the entrance.
Red suggests betraying Delf as punishment for past crimes, allowing the quest
to branch slightly.

• Help Idward: Wanna play executioner on the poor ol' monk? Fine. Return to
  Gorhart and eliminate the client in a chosen fashion. The reward, as Red
  promised, is Delf's own treasure horde. In general, I don't suggest doing
  this path (at least after saving) since Delf may remain invincible, thus
  stalling the quest permanently.

• Kill Idward: His tactics aren't much different from a normal bandit's, but
  he's got higher HP and strength. A wave of lackeys comes to join at the
  beginning too, but decent jugglers can capitalize on the wait and whittle
  down Red's health easily.

Eliminating Delf, or reporting to Delf of Red's demise, finishes the quest.
The reward key opens the chest in the reliquary's basement; it usually has
a few enchanted equipment pieces, ingredients and potions.

[DA27] PLAGUESHIELD
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Client -: Astrid Frisk [Didenhil, Glendara]
Prereq -: ---
Missable: yes [Astrid Frisk slain]
Reward -: XP, 4 Greater Healing Potions

Astrid, the town healer, can usually be found near the main square, trying to
get Plagueshield (the blood plague remedy) to villagers. She's been waiting
on Brother Fallon to bring the latest batch, but he hasn't shown. The quest
begins properly after volunteering to find him.

The quest marker will now show Fallon's roadside location, in Glendara's west
end. It's also Fallon's last stop, having been used as target practice for
Red Legion thugs. One parcel of Plagueshield is in the overturned cart; the
other two are along the north road. [One is in a bandit's hands who'll force
the player to give chase en route to an eastern camp.]

When the remedies are all collected, bring 'em back to Astrid. Other notes:

• This quest overlaps a bit with "Brother Fallon's Beads," the titular item
  found on his corpse. His body will spawn regardless of whether that quest
  (or this one) is started. The Plagueshield packages also exist prior to
  Astrid's request, although if collected before being asked, the XP reward
  is substantially lower (~50%).

• The Plagueshield bandit is non-hostile and runs away when approached. Try
  sneaking up on him to avoid a tedious romp through the bear-filled woods.

[DA28] RALLYING CRY
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Client -: Shieldring Keep contract board [Yolvan]
Prereq -: ---
Missable: yes [Idwold Freward slain]
Reward -: XP, gold

A contract wants news from the Warsworn's Ettinmere detachment, who they've
lost communciation with recently. To begin the quest officially, pledge to
undertake the journey; or, if one's already been to Ettinmere, looting the
destination corpse (western reaches, near Dellach bridge) of its Warsworn
Ledger works, too.

Note that the ledger will need to be taken either way, and doing so marks
four Ettin Shaman locations for assassination. They even have names...I guess
so someone knows what to put on their tombstone?

• Ansir: S. Ettinmere, near Ballads Oratory
• Sul: SE Ettinmere, roadside
• Duxtir: N. Ettinmere, NW of Holmstead
• Merog: central island

Not much tougher than ettin brutes, although they can definitely drop better
loot (three of the four dropped unique gear when I wrote this section!). They
also only spawn during this mission. When all's finished, return to the keep
for the usual compensation; it shouldn't be affected by how the quest began.
</pre><pre id="faqspan-8">
[DA29] RECIPE FOR TROUBLE
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Client -: Nanne Hanri [Gorhart]
Prereq -: ---
Missable: yes [Nanne Hanri slain]
Reward -: XP, gold, random robe, Minor Health Regen Potion x2

Hanne runs the town's alchemic supply shop, and requests the player find her
missing formula, which could wreak untold devestation in the wrong hands. An
assistant (Karth) has also gone missing, presumably in Agnur Farhal, a small
dungeon nearby. Agreeing to help starts the quest officially.

That Erathi ruin is right near Gorhart -- simply head north out of town and
visit the first eastern clearing, acting as the doorstep. Karth can be found
inside a ways, and initiates battle after revealing how the formula leaked to
the local marauders (some of whom join in this fight).

Now, all shipping crates containing the formula must be smashed. Four are
still within Agnur Farhal, often near Red Legion sentries. [If this place was
cleared out earlier, the bandits may not have respawned.] The other six are
on the world map, strewn around Odarath's northern Red Legion camps. There'll
be resistance, but nothing too difficult. Make sure to set this quest as the
current one so all crates are marked on the minimap.

When all crates are sawdust, pick up a reward from Hanri.

[DA30] RED IN TOOTH AND CLAW
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Client -: Ainmhi [Odarath]
Prereq -: ---
Missable: yes [Ainmhi slain]
Reward -: XP

Usually the first quest one stumbles on after leaving western Odarath. Ainmhi
is a bewitched wolf stumbling near the mountain pass NE of Gorhart, and will
beg the player to help free him from his two-legged imprisonment. The sprites
who cursed him guard a magic well north of the crossroads. It's right nearby,
actually, and many sprites (including elemental champions) show up to spoil
the cakewalk. After they're dead, inspect the well only to have it vanish.

Report this news to the wolf to learn it's "the Well that Wanders," showing
up in random places throughout Odarath before teleporting elsewhere. His nose
thinks the well seeks leechwood, so the player must gather some from the
fluorescent green pods found all throughout Dalentarth's forests. It's harder
to get some without proper Alchemy skill, though. If bark was acquired prior
to this quest (only one is needed), this step advances soon after arrival.

The third step is simply tracking down the well, which loops through select
locations (see below). It's often easier to just find where it can show and
wait there, rather than mindless pursuit which almost always ends poorly.

• along cliff near Shieldring Keep
• north of Overgrown Thicket, along west cliff
• central area along south riverbank, where boggarts spawn

Once the "Draught of the Wandering Well" is reclaimed, return to Ainmhi for
a happy departure and finish.

[DA31] REPRISAL, REPRISED
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Client -: Penri Kell [Yolvan]
Prereq -: ---
Missable: yes [Penri slain]
Reward -: XP, gold, and/or Maiden's Ring

Penri is "a Traveler by vocation" and can be found along the roadside ruins,
NW of Shieldring Keep (itself in the very south of Yolvan). She's interested
in claiming a ruby ring, part of a mythical "Ring and Reprisal" Fae ballad.
Apparently, if the play is reenacted, the ring should simply appear, in
keeping with the tale. The quest starts once the Fateless One gets dragged
along for the ride.

As the tale's champion, the ballad's first step is luring out the troll, done
by collecting four antelope heads (key item) from slain antelope. The suckers
are everywhere in Yolvan, although it may take some sneaking to take 'em
unawares.

Return to Penri to learn the second step: mounting the trophies to lure Lekka
the Corpulent (our upstanding troll's title) into range. The mounting pillar
is where our "maiden" stands in the daytime, near her campsite. With all
affixed, all that's left is delivering a massive beatdown on the rock troll.
It's highly magic-resistant of course, but rather generic besides.

When the dust settles, loot the Maiden's Ring (unique: HP +10%) and find the
client. Handing over the artifact as per the arrangement earns a little XP
and gold; refusing turns Penri hostile (she carries way more gold on her
person). Passing the persuasion check has the timid thief back down, letting
one keep the ring and earn XP, but that's all. Either way, the quest's over.
Other notes:

• The Maiden's Ring cannot be stashed, even if it's sold and rebought.

[DA32] RESTING THE BONES
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Client -: n/a [Webwood]
Prereq -: n/a
Missable: no
Reward -: XP

This task can be started anytime Webwood is available. Scattered throughout
the verdant area are remains of silkfarmers. It's the player's task to find
them all and put them to rest in Canneroc's ossuary (well behind Abandoned
House). Naturally, the quest begins officially when the first one is located
and ends when all are...uh, interred.

There's six in all to find, and they show as "!"s or quest markers, depending
on how far along one is. The locations are as follows:

• NE Webwood, riverside; near NE bridge
• W. Webwood, roadside; almost due west of Canneroc
• SW Webwood, roadside; between Canneroc and Shade River Caves
• SE Webwood, near Carthus cliffs; by jumping point
• SE Webwood; southern Webwood-Haxhi mountain pass
• S. Haxhi, roadside; near base of tree

Other things worth mentioning:

• The quest doesn't add any extra opposition, although most locations are
  well-known spider hangouts.

• The player has the option of choosing whether to take the first skeleton's
  remains; after that, they're acquired automatically. Silkfarmer Remains
  are all quest items, and don't contribute to the inventory limit.

• XP is only gained for interring the bones, not for picking them up. It's
  only possible to use the well after all are collected.

[DA33] SHADOW OF ENFAMINIR
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Client -: Ballads Oratory Echostone [Ballads Oratory, Ettinmere]
Prereq -: The Song of Sir Sagrell
Missable: no
Reward -: XP

The Oratory can only be unlocked with the Ballads Signet Ring, a mandatory
score during the House of Ballads' first mission. The second mission takes
place in the Oratory (south Ettinmere), and this optional quest's echostone
can be triggered from there. The tale is of an ancient beast from a distant
land who comes to destroy the veil, only Farrara sends it back to whence it
came.

Enfaminir spawns in the SE Sidhe's only dead-end grotto, and as mentioned, is
a horrinox (top-tier niskaru overlord type). It has two main attacks: a two-
-stage hand extension crush and a powerful charging attack to close distance.
Well-timed dodging can avoid both, although depending on one's equipment, the
fight may be a bit overrated. I mean, a legendary monster is interruptible?
Hogwash!

The quest ends when Enfaminir is slain. Note that Niskaru Overlords/Horrinox
can often drop great equipment (uniques in particular), so if they don't drop
anything useful, just reload and try again. This applies to future encounters,
too.

[DA34] SHINE AND SHADOW
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Client -: Avicenn Etelle [Holmstead, Ettinmere]
Prereq -: ---
Missable: yes [Avicenne Etelle slain]
Reward -: 0 XP, gold and/or Shine and Shadow itself

Etelle inhabits a small campsite in the Ettinmere's only town, itself along
the lake's north shore. This gnome has lead an expedition in search of "Shine
and Shadow," fabled artifacts that are rumored to be held in Dellach, under
an ettin shaman's watchful eye. If the player agrees to fetch them, the quest
begins fully.

Dellach is in the swampy region's western reach, connected to the main road.
The interior search is simple, too: just visit the west dead in the first
square-shaped chamber. [Note that Dellach plays host to the main quest's "Old
Friends, New Foes" mission, so killing two birds with one stone is prudent.]

The ettin shaman only appears once the quest has started, appearing with the
two generic types that normally inhabit the chamber. [This means clearing 'em
out pre-quest makes the fight a little easier, if one's equipment ain't up to
snuff, anyway.] Kurtorix is a souped-up ettin shaman, has higher HP and can
fling a mean lightning projectile; evade that with well-timed dodge rolls.
Other than that, it's business as normal, although greatsword/hammer users
might have to cut their full combos short to avoid the brute's one-two punch.
Kurrorix can be interrupted, also.

Anyway, with Ugly breathin' his last, loot "Shine and Shadow" (daggers) from
his corpse. Though the weapon is pretty good for Finesse characters, note the
enchantments: some only work in the day, some in the night. This means the
listed attack power might actually be weaker than what's listed. Still better
than storebought garbage though, right? The daggers' power also scales if
the found at higher levels.

Return to Holmstead. The despondent Etelle won't relish returning with such a
small trinket, giving the player a window (persuasion option) to keep those
special daggers. Failing to convince Etelle has him run off with the weapons,
losing them forever!

• When the quest finishes, Etelle runs from Holmstead toward the mountain
  pass, then disappears. Even if one turns on friendly fire to kill him, the
  daggers won't be in his loot! Those who want the daggers, make sure to
  finish only when the best outcome's assured (one point in Persuasion's
  around 40% success).

[DA35] SPECIAL DELIVERY
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Client -: n/a
Prereq -: see below
Missable: no
Reward -: DLC items

Special Delivery begins if the player obtains any DLC-specific items, being:

• Weapons & Armor Bundle
• Finesse Bonus Pack
• Sorcery Bonus Pack
• Might Bonus Pack

Additionally, playing the Amalur demo unlocks the Shepard armor set, modeled
after the titular Mass Effect series commander. This set may automatically
be included on Amalur's Game on Demand version (I've gotten it without having
played the demo). Opening the storage chest finishes the quest.

Note that the bonus pack weapons are typically glitched, and won't actually
do anything if bought. It's recommended to avoid 'em entirely, honestly.

[DA36] STATUS SYMBOL
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Client -: Brit Codgan [Ysa]
Prereq -: Old Friends, New Foes
Missable: yes [Brit Codgan slain]
Reward -: gold

Brit is a vendor in the northern Understyle, near the merchants' delegation
entrance. He's been making a killing selling tourists faeblade souvenirs and
has a hard time dealing with demand. If the player's interested, s/he can
volunteer to make the items for him -- this starts the task officially.

Honor Brands are made of the following components: 1x Ysa Honor Brand Fulcrum,
1x Ysa Honor Brand Blades, x1 Ysa Honor Brand Bindings, x1 Ysa Honor Brand
Grip. They're generally found in NPCs' inventories (a renewable resource) and
fae caches. The nearby delegation contains a forge to smith these suckers,
and Brit pays for each Honor Brand made. The better quality the Brand, and
the more core components used, the more gold earned.

Like most tasks, Status Symbol remains active indefinitely.

[DA37] THE ANTELOPE
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Client -: Marga Sammoc [Lorca-Rane]
Prereq -: ---
Missable: yes [Marga Sammoc or Oreyn slain]
Reward -: XP, random enchanted ring

Marga, like the majority of quest-givers in the region, can be found within
the upper NW ruins, along the road. She tells a tale that her friend Oreyn
was bewitched by sprites, changing him into an antelope. She knows it's him
because it was wearing his silver necklace. The quest begins when one agrees
to help.

Said antelope is just a little NE of Marga's campsite, through the jottun-
-filled ruins. The one in the stewpot is naturally dead (can be looted for
a Silver Chain), but Oreyn is nearby, caged like an animal. He notes he just
used Marga's naive beliefs as an out for escape, only to be caught by jottun.
The quest only advances by letting him loose.

Oreyn still wants his clingy girlfriend to think he's dead, though. Telling
the truth or using the persuasion choice earns a random ring in addition to
the XP reward; lying earns XP only. Reporting finishes the quest, naturally.
Other tidbits:

• The Silver Chain and Oreyn both spawn pre-quest. The former (key item) will
  despawn if the quest fails, provided it's left in its pot; it can't be
  removed from the inventory except by reporting to Marga. Speaking of which,
  if Oreyn dies before the quest is started, she will sit at her campsite and
  only lament about coming to the forest.

• Marga Sammoc may be unkillable before the mission begins, with the murder
  toggle option defaulting to 'off' each time the player tries. She can still
  be killed during the quest, though...for those with a sadistic bent...

• The ring reward often has minor daytime/nighttime enchantments.

[DA38] THE BROWNIE DEN
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Client -: Sihtric Vorm [Vorm Lodge, The Sidhe]
Prereq -: Aggressive Brownies
Missable: yes [Sithtric Vorm slain]
Reward -: XP, gold

After the smashing success of killing li'l critters, Sihtric strikes upon the
idea of investigating their main base (it seems silly calling it that) of
Rundamir. Agreeing to help starts the quest officially, sending the client
off to the destination, itself southeast of the lodge.

Upon arrival, Sihtric tells of the problem: a crudok has infested the hollow,
and is sending out brownies to collect corpses. It can be found at the far
SE chamber, surrounded by its bite-sized cohorts. Crudoks are quite powerful
and can easily dismantle low-level characters, so be sure to guard against
its poisonous homing projectile (they last awhile and guarding removes them
quickly) and nix the other brownies, too, who will constantly interrupt the
player and usually ignore Sihtric. Saving before the fight is wise, too.

With the threat eliminated, the mission finishes when Vorm checks base. Other
than that, this dungeon has lots of fae caches, all warded, so those who
want the dispelling achievement can get some practice here.

[DA39] THE FISHERMAN'S BRIDE
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Client -: Enconeg Holm [Holmstead]
Prereq -: n/a
Missable: yes [Enconeg Holm slain]
Reward -: XP, Enconeg's Ring

Enconeg can be found in Ettinmere's only (human) settlement, a small retreat
on the northern shore. The widower talks about having seen a nymph, perhaps
his last chance at happiness, and the player can volunteer to slay beasties
that scared her off.

Doing so starts the quest officially, and spawns wolves on the SE road and
an Ettin Brute further SE, on the footpath leading to the lake overlook. Kill
them in the given order to spawn Enconeg, who'll be dressed for his wedding
with...a leanashe? The path has two slightly different options here.

• Letting Enconeg continue to the altar has him immediately attacked by the
  leanashe -- big surprise, I'm sure. However, this is more of a staged
  fight that won't continue without the player's intervention, forcing one
  to put down the bridezilla.

• Passing an easy persuasion option makes Enconeg see reason, and he asks
  the player to slay the "nymph" nearby. "Till death do us part" indeed!

When the job's done, the lovestruck goofball doles out a reward: an old
wedding ring (no stats, just meant for resale). His second quest, Imelda's
Charm, can now be started.

[DA40] THE FLAME OF RHYDERK
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Client -: House of Ballads Echostone
Prereq -: ---
Missable: no
Reward -: XP, Rhyderk

This quest can started by visiting the House of Ballads in Odarath's eastern
half (NW exit). From there, visit the Hall of Accolades and locate the weird
Echostone pillar. To its left is a rock containing the titular ballad that,
when placed in the pillar, begins the quest.

The tale retells how two knights slew a jottun in Lorca-Rane, so naturally
that region plays host. Travel to the SW crossroads, near Ohn's Stand, for a
battle with several jottun. When they're all nixed, one can claim the key
item component "Blade of Rhyderk" that has spawned in plain view. From there,
simply go to any blacksmith and reforge Rhyderk by using basic components.
The result becomes a unique weapon with characteristics the player chooses,
and that finishes the quest.

[DA41] THE FLOWERING
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Client -: Osduin [Lorca-Rane]
Prereq -: ---
Missable: yes [Osduin slain]
Reward -: XP, Gem of Cultivation

Osduin is a Fae meditating in Lorca-Rane's NE area, along the road. He's
bemoaning that the Flowering ritual may not take place, since Boderill hasn't
returned to complete his part in the ballad. [Asking about him gives a small
persuasion check to learn his real fate.] Agreeing to help begins the quest
officially.

Before meeting Osduin in Brunuath, one must first collect the crysalae from
certain leechwood pods. All 5 are in Lorca-Rane (3 in N/NW, 2 in E/SE) and
are map-marked if this is the current quest. When all are collected, visit
Brunuath, the hollow on the river's north side. Osduin will be in the main
chamber a few seconds away.

Place each seed on an earthen mound and stand on the center platform to find
the flowering is actually 10-15 monstrous sprites, hellbent on some homicide!
It's easy for purely physical fighters to get overwhelmed, so feel free to
fateshift if times get tough. [Hearing "is it not marvelous?" nine thousand
times during the trial doesn't help concentration either!]

Afterwards, Osduin will wonder why the player is alive. The top and bottom
replies will turn Osduin hostile, forcing one to kill him; the persuasion
check solves things peaceably, earning the Gem of Cultivation one usually
picks off Osduin's corpse. Either way, this ends the mission.

[DA42] THE HEIGHT OF CRIME
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Client -: Stellan Reitan [Haxhi]
Prereq -: ---
Missable: yes [Stellan Reitan slain]
Reward -: gold

Reitan inhabits a campsite in SE Haxhi, and tells of a fellow surveyor who
borrowed his journal on a trip to Splitrock Depths...and never returned. If
the player agrees to investigate, the mission begins and one can visit the
nearby cavern system. [This quest overlaps with "Band of Brother Monks" so
consider doing that in tandem.]

Follow the map marker to the southernmost reaches to find a sacrificial altar
and the malevolent spirit (leanashe) people whispered about. Horace Despero's
body should have spawned with the journal nearby, and the quest finishes when
it's back in Stellan's hands.

[DA43] THE NATURAL ORDER
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Client -: Kester Barclay or Thaddeus Holn [Didenhil, Glendara]
Prereq -: n/a
Missable: yes [Kester Barclay slain]
Reward -: XP, gold, Evalyne's Ring

Barclay is often standing in Didehil's town square, pondering how to solve
the bloodplague, a boggart-borne illness that's crippled the town. If one
volunteers, the quest begins by visiting Coilsbane, a dungeon the critters
once called home -- it's north of Didenhil, straight west from Star Camp's
north entrance.

The "clearing out" part entails tactful diplomacy and--...oh, who're we
kidding? Mindless slaughter! The boggarts' evictors are ten jottun, now
nesting peacefully, usually in groups of 2-3. This is a two-part dungeon,
but it's still linear real estate, so there's little exploration required.

When all ten are gone, it's time to escape the Coilsbane Ruins. The nearest
door leads to the mad mage Balthasar's sanctuary. This leads to an inevitable
fight, unless the rather hard persuasion chance convinces him his "enemies"
are combining forces. The fight is actually rather fun, since Balthy spawns
a ton of Fae Gorta to cut down.

Regardless, the next step is reporting to Barclay. Outside the normal stuff,
he also gives the Evalyne's Ring artifact!

[DA44] THE TREASURES OF MEROPIS
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Client -: Ballads Library Echostone
Prereq -: The Song of Sir Sagrell
Missable: no
Reward -: XP

The Ballads Library is the north Webwood-Haxhi mountain pass, and is visited
mandatorily during the House of Ballads quests. However, one only needs to
finish the first quest to unlock it (requires Ballads Signet Ring) and use
the echostone within. The Echostone will speak of an ancient isle whose
treasures were robbed and hidden; it's the player's duty to right that wrong.

So, what are these trinkets and where are they? Don't get too excited, 'cause
the treasures are sentimental garbage and the quest requires traipsing into
Dalentarth's rivers and creeks.

• SHELL: Odarath, northern river; near Red Legion camp
• BAG OF SAND: Glendara, Loch Diden (south of Didenhil)
• MEROPIC RELIC: Lorca-Rane, under main road's western bridge
• PEARL: Ettinmere, SW of Holmstead
• CORAL SILVER: Ettinmere, NW of Ballads Oratory (near Essence of Fate cave)

The quest completes when all five are recovered. They have no purpose other
than merchant fodder, so hawk 'em ASAP!

[DA45] THE WIDOW'S WRATH
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Client -: ---
Prereq -: Cutting the Threads
Missable: no
Reward -: XP, gold, Canneroc Gossamer (Canneroc saved)
        : XP, gold, Crude Steel Blades of Yolvan (Canneroc slain)

This quest automatically begins in Castle Yolvan, after the Widow's convo
and her eventual departure. Snake through the spidery pursuers to the world
map (this makes the castle fast-travellable) and return to Canneroc lickety
split -- it's being attacked by similar insects. Vernt/Barten and villagers
will be around here and can be told the Widow's involvement afterwards.

It's determined that one should visit Cathrus (SE Webwood dungeon) to strike
at her main lair. The others will...ahem, handle things at the inn. Inside
Cathrus, the Widow offers an interesting proposal: amnesty for the player in
exchange for Canneroc's destruction.

If the player agrees to help the Widow, one must return to kill the eight
remaining citizens. Naturally, this includes Vernt/Barten, other quest-givers
(Menri Togh, Syllareta Vauner, etc.) plus some other unrelated townsfolk. All
should be hiding in the inn, making for quick destruction. Returning to the
Widow for the rewards, including some Blades of Yolvan, generic-but-unique
faeblades with no standout qualities.

Of course, for those who actually want to help Canneroc, they'll need to
penetrate Carthrus and really strike it to the queen bee (err, spider). This
won't take too long, as she only warps to a nearby cavern for the main fight.
It's basically just her summoning spider minions while attacking with magic
projectiles. Hammer users can easily interrupt her patterns, and when things
get too hairy, fateshift everything!

That's all there is to do in Cathrus, unless one has fire weapons/magic to
burn entry into the webbed treasure alcoves (all on long route). Report back
to Vernt/Barten at the Silken Seat to finish up. The gossamer received has a
high resale value, relatively anyway.

[DA46] UNGENTLE BEASTS
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Client -: Shieldring Keep contract board [Yolvan]
Prereq -: ---
Missable: yes [Idwold Freward slain]
Reward -: XP, gold

The keep is in southern Yolvan and the contract board sits on its main floor,
accessible to all comers (even those not yet undergoing Warsworn quests). The
mission? Retrieve a petitioner's lost book from Overgrown Thicket, a linear
dungeon west of the keep. Accepting the request starts the mission properly.
The text can be found on a boulder in the final chamber; between there and
the entrance is a few barghest and kobolds. Return to Idwold Freward at the
keep to finish.

[DA47] UPRISING
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Client -: Mythany Keen [Embassy, Ysa]
Prereq -: Old Friends, New Foes
Missable: yes [Mythany Keen slain]
Reward -: XP, gold, 4 random supplies (ingredients and/or potions) - Keen
        : XP, gold, random enchanted equipment piece - Brenner

Mythany is the Dokkalfar ambassador to Ysa and can be found (unsurprisingly)
in the embassy. When the player approaches, s/he will overhear part of Keen's
clandestine conversation; and, after talking with her, she invites the player
to meet her at the worship circle near the town gates after dark. Only there
will she reveal that Ysa is in danger of being turned into a military camp by
Varani invaders. Specifically, Kierna Brenner, the Varani ambassador/warlord
hopes for this outcome, and Mythany hopes the player will dispose of her. If
one agrees, the quest begins officially.

There's two paths to complete the quest:

• [Assist Mythany] - Brenner's nightly habits include a stroll down Memory
  Walk, the name for the lower city's secluded SE path. It's easily noted by
  its dark, red-earth surroundings. This is the ideal place to eliminate her
  once and for all. Surprisingly, she drops like a sack of bricks, so there's
  no retaliation. Next, snatch her "Engraved Varani Daggers" and dismantle,
  destroy or sell them, so their encoded messages cease to exist. Afterwards,
  report to Keen to end the mission.

• [Betray Mythany] - Instead of stabbing Brenner in the back, inform her of
  the assassination plot, then agree to help further her scheme. She'll hand
  over her engraved daggers and send the player to slay Ambassador Keen, who
  still waits near the shrines. It's almost impossible to avoid witnesses in
  this area, so be prepared to shoulder the hefty fine, usually 10,000+ gold.
  Next, deliver the daggers to Alvar Bolf, Brenner's contact at Ayten (small
  hamlet in Plains of Erathell).

Finish the mission by reporting back to woman one helped. Brenner gives an
enchanted equipment piece in addition to normal gains, while Keen donates a
few supplies.

• When Brenner leaves for her stroll, it's possible she may get stuck within
  the dancing fae NPCs nearby. Re-entering the screen generally clears this
  up if waiting alone doesn't.

• I've heard that it used to be possible to screw up this quest by stealing
  the daggers before killing Brenner. With the latest patch, they don't show
  as stealable, which tends to solve that problem.

• The "Engraved Varani Daggers" are terrible weapons but are technically
  unique, so completionists may want to hold onto 'em. This means selling 'em
  to a vendor, which advances the plot, then buying them back.

[DA48] WHAT ALES YOU
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Client -: Gertern Asker [Asker's Alley, Ysa]
Prereq -: Old Friends, New Foes
Missable: yes [Gertern Asker or Jakasen slain]
Reward -: XP, gold, discount with Ysa vendors

Asker is a brewmaster in Ysa's eastern sitting area. He bemoans the fact that
his family's beverage is being outclassed by Victor's Brew, and suggests the
player assist in exchange for better prices from the town merchants. Sounds
good! Sign up for the mission to begin officially.

The secret ingredient to the classic Asker's Draught is bristletongue seeds,
although they're hard for mortals to get as they spring from the fae font's
waters. He suggests paying Jakasen, Ysa's apothecary, a visit in nearby
Lyceum Grove. The jocular fellow will agree to help, but only if the player
drinks his experimental potion (oh boy...). Bottoms up!

After waking up in Asker's Alley with a memory-blurring headache, it's time
to visit the upper city's Font to harvest some seeds. Pick the pink weed
and deliver it to finish up. Gertern holds his end of the bargain, and it's
particularly helpful since Riona Holt sells a Backpack Expander and other
decent equipment.

[ER01] A PAGE TURNER
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Client -: Edris Theonen [Rathir, Tywili Coast]
Prereq -: ---
Missable: yes [Edris Theonen slain]
Reward -: XP, gold

Edris is a librarian at the Scholia Arcana's upper city library, and loves
hammering home the rigors of proper study. If the player agrees, he'll give
the Omnibus Arcana, a book that must be read front to back for his upcoming
oral examination. As far as quest mechanics go, one must visit the marked
location, "read" the book's new entry, then repeat as necessary. The tourist
spots are:

• Statue of Eleanor Brea in the Scholia Arcana courtyard
• Rathir Bridge, the entrance to town
• Mel Aglir, a town in Kandrian's east province
• A roadside spot in west Kandrian, near pass into Tala-Rane

When all four chapters have been read, return to Edris for quiz time. Luckily
it's a one-question test: the answer is "Principle of Observation". Any other
answer is incorrect and finishes the quest with a lesser gold reward.

[ER02] A PILGRIM'S SETBACK
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Client -: Helmgard Keep bounty board [Helmgard Keep, Tala-Rane]
Prereq -: ---
Missable: yes [Hanrik Aulde slain]
Reward -: XP, gold

As the bounty tells, a pilgrim was exploring Mull-Rane when kobolds drove her
off. In her flight, she regretted leaving behind scrolls within and seeks one
to claim 'em. [Quest begins when taken.] The destination is in the Forsaken
Plain's western half, NE corner; the closest fast travel point is Emaire or
Bristlethorn, both in the western extremity.

Once inside, continue west to find a Sacred Tract held by a kobold. Once it's
taken, the objective becomes claiming the other four, also held in the foes'
mitts. Not much else to speak of, although Mull-Rane does have two hidden
doors (on either side of entrance hall), a Stone of Autumn and an NPC who
plays a part in the "Rivener Tarsus" quest.

Return the tracts to Aulde to finish. Other notes:

• Sacred Tracts spawn prior to this job.
• Along with "Vane's Luck," this is one of the bounty quests that glitched
  for me, making its completion impossible. Seems like a rare thing, but just
  in case, consider doing these 2 first, and keep a separate file prior to
  the bounty quests.

[ER03] A SECOND TO A DUEL
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Client -: Walen Forstid [Rastir, Tywili Coast]
Prereq -: ---
Missable: yes [Walen Forstid slain]
Reward -: XP, gold

Walen is a noble found at the Lower City's Seafoam Tavern who, after a night
of partying, woke up with a duel appointment! However, he can't fight without
a "second," someone to do the actual dirty work. If the player agrees, the
quest begins immediately.

Since he knows he'll never beat Daltan Eames, a Klurikon war hero, he's
drummed up a plan: obtain Rose-of-Shadows to fake his death and apply it to
Daltan's sword. If all goes well, everyone'll assume he's dead, he avoids a
soldier's life in Mel Senshir, and the countryside's daughters will be his
for the bedding!

To start, buy Rose-of-Shadows from Gelphyne Nargyfier in the Lower Tunnels.
It costs apx. 2600g, out of one's own pocket, to boot. Deliver it to the
Officer's Hall (by Lower City's south dock) in the NE room, after required
formalities with Daltan.

The prepwork done, visit Walen at the Seafoam Tavern to learn he's called in
favors to arrange his getaway ship, the Maid of Fortune. En route, one meets
Shalarein Forstid, Walen's mother, who wants to know what her son's been up
to. If one spills the beans, she'll suggest putting Walen on a Klurikon-bound
ship, the Ravenswing, as punishment for his cowardice. Ultimately, it's left
up to the player for the ship decision -- tell Jeibir Calurin one to advance.

Now, onto the duel! Report to Walen at the northern Quays for the scripted
fight, then return to Jeibir (or Sharalein, if one slyly assisted her) to
complete the scheme. The rewards aren't too altogether different, actually.

[ER04] BAD BLOOD
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Client -: Onfei Cather [Rathir, Tywili Coast]
        : Coriana Anwon [Rathir, Tywili Coast]
Prereq -: ---
Missable: yes [Coriana Anwon, Mallion Anwon or Favian Tyrn slain]
Reward -: XP, gold, Orieator's Shield

This quest takes place at House Anwon in the Upper City, and is started by
the maid (in front of house) or matriach (inside). It appears young Mallion
has been afflicted with what the healers call "bad blood," though Coriana's
sure poison's the culprit. The Eapidus, grown only in Acatha's wetlands, can
cure him, or so the family legacy says. Volunteering to help begins the quest
officially.

Acatha is the small, often deserted region between Galafor and Kandrian's
west half. [If one's already explored the map, the closest fast travel point
is Skycrown.] Pluck the Eapidus Root, which grows only during "Bad Blood,"
and use it to cure Mallion, once back in Rathir.

The next clue is the gifted bottle of wine found 'neath Mallion's bed. Get
payment from Coriana for the Acatha trip, then visit Rhudlyn Rhewani, the
market apothecary, for the poison's lowdown. Turns out Roilwence is a rare
compound, and she had sold some to Einar Abergast's servant awhile back. Tell
this alarming news to Favian Tyrn at the City Watch.

Next, raid the Abergast Residence in the Lower City's northern plaza. Find
the dead servant for a convo with Einar, who turns hostile and summons faer
gorta to fight. [He'll keep summoning them as long as he's living.] Defeating
him kills all minions, allowing one to loot the unique "Death's Vestments"
robe he wears. Return to Coriana in the Upper City to finish. Other notes:

• The culprit's manor is called "Abergawein Residence" for some reason.
• Passing Einar's 2 hard persuasion checks fully reveals the plot's backstory.
• Both "Death's Vestments" and "Orieator's Shield" scale to the player's
  level, so the later one does this quest, the better quality they'll be.

[ER05] BELL, BOOK AND CANDLE
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Client -: Faitir Scaith [Tala-Rane]
Prereq -: ---
Missable: yes [Faitir Scaith slain]
Reward -: XP, gold, Dolve Wayle Vault Key

Faitir can usually be found along the SE road/hills, and engages dialogue
automatically the first time one draws near. (The quest needn't start at that
time though). It turns out he's the victim of an ancestral curse and the faer
gorta nearby are his forebears! He knows a way to banish the creepy crawlies,
but must first hold a ceremony inside Dolve Wayle. Agreeing to accompany his
fool's errand...err, adventure starts the quest properly.

Dolve Wayle is a hilltop castle in central Tala-Rane, near Faitir's spawning
area. Meet him inside to begin the procession. First, the Solemn Bell and
Codex Scaith chambers, respectively. Each contains a persuasion choice and
faer gorta spawn; the library also contains the Scrivener (faer gorta) which
must be slain to continue. Finally, the birth candle room...which is empty.
Faitir suggests seeking out the Scaith progenitor in his tomb instead.

Here, the player can learn the lowdown on the made-up curse and pick sides,
killing the remaining opponent. The Dolve Wayle Key is received regardless
of one's allegiances, so siding with Faitir for a heavier gold reward should
be the tiebreaker. [Said vault key opens the castle's northern chambers.]

[ER06] BURIED ALIVE
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Client -: Ommer Vogard [Refugee Camp, Forsaken Plain]
        : Lyra Turrelm [Oreator's Tomb, Forsaken Plain]
Prereq -: ---
Missable: yes [Ommer Vogard slain]
Reward -: XP, random longbow

Ommer can be found scouting the cliffs in the Forsaken Plain's east half,
north side. After all the death he's seen, he's worried his new love has met
afoul on the bandit-filled plains. Apparently, she went in search of a better
campsite and never returned. Accepting the quest learns Lyra went in the
direction of Oreator's Tomb, a little NW of the refugee camp.

Head into the small location and look for a small lever behind the massive
foyer statue -- this disables all traps, making passage to Lyra safe. [She
can also start this quest if it wasn't received from Ommer.] If one doesn't
disable the traps first, the refugees can't leave, plus the large rune trap
in the back chamber summons faer gorta. D'oh!

Either way, the destination is the Refugee Camp nearby. Ommer rewards the
player with XP and a random enchanted bow for the trouble. Other tidbits...

• The Lockpick skillbook is inside a Tomb chest (first room, left side)

[ER07] CASTOR'S WRATH
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Client -: Ayten Job Board [Ayten, The Wolds]
Prereq -: ---
Missable: no
Reward -: XP, gold

One of Fynwick Iver's quests, this tasks the player with removing Castor, the
Freemen bandits' head honcho. [Quest begins after accepting.] The destination
is a ruined Tala-Ranen farm, on a hillock SW of Helmgard Keep and north of
Corgan Hold. Normally four generic highwaymen spawn here; during the quest,
an equally generic (archer) Castor Redhand does, too. No strategy needed,
except maybe 'HULK SMASSSHHHH'. Return to the Iver to finish.

[ER08] COLLECTIONS
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Client -: Meyra Maun [Tirin's Rest, Galafor]
Prereq -: Tirin's Secret
Missable: yes [Meyra Maun slain]
Reward -: XP

Meyra Maun over at the Reedsong Inn is taking up alms for the troops fighting
the Tuatha. After one donates to the cause (this is mandatory), she requests
the collections be brought to the sanctuary down the street for safe keeping.
She only allows the player to do this because someone's been stealing from
the funds, and the Fateless One can't possibly be that person. [Hopefully!]

Deposit the 'Collections Purse' at the charity box near the pulpit to advance
the quest into the thief-catching phase. Meyra said the filchin' must take
place late at night. Wait until midnight (sleep at the inn until a little
before, if need be) and catch Florian Brennac in the act. He'll mention it's
for the refugees the rest of town cruelly ignores.

The player can then decide whether to turn him into Priestess Corelon or let
him off scot-free. The latter option finishes the quest at once; the former
requires an actual report (she sleeps downstairs).

[ER09] DANGEROUS GAMES
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Client -: Lanus Davril [Tala-Rane]
Prereq -: ---
Missable: yes [Lanus Davril slain]
Reward -: gold

Lanus is a gnomish mage camping along the region's SW road, near the entrance
to Detyre. He's produced an experimental liquid that will change colors when
a certain number of a foe is slain, and he needs someone to test the formula.
The quest begins if one accepts, earning the key item vials.

To complete the task, one must kill 3 ettin and jottun, 5 crudok and 10
kobolds. Not a hard task, considering the wildlife that inhabits this cursed
land. [Some sidequests, like Niahm's Labors, deal with monster-slaying, so
it's recommended to take this quest before starting that one.] Jottun can be
found north of Lanus' camp; ettin like the S/SE plateau. Crudoks are rarer
and may need to be killed in other areas too, like Acatha (find them easier
with Detect Hidden Lv1, which displays them on the minimap).

Return the filled vials to Lanus to get paid (~2000g) and get an offer for
continued help. Accepting starts the task over again; declining doesn't, but
leaves the opportunity on the table. Other notes:

• There's a glitch associated with this quest. Basically, after turning in
  the first vials and choosing not to continue, the game will still count the
  associated kills. When enough have been accumulated, a filled vial appears
  in the inventory automatically. These cannot be turned in until agrees to
  help Lanus again, at which point ANOTHER set of vials is placed in the
  inventory. [Vials count as key items, so this doesn't waste pack slots,
  thankfully.] For all intents and purposes, it's best to ALWAYS take Lanus
  up on his continued patronage.

[ER10] DERFEL'S LABORS
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Client -: Derfel [Derfel's House, Kandrian]
Prereq -: ---
Missable: no [Derfel is unkillable]
Reward -: XP, Hellbane, assorted loot

Derfel is a hermit who lives in western Kandrian, at the bottom of the cliff
where Tam's Wagon (fast travel point) is, and also south of Lucky Mine. This
quest is a series of favors for the ol' coot, which begins automatically when
his topic of conversation is asked. Here's the order of the tasks:

• Find Rialte Brocaire: It's vintage whiskey, not an NPC! Search Lucky Mine
  to the north; it's inside the first left-hand chamber after the pond. The
  chest it's found in spawns only during this quest.

At this point, Derfel suggests doing seven more wages to earn "the treasures
of Erathell". Is this true or just his drunken rambling? [Those with Detect
Hidden Lv5 may have already sniffed out a kernel of truth at this point...]

• Deliver Letter: The recipient is Mattix Dace, Mel Aglir's brewmaster. He's
  found at the Raven inn, and reacts strongly to the note, thanks to Derfel's
  past indiscretions. [Well, that's putting it lightly!]

• Retrieve Hellbane: The sword is kept by Three Swords, a famed swordmaster
  who's been cutting a swath through Tuatha on the Tywili Coast. Apparently
  the fighter's renowned weapon used to belong to Derfel, and now one has a
  chance to reclaim it -- his body is south of Verki, a dungeon in northern
  Kandrian (east half). Oddly enough, his name is mistakenly called "Three
  Sword" when inspected...

• Retrieve 3 Items: Derfel now requests the player seek out certain trinkets
  he needs. The Rose of Kandrian is nearest, affixed to Jera Soren's grave
  south of his house. Bloodstone can be purchased from Kells Cafferty at
  Tirin's Rest's inn (Galafor); he wants about 2400g for it, but a persuasion
  option can halve that. Finally, the Threadbare Circlet can be found at
  Rathir's Scholia Arcania library, inside a locked and warded chest.

• Reconstruct the Crown: The only place the Kandrian crown may be created is
  Onarach, north of Mel Aglir in the region's east half. Inside, the faeborn
  sagecrafter (Hendi) will immediately construct the Amarynthian Band.

• Defeat Keurig Shaster: The mercenary who killed Derfel's wife will spawn
  outside the house, complete with his band of cronies. Not a hard fight by
  any stretch of imagination...it makes one wonder how the feud's gone on
  this long.

Speak with Derfel one last time to end the quest, gaining access to his loot
stash behind the fireplace (includes a restored Hellbane). As for the man
himself, he sets off on travels, disappearing from the game.

[ER11] DESERTERS' DESERTS
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Client -: Maedrigal Fenn [Tywili Coast]
Prereq -: ---
Missable: yes [Maedrigal Fenn slain]
Reward -: XP, gold

Fenn is an army officer standing near Rathir's gates, and will immediately
suggest the opportunity to kill some deserters. Not only did they take gear
and supplies, but they kept the Bogstaunch used to treat Klurikon sickness.
Weak-kneed wimps needn't keep such a valuable commodity, and that's what Fenn
wants recovered. [Quest begins when accepted.]

The deserters are in 5 groups around the Tywili Coast: 1 in the north pass
leading to Galafor, 2 south of Rathir's gates, 2 near Culn. None offer a
real challenge and only one container of Bogstaunch is recoverable from each
group. Return all five to Maedrigal for a victory lap. Other notes:

• If "Rogue Harvest" is started, most deserters can drop Freeman Armbands.
• Two southern groups will have been slain by wild animals already.

[ER12] EVERY SPARROW FALLEN
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Client -: Raf Klyr [Rathir, Tywili Coast]
Prereq -: ---
Missable: yes [Selni Peliad slain]
Reward -: XP, gold, Ragpicker's Ring

The quest begins by approaching Raf in Lower City, near the Customs House.
He wants Selni Peliad warned of betrayal, then promptly dies from a recent
knife wound. Selni's in the Lower Tunnels, which're accessed from Lower City's
SE street (long way) or from the Seafoam Tavern's basement (shortcut).

She'll recommend asking the City Watch for help, which is the next stop, even
if the persuasion option suggested otherwise. Captain Eliad Talibor mention
Orwin Dunn, an old Sparrow nemesis, being back in his old haunt. Eliad can't
spare any men to help, but if the player took initiative, that'd help things
along. [Those who passed the persuasion option can learn this info by looking
at the memo in the Watch's SE office.]

Dunn can be found in the secluded alley where Raf was standing. He'll fill
the player in on the true betrayer, then pick a fight (with 4 Dunnmen Bandits)
so the Fateless One winds up the patsy. Dispose of them, then return to Selni
in the sewers. Assist her in defeating the real turncoat -- killable only at
this stage in the mission -- to finish up.

[ER13] FAMILY ARMS
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Client -: Clyeth Arne [Tywili Coast]
Prereq -: ---
Missable: yes [Clyeth Arne slain]
Reward -: XP, gold, random ring

Clyeth can be found north of those gathered at Rathir's north entrance, alone
on the cliffs. He was supposed to have left for Klurikon days before, but
just can't bring himself to battle the Tuatha without his ancestral arms. One
can volunteer to fetch them from Dolve Arne, starting the quest officially.

The first task is simply entering the fortress (west of Clyeth's position),
which requires an Officer's Pass key item. One can be obtained from Anwyn
Hedef, the gate guard, by persuasion option or pickpocketing; same goes for
certain guards within Rathir's Lower City, particularly the Officer's Club.
Out-of-luck players can also buy one for a hefty fee -- 10,000-12,000 gold --
from Reen Quiller in Moon Camp, south of Rathir's gates.

Once inside, the unique armaments "Talisman of Arne" and "Staff of Arne" are
in the decrepit storehouse, guarded by the officers' very own rat platoons!
Well, maybe not. There is a lot of loot here though, some guarded by nasty
venomspitters (fire magic/weapons required to break through webbing).

When finished, return to Clyeth on the coast -- he pays the player (~2,000g)
for each relic returned, plus additional gold and a random enchanted ring on
completion. It's possible to lie about the items' whereabouts, keeping the
mage gear in exchange for a lower reward. Other notes:

• When first talking to Anwyn Hedef about entry, one can say "I'm a friend
  of the family" to make the conversation about Clyeth who, apparently, is
  wanted on desertion charges. Ratting out the client's location earns a li'l
  cash bonus and one finishes the mission by talking to him in Rathir's jail
  [City Watch building; behind hard lock door]. The quest goes on like normal
  despite this setback, though.

• Three bottles of Maybyrn Wine (for use in "Mixing Business") are located
  in the storehouse's unlocked containers. These are key items, however, and
  only two are needed for best effect -- the others are unsellable clutter.
  One can remove them from the inventory by giving the excess to Gwachmal,
  though.

• Items given to Clyeth do not appear in his pickpocketing inventory. It's
  possible the mage has other goodies, though -- I found him with a (unique)
  Totem of the Wild staff once. Just note that reloading changes his loot,
  so try to nab the best stuff on the first try!

[ER14] FLOODGATES
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Client -: Terenia [Cradle of Summer]
Prereq -: activate all 5 Cradle of Summer lorestones
Missable: yes [Terenia slain during quest]
Reward -: XP, random shield/talisman

This is an interesting quest since it triggers without having a real quest
prerequisite (although some people have it be kinda glitchy). Anyway, after
earning the Cradle lorestone bonus, walk around a bit until a prompt mentions
something not being quite right. The player will black out and wake up near
Terenia, a fae near the area's central tree. She'll remark that triggering
the Lorestones has weakened the magical barrier protecting the place, and one
must set it right again. Not much choice but to agree, which starts the quest.

Terenia will need to focus on the barrier, so the player must protect her
from any capitalizing invaders. If one isn't engaging them, they'll just go
kill her, so don't dawdle here. Each wave has a theme (from first to last):

• Sprites x8
• Mountain Trolls x3
• Boggarts x8
• Leanashe x3

It's possible to do this without fateshifting, but that's a good backup if
things get too frantic. Speaking with Terenia one last time earns completion.

[ER15] GOOD WITH LOCKS
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Client -: Wyl Werrenir [Rathir, Tywili Coast]
Prereq -: ---
Missable: yes [Wyl Werrenir slain]
Reward -: XP

Wyl can be found near the Luminary Leaf in the Lower City, openly complaining
about having lost Gwalchmai's keys. He needs someone to fetch a ledger from
the Customs House storage...only it'll have to be a slick type who don't need
no steenkin' keys. If the player volunteers, Wyl gives five Lockpicks to help
with the task. There's a lot of containers ahead, so those short on picks
should buy more -- the dock vendor nearby has a ton of 'em.

Customs is in the Lower City, too, with the unguarded storehouse in the back.
It's filled with locked containers, many containing decent loot, but the
one containing the "Old Red Ledger" is in the left-hand room's tall chest
behind a hard-tier lock. [Those who haven't done "Mixing Business" can find a
bottle of Maybryn Wine in the right-hand side room for use in that quest.]
Return the ledger to Wyl for some meager XP.

[ER16] LEARNING CURVE
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Client -: Telemachus Rasp [Rathir, Tywili Coast]
Prereq -: ---
Missable: yes [Telemachus Rasp slain]
Reward -: XP, gold

Rasp is a gnomish instructor who teaches the students defensive magics. His
curriculum usually involves sending his young minds to Gloamthicket, a fae</pre><pre id="faqspan-9">
hollow in Acatha (south of Tirin's Rest in Galafor)...though lately they've
failed to return. He suspects it's the work of a banshaen priestess, and
suggests the player do some field research on the subject.

So, of to Gloamthicket. As suspected, one of the back rooms has a banshaen
to slay. They're not that tough by themselves, but they appear with several
cave murghan, create new ones and do lightning attacks in conjunction with
'em. When it's dead, all that's left is reporting back for a meager reward.

[ER17] LIFE'S WORK
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Client -: Odwald Bynothas [Emaire, Forsaken Plain]
Prereq -: ---
Missable: yes [Odwald Bynothas slain]
Reward -: XP, gold, Greater Assassin's Evasion (recipe)

Odwald is a Godstorm researcher, located at Emaire's Blue Bear Inn. However,
without the crucial notes needed for a full picture, his latest project's
been studying the bottom of a bottle. The player can agree to help find the
remaining papers (starts quest). However, unlike most other quests, there's
no hand-holding by the game, making it difficult to complete on one's own.

• Dulstan's Notes: Mull-Rane (Forsaken Plain, west half: NE side). The notes
  are in an east chamber accessible by a hidden door. This means it requires
  Detect Hidden Lv5 to open. The notes are on a skeleton by the back wall.

• Kallas' Notes: Old campsite (Forsaken Plain, west half) along the cliffs
  near Mull-Rane. Item's in a forgotten satchel.

• Wildfrold's Notes: Inside the Luminary Leaf (Rathir, Lower City), within a
  front-entrance bookshelf. Taking it is apparently stealing, though I've had
  the success percentage fixed at zero, so...

• Aewald's Notes: Inside the Scholia Arcana library (Rathir, Upper City),
  also at a front-entrance bookshelf and ALSO considered stealing. This one
  is positioned so most people can't see would-be thieves, luckily.

All four notes spawn pre-quest. Return 'em all to Odwald to finish.

[ER18] LYRIA'S LOST
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Client -: Seila Twayn [Rathir, Tywili Coast]
Prereq -: ---
Missable: yes [Seila Twayn slain]
Reward -: ~1800g/per

Seila is found at the Temple of Lyria in Rathir's Upper City. She's in charge
of sacred relics and regrets that, since each major stronghold received one
for morale purposes, many have been lost. Even the gold reward hasn't turned
the tide! The player can agree to track 'em down, starting the task.

If asked about strongholds, Seila will tell the six major Alfar ones whee
relics were sent. However, like some tasks ("Life's Work" in particular), the
game doesn't map-mark anything, making it annoying to complete. Each Relic
is simply called "Relic" in-game.

• CORGAN HOLD - west Tala-Rane, visited during "One Man's Treasure..." maybe.
  Located in a far NW treasure chamber, adjacent to the kobold chamber with
  the mesh floor (has a creepy blue-green glow underneath).

• DOLVE ARNE - NW Tywili Coast, not far from Rathir's gates. Requires an
  "Officer's Pass" to enter, so start "Family Arms" if not done already. The
  item's in the far storeroom's west dead end, under a hard-tier lock.

• DOLVE WAYLE - hilltop castle in central Tala-Rane, explored during the
  "Bell, Book and Candle" quest (starts nearby). Inside NE vault's chest.

• RITHEN - east Tywili Coast, just a bit north of Culn's ruins. [Inaccessible
  until "Going Rogue" in Travelers questline.]

• VIRKI - NE Kandrian (east half), explored during "The Tinker's Daughter".
  At the first path split, take a left (NW) into the faer gorta-filled
  sanctuary; the relic's in the far chest.

The Kandrian relic apparently doesn't exist, rendering this task completely
unfinishable...although most tasks are unfinishable by nature, so that's not
a big downside, I guess.

[ER19] MIXING BUSINESS
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Client -: Carasta Arawyn [Rathir, Tywili Coast]
Prereq -: ---
Missable: yes [Carasta Arawyn slain]
Reward -: XP, gold

Carasta is inside the Lower City's Officer Hall, near the south docks. She's
been having trouble brokering a deal with a local merchant, Gwalchmai, and
thinks she's found a way: his love of rare wines. However, her previous
failures have ruined her chances of continuing, and needs the player to help
as her proxy. Agreeing starts the quest and earns "Carasta's Contract" and
a bottle of Maybryn Wine. She mentions better pay for a better agreement.

Gwalchmai's Goods is found in the Lower City market, and the man himself'll
agree to give Carasta a contract. The wine will help bring out his generous
side, sweetening his deal and making the persuasion check slightly easier.
Only one extra bottle of Maybyrn is required for optimum rewards, although
there's many around the region, most in Upper City:

• Dolve Arne (3 bottles; requires Officer's Pass to enter)
• Customs House Storeroom (1 bottle; right-hand room, back corner)
• House Anwon (3 bottles)
• House Wyvyrn Gifre (1 bottle)
• Scholia Arcana main building (2 bottles; dispeller's alcove, v.hard ward)
• Scholia Arcana library (1 bottle; behind hidden door)

Return to Carasta to finish up. The reward is based on how great the contract
is, best-case scenario being two bottles downed and peruasion check passed.
Other notes:

• Giving Gwalchmai a third bottle of wine makes him sick and he won't be able
  to sign the contract. His reply is to the tune of "not right now, but next
  time, bring more Maybyrn" -- best to reload at that point!

[ER20] NIAHM'S LABORS
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Client -: Niahm Kent [Tala-Rane]
Prereq -: ---
Missable: yes [Niahm Kent slain]
Reward -: XP, gold

Niahm is a Warsworn patrolling the road south of Helmgard Keep, and openly
talks about his annoyances with the local monster population. Despite his
lofty title (how did this guy reach Oathblade rank?), he's more interested in
someone else sanitizing Tala-Rane, and will pay the player to eliminate the
worst around.

The quest begins when one accepts the challenge, and Niahm will give out his
"hit list" of local ruffians one by one, in the following order. [I recommend
starting "Dangerous Games" before this, killing two birds with one stone.]

• ELIMINATE THE KOBOLDS: His first three targets are those human-mimicking,
  dog-lookin' vermin. Blackshriek is camped along the stream just south of
  Helmgard Keep; King Fang frequents the Tala-Rane/Kandrian mountain pass;
  Rotclaw is in a SE cavern accessed by a very thin entrance. Don't bother
  with heavy preparations -- they're not that different from normal fodder.

• ELIMINATE THE CRUDOK: Smiler lurks near the entrance to Corgan Hold, itself
  on Tala-Rane's west side. Locate the brute in the waterfall-hidden entrance
  to the river cave. Like usual, it appears with some pestilent brownies.

• ELIMINATE THE ETTIN WAR PRIEST: Kolmir camps in the southeasternmost ruins,
  surrounded by plenty of his ettin associates (brutes). Several war priests
  also spawn at the entrance, so it's very foolish to engage both groups at
  once. Divide and conquer! Or...conquer...then divide their bodies into
  ettin schnitzel... Yeah, that works too.

• ELIMINATE THE JOTTUN: Malrog inhabits a jottun-infested plateau in the SW,
  though it can only be accessed from the south. Niahm really built up this
  meathead's intellect, but in reality, jottun are easier to interrupt than
  ettin and all-around slower, making it fairly easy with decent equipment.
  Or even without, since Kolmir was a higher-level opponent and Malrog ain't.

Report back to Niahm after the fourth purging session to finish.

[ER21] ONE MAN'S TREASURE...
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Client -: Ratofer [Ayten, The Wolds]
Prereq -: ---
Missable: yes [Ratofer slain]
Reward -: XP

This task is basically the shortened version of "Ratofer's Pawns," in that
one buys all his items at once and sells them at leisure. It's basically the
same thing, except the final step (finding a charter at Corgan Hold) is left
out. For more information, see "Ratofer's Pawns".

[ER22] OUT OF THE RUINS
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Client -: Atheof Cergren (Tirin's Rest, Galafor)
Prereq -: ---
Missable: yes [Atheof Cergren slain]
Reward -: XP, gold, Doctor's Medallion

Atheof is the town blacksmith and quite distraught over his daughter, who's
disappeared after having led refugees to Culn. He's desperate for someone to
seek her out, and that's where the player steps in! [Persuasion option can
milk his grief for pre-payment: gold, Repair Kit x2, random potion x4]

Culn is a village in the Tywili Coast's east side, although the stories NPCs
have told about the Tuatha burning it are, unfortunately, true. Once the
stragglers are dispatched, find Bede Pengaras in his cellar (the only door
enterable in town) to learn Anela went to Virki, the Tuatha's entrance point
into the Plains.

Virki's in the Kandrian region's east half (NE corner) and the player finds
Anela right as Tuatha attack. After, she mentions the invaders using water
gates to infiltrate, and won't leave until it's dealt with. Or rather, the
player's dealt with -- Anela's AI has an unfortunate tendency to do nothing
and/or hang back until fights are dealt with. Or get lost/wander around. It
doesn't affect completion, though.

Following the decrepit ruins section is the cavern section, where all three
water locks are found (each in a branching tunnel). With all kaput, Anela'll
request the player speak to Atheof again, making it the final destination.
Use the shortcut ladder in the caverns' main room to expedite the journey.
Other notes:

• The Virki shortcut isn't available until its first used in this quest.
• The Doctor's Medallion says it heals 10% HP/sec, but from what I can see,
  it's just the normal 1 HP/sec. Keep in mind in-game time goes faster than
  normal, so it's still fairly speedy.

[ER23] RAISING THE DEAD
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Client -: Idwa Widfrond [Forsaken Plain]
Prereq -: ---
Missable: yes [Idwa Widfrond slain]
Reward -: XP, Fine Oak Longbow, random long/greatword, random gauntlets

Idwa is a mercenary searching the hilltop graveyard near Oreator's Tomb, in
the Forsaken Plain's east half (NW side). After killing her harassers, she
reveals her goal: find the grave of Azo Raemund, a rich Tywili merchant. He
was supposedly buried with his renowned rings, which could fetch a pretty
penny in the right hands. The quest begins when one agrees to help.

Four trailside graves will now be marked: (1) north of Oreator's Tomb (2) at
the west entrance of the Forsaken Plain/Galafor mountain pass (3) in the SE
corner of the Plain's east half, near Bitter Cove (4) in the mountain pass
connecting the Plain's two halves. The correct grave to search is #3, as it
contains a private letter to Emaire's Britt Hagni.

Emaire is a roadside village in the Forsaken Plain's west half. Confronting
Britt at the inn (where he usually is) reveals he didn't rob Azo's grave...he
IS Azo! The player can choose to let him live peacefully or tell him the jig
is up. A persuasion option buys his silence for his family rings (Azo's Wish,
Azo's Wisdom, Azo's Wealth).

Report back to Idwa at Emaire's south gate. Report Azo's death or continued
existence to earn gold and gold plus a longbow, respectively. If one cajoled
his rings away, they can be given to Idwa in exchange for XP and two random
enchanted equipment pieces. The most reward-minded option is simply keeping
the rings, then tattling on Azo's location...but it sure don't feel good...!
Other notes:

• Graves can't be looted pre-quest.
• Each Ring of Azo spawns pre-quest.
• If Idwa's slain, she may drop a Freeman Armband, betraying her profession.
• If Idwa receives the rings, they can be pickpocketed back.

[ER24] RATOFER'S PAWNS
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Client -: Ratofer [Ayten, The Wolds]
Prereq -: ---
Missable: yes [Ratofer slain]
Reward -: XP

Ratofer is an Alfar camped on the southern outskirts of Ayten, the only town
in the Wolds region (along west highway). Since he's done little to endear
himself to the townsfolk, he's had trouble selling his possessions for his
upcoming travels...and that's where the player comes in. The concept is quite
simple: he'll give the item, the player sells it, they split the cash. This
process can go one at a time or Ratofer can be bought out (1100g) and avoid
the tedious back-and-forthing.

Here's the items up for sale, in the order of availability. Unloading 'em all
finishes the quest; no gold is rewarded, except for that earned in the quest.

• Bag of Ratofer's Silverware: Banraun, the local smithy, is the intended
  buyer. One can simply sell the utensils for a pittance, or use the nearby
  forge to salvage it, creating slightly more expensive "Processed Silver".

• Ratofer's Kerchief: Askel Thorin at the town apothecary may be willing to
  buy the slightly worn item. He'll buy it straight up without haggling for
  a small sum. Having a high Mercantile rating allows one to milk even more
  from the guy.

• Ratofer's Daggers: Fynwick Iver collects gaudy, gem-encrusted weapons, so
  the client suggests boosting profits by sticking gems in the empty slots.
  Iver pays about 280g without the filigrees; with both slots used, apx. 450.

• Ratofer's Ring: The reclusive Nell, on the other edge of town, will pay a
  pretty penny for the ring. Ratofer suggests shining it up to increase its
  "curb appeal," which can be done with Acid Solution -- there's a vial at
  the Golden Plains inn (2F chest). A polish session lets it fetch 600g; the
  ring gets about 380g without a buff.

• Ratofer's Charter: The final task is to retrieve an ancestral charter from
  the client's old estate, Corgan Hold in next-door Tala-Rane. It's found in
  a far NW chest along with a vault key; one must battle the kobold hordes
  to reach there though. [The vault is in the previous room with a Hard lock,
  but the Aster Stronbox can't be opened here. See "The Aster Inheritance"
  quest for details.] Gordon Lot, Ayten's innkeep, will buy the charter for
  ~680g; a hard persuasion option can up that to ~1080g. Failing to persuade
  still about ~750g, so feel free to gamble on it!

This ends up being a rather melancholy quest, as one learns Ratofer's history
with the town and his previous dealings, plus the NPC commentary. Villagers
may react differently if one avoids the straightforward method of selling,
Singing Nell in particular. [Reading the journal he keeps on his person tells
of what went on ten years prior, too.]

[ER25] ROGUE HARVEST
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Client -: Ayten Job Board [Ayten, The Wolds]
Prereq -: ---
Missable: yes [Fynwick Iver slain]
Reward -: gold

The Freemen bandits are the scourge of Erathell and Ayten's had just about
all they can take. Iver will pay about 275g per Freeman Armband obtained --
while this quest is active, those items may randomly appear on slain bandits.
Although this seems like a run-of-the-mill task to do, it can actually end up
fairly lucrative...well, relatively.

[ER26] RIVENER TARSUS
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Client -: Lord Callor [Deep Slumber, Cradle of Summer]
Prereq -: ---
Missable: yes [Lord Callor slain]
Reward -: XP

Deep Slumber is a magic circle in the center of the Cradle, where all fae are
in meditation about the region's pillaging. Callor reveals three staff relics
were stolen (and subsequently broken) by thieves. If one volunteers to help
recover them, he'll reveal that Rivener Tarsus, Gloamfrost and Ender's Fire
must be found and reforged to set things right. [Quest begins at this point.]

Luckily, the usurpers' loot can all be found on the Forsaken Plain, although
they've been renamed and much of their power lost.

• "The God Fang" is within Britt Hagni's house in Emaire, on the Plain's west
  boundary. It hangs over his bed and can be safely recovered without much
  fuss, especially since the shack's often empty.

• "Crack of Dawn" is in the hands of Purta, a fae wandering the Plain east
  of Emaire. She'll mention having taken it after leaving the Cradle, saying
  she'd earned that right. It can be pickpocketed from her or attained via a
  persuasion option. [The persuasion option remains even if one steals her
  weapon, oddly 'nough.]

• "Dark Sliver" is kept by Erion Raff, a mage practicing his techniques in
  Mull-Rane (Forsaken Plain west half, NE dungeon). He'll mention having
  compiled it himself, and only parts with it for ~3000g. Of course, those
  with deft hands can rob him.

Next, visit any blacksmithing bench for the reforging step. Destroy the three
staves to get the dowel components necessary for recreation (only Rivener
Tarsus' is unique quality, though). To create a staff, one will need, at
minimum, three shafts; rivets, bindings and gems can all be skipped. This is
great for those with low Blacksmithing skill.

With all three made, return 'em to Callor to finish. He'll reveal the player
was meant to keep the staffs as well. Salvaging the items for parts will be a
bust (from my experience), so it's good have great components the first time
around. The Rivener Tarsus dowel has scaling base damage, so the later one
does this quest, the better it may be.

[ER27] SARTORIAL SPLENDOR
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Client -: Vulgar Donnoh [Moon Camp, Tywili Coast]
Prereq -: ---
Missable: yes [Vulgar Donnoh slain]
Reward -: apx. 320g/per item turned in.

Donnoh is the camp's tailor and needs plenty of cloth to make the curtains,
drapes, blinds...really any kind of window decoration available. Also, some
clothes! For this, he'll pay the player for any available peasant gear (like
Peasant Tunic, Peasant's Trousers, Peasant's Shoes). Same goes for "Farmer"
gear. These low-class, unenchanted items can be found in many residences,
including those of noble families. Simply search armoires and dressers for
'em. Like all tasks, this one never ends.

[ER28] SISTERLY LOVE
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Client -: Lila Janick [Cradle of Summer]
Prereq -: ---
Missable: yes [Lila Janick slain]
Reward -: Janick sisters' discount

Lila can be found walking around the Cradle's east half, sometimes near Deep
Slumber (fae circle in center of area). She's been seeking Sativa Fiber, and
when she's finally got a patch, there's too many spiders! She offers a reward
to the player for helping, plus a discount on her alchemical supplies and
her sister's (Molly Janick) Alchemy training services.

The patch to clear is in a western dead end, south of the nearest river
branch. Kill the three spiders -- or as I call it, sword fumigation -- and
tell Lila the good news to finish. Lila's stock includes potions & apprentice
recipes, while Molly (found in Emaire's Blue Bear Inn, on the Forsaken Plain)
is a novice trainer.

[ER29] STRICT ACCOUNTS
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Client -: Sigra Thorin [Ayten, The Wolds]
Prereq -: ---
Missable: yes [Sigra slain]
Reward -: XP, Minor Health Regen, Minor Mana Regen, Minor Experience Booster

Sigra is the apothecary's wife and regrets not being able to help her hubby,
since her last accounting error might've costed them dearly. If one tries to
assist, the quest begins officially, and she requests her screwy invoices be
recollected discreetly.

The first four are all in Ayten. Singing Nell's can be taken from her pack
at any time without fear of arrest; same goes for the innkeeper's 2F chest.
The other pair (Iver House, blacksmith) require theft. The fifth and final
invoice is on a corpse near Helmgard Keep in NE Tala-Rane. Delivering 'em all
back earns the reward XP and three potions.

Note that the invoices are key items that spawn pre-quest, so if some aren't
appearing, it's likely one inadvertantly collected 'em earlier.

[ER30] THE ASTER INHERITANCE
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Client -: --- [Tala-Rane]
Prereq -: ---
Missable: no
Reward -: XP

This loot-driven quest is started by learning of the inheritance, either by
(1) finding the skeleton containing a clue in Tala-Rane's Corgan Hold; it's
in a northern treasure room behind a locked gate (2) looting Heric Aster's
grave, south of, and in sight of, Helmgard Keep (3) looting Bodan Aster's
grave, on the region's south cliffs; in a dead end before reaching the
lorestone.

Regardless of how it's started, one must find the two amulets buried with
the Aster brothers -- they'll both be map-marked. Claim "Heric's Amulet" and
"Bodan's Amulet" to uncover Enton Aster's grave across the highway east of
Dolve Wayle (also in Tala-Rane). Kill the faer gorta and read the headstone
to claim the "Aster Map" and "The Aster Key".

With these two items, one can now unlock all 5 Aster Strongboxes found
throughout the land. Using the map from the inventory will mark their resting
places (see below) temporarily, too.

• Corgan Hold: northern locked treasure room (where skeleton was found before)
• Dolve Wayle: eastern downstairs crypt
• Tala-Rane: Dolve Wayle's west exterior, near jumping point
• Tala-Rane: west of Dolve Wayle; n. cliff overlook of Wolds/Tala-Rane pass
• Tala-Rane: SE ettin-filled corner; dead end

The quest completes when all five are found. Most boxes will contain decent
equipment (occasional rares/uniques), potions and/or ingredients.

[ER31] THE BEST DEFENSE
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Client -: Corporal Ivar [Tam's Wagon, Kandrian]
Prereq -: ---
Missable: yes [Corporal Ivar slain]
Reward -: XP, gold

Tam's Wagon is a roadside wreck in Kandrian's west half, and the site of two
quests. Ivar's involves defeating Connover, a brigand who controls a massive
bandit camp south of the highway. The corporal and his subordinates are all
injured, so the task falls to the player. [Quest begins when accepted.]

Journey south and cut a path into Caer Tosai's warm gully. Luckily, Connover
can be found in the west training grounds. He's not a typical rogue type,
instead favoring a spear, but he's still fairly pitiful. There's lots of
rogue and jottun minions that help, though. Return to Ivar with news of the
bandit's death to finish.

[ER32] THE ERATHELL'S BLESSING
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Client -: Singing Nell [Ayten, The Wolds]
Prereq -: ---
Missable: yes [Singing Nell slain]
Reward -: XP, gold

The sleepy highway town of Ayten has been through some tough times lately,
and the local beggar Nell thinks she knows a solution: call the Erathi to
bless the village. A circle of windstones south of town is said to grant that
wish when the right tones are played. [On the flipside, dark spirits arrive
on cacophanies.] Agree to help to begin the quest.

The five-stone circle is a short distance from Ayten's fields, usually near
some Freemen groups. When they're gone, play the correct order (lowest to
highest) to receive the "Blessing of the Heart" effect, which grants 1 HP
regen/sec for awhile. Playing musical gibberish immediately summons a Niskaru
Hunter to fight, but don't get any bright ideas about farming: they offer
nothing worthwhile XP- or loot-wise.

With the blessing received, return to Nell to finish. From then on, whenever
the windstone circle is entered, the option to renew the blessing appears. It
can be pretty helpful in bandit country, no?

[ER33] THE LORD KANDRIAN
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Client -: Eli Tems [Mel Aglir, Kandrian]
Prereq -: ---
Missable: yes [Eli Tems slain]
Reward -: XP, gold

Kandrian is separated into two halves, and Mel Aglir is near the mountain
pass that joins them (east side). The gnomish client is within the Raven inn,
and has a task up the player's alley: steal Lord Kandrian's ring and convince
him to drive the Tuatha back. The quest begins when one signs on.

The ruler's keep is SE of town, along the river that flows to the coast. The
castle is in a state of peace, so simply waltz in the front door, enter his
bedchamber and pluck the signet ring from the dresser. Upon return, Eli sends
the player to modify the keepsake on an altar, found on a west Kandrian hill
not too far from Tam's Wagon. Set the item, kill the faer gorta attackers and
return to ring to Eli again.

His final step: return the death-enchanted ring to Kandrian's bedchamber,
where it was stolen from. Next time he wears that sucker, BLAMMO! Peaceful,
easy slumber of the eternal nature. Unfortunately, the Keep is on high alert
from the previous theft, which forces one to infiltrate via the creek sluice.
A few kobolds there, but no real problem.

It's clear the interior portion is meant to be very stealth-related, what
with minimizing one's presence, figuring out guard patrols, Shadow Prism use,
etc. However, we can't all be that patient! It's often easiest to beeline for
the royal bedroom, stash the ring, then leave (via front door this time) into
the sunset.

Meet with Tems to claim the reward, and hear word of Lord Prissybritches'
unfortunate ring-related accident. Maybe he can get a job as a faer gorta...

[ER34] THE ORISON
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Client -: Abelyra Seranon [Rathir, Tywili Coast]
Prereq -: ---
Missable: yes [Abelyra Seranon slain]
Reward -: XP, The Orisin (blessing)

Abelyra can be found in the the Upper City's Temple of Lyria. She'll talk of
"the Orison," a trio of devotion-related tasks that earn a blessing. If one
chooses to undertake them (starts quest), they're done in the following
order:

1) SOJOURN: Abelyra gives the "Amphora (Empty)" and says to visit the three
   sacred springs Tirin visited long ago. The nearest is outside Rathir, in
   the north Tywili pond near Dolve Arne. The next is in "Snowmelt Pass,"
   or the lone route connecting Galafor to the Forsaken Plain. Finally, the
   third is SW of Tirin's Rest in Galafor, where "Secret of the Fae Pools"
   takes place.

2) SERVICE: To spread Lyria's blessing, one must discredit Nuer, a man in
   the Lower Tunnels who profanes her teachings. This can be done by going
   through the default options, though the two persuasion options stick it
   to Mr. Bedlym in a flashier fashion.

3) GIVING: Seranon gives a Ceremonial Figurine and will explain each of the
   three branches available: (1) give an Epic-quality gem of any kind; making
   a gem oneself requires Sagecraft Lv8 (2) give a great sum of money, often
   90-100K worth (3) donate 10% of earned experience. Epic Gems can be bought
   at many vendors, including nearby Moon Camp, for far less than the 90K+
   cost one may give on the third option.

Speak with Seranon in-between each task for an explanation on its purpose
and permission to start the next stage. Finishing all three completes the
quest and earns "The Orison" blessing, giving a permanent 5% reduction to
mana costs.

[ER35] THE SECRET OF THE FAE POOLS
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Client -: --- [Galafor]
Prereq -: ---
Missable: no
Reward -: XP (one-time-only), friendly boggart ally

Southwest of Tirin's Rest is a pond-filled pillar area, where a corpse and
notebook can be found. It turns out the man (Kandir) spent days trying to
summon a boggart and perished before his dream reached fruition. Browsing
his notes begins the task automatically.

To summon the boggart, place the purple stone in the north, red in the west,
and blue in the east -- basically shifting their default spots clockwise.
This earns the XP and summons a friendly NPC boggart who follows the player
around. It's unkillable to enemies, though one can still eliminate by
toggling NPC murder. [And it does count as murder.] Other notes:

• The task is never marked as completed.
• Sometimes the boggart won't follow, instead lounging around the pond area.
• It's possible to get bad effects from this. For instance, Red-Blue-Purple
  (North-West-East) inflicts poison damage, while Blue-Purple-Red contains an
  explosion. Neither should be potent enough to kill the player, though.

• After one finds the optional green stone (Tirin's Rest, cart behind the
  mercantile store), other effects can be created, though most permutations
  do nothing. The only truly new effect attainable now is the Death's Touch
  effect (Green-Purple-Blue) granting 15% chance to sap 20 HP and MP each
  hit. This is temporary though, as it usually is.

[ER36] THE TINKER'S DAUGHTER
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Client -: Barden Tam [Tam's Wagon, Kandrian]
Prereq -: ---
Missable: yes [Barden Tam slain]
Reward -:

Barden is the owner of the wrecked highway caravan in west Kandrian. He'll
mention his daughter Julia having been kidnapped by brigands, and wants some
samaritan to help. [Quest begins if one accepts.] Caer Tosai, the southern
bandit fortress, contains a cavern where she's held. Killing her guards --
or any prisoner's -- will free them without rigamarole. Once freed, she'll
talk with the player, then return to Tam's Wagon. The player should as well,
to collect a literal finder's fee! Other notes:

• Julia spawns prior to the rescue. If freed before Barden sets the player
  on her trail, the quest begins at that time instead.

• Post-quest, the gnomes run off, presumably to flee the area. However, they
  stop at the Tala-Rane/Kandrian mountain pass and stay there for the game's
  remainder. This is more of a boon than a detriment, since they still retain
  shop services. It wouldn't be very nice to sell them unique items, only for
  'em to up and disappear...

[ER37] THE TREASURE OF CULN
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Client -: Lord Cras [New Culn, Forsaken Plain]
Prereq -: ---
Missable: yes [Lord Cras slain]
Reward -: XP and/or gold

New Culn is the soon-to-be settlement in the Forsaken Plain's eastern half
(SW corner). Lord Cras, heir to Dolve-Arne, is spearheading its development,
but needs help in the money department. His idea: locate the Treasures of
Culn, supposedly in Bitter Cove. He'd get himself, but...new inhabitants and
all that. [Quest begins upon accepting.]

Bitter Cove is a short ways NE of the construction site, but requires going
north and around due to the cliffs. The five items (Tyrenium Ring, Painting
of Galafor, Winter Court Necklace, Sunspar Box, Jade Urn) are scattered
around the thankfully linear dungeon, mostly in unlocked chests. There's a
few unrelated chests, along with kobold types, but little else.

Deliver the heirlooms and Cras will allow the player to take an item from his
private horde, located in a northern gully (near Refugee Camp). Urlik, his
guard, will guide one there. Of course, Urlik will try to kill the player to
avoid forking that reward over, though a persuasion option sidesteps that.

Regardless of the fakeout, the next destination is Rathir on the eastern
coast, since Lord Phony's making his getaway there. Confront him on the NW
dock, and finish by either accepting his bribe or letting him rot in prison.
As far as I know, there's no repercussions to taking the dirty money, making
that option the most lucrative. Other notes:

• Killing Urlik too quickly (before he attacks himself) may count as murder.

[ER38] THE VALLEY OF THE BLESSED
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Client -: Serabel Nareen [Galafor]
Prereq -: ---
Missable: yes [Serabel Nareen slain]
Reward -: XP, 6 randomized common ingredients
        : XP, gold, random amulet

Nareen Farm is an abandoned farm NE of Tirin's Rest, burned in the war while
Tirin's Rest did nothing. Now, after years away, the Nareens are back and
want to tame the high land again...only the efforts aren't taking. If only
they had the Paling Wand from Adarus hollow, things like this wouldn't be a
problem! Signing on to fetch it begins the quest.

Adarus is a bit SW of the farmstead, along Galafor's interior border. Upon
approach, Graem Haille (a Tirin's Rest priestess) strikes up a conversation,
saying the Nareens' misfortune is Lyria's will. She'll also sniff out that
the Paling Wand is the key, and ask that it be turned over to her so it may
be destroyed, once and for all.

Either way, Adarus is a linear dungeon with the only sprites to fight ('cept
the final room's bog thresh) and the wand in the furthest chamber. All that's
left is picking who to give it to. Serabel will give XP and ingredients while
her cruel childhood acquaintance gives gold and an enchanted necklace.

• It's impossible to enter Adarus (in-quest) without speaking to Graem.

• If Graem Haille died before this quest, her portion is simply omitted --
  it doesn't affect anything. Likewise, Arick's death doesn't fail the quest
  either. The quest can't be started with a bounty, however.

• If the Nareens didn't get the wand, talking to Serabel has them leave the
  farm, disappearing from the game. If Graem didn't get the wand, she will
  grumble about her childhood acquaintances clinging to their farm.

[ER39] THE WATERS OF MADNESS
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Client -: Alrette Rond [Rond Farm, The Wolds]
Prereq -: ---
Missable: yes [Alrette Rond slain]
Reward -: XP, gold

The destroyed Rond Farm is along the road SE of Ayten, but Alrette can still
be found there with her husband. Who's caged in and delusional. Yeah. She'll
explain that ever since the wizard Jenniker went to Cranalt, the river has
tainted the grain, causing madness in those who consume it. Since it's meant
to be shipped to the Mel Senshir war front, someone has to do something! And
the player is that someone!

With the quest officially begun, visit Cranalt in the mountainous SW region
(from Rond Farm, just take the west road). Slay the cave murghan feasting on
Jenniker's corpse, then take his journal for the lowdown on his experimental
water pollution. The last page also gives the hint for how to finish the
quest.

But before the river is back in shape, one must first reconstruct the broken
artifact that Jenniker sought. The Gem Lattice is in the NW, behind a locked
wall (find timed door opener in side passage) and guarded by a banshaen; the
Mana Pendulum and Belt of Fluidity are found along the southern path, right
next door to each other.

All components found, repair the artifact near Jenniker. Deactivating the
device is the correct way to proceed. The others give interesting effects but
won't finish the quest, except 'Melancholic' which kills the two afflicted
farmers. [Sometimes Alrette doesn't die and just stands there, unable to be
interacted with.] Speak to the quest-giver to end.

[ER40] THEY WALK AMONG US
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Client -: Elrod Edman [Emaire, Forsaken Plain]
Prereq -: ---
Missable: yes [Elrod Edman slain]
Reward -: XP, gold

Elrod is a Tywili Coast refugee camping at Emaire's south gate, and speaks
of Tuatha spies who've infiltrated the normal folk's ranks. He suspects three
particular NPCs of treason, and wants their reward to be death. They can be
found in the nearby town, and on the Plain's eastern half (north and south
camps, respectively).

• Anred Amfast (Emaire, Forsaken Plain)
• Nag Fendar (Refugee Camp, Forsaken Plain)
• Froma Tonwald (New Culn, Forsaken Plain)

Each has a persuasion option that earns a confession; failing it turns each
hostile. Killing them won't count as murder in these cases. Regardless of
how they're dealt with, return to Edman to finish.

[ER41] TIDINGS OF WAR
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Client -: Rhiad Guth [Rathir, Tywili Coast]
Prereq -: ---
Missable: yes [Rhiad Guth slain]
Reward -: gold

Rhiad is near Rathir's gate and is eagerly looking for someone to deliver
conscription letters for the Klurikon war effort. If one volunteers, four
Notices of Duty are received, starting the quest properly. All NPCs are in
the city limits:

• Malwen Wyvyrn Gifre [House Wyvyrn Gifre, Upper City]
• Varen Seawine [Seafoam Tavern, Lower City]
• Rhunir Wesnon [Wending House, Lower City]
• Afan Del [The Lower Tunnels]

The deliveries all go off without a hitch, except for Afan Del's. Without a
successful persuasion check, he'll lead the player on a wild goose chase
through the spider-infested tunnels. After saving his sorry hide, he accepts
the notice. Either way, report to Rhiad at the Officer's Hall to finish.
Other notes:

• House Wyvyrn Gifre is misspelt. Maybe they should get a new mailbox?
• If one asks Afan's opinion on reconciling his differences with the war, he
  mentions an imprisoned Varani at the City Watch who might take the notice.
  Visit Ungris Yriden and he'll gladly accept it.

[ER42] TIRIN'S SECRET
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Client -: Adar [Burren Cove, Galafor]
        : Freynold Koreast [Burren Cove, Galafor]
Prereq -: ---
Missable: yes [Adar slain]
Reward -: XP, random gem

Burren Cove is a cavern in NE Galafor, accessible from the world map or the
chapel in Tirin's Rest nearby. Inside, one can find Adar, a captured fae. He
tells of how oracles brought him to town for divination purposes, and when
he couldn't deliver, they locked him here. Nil the White and the Priestess
Corelon are in on the false imprisonment, too.

The quest begins by asking him about emancipation methods, of which there are
two: unlocking his cell and undoing the magic circle. White Nil Kern carries
the key for the former, and can be found patrolling the town...although it's
far easier to pick the thing oneself (very hard caliber). Corelon's circle
can only be undone after confronting her, then searching her 2F chapel room
for the disenchantment spellbook.

With both requirements done, free Adar from his imprisonment, finishing the
quest. He promptly sets out to curse both Nil the White and Corelon, turning
them into crazed and magic-less nobodies, respectfully.

• The quest can also be started by speaking to Freynold at Burren Cove's
  usual entrance, then persuasing him (under threat of violence) to let one
  in to see the person making unusual sounds.

• White Nil's portion of the quest can usually be skipped by breaking into
  the cell oneself. However, if he's sought out, a persuasion option can earn
  the key under the pretense of "seeing what one's up against in Klurikon".
  The key can also be pickpocketed.

• Post-quest, Corelon loses her powers and no longer has healing services.
  In exchange, Adar can now be found in the west Galafor hills (south of
  Adarus, west of Tirin's Rest) and provides healing instead. He'll also give
  insight into the Priestess and Nil's punishment.

• Post-quest, one can talk with Corelon and blackmail her into paying in
  exchange for keeping quiet. This requires a hard persuasion chance.

[ER43] UNLUCKY CHARM
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Client -: Edwin Hoswig [Emaire, Forsaken Plain]
Prereq -: ---
Missable: yes [Edwin Hoswig slain]
Reward -: XP, gold, Copper Ring
        : XP, gold, 2 Lockpick/Prismere Lockpick/2 Physical Shard/Repair Kit

Edwin is a refugee found limping (and bleeding profusely!) along the path,
right near the fast travel spawnpoint. He'll tell a story about a bandit who
jumped him and made off with his mother's amulet, although if one's Detect
Hidden skill is high enough, one can call him on that BS. Either way, his
partner Geft Far has the loot and must be found.

The one-man search party leads to the Cradle of Summer's NW campsite, where
Geft is desperately trying to get rid of his ill-gotten loot. Turns out Amman
the Clever was the trinket's previous owner and cursed it. The only way to
undo the curse is, apparently, to visit Amman's hollow and cleanse it. Should
one relieve Mr. Far of the "Eye of Amman" (a unique unequippable item with a
+5% HP enchantment), the following curses are transferred to the player:

• Amman's Burning Gaze (20% to burn self on enemy strike)
• Amman's Thunderous Rage (15% to shock self on enemy strike)
• Amman's Icy Touch (18% chance to freeze self on enemy strike)

The Eye of Amman can't be deleted once taken, so one should hurry to Syl, the
SE hollow containing the altar. The good news is, to thwart the annoying
on-strike effects, simply ignore all stall battles! This just leaves the
final chamber's bog thresh (...and boggarts) to destroy 'fore cleansing the
curses.

To finish, simply deliver the item to Hoswig, or its "rightful" owner Wane
Emundas, both in Emaire. The former gives various thievery-related items;
the latter gives more gold.

[ER44] VANE'S LUCK
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Client -: Helmgard Keep Bounty Board [Helmgard Keep, Tala-Rane]
Prereq -: ---
Missable: yes [Hanrik Aulde slain]
Reward -: XP, gold

Grinning Vane Spirick is a notorious Freeman boss who's terrorized the open
roads for some time. Now that he's been cornered in Lucky Mine, the Warsworn
are eager for someone to step up and put 'im down. [Quest begins when taken.]
Said mine is in north Kandrian, the eastern neighbor.

Once inside the trap-filled cave, take a short walk to Vane's eastern chamber.
However, he does have higher HP than a normal rogue, and once engaged, his
lackey assassins will rally around their fearless leader. [Like all Freeman-
-related quests, starting "Rogue Harvest" first is recommended.] Deliver
"Grinning Vane's Armband" back to Hanrik as proof to complete things. Other
notes:

• Along with "A Pilgrim's Setback," this is one of the bounty quests that
  glitched for me, making its completion impossible. Seems like a rare thing,
  but just to be safe, consider doing those two first, and keep a separate
  pre-Helmgard-board save.

[ER45] WREST FROM PEACE
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Client -: Helmgard Keep Bounty Board [Helmgard Keep, Tala-Rane]
Prereq -: ---
Missable: yes [Hanrik Aulde slain]
Reward -: XP, gold

According to the bounty, a petitioner's wife died on the refugee route, and
now that he's found another fiancee, he'd like the first's ring back. [Quest
begins when taken.] This is a rather easy task, as one must only travel north
onto the Plain and pluck the Marriage Band from an unmarked grave. It's only
'guards' are a few brownies or somesuch. Return to the ring to Hanrik to end.

[DE01] A MASTER'S TOUCH
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Client : Gavroche Valle [Ironfast Keep, Menetyre]
Prereq : ---
Missabl: yes [Gavroche Valle or Efyr Dynnwel slain]
Reward : XP, Haldebier's Blade

Gavroche is an apprentice smith found at Ironfast, the Warsworn castle in NE
Menetyre (riverside). His tutelage was cut short by his master's passing, yet
he still wants to fulfill his teacher's singular wish: reforging Haldebier's
legendary blade. However, he'll need some help, namely from the only person
alive who can mend the steel...and he doesn't want to be a smithy. Finding
him is the player's task, after agreeing to help (starts quest properly).

Efyr Dynnwel can be found in the Menetyre heights, namely the south-central
mesa (east of Menetyre-Apotyre pass). However, he'll be injured and can't do
much of anything, let alone smithing. One must first do his "Time of Need"
sidequest to make progress here -- that info's covered in the appropriate
section. If "Time of Need" is already done, one need only tell him about his
old teacher's death to light the inner fire again.

Before Haldebier's Blade can be reconstructed -- and given to the player, as
is Dynnwel's wishes -- the Fateless One must fetch some "Master's Tallow". It
can be found within Hurvar's Doorsil, a faer gorta dungeon along the same
river as Ironfast. The component is the far NW room's only warded container.
Those seeking a fight can find a Niskaru Tyrant in the far east chamber.

All that's left is visiting Dynnwel, now that he's relocated to the Keep.
Haldebier's Blade is received after a short timeskip, finishing the quest.

• Halbedier's Blade's power (max: 113) scales to the player's level.
• Dynnwel may occasionally spawn on his southern bluff post-quest.
• If one met Efyr pre-quest, this can be mentioned to Gavroche's surprise.
• In the initial conversation, one can mention to Gavroche that the broken
  sword can't be reforged (requires high Blacksmithing rank). It's here that
  he mentions the "other apprentice" is the only one remaining who can.

[DE02] A SILVER TONGUE
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Client : Audern Reis [Adessa, Apotyre]
Prereq : ---
Missabl: yes [Cleas Nerenne slain]
Reward : XP, gold, 2 Greater Damage Boost, 2 Master Healing Potion, Minor
         Damage Reflection

Audern can be found in the Isles section, wandering around the outer Forum
passage. He reveals an opportunity to help Scholar Nerenne with linguistics
study, probably some kind of verbal study. [Quest begins upon acceptance.]
Cleas is found in the Basilica Gnostra nearby, on the second floor.

Once upstairs, the client reveals her potion aids diplomacy by granting its
user understanding of all languages...only it inhibits the user's speech. To
correct this, Cleas will give a short quiz in different languages. The right
answers are:

• Blfi manv ex Xovah Mvivmmv
• For nay is a shed gent.
• Yzzzzhgoi

Regardless of one's answers, though, the quest will finish with the same
reward, including five potions of varying strength.

[DE03] APPLIED SCIENCE
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Client : Feride Ouet [Adessa, Apotyre]
Prereq : ---
Missabl: no [Feride Ouet is unkillable]
Reward : XP, gold, Greater Steeled Curtain, Greater Magic Amplification, Minor
         Burning Sentinel, Greater Freezing Sentinel, Master Magic Precision

Feride is a researcher in the Laboratories area (Walls section) who requests
the player's help in kinetic mana aggregation...or to us lay folk, killing
monsters under the influence of magic! The quest begins when accepted, moving
the destination to Adessa Mine in the SW passage.

Once inside, speak to Ouet to begin the "gradation of difficulty" test. The
foes' sedatives wear off, allowing them to be fought in minor waves.

1: Brownies
2: Boggart Plaguebearers
3: Kobolds (2 normal, 1 Nightblade)
4: Mountain Troll

Send 'em all to their maker to earn a fee for the trouble. Other notes:

• Defeated enemies can't be looted
• Ouet sometimes spawns unique items in his inventory, in addition to his
  normal stuff (like "Ouet's Bursar Key"). I found a Crystalline Band there
  once! Resetting will change it though, so if there's something good, make
  sure to nab it first try.

[DE04] ARON EXCAVATIONS
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Client : --- [The Hollowlands]
Prereq : Miners in the Sand
Missabl: no
Reward : periodic gold rewards from

This quest automatically begins after "Miners in the Sand," in which the area
troubles are quelled and the player retains ownership of the brokedown mine
operation, just west of Motus Mining Outpost. The first order of business is
to simply oversee production, by visiting the shaft and office building, then
upgrading both. Upgrades are handled by Vincent Helvern and Bor Anjar,
respectively -- they stand out front of the operations.

Vincent can renovate the office building, which doubles as a free house for
the player (although it only comes with a stash to start). Sinking an initial
~1700g creates 2F bedrooms and a sagecraft altar; another ~4500g creates a
new 1F blacksmith forge chamber; a final ~2600g creates a 1F sitting lounge
with a Star Thistle vase.

Bor Anjar's upgrades affect the mine's depth, which directly impacts the cash
earned from the operation (relatively; it still won't make that much in the
long run). Each expansion opens more passages to explore, with more loot to
get and more foes to fight. On the whole, it's about equal to the building
upgrade expenses, maybe slightly higher.

The quest automatically ends when all upgrades and other objectives are done.
Remember to periodically stop by to collect a paycheck from Vincent!

[DE05] BLOODBANE
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Client : Capstan Odvar [Motus Mining Outpost, The Hollowlands]
Prereq : ---
Missabl: yes [Capstan Odvar slain]
Reward : XP, gold

Odvar can be found within the main office, pondering Bloodbane, a vicious
crudok killing Hollowlands workers. If the player volunteers to track the
sucker down (starts quest), Odvar sends one to Edgar Aron, at the shutdown
operation west of there. He mentions Bloodbane keeps brownie helpers for its
hunting, and attacking those is a surefire way to draw the beast's attention.

They're found in a SE dead end, north of Duneshead Mine and Cloudrest,
south of Shadowthorn. Immediately after the munchkins' demise, Bloodbane will
spawn nearby. He'll be a higher level than the player, but other than the
strength that comes with it, the skillset and strategy remains the same.
All that's left is collecting the reward from an ecstatic Capstan.

[DE06] BONE TOWN
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Client : Major Eswin Ealfhelm [Whitestone, Apotyre]
Prereq : ---
Missabl: yes [Eswin Ealfhelm slain]
Reward : XP

Eswin is the big cheese in Whitestone, having hired all the mercenaries to
protect the town from bandits. But, as it turns out, he'd like an outsider
for his next job: claim the deed to Skoria Mine, Eswin's rightful property,
from its ex-owner, who's been holding out. [Quest begins here.]

To snatch the title, visit the old Monus Mining HQ, a rundown building east
of town, near the graveyard. It's mostly empty, letting one snatch the deed
from the back bookshelf (this doesn't count as stealing). Return the papers
to Eswin for a second task: find Adath Skoria in his hiding spot, apparently
Cynric Quarry.

The bandit family's turf is south of Whitestone, along the south border. If
this place was cleared out previously (during "The Cynrics" bounty quest),
there won't be many foes here, except maybe rats and wolves. Adath can be</pre><pre id="faqspan-10">
found in a shack near the final stretch, and will mention staying in town
right under Eswin's nose, in case one wanted to do the right thing.

Revisit the mayor to finish the quest.

[DE07] COMMUNITY SERVICE
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Client : Reddle Mane [Adessa, Apotyre]
Prereq : began "New in Town"
Missabl: yes [quests completed before "New in Town" has begun]
Reward : XP, gold

After starting "New in Town," one has several targets to visit, each able to
queue the next quest "Under Watch". One such person is Reddle Mane, found at
the town's Hospitalis Quarters slum. To gain Reddle's trust, one must complete
two of the three sidequests on the Prester's Path bounty board (see their own
sections for details):

- The Tithes That Bind
- Shipping Error
- Hand-Delivered

The quest begins if Reddle tasked the player with helping, and finishes when
two-thirds of the quests are done. Note that this quest is skipped completely
if one did the bounties before starting "New in Town"; in that case, Courdan
Passant is automatically map-marked to finish.

[DE08] DINNER TIME
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Client : Bera Grastar [Whitestone, Apotyre]
Prereq : ---
Missabl: yes [Bera Grastar slain]
Reward : ~650g/per

Bera is the innkeeper at the Thirsty Wench bar and laments having run out of
meat for her customers. Inquiring about, and agreeing to find, the meat will
start the task properly. Giant rodents can now drop "Rat Meat" in addition
to their normal crap, which can be delivered to Bera for a small pittance.
And though this job isn't particularly lucrative, it's neverending like most
tasks, so it's not completely worthless either.

[DE09] EXECUTIVE ORDERS
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Client : Loutre Gent [Adessa, Apotyre]
Prereq : ---
Missabl: yes [Loutre Gent slain]
Reward : XP, gold

Loutre can be found in the main plaza's Domus Politica building, bemoaning
the fact that his courier's late. He needs someone to replace a lost handbook
by visiting Motus' old mining HQ, then delivering the new one to Apule Vire
in the Hollowlands outpost. [Quest begins upon acceptance.]

As one may already know, Motus' deserted office is east of Whitestone, near
Snaketail Grotto (SW) and Sun Camp (E). Luckily, there's no need to explore
the lower Stebic lab -- just claim the Motus Handbook from an upstairs chest.
All that remains is delivering it to Vire, at the camp near the north pass,
and reporting to Gent, now in the Grand Bursars market.

• The handbook's chest only spawns during this mission.

[DE10] FAE AT THE MINE
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Client : Apule Vire [Motus Mining Outpost, The Hollowlands]
       : Enser Garrou [The Hollowlands]
Prereq : ---
Missabl: yes [Enser Garrou slain]
Reward : XP, gold

Enser can be found along the path SE of Motus Mining Outpost, and approaches
to warn of fae ahead. If the player volunteers to help him investigate (this
starts the quest), he'll follow behind as one slays the boggart plaguebearers
and sprites spawning further on. When all are slain by the Canyon Hill Mine
entrance, speak to the Aurenda, the fae perched on the cliff.

Through her riddle-speak, she'll mention someone having stolen her "light,"
and that's why monsters are swarming in her vicinity. Enser mentions looking
inside the mine, but the map mark shows otherwise: search west of Aurenda's
position, near the giant skeleton. One of the miner's corpses will contain a
gem called "Aurenda's Light".

However, since only her astral projection is seen, that means she probably
holds her reverie deep beneath the mine. Enter Shadowthorn, a hollow south of
the mine entrance, and deliver the gem to the real fae in the final room. Not
a hard task, really, although entrance to her chamber requires dispelling an
average ward. For the trinket's return, she gives a random necklace up to
rare quality. [Her reward can be very good, so it helps to reset until she
coughs up something useful, like an Overwhelming Necklace's +19% damage.]

Finally, return to Enser at the mining outpost to finish. Other notes:

• The monster-filled path quickly respawns foes during this quest
• The miners' corpses only appear at the campsite during this mission.
• Aurenda's Light is a key item; it can't be socketed into anything.

[DE11] FELLFIRE BLOOM
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Client : Florion [Circle of Engard, Alserund]
Prereq : Kidnapped
Missabl: no [Florion is unkillable]
Reward : XP, gold

After the success with Alard Aedic, Florion wishes to duplicate the success
to help his Narca brethren. This time, he requires the player to traverse the
Fellfire Pit and take its solitary resource, the Fellfire Bloom. [It begins
when one agrees to help.] The earthen tunnel is located in central Alserund,
a bit SW from the Circle.

Outside of the flowers blooming in magic's presence, this rathole ain't much
to speak of -- just another boring ol' kobold dungeon with a Niskaru Tyrant
boss. [There's a hidden door in the Bloom's chamber, though, containing a
single chest.] Return the flower to Florion to finish up.

[DE12] HAND-DELIVERED
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Client : Prester's Path bounty board [Adessa, Apotyre]
Prereq : ---
Missabl: yes [Abblier the Addled slain]
Reward : XP, 150g

One of the Hospitalis Quarters' bounty missions, this tasks the player with
giving Esklad Teiner a message, a recent addition to the jailhouse. (Quest
begins when taken, earning a "Letter for Esklad" key item.) Like most large
cities, Adessa has its own prison, found near the city gate. The only way in
is picking the hard lock or relieving the guard of his key.

Once inside, deliver the letter without any fuss, then return to Abblier for
the reward.

[DE13] HER RIGHTEOUS FURY
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Client : Eathe Dunbert [Galette, The Red Marches]
Prereq : "His Brother's Keeper" or "Worth Fighting For"
Missabl: no [Eathe Dunbert is unkillable]
Reward : XP, Psalm to Fyragnos, Tomb of Fyragnos Key

After finishing Colm or Hreid's mission, Eathe Dunbert will arrive in town
to stay. She's had quite enough of the Testament's killing ways and wants to
repay them in kind, namely poisoning a few and dumping their corpses in the
nearby cistern. Like usual, this requires going through the Tomb of Fyragnos
via the riverside entrance, which has already been found.

With the tomb key in hand, the southern route is now accessible, and that
includes more alternate exits (the first of which leads to a Stone of the
Red Marches). But, it's the second exit that leads to the cistern battle.
To do this properly, one must poison the foe with an appropriate skill/weapon,
kill them, and make sure their body flies off the side. If they're killed
without being poisoned, nothing happens; if they're poisoned but their bodies
don't fall off, nothing happens. If one has no poison-related ability/weapon,
that's alright: Eathe does and the player can finish off the targets she hits
instead.

When all's said and done, speak with Eathe to finish. The psalm is a key item
and the new key unlocks the SW door, allowing more to the explored. This also
means the final Red Marches lorestone can be found. Other notes:

• There's a known glitch in this quest, possibly occuring when reaching the
  "kill baddies with poison" part. If one slaughters the enemies without doing
  the objective, they may eventually quit spawning. This doesn't fail the
  mission, making it permanently incomplete. To boot, users have mentioned the
  glitch screws up fast travelling from then on. The only known solution is
  reloading a previous save and doing the quest more expeditiously.

[DE14] HIS BROTHER'S KEEPER
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Client : Colm Alba [Galette, The Red Marches]
Prereq : ---
Missabl: no [Colm Alba is unkillable]
Reward : XP, gold, Tomb of Fyragnos Key

Colm is one of the few remaining people left within Galette, a town right at
the entrance to the Red Marches. He's been tracking his bro's disappearance
and thinks Belen's Testament, a wizardly cult, is at the bottom of it. The
quest begins when the player agrees to help.

The destination is the Tomb of Fyragnos, a dungeon with many isolated exits
but only one true entrance: riverside, in the center of the Marches. Inside,
Colm will rejoin and explore the western passages. [The southern halls are
closed off until "Her Righteous Fury".] Outside of some Testament muscle and
kobolds, the place is rather empty. Just remember that Colm only moves in the
player's presence, so getting too far ahead leaves him behind.

Eventually, the dynamic duo reaches the southern exit, a small plateau with
plenty of Testament. There will be a mandatory fight with Giran Alba and the
zombified Galette victims, even if the persuasion option is passed. They're
all mage types, but Giran isn't all he's cracked up to be -- his demise will
automatically destroy the others too. Colm will run over and finish the quest
afterwards.

[DE15] INTO THE BREACH
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Client : Eathe Dunbert [Galette, The Red Marches]
Prereq : His Brother's Keeper, Her Righteous Fury, and Worth Fighting For
Missabl: no [Colm Alba, Eathe Dunbert and Hreid Amelthoc are unkillable]
Reward : XP, gold

This quest begins automatically when the Galette refugees' prerequisite jobs
are finished. Return to town for a conversation with Alba, learning they all
want to prevent Fyragnos' return at the Testament's hands. Agree to put the
Niskaru down to have all allies report to -- where else? -- Tomb of Fyragnos.

This time, the destination is Fyragnos' isolated plateau, accessible only
through the Tomb's back catacombs (entrance now unlockable). The problem is
a certain trap, preventing passage unless one stays behind. One must choose
an ally to remain (can't choose self). The person chosen who remains won't
help in the upcoming fight and dies, so consider picking Hreid or Eathe since
they have no special qualities; Colm can at least offer Repair services.

Enter the door at the far hall to start the showdown.

BOSS: Fyragnos
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Fyragnos is just a normal Niskaru Tyrant, only lionized for plot purposes.
He'll create a ring of fire that prevents all damage while the Hunters and
Bloodhunters do the legwork (allies are great distractions here), only
removing the barrier when they're all slain. Lay into him, repeat. As before,
the helpers are all invincible.

The quest ends by speaking to an ally who assisted in battle. Other notes:

• Eathe is the only one alludes to the player's selection dying (pre-choice).
• The survivors don't say anything new about the one who died (post-quest).
• The ally who dies can be found on the door button (will be lootable); this
  requires running through the dungeon again, since the door is automatically
  locked when entered via the NE cliffs. The door button will also be jammed
  permanently, keeping it open.

[DE16] KIDNAPPED
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Client : Frama Aedic [Alserund] or Florion [Circle of Engard, Alserund]
Prereq : ---
Missabl: no [Florion is unkillable]
Reward : XP

Frama Aedic can be found along the main road in central Alserund; Florion is
within the Circle of Engard, a fae collective NE of Frama's position. Doesn't
matter who starts the quest, since the facts remain: Frama's husband has been
kidnapped by the fae and are holding him prisoner in the nearby Circle. The
leader of that group, Florion, admits he's keeping Alard Aedic for study, as
he's living with a certain affliction while the fae Narca cannot. Agreeing to
help begins the quest and starts the "Rite of Valor".

The intent of the rite is to get the Kora Petal, found on the Kora Thresh in
the Caverns of Ingress. Said dungeon is located in NW Alserund, near the
Dalentarth entrance path. One must trigger all three Erathi sigil stones,
endure the curse they give, and defeat the thresh to finish the ceremony. The
stones cannot be activated in any wrong order, luckily. Here's the curses one
earns:

- Trial of Commencement: -50% damage resistance
- Trial of Strength: -50% damage
- Trial of Agility: -25% chance to evade

The curses are more about stalling than threatening one's life, and a well-
-travelled player won't be affected much. Still, healing and damage-boosting
potions may help speed things along. In addition to the rooty "boss," there's
also a crudok and a Niskaru-spawning Narca summoner, so it's not a complete
cakewalk.

Once the thresh is defeated in the western chamber, take its Kora Petal (all
curses removed at this time) and deliver it to Florion, who'll crush it into
a Fae Potion. Give the draught to Alard to finish.

[DE17] LAB ASSISTANT
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Client : Daedinnear [Adessa, Apotyre]
Prereq : ---
Missabl: yes [Daedinnear slain]
Reward : 30g/per container

Daed is a gnome wandering the Laboratories' lobby, and will immediately
proposition the player for a job: dispelling the wards on tome containers.
The task begins when accepted, spawning document chests in a 2F study. The
difficulties usually aren't that impressive, but regardless, it's always good
to have Dispelling LV4 (removes dark wards) when doing this.

The reward can be collected after removing the wards, and though it's rather
pitiful, the XP for dispelling may pay off (there is an achievement for that,
remember). Like most tasks, this quest is permanently ongoing.

[DE18] MAKING ENEMIES
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Client : Orsinian Paige [Menetyre]
Prereq : ---
Missabl: yes [Orsinian Paige slain]
Reward : XP, gold

Paige is a gnome praetorian camped along the river, just a bit south of
Hurvar's Doorsil and west of Ironfast Keep. As he admits, he's only in the
area to solve the jottun problem, namely how to stop them from attacking any
human/gnome settlements now that their ragnare (spiritual leader) has died.
The quest begins when the player volunteers.

With the jottun perhaps stirring to war, it's prudent to find them new foes
to fight. Paige thinks that stealing the Kobold Clan Totem (from Tearscotter
Mine, SE Menetyre) can help with this -- it's in the far NW chamber, guarded
by those bipedal dogs we all love so well.

Return the totem to Paige to earn three Kobold Daggers. Fanning the flames of
war ain't easy, and this step requires killing the "Chosen," special jottun
targets in the Menetyre heights (accessed through the west or SE footpaths).
Each target is a slightly more powerful chieftain and hardly noticeable. When
each is brutally murdered, plant a Kobold Dagger by inspecting the remains.

Finally, return to Paige, who's relocated to the south-central mesa where
Efyr Dynnwel normally lives. Use the jumping point to reach the overlook,
getting a first-hand account of the fabricated rivalry -- it takes awhile for
the grunts to kill themselves off. The player's involvement is optional in
the opening portion, but becomes mandatory when the Ragnare appears (the
Warsworn helpers who arrive won't engage the Fateless One does!). Defeating
this final foe lets one take the Ragnare's Earthcrushers, unique greaves.

Speak with Paige (he jumps down) to finish up. Other notes:

• The kobolds inside the mine are far stronger than the Menetyre ones.
• Ragnare's Chosen can't be looted; that option becomes "plant the dagger".
• If the Jottun & Kobolds kill each other, the player still gets the XP.
• For some reason, there's another copy of Master's Tallow in the SW area,
  used in the blacksmithing quest "A Master's Touch". If one already completed
  it, do NOT pick up the spare -- it can't be removed and permanently clutters
  the menu. It doesn't waste an inventory slot though, thankfully. [Also, the
  game doesn't autosave before entering the mine, in cases of reloading...]

[DE19] MINERS IN THE SAND
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Client : Apule Vire [Motus Mining Outpost, The Hollowlands]
Prereq : Bloodbane
Missabl: no [Apule Vire and the miners are unkillable]
Reward : XP, gold, ownership of Aron Excavations

The main outpost is at the mouth of the northern mountain pass, and Vire's
found hunched over a region map near the bridge. Turns out the miners have
been struck with some bad luck lately, and the newest calamity is them going
into the wastes in trances. Is it gnome PCP or something else at work? Agree
to help (starts quest) to be sent in Calovar's direction, from his hilltop
perch south of the buildings.

Though thought to be the disasters' cause, Calovar reveals it's really the
doing of his "light," a gem he lent to Edgar Aron as a token of friendship.
However, Edgar's true nature was revealed, and now the item must be reclaimed
before anything else goes awry. Find Aron at his bankrupt mine west of the
Motus outpost -- it was locked before this quest, but now allows passage.

Inside, Aron will reveal his misguided intent. There's a mandatory fight
with summoned sprites regardless of whether the persuasion option's passed.
After, take the relic from Edgar's begrudging hands or his cold, dead corpse.
Either method's fine.

The final step is using Calovar's trinket to locate the missing miners, still
in their dazed desert sojourn. Luckily, they're concentrated in the south half
only: 1 by the SW road with the giant skeleton, 3 along the southeasterly
path, 1 off-road between Saltwell Caverns and Duneshead Mine. Simply speaking
to the bewildered diggers sends 'em back to the Outpost.

That's the sign to return to Apule oneself to earn his XP/gold rewards, plus
a bonus: the ability to supervise Aron Excavations oneself (detailed in the
sidequest "Aron Excavations"). However, the quest doesn't end until the gem
is returned to Calovar, which also earns XP/gold. Other notes:

• "Calovar's Relic" only spawns during this quest.
• "Calovar's Relic" can be pickpocketed from Edgar in the mine.
• If Edgar's spared, he'll go on the lam, disappearing from the game.

[DE20] MISSING KEYS
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Client : Lina Ardeen [Whitestone, Apotyre]
Prereq : ---
Missabl: yes [Lina Ardeen slain]
Reward : XP, gold or enchanted buckler/dagger combo

Lina is a beauty hanging out in the inn, wondering how best to infiltrate
the mayor's manor...apparently he's got something of worth stashed in there,
and it'd be the perfect payback after he made trading with Travelers illegal.
One can volunteer to check the gnomish mansion, starting the quest properly.

Eswin's villa is next door and does have a few secrets, particularly the
hidden door in the fireplace (something duplicated in the House of Valor
DLC). But, it's the hard-locked passage leading to the upper manor that's of
real interest. Breaking into the upstairs armoire reveals a "Key to Mayor's
Cave" -- helpful since lockpicks aren't buyable in Whitestone.

Proceed through the cave (hard lock) to reach the upper bedroom (hard lock)
where the key item "Confession of Mayor Taklari" is found (easy lock). There
are some other interesting items here, including a letter from Grund Darkvari
demanding his son be let free (see "Runaways" quest) and a tear-stained letter
from one of the Grastars.

Lina will have returned to Sun Camp, standing at its entrance in eastern
Apotyre. One can either return it for gold or for free; the latter earns a
random enchanted dagger & buckler instead.

• The confession spawns pre-quest.
• A chest in the old Monus Mining Headquarters also contains a villa key.
• If one read the ex-mayor's confession (detailing that Lina helped cover up
  Motus' dumping into the Snaketail River) nothing changes.

[DE21] NEW IN TOWN
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Client : Decanus Brutus [Adessa, Apotyre]
Prereq : ---
Missabl: yes [Daedinnear or Reddle Mane slain]
Reward : XP, gold

After entering Adessa and getting immediate access to Sandstone Villa, find
the decanus wandering the lobby. He'll mention having several letters from
the town's higher-ups, earmarked for the player's hand. [Accepting them will
begin the quest.]

The next step is finding the appropriate task-giver. Each can be found in his
own section and gives a particular quest that must be finished (or two, in
Reddle's case) to continue.

- Courdan Passant: Domus Basilica [Quest: Return to Sender]
- Reddle Mane: Hospitalis Quarters [Quest: Community Service]
- Daedinnear: Laboratories [Quest: Lab Assistant]

"Under Watch" will begin when one of the task-givers' requests is finished.
Only one task-giver needs to be visited to continue, although one can do all
quests before or after "New in Town". Other notes:

• Courdan Passant is killable in "Return to Sender" if this one hasn't begun.
• If all task-givers' quests were finished pre-"New in Town," the map marker
  defaults to Courdan Passant's location in the Basilica Gnostra.

[DE22] OPENING A VEIN
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Client : Adath Skoria [Whitestone, Apotyre]
       : Mayor Eswin Ealfhelm [Whitestone, Apotyre]
Prereq : Bone Town
Missabl: yes [Eswin Ealfhelm or Adath Skoria slain]
Reward : XP, gold, random enchanted greatsword (sided with mayor)
       : XP, gold, random enchanted cuirass (sided with Adath)

This two-part quest automatically begins after completion of "Bone Town," and
changes slightly depending on who the player sides with: Eswin or Adath. The
latter will have relocated to the general store's upper floor by this time.

1) OBTAIN ORE SAMPLE: Both men want a sample from Skoria Mine (SE region, in-
   -between Sun Camp and Adessa) as proof of rightful ownership. To enter,
   one must get through Thelgood Skoria's vigil; this requires paying him or
   passing a persuasion option. If Adath is the employer, his "Skoria Family
   Ring" will have been given earlier and immediately grants passage through.

   Regardless, the ore sample is in a map-marked cart on the lower levels. It
   can't be reached lickety split, though -- ten Niskaru (9 normal, 1 Tyrant)
   have infiltrated the depths and need to be cleared out. Eliminate those
   nuisances, claim the key item "Ore Sample" and bring it back to the hirer.

2) ELIMINATE OPPOSITION: This requires walking across the street to kill the
   "enemy" in this quest. At Eswin's behest, Adath has to die and there's no
   option that changes this. Adath also wants Eswin dead, although there's a
   persuasion option that allows him to be imprisoned instead.

With all loose ends tied, return to the employer for his reward (the mayor
naturally gives the best payout, thanks to his connections). Other notes:

• One doesn't get accosted by guards for killing Eswin/Adath.
• If Eswin's replaced, his owned items can be stolen with 0% chance of notice.
• Agreeing to break ties with Eswin when he offers this quest permanently
  starts it in favor of Adath.

[DE23] PAPER TRAIL
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Client : --- [Adessa, Apotyre]
Prereq : ---
Missabl: no
Reward : XP, Book of Persuasion

This task begins by visiting the Livrarium in the Isle section. On one table
is the memoirs of the building's creator, with a footnote mentioning treasure
he left behind. Taking the book ("Adessa I") begins the search automatically.

To find the loot, one must find the remaining tomes in the given order; all
are within the city, luckily. Chapters II-VI are in buildings accessible from
the Walls; the other two are accessed via the Isles.

• Adessa II: Praetorian Garrison
• Adessa III: Laboratories
• Adessa IV: Domus Politica
• Adessa V: Grand Bursars
• Adessa VI: Arcadium
• Adessa VII: Basilica Gnostra
• Adessa VIII: Forum

When all chapters are found, return to the Livrarium and search the marked
bookshelf to find the "Book of Persuasion," granting a permanent +1 to that
stat when read. Reading it is actually optional; removing it from the shelf
is what really finishes the quest. Other notes:

• The memoir chapters (excluding first) only spawn during this quest.
• The persuasion skillbook doesn't spawn until all eight chapters are found.

[DE24] RETURN TO SENDER
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Client : Courdan Passant [Adessa, Apotyre]
Prereq : ---
Missabl: yes [Courdan Passant slain]
Reward : XP, gold, 2 random pieces of mage equipment

Courdan is a scribe working at the Domus Basilica. One of his superiors,
Scholar Airancourt, had him draft a letter that was to be sent to Rathir...
only it never reached the destination. A Dokkalfar Traveler, Parwen Well, was
the courier and is the only lead.

Find her at Sun Camp, the Traveler gathering on Apotyre's eastern coast; it's
near Skoria Mine (SW) and Motus Mining HQ (NW). She'll reveal her job was to
dispose of the letter, not deliver it, and she did just that -- dumped in
Cynric Quarry! She'll also give up Airancourt's orders as evidence, if one
pays her or passes the persuasion option. If one has joined the Travelers
already, appealing to her camaraderie will work, too.

With "Parwen's Orders" (key item) obtained, it's time to find that blasted
letter she tossed. It's at the base of some scaffolding within Cynric Quarry,
located on the south-central Apotyre border. Return it to Passant to reach
the final stage: confronting Airancourt at the Basilica Gnostra, in the Isles.
Her rationale uncovered, return to the client to finish.

[DE25] ROCK COLLECTION
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Client : Ruin Imas [Motus Mining Headquarters, Apotyre]
Prereq : ---
Missabl: yes [Ruin Imas slain]
Reward : XP, gold

Ruin is found at the abandoned Motus HQ in Apotyre's east portion, near the
Whitestone graveyard and (west of) the jail. He mentions having discovered
culminite, a new ore that could turn the region into a proverbial gold mine.
But, he's a bookish type and not really fit for spelunking...which is where
the player's expertise appears.

Agreeing to help starts the task. The goal: search abandoned digs for the
deposits and return them to Imas. There's five total, each location (except
Darkvari Mine) providing one sample:

• Darkvari Mine: wooden bridge in back of mine; in locked chest
• Zungar Shaft: NW kobold campsite; in a mine cart
• Cynric Quarry: area with second green-roofed building; nearby mine cart
• Snaketail Grotto: lower floors, south wolf-filled dead end; mine cart

For those who don't know, Darkvari Mine, Zungar Shaft and Cynric Quarry are
in Apotyre's west, northernmost and southern points, respectively. The grotto
is in the SE canyon near Whitestone. Anyway, with the rocks returned, the job
finishes. Other notes:

• Culminite Deposits (key item) spawn pre-quest.
• The deposits' locations aren't map-marked at any point in the quest.

[DE26] RUNAWAYS
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Client : Steg Darkvari [Whitestone, Apotyre]
Prereq : ---
Missabl: yes [Steg Darkvari slain]
Reward : XP, gold, Darkvari Treasure Map

One of the much-hated Darkvaris has been captured and stuck in Whitestone's
outdoor prison. He mentions he was apprehended as he tried to leave home,
wanting no part of his criminal family's past. At the very moment, Hrindi
Zungar, his true love, is waiting without word. Should the player agree to
help, the quest begins.

The key to the cage is kept in Beorn's pocket -- he's the merc leader keeping
watch on the gate's SW bridge. With his back turned to town. Yeah, he's an
easy mark. Pick his pocket, unlock Steg's cage and have him run off into
Snaketail Canyon...but not before asking another favor!

To secure his future, he'll need an heirloom and Hrindi. The former is within
Darkvari Mine, west of Whitestone, on a cliff in the first chamber (called
"Mysterious Parchment"). Finding the nest egg spawns the latter outside the
mine. She'll reveal her real intentions, wanting only the Darkvari map. She
turns hostile unless the hard persuasion option is passed.

Either way, return to Steg, still under a riverside bridge. Regardless of
what transpired, the quest ends, and the parchment changes into the "Darkvari
Treasure Map" mentioned earlier. Using the item (consumable section) reveals
3 rockpiles around Apotyre that are map-marked (local) and get "quest"
arrows. Their locations:

- by easternmost river bridge
- north of Whitestone, near bridge on Zungar Shaft path
- south of Whitestone, roadside

Other notes:

• Steg's treasure chest spawns only during this quest.
• Post-quest, Steg flees to Adessa as planned and disappears.
• If Hrindi dies at Darkvari Mine, her body may move to Adessa's outer gates.
• Rockpiles exist, and can be looted, pre-quest.

[DE27] RUNNING WITH SCALPELS
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Client : Ironfast Keep bounty board [Ironfast Keep, Menetyre]
Prereq : ---
Missabl: yes [Adrith Deofrit slain]
Reward : XP, gold

Ironfast Keep is the riverside castle in NE Menetyre, and of the three board
sidequests available, this takes the least amount of time...supposing one's
already been to the destination. Yes, it's simply pick up the special package
from Adrith ("Surgeon's Blades") and deliver them to Adessa, the gnome city
in SW Apotyre, the next-door region to Ironfast's. Once there, visit Vian
Cevrus in the Isles quarter. He'll give the reward and end the quest this
time, not Adrith.

• Like with other contract boards, it's possible some quests may permanently
  glitch (won't start if accepted), and I've personally had this one affected
  by it. I'd recommend doing it first and keeping a clean backup save (before
  Ironfast contracts are done) to be sure.

[DE28] SANDSTONE VILLA
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Client : ---
Prereq : Under Watch
Missabl: yes [Courdan Passant slain pre-"Return to Sender"; Suner Pome slain]
Reward : XP

Sandstone Villa serves as the player's house in Adessa, and after helping out
a certain templar in "Under Watch," one gains full ownership of the sucker.
This means its grand state can be upgraded further at the Grand Bursars (SE
Walls area). Suner Pome will handle all transactions, each costing abou 5000g
per. There's only three available; the last two add a forge and alchemical
laboratory. Buying all upgrades completes the quest.

[DE29] SHIPPING ERROR
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Client : Prester's Path bounty board [Adessa, Apotyre]
Prereq : ---
Missabl: yes [Abblier the Addled slain]
Reward : XP, 150g

The third and final bounty available is an odd one: goods bound for Mel
Senshir have been seized by the gnomish guard, and a petitioner would rather
they be destroyed than misused. [Quest begins when taken.]

Destination: the Armory, found in the Walls sector. The contraband crates're
found in three pairs, each in their own antechamber. Just being in the place
is trespassing, so quietly (via sneaking) destroy the targets while avoiding
the praetorian patrolmen. Impatient players may prefer to throw caution to
the wind, destroying as many crates as possible before the praetorians catch
up and demand an exit (just pay the minor fee to be ejected safely).

When all's said and done, return to Abblier for the reward; it tends to give
a ridiculous amount of XP for the minor feat accompolished, actually...

[DE30] SPIDER SEASON
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Client : Ironfast Keep bounty board [Ironfast Keep, Menetyre]
Prereq : ---
Missabl: yes [Adrith Deofrit slain]
Reward : XP, gold

Ironfast Keep is in NE Menetyre, along the river, and Adrith is the curate
who runs the contract board. This particular contract is to thin the local
spider population by 8 members, then bring their stingers in as proof. [Talk
with Adrith about the spiders before beginning.

It's not hard to find those sneaky arachnids, particularly in the lower
Menetyre canyons. However, the best spot is undoubtedly the spider-filled cave
that doesn't appear on the map initially. It's just a bit north of Ironfast
Keep and contains the rare item "Flint's Hunting Gloves" -- taking that
equipment piece triggers a massive stampede of giant spiders, about 10 or so.
[This 8-legged flood only happens once, however.]

When all stingers are collected, turn 'em in to end. Other notes:

• The hidden cave's spider event is only doable once.
• Both giant spiders and venomspitters drop the key item "Spider Stingers"
• It's possible to get more than eight stingers. They stop dropping when the
  quest advances to the "turn in contract" step.

[DE31] THE CENTURY FLOWERS
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Client : Calovar [The Hollowlands]
Prereq : ---
Missabl: no [Calovar is unkillable]
Reward : XP

Calovar's a vigilant fae standing on the cliff south of Motus Mining Outpost.
He watches the gnome excavations and wonders when they'll give up, letting
the landscape heal from all the pits and mines. He mentions having the Century
Plants bloom, a good way to speed up the Hollowlands' recuperation. If one
volunteers, Calovar gives Petrichar (key item) for the task.

There are three Century Plants in the region: (1) SW banshaen oasis (2) SE
clearing, near the only jump point in that area (3) SE dead end, where the
road ends by Cloudcrest. They look oversized, oblong cacti. To make the plants
bloom, they must be "fertilized" with fire (fire-enchanted weapons are fine)
then inspected. Do this for all three and return to Calovar to finish.

[DE32] THE CROSSING
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Client : Florion [Circle of Engard, Alserund]
Prereq : Fellfire Bloom
Missabl: no [Florion, Pura and Maxen are unkillable]
Reward : XP

The third and final Circle quest, this relates to curing the region of the
Narca affliction, by placing the bloom in Caer Elatha's font. Since the fae
are tied to the land, fixing the land should have a reciprocal effect. Sign
on to start the quest.

Before reaching Caer Elatha (dungeon in s. Alserund), one must first have
proof of worthiness: an Amulet of the Sun. This can be claimed by fighting
and defeating Pura, a fae warrior within the western bluff's cave. With her
and her sprites smushed, it's off to Elatha! Inside, speak to Maxen then
traverse the rest of the generic dungeon (includes an early prismere troll
sighting though!) until the watery lower levels are reached.

Halcyon can be found in the farthest chamber here, and after speaking with
him, the traitor will be revealed. Eliminate that person and the associated
sprites, then place the bloom on the altar to restore balance. Finally, go
back to Maxen for a modest reward (Whisperskin Sandals) and then Florion,
ending things properly. Other notes:

• Post-quest, most Narca will become sane again, turning into friendly NPCs.
• Post-quest, all fae in the Circle of Engard (including Florion, the healer
  Joril and fateweaver Colbanus all leave this place permanently. The latter
  two will enter Dalentarth, disappearing from the game; the latter forever
  meanders near the Red Marches entrance pass.

[DE33] THE CYNRICS
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Client : Whitestone Bone Wall [Whitestone, Apotyre]
Prereq : ---
Missabl: yes [Hera Orhelm slain]
Reward : XP, gold

Whitestone's bounty board only has contracts out on the miner bandit families,
one of which is the Cynrics. They're based out of Cynric Quarry, a large pit
along the southern border (not far from the road to Adessa). The quest begins
when accepted, and only entails wiping out all the wimpy opponents within the
quarry shaft. The final enemies only spawn when the furthest tunnels are
reached. With their demise, simply return to Hera in Whitestone for payday.

[DE34] THE DARKVARI
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Client : Whitestone Bone Wall [Whitestone, Apotyre]
Prereq : ---
Missabl: yes [Hera Orhelm slain]
Reward : XP, gold

Another of the corrupt mining families Whitestone wants neutralized, the
Darkvari are based out of a titular mine, just SW of the settlement. Like the
other bounty quests, one need only enter the target location, kill everyone
inside, and return to Hera for the reward. There aren't many to fight, and
the ones around aren't that strong, luckily.

[DE35] THE MESSENGER
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Client : Squire Coran [Whitestone, Apotyre]
Prereq : ---
Missabl: yes [Squire Coran or any NPC target slain]
Reward : XP, gold, random enchanted chausses

Coran is a soldier getting hammered at Whitestone's bar, unable to complete
his duty of delivering death notices. The player can take this task upon
oneself, starting the quest properly; this also earns the 4 notices and a
Greater Healing Potion.

Unlike other Apotyre missions, this one's targets aren't all in that region.
The NPCs to find are:

• Vonne Gortan [Whitestone, Apotyre] - he guards the town's NW gate
• Pledgeshield Dydyn [Ironfast Keep, Menetyre]
• Edwin Leodwald [Rathir, Tywili Coast] - in the Luminary Leaf bookstore
• Fridi Edstar [Mel Senshir, Cursewood] - in the tavern

The NPC reactions on their loved one's deaths can be rather interesting, so
make sure to press 'em on the subject. Delivering all letters, then reporting
to Coran, finishes the quest. Other notes:

• Fridi can't be spoken to until completing "Breaking the Siege" in the main
  questline. If one lacks passage to Mel Senshir, the quest marker will fall
  on Captain Dodwyn at the Rathir docks until the story's advanced.

[DE36] THE TITHES THAT BIND
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Client : Prester's Path bounty board [Adessa, Apotyre]
Prereq : ---
Missabl: yes [Abblier the Addled slain]
Reward : XP, ~150 gold

The board is found in the slummy Hospitalis Quarters, accessed from the main
square. This job seeks to get tithes from rich merchants so it can be used to
aid the Hospitalis' poor (blessed are the meek and all that!). The quest
starts when accepted, like all bounty boards.

Three entrepreneurs can be hit up for cash.

• Sari Cemble [outdoor vendor]
• Renerit Vale [outdoor smithy]
• Driadore Sele [Arcadium apothecary]

There's two ways to proceed: pass a persuasion check or pressure them with
the top option. Both ways work, but the latter causes a price spike in their
businesses. After collecting alms, return to Abblier to finish. Other notes:

• Passing a persuasion choice gives a small gold reward (sans notification).

[DE37] THE ZUNGARS
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Client : Whitestone Bone Wall [Whitestone, Apotyre]
Prereq : ---
Missabl: yes [Hera Orhelm slain]
Reward : XP, gold

The Zungars are Apotyre's most notorious criminal family, and Whitestone looks
forward to a future without 'em. [Quest begins when accepted.] The ruffians
are found within Zungar Shaft, accessed via the road north of town. It's not
too different from the other elimination requests, except (1) the Zungars use
many animal helpers (2) approaching the south exit spawns two more bandits,
even if the quest's advanced a stage.

[DE38] TIME OF NEED
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Client : Efyr Dynnwel [Menetyre]
Prereq : ---
Missabl: yes [Efyr Dynnwel slain]
Reward : XP, 3 random shards

Menetyre is a maze of canyons, and the hermit Efyr can be found in the south
region, on a mesa with a curled path (easily identified by nearby jump spots;
they're the only ones in the entire region). Dynnwel's curmudgeonly attitude
doesn't get in the way of asking for assistance -- a kobold's poisoned spear
is making his leg fester. The player can agree to gather ingredients; that
starts the quest properly.

• Fennwrac Flower: lower central canyon
• Spidersac Ichor: lower SW canyon, near Hall of the Firstsworn
• Jottun Stew Grist: upper cliffs, eastern cooking area

The ichor and Fennwrac can usually be collected without any problem, but the
heights are crawling with jottun, many appearing in groups of 2-4. Claiming
the grist is as simple as picking it out of the stewpot along the upper road.
The mission concludes when the makeshift remedy's delivered. Other notes:

• This quest's completion is required to finish "A Master's Touch"
• The ingredients exist pre-quest.

[DE39] TINKER'S TASK
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Client : Harriset Donnel
Prereq : ---
Missabl: yes [Harriset Donnel slain]
Reward : ~404g/per item

Harriset is the camp tinker and requires iron -- from components that list
"Iron" in their name, or certain junk items -- to make his trade. He cannot
work with smithed items, though. This task is always ongoing and not very
lucrative, so it's of little importance. The plus is that it can get rid of
weak iron-type components without one having to manually search a lengthy
inventory first!

[DE40] UNDER WATCH
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Client : Courdan Passant [Adessa, Apotyre]
Prereq : New in Town
Missabl: yes [Courdan Passant slain before "Return to Sender"]
Reward : XP, gold, Deed to Sandstone Villa

After finishing Passant's delivery quest, he reveals Templar Jorielle is the
mastermind behind the Adessa lodgings (she'll be in the Isles' Forum nearby).
She reveals her actions on the player's behalf are meant more to observe her
colleagues' intentions, given the Fateless One's prowess and history. Finish
her conversation, then return to Sandstone Villa.

Speak with Bruten to uncover the real traitor, who initiates combat with a
few gnomish henchmen -- pretty basic physical fighters. Finish the quest by
speaking to Jorielle, who's relocated to the villa lobby. The reward is full
ownership of the villa, meaning it can now be upgraded in addition to serving
as one's house. This is covered in the ensuing "Sandstone Villa" quest.

[DE41] WHEREABOUTS UNKNOWN
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Client : Ironfast Keep bounty board [Ironfast Keep, Menetyre]
Prereq : ---
Missabl: yes [Adrith Deofrit slain]
Reward : XP, gold

Ironfast is a riverbank castle in NE Menetyre, one of the Warsworn keeps. The
contract for this quest is to find a missing apothecary, Eldric Orhelm, who
left to visit Whitestone (Apotyre town) but never returned. According to the
petitioner, he's easily identified by his walking stick. The quest begins if
accepted.

This is a very short quest if one explored the whole of Alserund, since the
potion-maker's corpse is near the entrance pass, halfway between Caer Elatha
and the House of Valor (DLC-only). Recover "Eldric's Staff" near the sprite-
and zealot-filled campsite, then return it to Adrith for payment. Other info:

• Eldric's body spawns pre-quest and contains both the staff (key item) and
  a couple random alchemy recipes. Taking the staff early doesn't negatively
  impact the quest; in fact, it expedites its completion.

[DE42] WHITESTONE TARNISHED
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Client : ---
Prereq : ---
Missabl: no
Reward : XP

This quest is about uncovering why Motus left Apotyre for greener pastures,
and begins by finding (and reading from the inventory) any company files
scattered around the region. These're considered key items until all are
recovered. Their locations:

• Days 1-24: Whitestone, Thirsty Wench bar; locked 2F chest
• Days 25-44: Sun Camp, vendor stall on raised wooden walkway; small shelf
• Days 45-50: river gorge SE of Whitestone; dresser inside open-ended shelter
• Day 51: Menetyre-Apotyre mountain pass, corpse by overturned cart

None are really hard to get, save the one in Whitestone, and that's only
because a mercenary guard stands right alongside it. Try hiding around the
corner, lest one incurs an...awfully meager fine...or something. Other notes:

• The game doesn't map-mark locations of missing files.
• The quest won't end until a file is read, even if all are collected.

[DE43] WORTH FIGHTING FOR
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Client : Hreid Amelthoc [Galette, The Red Marches]
Prereq : ---
Missabl: no [Hreid Amelthoc is unkillable]
Reward : XP, Ring of Fyragnos, Tomb of Fyragnos Key

Galette is the town right at the entrance to the Red Marches...or at least
it was before the Testament put 'er to the torch. Now there's only a couple
wanderers calling it home, Hreid being one. He's an ex-Warsworn who's tried
his hand at treasure hunting, only his partner Teers betrayed him. Now he's
eager to find the wealth beneath Galette but may need backup -- that's where
the player comes in. [Quest begins at this point.]

The treasure is supposedly in Galette Tunnels, accessed at the river level
far below. [The Tomb of Fyragnos' only entrance is nearby also, so find that
too, if not done already.] Inside, Hreid senses something amiss, suggesting a
kobold-slaying mission first. When all (~15) are dead, follow Hreid to the
lever-locked door near the entrance.

With the sucker shut tight, the next step is finding the bodies of Bertsa and
Alsers, who have half of the combination required. This part would be harder
if the devs actually required careful searching, but alas, all it takes is
inspecting the bodies until the game flat-out points which one is correct.

Hreid's crew gave up their secrets, so unlock the final door to find Teers.
A few Testament will attack before Hreid ends the quest, letting the player
keep all treasure within, plus earning the key item "Ring of Fyragnos" for
a later quest. Other notes:

• Alsers' corpse is misspelt "Alser's corpse" when found

[KL01] A TIME TO REAP
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Client : Betheli Jons [The Midden]
Prereq : Breaking the Siege
Missabl: yes [Betheli Jons slain]
Reward : XP, gold

Jons and her Alfar comrades are camped along the path leading into the east
Midden, near the Proving Halls' entrance. There, a fae named the Headsman has
been picking them off one by one, forcing the injured to watch the slaughter.
He'll challenge the player when approached, and invites one to Tinehil (SE
Midden dungeon) when he starts getting beaten. Accepting Betheli's request to
kill the belligerent fighter starts the quest officially.

Inside Tinehil, speak with the brash Winter Fae to learn he's killing mortals
to right the travesties they've done to the fae. (He's been sleeping for a
long while, so it's obviously he doesn't know what he's doing!) Headsman will
then relocate to the northernmost room for his inevitable fight. Passing his
persuasion option has him commit suicide, awaiting his rebirth into happier
times. Since Headsman can drop unique items and armor set pieces, and he can
be dispatched fairly easily, it's best to reset until something good falls
from his pockets.

With the loot run over, return to Jons to finish. Other info:

• Headsman appears at Tinehil's entrance after his initial escape, but can't
  be killed/damage before accepting Jons' proposal. The dungeon can be looted
  before the fight, however; sprites will spawn in certain rooms even if they
  were cleaned out previously, though.

• I've seen a glitch in Headsman's 2nd battle that goes like this: when the
  fight starts, he'll usually move a little ways a way while getting his
  faeblades out. If one somehow blocks that movement (probably can't be done
  intentionally), he may get stuck, letting one just wail on him. If Headsman
  separates himself, his health will replenish and the fight starts like
  normal. Kinda odd...

[KL02] ARTIFACTS AND CASTLES
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Client : Ariel Perien [Caeled Coast]
Prereq : ---
Missabl: yes [Ariel Perien slain]
Reward : XP, gold

Ariel is a gnome standing in the swamp near Bonnlach, a west-coast castle in
the Caeled Coast's north half. She'll mention the troubles she's had, namely
her helper Drod Dungaras getting shanghaied by murghan. Agreeing to assist
will start the quest officially, move Ariel to Bonnlach's entrance and map-
-mark Drod's position in the murghan-infested area just NW of there.

Once his pack is recovered (a banshaen spawns here him if not previously
slain), return it to Ariel inside the castle. The "Ancient Artifact" can be
found within the SE laboratory, in an unlocked chest. Acquire it, give it to
Ariel, and the quest is over! The rest of the loot should be easy to get,
outside of the hidden door (found in throne room's only dead-end offshoot).

• Drod's body spawns pre-quest and his employer's pack can be taken then.
• Having the pack during Ariel's first convo supersedes the "will you help"
  portion, automatically advancing the quest.

[KL03] BRUN THE BARD
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Client : Brun the Bard [Caeled Coast]
Prereq : ---
Missabl: yes [Brun the Bard slain]
Reward : XP, gold, random enchanted daggers, 3 random potions

Brun is a bard at Odi's Camp, a roadside gathering available right after
entering the Caeled Coast's southern half. He'll mentions having been escorted
all the way from Mel Senshir, and invites the player along for the remaining
portion. Agreeing starts the quest.

Since bard boy seeks to regale the player with stories, he'll naturally have
to be in the proper locations for the tour. Unfortunately, much of the Caeled
Coast is favored by bolgan and Tuatha, so he'll hang back until the map-marked
areas have their foes neutralized. On the three-stop travelogue, one goes from
Odi's Camp to Castle Gastyr, then to the coast along the SW road.

In his final tale, he relates the storied history to his own family, and how
he wants one of Gastyr's letters to prove his lineage. Agree to help, then
enter the the castle previously passed. Unlike most dungeons, this one is
incredibly LONG and filled with bolgan (plus a few arcane barghests and two
ancient leanashe). But mostly bolgan. The "Letter from Lord Erean Gastyr" is
in the deepest chamber's unlocked chest. All that's left is bringing the news
back to Brun for a reward. Other notes:

• The deepest chamber also contains the "Cuirass of Bolgans' Bane" set piece.

[KL04] DEADEYE</pre><pre id="faqspan-11">
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Client : Elias Hurk [The Cursewood]
Prereq : Breaking the Siege
Missabl: yes [Elias Hurk slain]
Reward : XP, gold

Elias is one of Captain Drefan's scouts who's gone AWOL -- but he has a good
reason! Deadeye, a famed Tuatha assassin, has ventured into Shattertier Mine
to recuperate, and Elias has been standing guard so the cur won't escape. If
the player agrees to defeat Deadeye, the quest begins officially.

The mine is a one-screen, Bolgan-infested area of little note. Deadeye can
be found near the western cart tracks and fights with a few ally Bolgans.
She's not very difficult on her own, mostly because she uses an easily evaded
bow. Said weapon ("Sin," a unique) can always be looted from her corpse, and
has leveled damage; the crit-enhancing enchantments are fixed, though. [Also
worth noting: the mine has an alternate entrance to Foes' Hearth.]

After, return to Elias for the rewards. Hurk will leave his post to report,
appearing at the main gates from now on.

[KL05] ELF'S BEST FRIEND
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Client : Zanvil Whit [The Midden]
Prereq : ---
Missabl: yes [Zanvil Whit slain]
Reward : XP, gold

Zanvil is an injured scout at the unmarked Alfar camp, south of the Proving
Halls. After dealing with the Headsman, he can reveal another scout, Venris,
carried important reconnaissance...but died out in the Midden. With several
thousand corpses lying out there, the only way to find him is using his wolf
as a tracker.

The remaining part of the mission is following behind the wolf through his
tracking route: west waterfalls to northern bank, then cutting through the
middle to the southeast bank. The wolf will stop near Venris' body, a bit
south of Tinehil's entrance. In-between will be a lot of spider types, faer
gorta, plus a few leanashe and crudoks. [There may be signficantly less if
the ranks were cleaned out pre-quest.]

All that's left is delivering the poor sod's report to Venris. Other notes:

• Venris' body doesn't spawn until this quest.
• The key item on the scout's body is misspelt ("Vernis' Report")
• The wolf cannot be killed, by the player or foe, until post-quest. And, if
  one slays the beast, it doesn't count as a crime or invoke hostility from
  other camp members.

[KL06] EYES AND EARS
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Client : Captain Drefan [Mel Senshir, The Cursewood]
Prereq : Breaking the Siege
Missabl: yes [Captain Drefan or Elias Hurk slain]
Reward : XP, gold

Drefan, leader of the Ariad's warrior scouts, can be found outside the city
gates post-battle. He'll ask the player for a favor: bringing news of his
three missing scouts, who've missed their assigned check-in times.

• Elias Hurk can be SE of Mel Senshir, at the entrance to Shattertier Mine
• The second scout's body is in SE Cursewood (by Seven Widow Mine)
• The third scout's body is in the Midden (waterfall west of Proving Halls)

The job ends once all are accounted for and a report's given. Other notes:

• All three scouts exist pre-quest. If their whereabouts are already known,
  they don't have to be found again (and won't be map-marked whatsoever).

[KL07] GHOSTS OF SEAWATCH
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Client : Byrn Elgar [Caeled Coast]
Prereq : ---
Missabl: yes [Any Seawatch employee, or Cornall, slain]
Reward : XP, gold

Seawatch is an abandoned fortress on the Caeled Coast's NE mountainside, just
north of Sinsear. Though it's a rundown, Bolgan-filled hovel, Byrn Elgar can
still be found barricaded in a west room. As one of House Ansilla's surviving
attendants, he gives Seawatch (and his own services) to the player.

Byrn's eager to restore Seawatch, and part of its former glory regarded its
staff members...all of whom have left, thanks to Tuatha and other problems.
The steps to rebuilding are done in this order:

• Begin renovations: Once permission's granted, Byrn will start cleaning up
  the place. Each time a member is found, it'll look cleaner, and the shabby,
  broken passageways will be rebuilt somewhat (particularly in the area the
  new member is to inhabit). Make sure to get all the loot before everything
  gets shuffled around!

• Find Conni: apparently the kooky gardener was kidnapped by Bolgan and taken
  to Castle Ansilla, the SW fortress. Its front gate will be locked, but it
  can be accessed via a drainage pipe (requires starting "The Lost Squad").
  Conni can be found on the west side of the castle, but the key to her cell
  is in a chest at the east basement lab. Once freed, she will appear at
  Seawatch next time it's visited.

• Find Erion Odi: Seawatch's old healer enlisted when the war began, and now
  runs his own unit (out of the appropriately named Odi's Camp) near Caeled
  Coast's pass into the Drowned Forest. He jumps at the chance to rejoin the
  Seawatch crew, but can't leave without a replacement officer. He suggests
  making Private Cornall -- in the unmarked encampment NW of Castle Gastyr
  -- his successor. Pass his persuasion check, then inform Odi of the news.

• Find Astor Collaine: the "dreadful little scavenger" is Seawatch's merchant
  extraordinaire. He can be found at the main square, though he won't come
  back to the castle without a souvenir: Fridi Edstar's Tuatha Dagger. She
  can be found at the tavern, and parts with it in the usual ways (buyout,
  persuasion option, pickpocketed). Deliver it to Astor and voila!

With all ex-employees having lost the "ex-" part, speaking to Byrn Elgar'll
finish things properly. The place will have all services (alchemical lab,
forge, sagecraft altar, healer, merchant) except fateweaving. Unfortunately,
that ends the progress of Seawatch -- there's really nothing else to improve
and no one else comes here.

[KL08] IN MEMORIAM
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Client : Kreger the Devout [The Midden]
Prereq : ---
Missabl: yes [Kreger the Devout slain]
Reward : ~1250g/per earring

Kreger is one of three quest-givers in the unmarked Alfar Camp south of the
Proving Halls. Once the Headsman's shooed away, he can reveal his mission: to
tally how many of Mitharu's children have been slain. Of course, the Midden's
full to the brim with random corpses, so the task is a hard and dangerous one.
Luckily, all soldiers have an earring on their person for identification. The
quest begins when accepted.

There's thirty-nine (39) bodies total, an odd number to stop at, which makes
me think there's one that might be glitched -- which could happen, since even
if all are found, the task remains. All bodies are naked, dessicated corpses
found on dry land; don't bother searching the water. Here's a map of sorts,
with each bullet (•) representing a soldier.
                            _
                          ,' '.___
                         /  •     '.
                        /         • '._/¯¯¯)  ____
                      ,'             • ) ,' ,'•  •'._
                   _,'      ,•  •  •  / /  (         \
                  /  __/¯) (___,'¯¯¯¯¯ /    ¯)• •,_   \
                ,'  |  _/  •      •  •/     /   /  )   '.___
              ,'    ) (••     •)¯¯¯¯¯¯      \ •/   |•     __|-To Tinehil
             /     (_  ¯¯)•  •/              ¯¯    )    _/
            /        \  /•  (¯                    /   ,'
           (     ,-.  \/    •\,-._               /   (
           (    (   ) •   •    •• \             /   ,'
            '.   '-'    /¯¯¯\__    '.___/)   ___)  (
              '-.__          • \•   • •/ \__/•_/  •(
                |    •|        •)  '¯¯¯•            )
                /¯¯¯¯¯| •           •               |
            to Alfar   ¯¯'-.                        |
              Camp          )  •                    |
                           / ,'¯'¯)  ,'-.__    _    )
                          / (    ( •/      \__/   ,'
                 Meathgra's Den   ¯¯         (   /
                                              \ (
                                               \_)-Hidden Door

The easiest way to do the searching is by killing all foes in the place (no
distractions) and leaving the earring collection until one can devote full
attention to the quest. One can make the search even easier by looting the
worthless bones from each "container," so if one gets mixed up, they won't
require rechecking.

[KL09] MALICIOUS PRACTICES
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Client : Matrim Hawkins [Mel Senshir, The Cursewood]
Prereq : Breaking the Siege
Missabl: yes [Corialia Scathe or Matrim Hawkins killed pre-quest]
Reward : XP and (if one sided with killer) a random enchanted necklace

Matrim can be found walking around Mel Senshir's hospital tower once the
siege is broken. If he's not a patient, he should be -- his psyche has taken
a beating from all the war and death. He speaks of a crow with a "thousand
needled beaks" living in the broken tower, near the city gates. Investigating
the NPCs around the hospital should give quite a few clues.

Investigate the dilapidated storage tower's basement to find the psychotic
experimentor, who must be fought and killed in most circumstances. Those who
share her flair for...darker tastes can broker a deal to kill Hawkins. [He
will try fleeing when spoken to next, and may be safely murdered without any
criminal liability.] Reward-wise, Matrim gives more XP.

Regardless, when the requested deed is done, returning to the NPC one allied
with to end. Other notes:

• Access to the Broken Tower basement is blocked until the quest requires it.
• The wall by the basement door counts as a 'hidden object,' even when open.
  If checked pre-quest, the hidden door won't appear on the map, though the
  player can open it normally.

[KL10] ON THE HUNT
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Client : Malthon [House of Sorrows, The Midden]
Prereq : The Sorrows Call
Missabl: yes [Malthon slain]
Reward : XP, Paramount Gem

After gaining access to the House during their opening quest, one can find
Malthon pondering the Midden's disgusting state. Apparently, the rotting
mortal corpses have tainted the area, and are drawing an ancient leanashe,
Meathgra, out from slumber. Malthon needs the player to eliminate her before
the corruption is hastened. [Agreeing starts the quest.]

The quarry is wise, but there are ways to corner her -- namely, burning her
fleshy food sources. There are four map-marked corpses to cremate: two on
either side of her den, one by the NE waterside, one in the far NW. With all
four dead, visit Meathgra's Den (southern dungeon) and kill her. She's just
like any normal leanashe and, best of all, spawns near the entrance, so no
extra rigamarole.

Malthon will be outside afterwards, leading to a quick finish. Other notes:

• Meathgra's Den contains a special hidden cache named "Cydan's Cache," which
  contains "Cydan's Totem" and (for me) a unique helm. However, many have
  been unable to open this pile later in the game, so there may be an unknown
  trigger for it. Talking to Cydan with the totem in the inventory offers no
  new dialogue, so it may be an abandoned quest reward...?

• The four corpses burned are special armored ones: they cannot be looted
  and destroying them won't affect the "In Memoriam" sidequest.

[KL11] REMEMBRANCE
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Client : Aedryn Tyr [Mel Senshir, The Cursewood]
Prereq : Breaking the Siege
Missabl: yes [Aedryn Tyr slain]
Reward : XP

Despite the recent victory, Aedryn is quite melancholy -- he was saved on the
battlefield by a mercenary and doesn't know his fate. He requests the player
to find what became of the brave soul so he may be properly remembered. This
turns out to be a simple task: enter the Cursewood, follow the SW boundary
and look in the map-marked dead end. Deliver "A Bloodstained Journal" found
on him to Tyr to finish. Other notes:

• The merc's body appears pre-quest but can't be looted until mid-quest.

[KL12] RITE OF HONOR
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Client : Bronwen Senn [Mel Senshir, The Cursewood]
Prereq : Breaking the Siege
Missabl: yes [Bronwen's subordinates slain]
Reward : random enchanted sword

Bronwen is the Alfar army's First Sword, the most celebrated fighter around.
Since the Balor's defeat, her subordinates have clamored for a spar with the
Siegebreaker. If one obliges, they can be faced in single combat.

• Enion Gaius (longsword)
• Tarrick Smith (spear)
• Sephedra Wyll (faeblades)
• Aedra Tyr (longsword)
• Ragna Senn (faeblades)

When all her men are bruised and bleedin', Bronwenn herself will fight -- she
is many tiers above her subordinates' levels, and has some resistance to
juggling and interruption. The quest will end when all opponents have been
defeated. (Should the player lose, rematches are allowed.)

[KL13] SPAWNING POOLS
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Client : Sinon Carrag [Alfar Camp, Caeled Coast]
Prereq : ---
Missabl: yes [Sinon Carrag slain]
Reward : random weapon

Sinon can be found at the Caeled Coast's north camp, right near the entrance
from Cursewood. He'll talk about their damnable luck, arriving right at the
murghan spawning season. If someone, say, the hero of Mel Senshir, were to
kill the banshaen spawning them, things would be a lot easier! Agreeing to
help will mark the breeding grounds:

There are three in all: two groups in swampy NW grottos, one in the SW (just
south of Bonnlach). If one previously killed banshaen in the area, they will
count towards the quest and their map markers won't appear. When all die, go
back to Sinon for recompense: a random weapon. From my experience, they all
lack enchantments but do have a weapon gem slot.

[KL14] THE BLADES AND THE SEAL
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Client : Drewn Ansilla [Ansilla's Camp, Caeled Coast]
Prereq : The Lost Squad
Missabl: no [Drewn Ansilla is unkillable]
Reward : XP, Verdant Blades

Ansilla's Camp (Caeled Coast's south half; by NW road) is home to the Ansilla
heir, Drewn, although he's having a bit of trouble on his road to legitimacy.
Note that completing "The Lost Squad" will have Drewn move to his ancestral
home, Castle Ansilla along the SW border. Agreeing to help recover his family
heirlooms starts the quest officially.

In order to claim his blades and seal, he'll need the key to the Ansilla
lockboxes. As it happens, he gave the key to his childhood love, Hillared
Gastyr, years prior. She can be found within Castle Gastyr (Caeled Coast's
north half, SW area), though her placement will change to the deepest chamber
if "The Last Gastyr" was finished.

First, ask Hillared about the key; the option appears at the very bottom of
her dialogue menu. She'll always be apprehensive to just giving away the key,
even if one helped her take back the castle. To get it, either (1) pass her
persuasion option (2) pickpocket "Drewn's Ring" from the man himself. Hilla
will cough up "The Ansilla Key" for pillaging purposes.

Next, find an Ansilla family lockbox. The game will automatically urge one
to visit Seawatch for this purpose, though there's another at the easily
missable Shining Labyrinth (Forsaken Plains, east half; west side). All of
the chests will be warded. When the items are collected, simply return to
Drewn to finish.

• If one liberated his castle, Drewn gives an equipment piece as reward.
• Persuading with the ring instead of words changes Hillared's reply a bit.
• Seawatch's lockbox will respawn each time the keep is renovated.
• Each lockbox contains a copy of the Verdant Blades & Royal Seal of Ansilla,
  but Drewn will only take one of each -- the rest are permanent inventory
  clutter! There's no penalty for opening each lockbox, though.

[KL15] THE LADY'S CHILDREN
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Client : Private Uda Janara [Ansilla's Camp, Caeled Coast]
Prereq : ---
Missabl: yes [Private Janara slain]
Reward : XP, gold, random enchanted helm & cuirass

Ansilla's Camp is in the Caeled Coast's southern half, northwest side. Janara
works for the army, but has a fondness for treasure hunting. Some frond leaf
dolls, known as "The Lady's Children" due to their royal owners, catch her
eye in particular. Alas, duty calls! One can volunteer to find, though, which
starts the quest.

There's four Ansilla Dolls to find in the Caeled Coast. Note that they also
exist pre-quest, so diligent hunters can expedite the quest that way.

• [World map] Skeleton in log just north of Ansilla's Camp
• [World map] Carried by Tuatha Soldier in front of Castle Ansilla
• [Castle Ansilla] chest in the central hall
• [Castle Ansilla] chest in central path's boss room
• [Seawatch] dresser near the player's bedroom

Note that Castle Ansilla can only be entered during (and after) "The Lost
Squad," so start that quest first. Returning all dolls to Uda finishes up.
Other notes:

• Each doll contains a gem that can be acquired by selecting it in the menu
  screen. There's usually at least a few of epic quality. If they're taken,
  Janara lets one keep them, but doesn't give the equipment.

[KL16] THE LAST GASTYR
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Client : Hillared Gastyr [Castle Gastyr, Caeled Coast]
Prereq : ---
Missabl: no [Hillared Gastyr is unkillable]
Reward : XP, gold, Righteous

Castle Gastyr is in the Caeled Coast's north half (close to the SW coast) and
Hillared, the actual last Gastyr, makes camp in an early chamber. Apparently
Racinon, a Tuatha priest, deposed her family a decade prior and knows she
can never get vengeance, due to the ridiculously long dungeon filled with all
manner of bolgan types. However, the player can agree to help her exact some
beatdowns, which starts the quest appropriately.

The goal is to reach the royal quarters where Racinon waits, which is the
deepest part in the entire place. The good news is, if this place was cleaned
out recently, no new bolgan spawn, and Raci spawns without any helpers (the
chamber usually has two ancient leanashe). More good news: Raci is more of a
normal mage than a boss type, so it's possible to defeat him before Hillared
even enters the room. D'oh.

Speaking to Hillared finishes the quest, and henceforth, stays in that area.
Righteous is a cool-looking greatsword, but its ATK tops out at 83, so it's
of little use to any high-level player or blacksmithing wunderkind. [Even
random prismere drops are better than it...sheesh.] Other notes:

• In the first half, Hillared won't advance unless the player's close by.
• Racinon only spawns when the team makes it halfway through the keep.

[KL17] THE LOST SQUAD
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Client : General Fynn [Caeled Coast]
Prereq : ---
Missabl: yes [General Fynn slain]
Reward : XP, Kingly Shield

Fynn can be found limping in the area north of Castle Ansilla, usually along
the main road. He'll tell of how the Ariad scouts tried to secure the nearby
fortress, only to be trapped when Tuatha stormed in. Private Gautliffe pushed
him down a refuse pipe, letting him escape at the cost of a broken leg. That
refuse pipe is underneath the jump point near Castle Ansilla's west end, and
the only route in.

The grimy pipe leads into the basement, and from there, one can work NE to
Gautliffe's position. There's plenty of Tuatha in-between (many travelling
alone, a good assassination opportunity for stealthy types), plus Conni, the
imprisoned alchemist for "Ghosts of Seawatch". Her cell can be unlocked with
a "Ansilla Dungeon Key," in the basement on the castle's opposite side. Its
position is map-marked if she was spoken to.

Help Gautliffe stave off some Tuatha attackers, then learn Ticneri, mad lord
of the castle, refuses to leave. His Soulbind Curse will end up harming many
lives if he's not removed from power! Ticneri can be found down the central
courtyard path. He appears with many followers, but is just a generic mage
type himself, so no fuss needed.

Killing Ticneri will infect one with a Soulbind Curse (-50% mana) -- this
can't be cured by normal means. Luckily, Gautliffe thinks a cure may exist
in the lower laboratories. Visit that eastern wing of the castle, break the
warded chest and use the key item "Mysterious Cure".

With Ticneri's hold on the castle over, all that's left is returning to the
general, now at Ansilla's Camp in the NW. The front entrance can now be used,
too, so don't take the pipe again. Other notes:

• The chest containing the cure doesn't spawn until Ticneri's death.
• The pipe into the castle is only accessible once Fynn mentions that route.
  That means the gardener-saving part in "Ghosts of Seawatch" stalls until
  access is obtained.

[KL18] TRUE TO THE CYCLE
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Client : Liordran [The Keening]
Prereq : ---
Missabl: yes [Liordran slain]
Reward : XP

Lio is a Winter Fae meditating in the Keening's central region, near the NW
main road. He'll mention his beloved came under the Tuatha's spell and fell
at Mel Senshir. However, fae are eventually reborn, and he wants to show a
token that his love has remained undimmed in her absence. Unfortunately, he
can't enter her hollow of Rahnil due to a past dispute.

Agreeing to help starts the quest and earns "Alleia's Ring," meant for the
altar in the northernmost alcove. Outside of a few bog threshes, this may as
well be a midnight stroll. Once the target's placed, Liordran can be met
outside the hollow to end things.

[KL19] WITCH KNIGHT OF GHENNIG
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Client : Audra Firan [The Keening]
Prereq : ---
Missabl: yes [Audra Firan slain]
Reward :

Audra can be found near in the Keening's eastern cliffs, imprisoned by jottun
mercenaries on Witch Knight Khleran's payroll. She'll mention a runelord down
the NW road having her cage key; agreeing to fetch it starts the quest.

• Note that the key-holding runelord spawns pre-quest, but may not respawn,
  even if the quest calls for it. This means the quest can glitch if the key
  he holds despawns with him, preventing the jailbreak step from going off.

[KL20] WORTHY OF CHERNOBOG
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Client : Aloff the Hunter [Caeled Coast]
Prereq : ---
Missabl: yes [Aloff slain]
Reward : ---

Aloff can be found in Caeled Coast's southern section, east of Odi's Camp.
The braggart mentions his search for the mightiest bolgan, Chernobog, and how
he wants his eye as a trophy. But, the mighty warrior won't just appear for
any ol' rookie -- only those he deems worthy of being cut in half! Trying to
muscle in on Aloff's action starts the quest officially, though it earns a
few laughs in the process.

Aloff seems to have done his prerequisites, but the player hasn't -- namely,
harvesting 10 bolgan eyes from their namesake brutes. Any bolgan slain after
this point will drop the key items (usually one per) and there's plenty to go
around -- the Caeled Coast is flooded with the fatsos. Searching'll be easier
with Detect Hidden Lv1+ on a filled-in map.

With all ten acquired, place 'em on the altars to summon Cherny. Though he
has a bit more HP than at typical bolgan, his tactics are the same, so it's
an anticlimax of sorts. His loot includes a "Helm of Bolgan's Bane" (part of
a bolgan-killer's armor set) and "Chernobog's Eye". The XP and loot are the
only rewards, though said eye can be sold for some extra dough. Other notes:

• Eyes can be collected from bolgan in other areas, too.
• Like some NPCs, sometimes Aloff's inventory spawns unique items. If this
  happens, that item can be obtained in the quest's third act. (I distinctly
  remember getting a Cessblade from the sucker.)

[AL01] BARETH
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Client : Nel [Echoing Light Mine, Twilight Pass]
Prereq : ---
Missabl: yes [Nel slain]
Reward : XP, Erathi Glyph

Echoing Light Mine is toward the SE part of Twilight Pass, south of Eventide.
Inside, one can find an Ashmoor fae (Nel) who talks about Bareth, another fae
who has vast knowledge of mortal beasts. Gadflow apparently learned of his
inquisitiveness, because he was captured and dragged deeper in, so that the
knowledge may be exploited. Agreeing to help find Bareth starts the quest.

Make for the northern cell block down the hall to find Bareth's tragic end.
Inspect his corpse to find his murghan charm is missing. It can be reclaimed
in the southwest chamber, within a "glittering pile" near a cell. [Just what
is this a pile of? Don't ask...] Wearing the Murghan Charm necklace prevents
those creatures from turning hostile against oneself, though others aren't
so fortunate. Use this knowledge as one seeks out the Cryamor, the interloper
who set up the makeshift prison -- he's in the SE chamber.

To end, return to Nel. She'll remove the Murghan Charm (nooooo!) but gives
an Erathi Glyph instead. This item acts as a key to open any chest deemed an
"Eventide Treasure". As far as I know, there's only one fitting that title:
SW of Echoing Light Mine, along the southern boundary.

[AL02] BOLGAN BANE
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Client : Knave of Pride [Camp Moondown, High Fulgen]
Prereq : Pride Before a Fall
Missabl: no [Knave of Pride can't be slain]
Reward : XP

The Knave stands at Moondown and generally doesn't interact with the human
soldiers. But, he makes an exception for the Siegebreaker, wondering whether
s/he would like to slay some Bolgan Masters -- Tuatha mages who convince
the foot soldiers to fight. Without them, things should be easier for those
fighting in the north. [Quest begins when accepted.]

There are three masters in High Fulgen.

• [World map] SW of Moondown, along riverside
• [World map] SW ridge, near mountain road into Shadow Pass
• [Glasspillar Caves] second interior cave, west side

With all dead, give the Knave good tidings to end.

[AL03] ESHA
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Client : Esha [Glowlode Mine, Twilight Pass]
Prereq : ---
Missabl: no [Esha is unkillable]
Reward : XP

Esha and other survivors can be found in Glowlode Mine, north of Twilight
Pass' swampy Ashmoor. Though her disdain for mortal ways is apparent, she
knows their time is short without help. Stepping in to assist starts the
quest officially and the entire fae group starts progressing onward.

Normally a smart player intent on minimizing casualties would clear out all
the monsters first and then start. However, the weakling survivors' AI is
half decent, and they'll hang back while the player (and sometimes Esha) does
the real heavy lifting. After several murghan battles, including one with a
banshaen, everyone will find the cavern's secret entrance into Shadow Pass,
which stays open permanently from now on.

When all civvies have made it out, speak to Esha to finish. Other notes:

• The hidden exit is considered a 'hidden object', both outside and inside.

• Post-quest, refugees will settle in the NE camp nearby, which, with Trav's
  help in "The Killing Ground," can be completely cleansed of Witch Knight
  Dessidyn's forces. However, those who haven't done that quest will find it
  quite inhospitable, particularly the Ashmoor escapees who walk right into
  the slaughter. Help 'em out a bit, eh?

• The secret entrance used to escape Glowlode Mine can be opened from the
  outside, if found first. However, if this quest hasn't been done, it shuts,
  preventing entrance back out.

[AL04] GASK
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Client : Aluck [Ashmoor, Twilight Pass]
Prereq : ---
Missabl: yes [Aluck slain]
Reward : XP

Aluck stands in the Ashmoor swamp and, once calmed down, tells of Gask. This
brutal agent of Gadflow has made an example of the area, killing fae, burning
bodies, and generally being an all-around nuisance. His base is the isolated
camp of Cadsymyr, the northern part of Twilight Pass whose access stems from
a single route in the far east.

Before facing him, weaken his grip on the area by slaying Witch Knights, two
of which are in the area: (1) east of Echoing Light Mine (2) the northernmost
tip, near Cadsymyr itself. If these areas were previously purge of Tuatha,
the opponents spawn with no help, making them even easier to dispatch.

With the two targets slain, Gask appears at his main base with a personal
triple-priest entourage. Ironically, Gask himself is pretty weak mage, which
just begs the question: if he's this crappy, how crappy does that make those
he oppressed? Either way, deliver the news to Aluck (he'll approach Cadsymyr
after the win) to finish.

[AL05] HEROES SHALL NOT PASS
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Client : Master Kiftal [Cann Rane, Amaura]
Prereq : Master Kiftal
Missabl: yes [Master Farraglen, Master Belne or Master Kiftal slain]
Reward : XP, gold, Nearth's Hammer
       : 2 Master Health Regen Potion, 2 Master Mana Regen Potion

Once all three masters' quests are completed, the player will have all items
necessary to fight Witch Knight Anira, who hides in the NE chamber. Kiftal's
potion will allow one to bypass the wussy barrier, while socketing Farraglen's
Gem into Belne's weapon creates a unique weapon with a tuatha damage bonus.

The downside to this quest is, for all the buildup, it's a painfully bland
anticlimax. Anira isn't any more powerful than a generic Witch Knight, one
needn't use Belne's weapon, and she doesn't carry any great loot. The only
interesting news is the jump point past her barrier is right near a hidden
door, the second one in Cann Rane (other is in Belne's armory).

Return to Kiftal to get the reward, including the unique "Nearth's Hammer"
which boosts HP and physical damage by 15% each. All the masters will stay
in Cann Rane from this point on, making it a one-stop shop for most needs.

[AL06] MASTER BELNE
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Client : Master Belne [Cann Rane, Amaura]
Prereq : ---
Missabl: yes [Master Belne slain]
Reward : Belne's Staff of Ire/Belne's Daggers of Ire/Belne's Sword of Ire

Like the other Masters, Belne is held captive in Cann Rane so Gadflow can
have put their talents to war-related purposes. He longs to be free of his
dingy hellhole, and is happy to put his smithing talents to work, if one can
bring him something new to make. [Having a high blacksmithing skill can earn
a free persuasion option here.]

He asks the player to kill two Tuatha Overlords (they spawn in Farraglen's
sagecrafting room to the immediate south) and bring one of their "Shattered
Tuatha Weapon"s to him. If one already met Farraglen and killed said guards,
they can be looted for the quest-related item. When the material's in his
hands, Belne can make a particular "Ire" weapon -- staff, daggers or sword --
for the task of killing Anira.

The weapon will be pathetic compared to normal blacksmithing fare, but it
does come with several gem slots (1 weapon, 2 utility). When Farraglen's Gem
is placed inside, it becomes unique quality with a +15% damage vs. Tuatha
enchantment. Other notes:

• Belne's weapon is considered quest-related and can never be bought, sold,
  stashed or junked. It can, however, be dismantled at a forge, if one wanted
  to be rid of it. [The weapon doesn't waste an inventory slot.]

[AL07] MASTER FARRAGLEN
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Client : Master Farraglen [Cann Rane, Amaura]
Prereq : ---
Missabl: yes [Master Farraglen slain]
Reward : Farraglen's Gem

Farraglen can be found within Cann Rane, the dungeon in the final world map
area. Cann Rane has two entrances, and the client is closest to the NE door,
so use that. When questioned, he'll speak of exasperation working under Witch
Knight Anira, and is ready to be an agent provocateur, crafting a gem that
can bring about her downfall.

He needs 3 "Prepared Raw Prismere" for the task and they exist pre-quest: 2
are in chambers SW from his sagecrafting den, the other's in an adjacent SE
room. [Note: the den's eastern door can only be opened from the east side,
due to a glyph lock.]

[AL08] MASTER KIFTAL
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Client : Master Kiftal [Cann Rane, Amaura]
Prereq : "Master Farraglen" and "Master Belne"
Missabl: yes [Master Kiftal slain]
Reward : Kiftal's Elixer

Like Farraglen and Belne, Kiftal is being forced by Gadflow and his lackey
Witch Knight Anira to aid the war effort, namely by making poisons. Just as
she starts longing for death, one can swoop in and offer a way out. Her 2nd
option is crafting a potion from Sorrowgweth, a rare fungus that grows in
swampy environments. Agreeing to get it will start the quest.

Said environment is in Amaura, namely the banshaen habitat along the lower
river -- easily accessible from the NE road's jump point. The fight usually
grows to include a prismere troll, but other than that, it's business as
usual. Deliver the Sorrowgweth Fungus to finish.

[AL09] ORDO
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Client : Ordo [Weconai, Twilight Pass]
Prereq : ---
Missabl: yes [Ordo slain]
Reward : XP

Weconai's in Twilight Pass' midsection, in some hills south of the main road.
Inside, one can find Ordo, imprisoned and alone. Free him via the sigil stone
nearby to hear his tale: in an effort to change his horrible luck, he wanted
to help Maura Chalin, a fateweaver exploring Weconai. Agreeing to help begins
the quest properly. [Make sure to open the hidden door in his jail chamber!]

The dungeon predates most of the fae establishments in the area, but is empty
except for cave murghan (the first room encountered does have 2 banshaens,
though). Ordo won't help fight, but does open a specially warded door halfway
through -- fight off those fishy trident-carriers while he opens way to the
Great Chamber.

After some dialogue with Maura, she'll have to be fought. Her level is higher
than the player's, but beyond HP and annoying mage tactics, she's the same as
any normal wizard. If defeated fast enough, the banshaen and murghans who
start approaching won't have time to help out. Upon death, she drops Enke's
Robe, so don't forget to loot it! [Weconai also has two Stones of Autumn to
take: one near the jump point in Maura's room, another in the empty hall 2
rooms south of Ordo's initial cell.]

Her demise finishes the quest.

[AL10] THE KILLING GROUND
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Client : Desiderus Trav [Ariad Camp, Shadow Pass]
Prereq : ---
Missabl: yes [Desiderus Trav slain]
Reward : XP, random enchanted longsword

Trav can be found at Ariad Camp, the only friendly foothold in the area...or
at least it was, before Tuatha spellcasters turned the soldier's comrades to
cinder. Still, Trav hasn't given up -- all he needs is someone to assault the
ridge mages while he barrels down the middle. If the player's up for it, the
quest begins officially.

The first sentry is on the main path's SW overlook, accessed by an offshoot
footpath. Kill it, save Trav's bacon in the lower skirmish (and report), then
get tasked with killing two more sentries. They can only be accessed via the
SE side route near Desiderus' holding position. It's entirely possible that
Agarth will join in the fight at this point, as he may be nearby already.

Fight off any stragglers, then reunite with Trav to learn the Tuatha forces'
main encampment is ahead. A ways south, he'll mention Witch Knight Dessidyn
is the main target; his death will cause the enemy forces to scatter, and
thus must be prioritized. He can be found far south, along the main road,
at the entrance to Twilight Pass. [Naturally, tons of lesser enlistees show
up to help.] Trav will finish the quest once the dust has settled.

[AL11] THE SIEGE OF MOONDOWN
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Client : Captain Canwen [Camp Moondown]
Prereq : Pride Before a Fall
Missabl: no [Canwen and her subordinates can't be killed]
Reward : XP, gold, random enchanted weapon

After progressing into Alabastra during "Pride Before a Fall," the first map
dot encountered is Camp Moondown, beleaguered remnants of the Alfar fighters.
Canwen can be found in camp; the quest begins when one pledges to help. This
leads to a scripted Tuatha assault at the base's front.

Rebuff the enemy and find Canwen again, learning the healer, blacksmith and
mercenaries are all away from camp. Without their presence, everyone's doomed
to fail.

• HEALER: Colm was captured by Tuatha a few nights past, and without her
  expertise, the ranks at Moondown are getting thinner and thinner. She was
  taken to Glasspillar Caves, whose entrance is SE along the stream. [Its
  location is marked if not previously encountered.] Colm can be found in a
  deep encampment but can't leave due to injury

  One must give him a Master Healing Potion, create one on via the mortar &
  pestle (makeshift alchemy bench) or find his pack. Those doing the third
  option can find his pack in the larger chamber east of his location, behind
  some boxes. It has a 'very hard' ward on it. [If one has a Master H.P. with
  on the initial conversation, there's a persuasion option to lie about it.]
  When healed, he must be escorted to the entrance.

• BLACKSMITH: Anella Saff is a flighty mage type who somehow got stuck doing
  forge work. She disappeared awhile back, and the Whispering Caves she often
  spoke of is the only clue. They can be found down the main road, almost due
  south of Moondown. At the map-marked point, she can be found imprisoned by
  the Tuatha. However, even if freed, she refuses to leave without the famed
  staff "Breath of Arba". Choose to accompany her and she'll head straight
  for its location in a SE room. Pick up the thing (it's basically just a
  renamed generic, unenchanted staff) and give it to her.

There'll be another fight after speaking to Canwen -- not that different from
the first, outside of a bolgan's presence. The third task can begin after.

• MERCENARIES: Gorem Kane and his sellswords were hired by Moondown, but when
  the cash stopped flowing, they deserted, pushing farther into Tuatha lands.
  But, the enemy pushed back, and now the mercs are stuck on a ridge (up the
  path from Whispering Caves). Help fight off the fae, then try to convince
  Kane to go back. This can be done instantly with a hard persuasion option
  or paying them (5000g); the hard option is burning 3 map-marked watchtowers
  along the main road. The latter is done with Kane's "Torch" (key item).

With all missing pieces in place, report to Canwen. She'll want the famous
Siegebreaker to give a rousing speech to her troops. There's three persuasion
options (the best choices) among two normal ones. It should be obvious which
ones foster loyalty and which are morale-killing bummers (like "today we
fight and die").

The speech gives way to the final attack, which is basically the previous
skirmish, just with more Tuatha and bolgans. Speaking with Canwen one last
time ends the quest, earning normal prizes and a random enchanted weapon.

• Colm provides healing services, even while injured.
• The Knave of Pride doesn't help fight any of the "doorstep" battles.

_______________________________________________________________________________
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SKILL TREES                                                              [SKLT]
_______________________________________________________________________________
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All abilities in the game are mapped on three skill "trees," or paths that
one must follows (starting at the bottom). "Might" deals with heavy weaponry
and armor; Finesse deals with stealth and quick attacks; Sorcery deals with
elemental magic.

Each tree starts with one point in it, and each level-up gives 3 points to
allocate as one sees fit. Higher-tier abilities may have several prerequisite
to learn (in which case, one point in those techs is fine) or just need a
certain skill level in the tree. For instance, a skill with a requirement of
"Finesse 35" requires any 35 points to be invested in the Finesse tree.

Building a character takes a little logic to do. For instance, there's only
123 skillpoints total -- 3 starting, 120 over the course of 40 levels -- so
it's impossible to know certain skills simultaneously. Newcomers who don't
want to worry on this end should just stick to one skill tree, since each has
a particular playstyle and a ton of options. (Remember that weapons only have
level requirements, not skill requirements!)

Finally, if one makes a build that ends up sucking, or just isn't that fun to
use, visit a fateweaver! Quick as one can say "tabula rasa," they'll default
all allocated skillpoints, including those in the main Skills. See [SKLL] for
more details on those abilities.

 __________________
| MIGHT SKILL TREE \
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|  B1: Brutal Weaponry IV
|    1    2    3    4    5    6    7  |  C1: Brutal Weaponry III
|              _    _              _  |  E1: Brutal Weaponry II
| A           |_|  |_|            |_| |  F1: Brutal Weaponry I
|                                     |  C2: Bulwark
|              |    |              |  |  D2: Concussive Force
|    _         _    |    _         _  |  E2: Greatsword Mastery
| B |_|       |_|   |   |_|       |_| |  F2: Longsword Mastery
|                   |                 |  A3: Celerity
|    |         |    |    |            |  B3: Stoneskin
|    _    _    _    |    _            |  C3: Battle Frenzy
| C |_|  |_|  |_|   |   |_|           |  F3: Hammer Mastery
|                   |                 |  A4: Wrath
|    |              |    |            |  D4: Aftershock
|    |    _         _    _    _       |  E4: Quake
| D  |   |_|       |_|  |_|  |_|      |  B5: Bloodlust
|    |                                |  C5: Vengeance
|    |              |         |       |  D5: Relentless Assault
|    _    _         _         _    _  |  F5: Harpoon
| E |_|  |_|       |_|       |_|  |_| |  D6: Power Strike
|                                     |  E6: Adrenaline Surge
|    |    |                        |  |  A7: Terror
|    _    _    _         _         _  |  B7: War Cry
| F |_|  |_|  |_|       |_|       |_| |  E7: Hardy Constitution
|_____________________________________|  F7: Skillfull Defense

BRUTAL WEAPONRY I-IV
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Ranks ----: 3/per (12 total)
Unlock I -: default
Unlock II : 5 Might + BWI
Unlock III: 35 Might + BWII
Unlock IV : 50 Might + BWIII

Each tier of Brutal Weaponry follows the same procedure: rank 1 enables the
moves, rank 2 enables damage over time plus base damage, rank 3 awards bonus
Fate when performed. Unlocked skills will appear in the "Moves" menu, where
one can learn how to perform them. What skills are unlocked is fixed and
depends on the tier.

I -: (Charge Attacks) Comet Strike, Whirlwind, Minotaur Rush
II : (Attacks from Block) Phantom Rush, Guillotine, Spine Bender
III: (Attacks from Dodge) Horizon Edge, Gravedigger
IV : (Attacks from Parry) Riposte, Gut Thrust, Crushing Blow

Minotaur Rush & Whirlwind cover distance and hit wider areas, respectively,
but may not be that great in the long run (like most charge attacks). Spine
Bender is too slow to be useful, but Guillotine can be great at hitting foes
backing up. Gravedigger is an especially quick AoE dodge ground stab, great
for hitting foes that have been knocked back (and can hit airborne targets,
too). Finally, the parry abilities are always great: simply block at the
right time and use the chosen weapon to perform a special combo. Any player
who can get parries down will get lots o' mileage from the block abilities.

LONGSWORD MASTERY
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Ranks : 6
Unlock: default

This skill simply boosts longsword (one-handed) damage, both by a percentage
and flat rate. To unlock Greatsword Mastery, a character needs at least one
invested skillpoint.

Rank 1: +04 physical damage, +05% damage
Rank 2: +05 physical damage, +10% damage
Rank 3: +06 physical damage, +15% damage
Rank 4: +08 physical damage, +20% damage
Rank 5: +10 physical damage, +25% damage
Rank 6: +13 physical damage, +30% damage

GREATSWORD MASTERY
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Ranks : 6
Unlock: Might 5

Similar to Longsword Mastery, just for 2-handed greatswords. The boosts are
bigger, mostly to offset the weapon's slower speed.

Rank 1: +08 physical damage, +05% damage
Rank 2: +09 physical damage, +10% damage
Rank 3: +10 physical damage, +15% damage
Rank 4: +12 physical damage, +20% damage
Rank 5: +14 physical damage, +25% damage
Rank 6: +17 physical damage, +30% damage

CONCUSSIVE FORCE
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Ranks : 5
Unlock: Might 20

Rank 1: +20% damage vs. stunned enemies
Rank 2: +30% damage vs. stunned enemies
Rank 3: +40% damage vs. stunned enemies
Rank 4: +50% damage vs. stunned enemies
Rank 5: +60% damage vs. stunned enemies

Increases the damage with all weapons against stunned enemies. (A stunned
enemy will stop fighting for a short while and has a starry effect appear
over its head.) This can be a very useful skill for greatsword/hammer users,
granting free hits on foes. Note that hitting a smaller foe while stunned
will usually knock it back, freeing it from the stun if it survives; larger
foes, like trolls and upper Niskaru, can be hit several more times.

To make the most out of the skill, use gear that extends stun duration (many
unique hammers do this inherently) and put a "Gem of Paralyzing Vengeance"
in an epic armor slot. The latter will give a 60% chance to automatically
stun attackers, which has a bonus effect of ignoring any damage that strike
may have caused. Great for crowds, solo...anything!

BULWARK
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Ranks : 5
Unlock: Might 35

Bestows a small chance of stunning attackers when struck with melee attacks
(+1% chance per rank, cumulative). It's vastly inferior to the "Gem of
Paralyzing Vengeance" method mentioned in the section above, but for those
doing pure Might builds, it's just a little extra icing on the cake. Anyone
doing a hybrid build will probably want to skip this.

HAMMER MASTERY
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Ranks : 6
Unlock: default

Boosts hammer damage by a percentage and flat bonus. In fact, it's identical
to the Greatsword Mastery tree, only this one doesn't have a requirement to
unlock. (Meaning pure hammer users don't have to waste points in Longsword
Mastery!)

Rank 1: +08 physical damage, +05% damage
Rank 2: +09 physical damage, +10% damage
Rank 3: +10 physical damage, +15% damage
Rank 4: +12 physical damage, +20% damage
Rank 5: +14 physical damage, +25% damage
Rank 6: +17 physical damage, +30% damage

BATTLE FRENZY
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Ranks : 5
Unlock: Might 35
Cost -: 30% mana (sustained)

Battle Frenzy is a key Might ability, letting one to increased damage with
every consecutive kill. It has no downsides, but definitely flourishes in
crowds, especially those filled with fodder. (Damage bonus shows up in the
"Status" menu tab, unlike some effects.) Frenzy's duration is rather small
initially, but while active, subsequent kills renew it.

Rank 1: +10% total damage for 1st kill, +20% for 2nd; buff lasts 10 seconds
Rank 2: +40% total damage for 3rd kill; buff lasts 11 seconds
Rank 3: +60% total damage for 4th kill; buff lasts 12 seconds
Rank 4: +80% total damage for 5th kill; buff lasts 13 seconds
Rank 5: +100% total damage for 6th kill; buff lasts 15 seconds

Like all sustained abilities, this one can be mapped, activated, and unmapped
to free up a skill slot. The game will at no point turn it off! BF's mana
cost is based off the maximum amount, though, so mana-reducing gear won't
mitigate anything.

STONESKIN
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Ranks : 5
Unlock: Might 50, Battle Frenzy

This skill improves physical and piercing damage resistance while Battle
Frenzy is active (+4% each per rank, cumulative). Stoneskin kicks in on BF's
first kill, meaning up to 20% damage mitigation immediately -- very useful
on harder difficulties.

CELERITY
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Ranks : 3
Unlock: Might 70, Stoneskin

Boosts attack speed while in Battle Frenzy (+5% speed per rank, cumulative).
It makes slow weapons better and fast weapons faster -- great skill, if one
can unlock it.

QUAKE
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Ranks : 5
Unlock: Might 5
Cost -: 14/15/16/18/20 mana

Quake is a variable-damage tremor attack, usable in succession (max: 3) to
do a wider area of effect. Each rank past the first increases the damage and
mana cost slightly. Quake's required to unlock both Aftershock and Wrath.

Rank 1: 24-42 physical damage
Rank 2: 32-54 physical damage
Rank 3: 40-66 physical damage
Rank 4: 48-78 physical damage
Rank 5: 56-90 physical damage

Note that using Quake repeatedly can be useful, but the game time slows down
near the final hit, often giving enemies a chance to interrupt. The move'll
only hit foes in front of the caster, so position accordingly!

AFTERSHOCK
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Ranks : 5
Unlock: Might 20, Quake

Aftershock buffs Quake by giving a percentage damage bonus, plus giving its
final (3rd) hit a chance to stun enemies. That's nothing to sneeze at, given
how many foes can be struck by that final blow. Aftershock itself has no mana
cost, but will increase Quake's.

Rank 1: Quake damage +10%, 20% chance for 3-second stun; Quake mana cost +10
Rank 2: Quake damage +20%, 25% chance for 3-second stun; Quake mana cost +12
Rank 3: Quake damage +30%, 30% chance for 3-second stun; Quake mana cost +14
Rank 4: Quake damage +40%, 35% chance for 4-second stun; Quake mana cost +16
Rank 5: Quake damage +50%, 40% chance for 5-second stun; Quake mana cost +18

Although its stunning blow is unreliable, those who plan on using the skill
should invest in Concussive Force, letting one quickly capitalize for a nice</pre><pre id="faqspan-12">
damage bonus.

WRATH
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Ranks : 6
Unlock: Might 50, Aftershock
Cost -: 120/130/140/150/160/170 mana + 10 per impulse

Wrath is a hard-hitting AoE attack -- think of it as Quake's big brother. It
has a short warmup period where one can button mash to create "impulses" to
strike nearby enemies, plus a final air leap/ground smash attack that hits
the hardest.

Rank 1: 50 damage (per impulse) + 300 damage (last hit)
Rank 2: 55 damage (per impulse) + 360 damage (last hit)
Rank 3: 60 damage (per impulse) + 420 damage (last hit)
Rank 4: 65 damage (per impulse) + 480 damage (last hit)
Rank 5: 70 damage (per impulse) + 540 damage (last hit)
Rank 6: 75 damage (per impulse) + 600 damage (last hit)

Wrath is a good definition of a potion-guzzler tech: Might builds just don't
give great mana growth. (At max level, my guy has ~700 unboosted.) With the
high cost, drainage from impulses and overall gimping from sustained skills,
it's good to keep several mana potions on-hand.

HARPOON
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Ranks : 4
Unlock: default
Cost -: 20/23/26/30 mana

Harpoon is a low-tier skill that drags faraway enemies into melee range, and
has the opposite effect on larger types (trolls, golems). Due to its ease
of access, and the fact that it interrupts smaller targts, any build can
utilize it.

Rank 1: 15 physical damage, 08 piercing damage
Rank 2: 20 physical damage, 11 piercing damage
Rank 3: 25 physical damage, 14 piercing damage
Rank 4: 30 physical damage, 17 piercing damage

Many foes tend to exit melee range post-attack or (like mages) when attacked;
Harpoon makes up for that speed and range difference. As the tech's mainly
for battlefield control, one need only invest a single point total. (Also,
the "reverse harpoon" notion -- attaching to large foes to be drawn inward --
is of middling value.)

RELENTLESS ASSAULT
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Ranks : 6
Unlock: Might 20
Cost -: 25/30/35/40/45/50 mana

The only skill in the game that grants a bonus against interruptions -- that
is, being hit mid-strike by an enemy and having the combo/spell cancelled as
a result. However, it starts off pretty terrible, with a huge defense loss
and pitiful duration. If one heavily invests in it, though, its downsides all
evaporate, leaving a great skill, made even greater by Vengeance & Bloodlust.

Rank 1: reduces armor by 50%, 06-second duration
Rank 2: reduces armor by 40%, 08-second duration
Rank 3: reduces armor by 30%, 10-second duration
Rank 4: reduces armor by 20%, 13-second duration
Rank 5: reduces armor by 10%, 16-second duration
Rank 6: doesn't reduce armor, 20-second duration

Relentless Assault has a short activation animation which gives time for fast
foes (like murghan and boggarts) time to interrupt. Thus, it's best served to
identify an enemy party -- easy with high Detect Hidden skill -- and use the
ability on approach.

VENGEANCE
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Ranks : 6
Unlock: Might 35, Relentless Assault

Vengeance is a damage-reflection skill that kicks in (at rank-based potency)
whenever Relentless Assault is used. The first rank enables a 10% chance to
reflect, and each subsequent rank adds a cumulative 2% to that, for a grand
total of 20%. This skill isn't of that much use on lower difficulties, but
can be very helpful when the going really gets tough.

BLOODLUST
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Ranks : 5
Unlock: Might 50, Vengeance

Like Vengeance, this skill starts (at rank-based potency) whenever Relentless
Assault is used. Its first rank adds a 20% chance to steal 22 HP per hit, and
increases the health-sapping effect by 2 HP per rank (for a max of 30 HP per
hit). Though the effect is rather small, it's still very noticeable when
slugging away at defense-heavy trolls and golems.

ADRENALINE SURGE
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Ranks --: 5
Unlock -: Might 5
Trigger : 30/40/50/60/70% chance when health under 25%
Cooldown: 300s

Adrenaline Surge is a passive skill that may activate when the player drops
into critical health, restoring some health (20% HP) and increasing damage
for a short period. As points are invested, its damage boost and likelihood
of triggering grow.

Rank 1: restores 20% HP, +30% damage for 10s
Rank 2: restores 20% HP, +40% damage for 10s
Rank 3: restores 20% HP, +50% damage for 10s
Rank 4: restores 20% HP, +60% damage for 10s
Rank 5: restores 20% HP, +70% damage for 10s

Though the Warlord (Might) destiny renders this skill unneeded, AS unlocks
fairly early and can be a lifesaving mulligan for new players and vets going
through on harder difficulties. Just remember to watch its 5-minute cooldown
time -- there's no shortening it!

POWER STRIKE
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Ranks : 5
Unlock: Might 20, Adrenaline Surge

This skill simply adds a crit chance bonus (+5% per rank, cumulative) while
Adrenaline Surge is in effect. Since AS will only activate when one's life is
on the line, extra crits are always a welcome relief. Players who know the
game through and through can probably skip this ability, and maybe even AS
itself, for that matter.

SKILLFUL DEFENSE
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Ranks : 5
Unlock: default

This ability grants bonus damage mitigation while blocking. The first tier
grants 10% and each subsequent one adds another 5%, for a grand total of 30%.
The final rank also enables a bonus "Shield Bash" skill, which lets one make
a shield-carrying sprint at an enemy. If it hits, the foe takes damage and
may be interrupted (depends on size). To use the skill, erect the equipped
shield, hold the A-button and point at some unlucky idiot!

Skillful Defense has no unlock requirements, letting non-Might builds take
advantage of the damage mitigation. This is good, since talismans/bucklers
are usually inferior to Might-type shields in that category.

HARDY CONSTITUTION
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Ranks : 6
Unlock: Might 5, Skillful Defense

Grants a permanent boost to health and elemental resistances. Note that a 20%
health boost is comparable to what a "Hero's Gem" (utility) can provide, and
the 13% elemental resistance ain't nothin' to sneeze at either.

Rank 1: +05% HP, +03% elemental resistance
Rank 2: +08% HP, +05% elemental resistance
Rank 3: +11% HP, +07% elemental resistance
Rank 4: +14% HP, +09% elemental resistance
Rank 5: +17% HP, +11% elemental resistance
Rank 6: +20% HP, +13% elemental resistance

Might builds tend to have high HP and armor already, so this ability may be
more of a welcome buff, not an imperative.

WAR CRY
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Ranks : 6
Unlock: Might 50
Cost -: 15/20/25/30/35/40 mana

This bellow is an AoE attack centered on the player, which reduces targets'
damage for a set duration. (Afflicted foes will be noticeably redder to show
they were hit.)

Rank 1: Reduces foes' damage by 20% for 06s
Rank 2: Reduces foes' damage by 25% for 08s
Rank 3: Reduces foes' damage by 30% for 10s
Rank 4: Reduces foes' damage by 35% for 12s
Rank 5: Reduces foes' damage by 40% for 14s
Rank 6: Reduces foes' damage by 45% for 16s and grants knockback

Honestly, while the skill is good, it really only becomes great on the last
rank, which sends any minor enemy flying away from the player. This makes for
great crowd control, especially since the warcry animation wastes a bit of
time (would normally give interruption chances or free hits).

TERROR
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Ranks : 6
Unlock: Might 70, War Cry

Terror piggybacks armor reduction on top of War Cry's damage-reducing skill.
Any dedicated Might build will want to complete Terror's tiers.

Rank 1: Reduces foes' armor by 10%
Rank 2: Reduces foes' armor by 20%
Rank 3: Reduces foes' armor by 30% + 10% to cause panic
Rank 4: Reduces foes' armor by 40% + 14% to cause panic
Rank 5: Reduces foes' armor by 50% + 18% to cause panic
Rank 6: Reduces foes' armor by 60% + 22% to cause panic

The panic "status" causes foes to flee like chickens with their heads cut off,
and only for a little while. It's mostly unimportant, though it occasionally
causes foes to leave melee range, so cut 'em down quickly.

 ____________________
| FINESSE SKILL TREE \                   B1: Precise Weaponry IV
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|  C1: Precise Weaponry III
|    1    2    3    4    5    6    7  |  E1: Precise Weaponry II
|                   _    _         _  |  F1: Precise Weaponry I
| A                |_|  |_|       |_| |  B2: Poison Bomb
|                                     |  C2: Smoke Bomb
|                        |            |  E2: Faeblade Mastery
|    _    _    _         _            |  F2: Dagger Mastery
| B |_|  |_|  |_|       |_|           |  B3: Scattershot
|                                     |  C3: Barbed Arrows
|    |    |    |         |            |  D3: Arrow Storm
|    _    _    _    _    |    _       |  E3: Drawpower
| C |_|  |_|  |_|  |_|   |   |_|      |  F3: Longbow Mastery
|                        |            |  A4: Gambit
|    |         |    |    |            |  C4: Enduring Agony
|    |         _    |    _    _    _  |  F4: Shadow Flare
| D  |        |_|   |   |_|  |_|  |_| |  A5: Paralytic Poisons
|    |              |                 |  B5: Mysterious Toxins
|    |         |    |    |    |       |  D5: Inoculation
|    _    _    _    |    _    _       |  E5: Envenomed Edge
| E |_|  |_|  |_|   |   |_|  |_|      |  C6: Blade Honing
|                   |                 |  D6: Icy Explosion
|    |         |    |                 |  E6: Frost Trap
|    _    _    _    _              _  |  A7: Execution
| F |_|  |_|  |_|  |_|            |_| |  D7: Lunge
|_____________________________________|  F7: Assassin's Art

The Finesse tree deals with poison/bleed damage and dagger/faeblade/longbow
techniques. It's the only skill tree that has trap usage, dagger stealth
attacks and quiver size expansions.

PRECISE WEAPONRY I-IV
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Ranks ----: 3/per
Unlock I -:
Unlock II :
Unlock III:
Unlock IV :

I -: (Charged Attacks) Shadow Strike, Twisted Claw
II : (Delayed Attacks) Crossfire, Talon Strikes
III: (Attacks from Dodge) Cross Slash, Cyclone
IV : (Attacks from Parry) Punishment, Savage Wing

Shadow Strike is a quick, dagger lunge that can be chained up to 5 times
by tapping the attack button. Crossfire is a delayed strike, and grants a
free critical hit if successfully pulled off. Cross Slash is notable for
knocking a single target skyward, while Punishment is a parry skill that
grants several swift strikes to a vulnerable foe.

Onto Faeblades! Twisted Claw is a forceful, twisting dive through frontal
foes, pushing them aside in the process. Talon Strikes, like Cross Slash,
will knock a foe skyward on the final hit. Cyclone is a spinning leap attack
on a single target, while Savage Wing is a brutal multihit slam (similar to
Chakrams' Orbital Blades skill).

Note that Backstab and Silent Scythe are stealth moves and not tied to any
tree. (Backstab instantly kills unaware target with daggers; Silent Scythe
simply deals heavy damage and stuns foe.)

DAGGER MASTERY
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Ranks : 6
Unlock: default

Boosts dagger damage by a percentage and flat amount.

Rank 1: +02 physical damage, +05% dagger damage
Rank 2: +03 physical damage, +10% dagger damage
Rank 3: +04 physical damage, +15% dagger damage
Rank 4: +06 physical damage, +20% dagger damage
Rank 5: +08 physical damage, +25% dagger damage
Rank 6: +10 physical damage, +30% dagger damage

FAEBLADE MASTERY
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Ranks : 6
Unlock: Finesse 5

Standard "Mastery"-type damage boost for faeblades, raising potential by a
flat rate and percentage.

Rank 1: +02 physical damage, +05% faeblade damage
Rank 2: +03 physical damage, +10% faeblade damage
Rank 3: +04 physical damage, +15% faeblade damage
Rank 4: +05 physical damage, +20% faeblade damage
Rank 5: +06 physical damage, +25% faeblade damage
Rank 6: +07 physical damage, +30% faeblade damage

SMOKE BOMB
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Ranks : 4
Unlock: Finesse 35
Cost -: 40/45/50/55 mana

Throws down a smokescreen, dealing minor damage and stunning enemies. Usage
will also grand the player a 5-second "Undetectable" status, dropping one
off the enemy's radar completely. (Attacking removes "Undetectable".)

Rank 1: Bomb deals 07 damage, stuns for 2 seconds
Rank 2: Bomb deals 10 damage, stuns for 3 seconds
Rank 3: Bomb deals 14 damage, stuns for 4 seconds
Rank 4: Bomb deals 19 damage, stuns for 5 seconds

POISON BOMB
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Ranks : 4
Unlock: Finesse 50, Smoke Bomb

Upgrades Smoke Bomb to deal high-level, concentrated poison damage. Use with
Enduring Agony for even longer-lasting effect.

Rank 1: Smoke Bomb deals additional 030/5s poison damage
Rank 2: Smoke Bomb deals additional 060/5s poison damage
Rank 3: Smoke Bomb deals additional 090/5s poison damage
Rank 4: Smoke Bomb deals additional 120/5s poison damage

LONGBOW MASTERY
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Ranks : 6
Unlock: default

Boosts longbow damage (by percentage and flat amount), plus gives a one-time
increase to quiver size.

Rank 1: +02 physical damage, +05% longbow damage, +1 quiver capacity
Rank 2: +03 physical damage, +10% longbow damage
Rank 3: +04 physical damage, +15% longbow damage
Rank 4: +05 physical damage, +20% longbow damage
Rank 5: +06 physical damage, +25% longbow damage
Rank 6: +07 physical damage, +30% longbow damage

DRAWPOWER
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Ranks : 5
Unlock: Finesse 5, Longbow Mastery

Rank 1: +1 piercing damage, +09% piercing damage, +1 quiver size
Rank 2: +2 piercing damage, +12% piercing damage
Rank 3: +3 piercing damage, +15% piercing damage
Rank 4: +4 piercing damage, +18% piercing damage
Rank 5: +5 piercing damage, +21% piercing damage

ARROW STORM
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Ranks : 3
Unlock: Finesse 20, Drawpower

Shot available from block position, firing arrows into the air and raining
them down on a given (frontal) radius for several seconds. Available as a
quick shot or charged; latter's rain effect is slightly longer. Usage only
counts as one quiver arrow (like Scattershot), but one can't move while the
charge/firing animation occurs (unlike Scattershot).

Rank 1: Arrow Storm is now usable | +1 to quiver size
Rank 2: +20% Arrow Storm damage
Rank 3: +40% Arrow Storm damage

Due to how quick it can be fired, and being light on the ol' quiver, this is
a great upgrade. It has surprisingly long range, too, giving decent ambush
capabilities.

BARBED ARROWS
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Ranks : 5
Unlock: Finesse 35, Arrow Storm

Upgrades arrows for small chance to cause heavy bleeding on target.

Rank 1: 10% chance to cause 080/5s bleed damage | +1 to quiver size
Rank 2: 12% chance to cause 090/5s bleed damage
Rank 3: 14% chance to cause 100/5s bleed damage
Rank 4: 17% chance to cause 110/5s bleed damage
Rank 5: 20% chance to cause 120/5s bleed damage

SCATTERSHOT
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Ranks : 6
Unlock: Finesse 50, Barbed Arrows

Upgrades the charged shot to release several arrows at once. They fire in a
frontal arc, wherever the aim cursor's pointing. This is a great skill to
have in crowds, since charged shots are very quick and, no matter the rank,
they only count as one arrow in the quiver!

Rank 1: Charged Shot releases 1 charged & 2 uncharged arrows | +1 quiver size
Rank 2: Charged Shot releases 3 charged arrows
Rank 3: Charged Shot releases 3 charged & 2 uncharged arrows
Rank 4: Charged Shot releases 5 charged arrows
Rank 5: Charged Shot releases 5 charged & 2 uncharged arrows
Rank 6: Charged Shot releases 7 charged arrows

This skill benefits from every passive upgrade in the longbow column, so it's
well worth investing in.

SHADOW FLARE
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Ranks : 5
Unlock: default
Cost -: 5/7/10/15/20 mana (1st stage) + 5/10/15/20/25 mana (2nd stage)

Shadow Flare is a two stage attack available early on in the Finesse tree.
The first strike staggers frontal foes in an arc, dealing minor physical
damage. This allows one to follow up with a second stage, throwing several
knives through that arc, dealing piercing and bleeding damage.

Rank 1: 4m stagger range for 03 dmg | 3 knives (20 pierce + 10/5s bleed dmg)
Rank 2: 5m stagger range for 05 dmg | 3 knives (35 pierce + 10/5s bleed dmg)
Rank 3: 5m stagger range for 08 dmg | 5 knives (50 pierce + 12/6s bleed dmg)
Rank 4: 6m stagger range for 12 dmg | 5 knives (65 pierce + 12/6s bleed dmg)
Rank 5: 6m stagger range for 17 dmg | 5 knives (70 pierce + 14/7s bleed dmg)

ENDURING AGONY
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Ranks : 5
Unlock: Finesse 35, Shadow Flare

Passive boost to Shadow Flare damage and any kind of poison/bleeding damage.
Goes well with Barbed Arrows.

Rank 1: Shadow Flare damage +10%, all poison/bleeding durations +20%
Rank 2: Shadow Flare damage +20%, all poison/bleeding durations +30%
Rank 3: Shadow Flare damage +30%, all poison/bleeding durations +40%
Rank 4: Shadow Flare damage +40%, all poison/bleeding durations +55%
Rank 5: Shadow Flare damage +50%, all poison/bleeding durations +70%

GAMBIT
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Ranks : 6
Unlock: Finesse 70
Radius: 5 meters
Cost -: 80 mana (disperse) or 120 mana (output boost)

One of the Finesse tree's top-tier skills, Gambit allows the player to throw
down several traps in one go. Doing this normally creates 7 traps; holding
the skill usage button expends more mana, creating 18 instead. Each rank will
boost individual traps' damage. Recasting the skill removes any previously
created Gambit mines.

Rank 1: Makes 7 080-dmg traps
Rank 2: Makes 7 090-dmg traps
Rank 3: Makes 7 100-dmg traps
Rank 4: Makes 7 110-dmg traps
Rank 5: Makes 7 120-dmg traps
Rank 6: Makes 7 130-dmg traps

This skill is great for two main reasons: (1) low, fixed mana cost, coupled
with a fast cooldown time (2) mine explosions interrupt smaller advancing
foes, launching them skyward, often onto other mines. Speaking of which, one
can use Gambit with Frost Mine, no problem.

ENVENOMED EDGE
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Ranks : 6
Unlock: Finesse 5
Cost -: 25% mana (sustained)

This skill grants a 15% chance to deal poison damage with each weapon strike.
The damage starts out at 10/5s and rises by ten for each subsequent rank, up
to a max of 60/5s.

INOCULATION
¯¯¯¯¯¯¯¯¯¯¯
Ranks : 5
Unlock: Finesse 20, Envenomed Edge

Grants additional poison resistance (10% per rank, cumulative). This isn't
that great an ability, but it's required to open up Mysterious Toxins, so
interested players have their hands tied.

MYSTERIOUS TOXINS
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Ranks : 5
Unlock: Finesse 50, Inoculation

Special upgrade that causes corpses to create poisonous clouds. These damage
any foe stupid enough to trudge through, and can poison several targets 'fore
it disperses.

Rank 1: 10% chance slain foes spawn 150-damage poison cloud
Rank 2: 20% chance slain foes spawn 175-damage poison cloud
Rank 3: 30% chance slain foes spawn 200-damage poison cloud
Rank 4: 40% chance slain foes spawn 225-damage poison cloud
Rank 5: 50% chance slain foes spawn 250-damage poison cloud

PARALYTIC POISONS
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Ranks : 4
Unlock: Finesse 70, Mysterious Toxins

Passive skill that grants 2% chance (per rank, cumulative) for any poisoned
foe to incur a 5-second stun duration.

FROST TRAP
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Ranks : 4
Unlock: Finesse 5
Cost -: 20/25/30/35 mana

Plants a trap that explodes for AoE ice & freezing damage when an enemy walks
onto it. Each rank increases the potency, although only 4 frost traps are
allowed out at a time. Setting a 5th mine will detonate the oldest-placed
mine (this explosion can't damage the player).

Rank 1: Trap deals 30 ice + 04/2s freezing damage
Rank 2: Trap deals 35 ice + 06/3s freezing damage
Rank 3: Trap deals 40 ice + 10/4s freezing damage
Rank 4: Trap deals 45 ice + 12/5s freezing damage

ICY EXPLOSION
¯¯¯¯¯¯¯¯¯¯¯¯¯
Ranks : 5
Unlock: Finesse 20, Frost Trap

Upgrade for Frost Trap, improving damage and adding a bonus stun duration.

Rank 1: Frost Trap deals 10 extra damage with 20% chance for 3-second stun
Rank 2: Frost Trap deals 15 extra damage with 25% chance for 3-second stun
Rank 3: Frost Trap deals 20 extra damage with 30% chance for 4-second stun
Rank 4: Frost Trap deals 25 extra damage with 35% chance for 4-second stun
Rank 5: Frost Trap deals 30 extra damage with 40% chance for 5-second stun

BLADE HONING
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Ranks : 5
Unlock: Finesse 35
Cost -: 15% max mana (sustained)

Passive crit damage bonus to daggers, faeblades, longswords and greatswords
(+10% for first rank, +5% for others).

ASSASSIN'S ART
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Ranks : 6
Unlock: default

This passive ability boosts damage from sneak attacks -- that is, striking an
unaware foe from a stealth position (crouching). The eye icon over enemies'
heads denotes one's own visibility. Note that the crit damage boost applies
to all weapons, not just daggers and faeblades.

Rank 1: +10% crit dmg v. unaware targets | Unlocks dagger/faeblade sneak atks
Rank 2: +20% crit dmg v. unaware targets | +030% dmg using dag/fbld sneak atks
Rank 3: +30% crit dmg v. unaware targets | +060% dmg using dag/fbld sneak atks
Rank 4: +40% crit dmg v. unaware targets | +090% dmg using dag/fbld sneak atks
Rank 5: +50% crit dmg v. unaware targets | +120% dmg using dag/fbld sneak atks
Rank 6: +60% crit dmg v. unaware targets | +150% dmg using dag/fbld sneak atks

The AA skill also allows one to instantly slay targets with sneak attacks if
one would deal 'x' amount of damage in the process. "X" is not mentioned to
the player, but given the damage potential in this skill, it isn't vitally
necessary. [Only dagger/faeblade sneak attacks can take advantage of this
assassination method.]

LUNGE
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Ranks : 5
Unlock: Finesse 20
Cost -: 40/45/50/55/60 mana

Rank 1: 040 physical damage
Rank 2: 055 physical damage
Rank 3: 070 physical damage
Rank 4: 085 physical damage
Rank 5: 100 physical damage

EXECUTION
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Ranks : 5
Unlock: Finesse 70

Rank 1: 10% to deal 100 bonus damage on bleeding foes
Rank 2: 11% to deal 120 bonus damage on bleeding foes
Rank 3: 12% to deal 140 bonus damage on bleeding foes
Rank 4: 13% to deal 160 bonus damage on bleeding foes
Rank 5: 14% to deal 180 bonus damage on bleeding foes

 ____________________
| SORCERY SKILL TREE \
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|   B1: Arcane Weaponry IV
|    1    2    3    4    5    6    7  |   C1: Arcane Weaponry III
|                   _    _         _  |   E1: Arcane Weaponry II
| A                |_|  |_|       |_| |   F1: Arcane Weaponry I
|                                     |   B2: Masterful Construction
|                   |    |         |  |   C2: Transference
|    _    _    _    |    |    _    |  |   D2: Summon Faer Gorta
| B |_|  |_|  |_|   |    |   |_|   |  |   E2: Chakram Mastery
|                   |    |         |  |   F2: Sceptre Mastery
|    |    |         |    |    |    |  |   B3: Elemental Rage
|    _    _         _    _    |    _  |   D3: Healing Surge
| C |_|  |_|       |_|  |_|   |   |_| |   F3: Staff Mastery
|                             |       |   A4: Sphere of Retribution
|    |    |         |    |    |    |  |   C4: Sphere of Reprisal
|    |    _    _    |    |    _    _  |   E4: Sphere of Protection
| D  |   |_|  |_|   |    |   |_|  |_| |   A5: Meteor
|    |              |    |            |   C5: Smolder
|    |              |    |    |    |  |   E5: Mark of Flame
|    _    _         _    _    |    _  |   B6: Tempest
| E |_|  |_|       |_|  |_|   |   |_| |   D6: Chain Lightning
|                             |       |   F6: Storm Bolt
|    |                        |       |   A7: Winter's Embrace
|    _    _    _              _       |   C7: Frostshackle
| F |_|  |_|  |_|            |_|      |   D7: Ice Barrage
|_____________________________________|   E7: Conservative Casting

Sorcery abilities controls various forms of magic -- it's the only skill tree
with a summonable minion, healing spell and a mana-cost-reducing passive. Its
most notable may very well be the Meteor skill, however, allowing one to nuke
groups of enemies (a OHKO to most enemies on normal difficulties).

ARCANE WEAPONRY I-IV
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Ranks : 3/per
Unlock I -: default
Unlock II : Sorcery 5 + AWI
Unlock III: Sorcery 35 + AWII
Unlock IV : Sorcery 50 + AWIII

Like the other trees' leftmost columns, each tier of Arcane Weaponry operates
the same way: rank 1 enables an ability, rank 2 lets it do additional damage
over time, rank 3 lets it earn bonus Fate.

I -: (Charge Attacks) Charged Entropy, Maelstrom
II : (Attacks from Block) Mage's Vortex, Warding Blast
III: (Delayed Attacks) Arcane Fury, Elemental Escape
IV : (Attacks from Dodge) Orbital Blades

I'll touch base on some of the more useful abilities.

For staves, one of the most-used techs will be Charged Entropy -- basically,
a charged AoE attack. It's a little slow, and its element is staff-dependent,
but it's great when timed right. Mage's Vortex summons wind to suck foes
closer together, damaging 'em a few times in the process. Arcane Fury is a
delayed attack, letting a second upward swing hit a foe(s) several times. It
gives knockback on lighter foes.

For chakrams, Maelstrom is a large, expanding circle of blades, knocking foes
back and potentially hitting them several times. Elemental Escape's a delayed
strike, causing an explosion in front of the caster while s/he jumps back to
"escape" melee range. Orbital Blades occurs after dodging, catching a single
airborne foe in chakrams and slicing it up repeatedly.

Sceptre moves just fling charged blasts from a normal stance or block. It's
worth mentioning that the weapon's blasts consume 6% of max mana by default,
and each new tier of Arcane Weaponry reduces that by 1% (cumulative).

SCEPTRE MASTERY
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Ranks : 6
Unlock: default

Each rank increases sceptre damage by a percentage and flat rate. Unlike the
Might tree's Longsword Mastery, this skill doesn't unlock anything, so those
who want to skip sceptres can skip this, too.

Rank 1: +02 physical damage, +05% sceptre damage
Rank 2: +03 physical damage, +10% sceptre damage
Rank 3: +04 physical damage, +15% sceptre damage
Rank 4: +06 physical damage, +20% sceptre damage
Rank 5: +08 physical damage, +25% sceptre damage
Rank 6: +10 physical damage, +30% sceptre damage

CHAKRAM MASTERY
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Ranks : 6
Unlock: Sorcery 5

Boosts chakram damage by a flat rate and percentage. Unlike sceptres, which
use mana as currency, chakrams are just physical weapons, albeit it ones that
mages may like even more, due to their huge range and quick speed. They can
also hit multiple enemies without employing any particular skill, making them
a great interruption tool.

Rank 1: +02 physical damage, +05% chakram damage
Rank 2: +03 physical damage, +10% chakram damage
Rank 3: +04 physical damage, +15% chakram damage
Rank 4: +06 physical damage, +20% chakram damage
Rank 5: +08 physical damage, +25% chakram damage
Rank 6: +10 physical damage, +30% chakram damage

SUMMON FAER GORTA
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Ranks : 6
Unlock: Sorcery 20
Costs : 50/60/65/70/75/80 mana

Summons a faer gorta ally to fight alongside one's character. Though it's not
quite as useful as it sounds, having a distraction with a sword hand ain't a
bad thing by any stretch. (Summon duration is always 120 seconds.)

Rank 1: Faer Gorta can be summoned
Rank 2: Faer Gorta has +10% HP and total damage
Rank 3: Faer Gorta has +25% HP and total damage
Rank 4: Faer Gorta has +50% HP and total damage
Rank 5: Faer Gorta has +75% HP and total damage
Rank 6: Faer Gorta has +100% HP and total damage

The minion can't heal itself, even with Transference, though.

TRANSFERENCE
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Ranks : 5
Unlock: Sorcery 35, Summon Faer Gorta

Upgrades Faer Gorta minion's attacks to steal health, healing the player.

Rank 1: 25% chance to siphon health for character
Rank 2: 35% chance to siphon health for character
Rank 3: 45% chance to siphon health for character
Rank 4: 55% chance to siphon health for character
Rank 5: 70% chance to siphon health for character

This is a great upgrade for the minion, but since it's still a slow attacker,
it's not as useful as it sounds. It needs its final upgrade to really start
shining as a good helper.

MASTERFUL CONSTRUCTION
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Ranks : 5
Unlock: Sorcery 50, Transference

Upgrades Faer Gorta minion to have more hits in its attack chain, plus boosts
its critical hit ratio. Basically, the minion may still be slow (its attack
speed hasn't changed, note), but now it has a higher chance of sapping health
for its master, vastly improving its usefulness.

Rank 1: Attack chain has 3 hits, +07% crit chance
Rank 2: Attack chain has 3 hits, +10% crit chance
Rank 3: Attack chain has 5 hits, +13% crit chance
Rank 4: Attack chain has 5 hits, +16% crit chance
Rank 5: Attack chain has 7 hits, +19% crit chance

STAFF MASTERY
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Ranks : 6
Unlock: default

Upgrades staff damage by a flat rate and percentage. Since staves are needed
to do most of the best Sorcery-type techs, and can be decently powered on
their own (even without boosts), maxing out this ability should be a foregone
conclusion.

Rank 1: +06 physical damage, +05% staff damage
Rank 2: +07 physical damage, +10% staff damage
Rank 3: +08 physical damage, +15% staff damage
Rank 4: +10 physical damage, +20% staff damage
Rank 5: +12 physical damage, +25% staff damage
Rank 6: +14 physical damage, +30% staff damage

HEALING SURGE
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Ranks : 5
Unlock: Sorcery 20
Costs : 30% max mana to cast + 20% to sustain charge

Heals player. Can be cast immediately for minimal effect, or charged for a
higher potency. As mentioned earlier, this is the only spell in the game that
heals oneself.

Rank 1: Restores 20% when cast, 10% by charging, 10% on completion
Rank 2: Restores 20% when cast, 20% by charging, 10% on completion
Rank 3: Restores 20% when cast, 30% by charging, 10% on completion
Rank 4: Restores 20% when cast, 40% by charging, 10% on completion
Rank 5: Restores 20% when cast, 50% by charging, 10% on completion

This can be a great skill for any class, effectively reducing the need for
potion-based healing. It can also be obtained relatively early in hybrid
Sorcery builds, especially since it has no prerequisite skills. (Just note
that it has a semi-long cooldown time.)

ELEMENTAL RAGE
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Ranks : 5
Unlock: Sorcery 50
Costs : 55/60/65/70/75 mana (first 2 stages) + 60/65/70/75/80 mana (last hit)

Elemental Rage is a three-stage attack, each doing AoE damage. Each stage has
its own mana cost and damage amount.

1) Lightning damage sucks enemies closer
2) Fire damage to all enemies in that area
3) Icy explosion launches foes airborne.

Upgrading ER improves damage, plus increases each stage's mana costs by 5.

Rank 1: 090 damage (lit) + 130 damage (fire) + 100 damage (ice)
Rank 2: 105 damage (lit) + 150 damage (fire) + 110 damage (ice)
Rank 3: 120 damage (lit) + 170 damage (fire) + 125 damage (ice)
Rank 4: 135 damage (lit) + 190 damage (fire) + 145 damage (ice)
Rank 5: 150 damage (lit) + 210 damage (fire) + 170 damage (ice)

Stages can only be done in the listed order. If ER's ability is interrupted
or stopped intentionally, it must be restarted. It's quite a mana-guzzling
tech, so invest in mana-cost-reducing equipment. Backup mana potions won't
hurt either!

SPHERE OF PROTECTION
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Ranks : 6
Unlock: Sorcery 5
Cost -: 30% mana (sustained)

SoP is a visible "bubble" effect around the character that reduces all damage
taken a slight amount. Like all sustained abilities, it can be mapped, turned
on, then unmapped for a permanent effect.

Rank 1: +05% damage resistance
Rank 2: +06% damage resistance
Rank 3: +07% damage resistance
Rank 4: +08% damage resistance
Rank 5: +10% damage resistance
Rank 6: +12% damage resistance

SPHERE OF REPRISAL
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Ranks : 5
Unlock: Sorcery 35, Sphere of Protection

Sphere of Protection's first upgrade creates orbiting spheres around the
player that deal damage if the enemy bumps into them. If damage is dealt in
this manner, the orb disappears (they eventually respawn).

Rank 1: Creates 2 orbs that deal 50 physical damage
Rank 2: Creates 2 orbs that deal 55 physical damage
Rank 3: Creates 2 orbs that deal 60 physical damage
Rank 4: Creates 4 orbs that deal 65 physical damage
Rank 5: Creates 4 orbs that deal 70 physical damage

For those in the habit of keeping sustained abilities on all the time, note
that spawned orbs don't always appear when they're supposed to. A minor
inconvenience, but still very noticeable. Removing and recasting the parent
spell should fix the problem.

SPHERE OF RETRIBUTION
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Ranks : 5
Unlock: Sorcery 70, Sphere of Reprisal

SoR allows the orbiting spheres to shoot off "splinter" orbs at foes within
range. They deal physical damage (110 + 10 for each additional rank) without
consuming the original spheres, so this is a strict utility upgrade.

Rank 1: Splinters deal 110 physical damage
Rank 2: Splinters deal 120 physical damage
Rank 3: Splinters deal 130 physical damage
Rank 4: Splinters deal 140 physical damage and stagger targets
Rank 5: Splinters deal 150 physical damage and stagger targets
Rank 6: Splinters deal 160 physical damage and knock down targets

Staggering is akin to stunning, while knockdown means just that: the target
is propelled away from the caster once hit.

MARK OF FLAME
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Ranks : 5
Unlock: Sorcery 5
Cost -: 10 mana (per mark) + 30/33/36/39/42 mana (to detonate)

MoF is an early unlock spell and, until Meteor is unlocked, the only fire-
-elemental ability available. It works by first

Rank 1: Tag up to 3 targets | Deals 100 fire damage + 10 burning damage
Rank 2: Tag up to 3 targets | Deals 130 fire damage + 15 burning damage
Rank 3: Tag up to 4 targets | Deals 160 fire damage + 20 burning damage
Rank 4: Tag up to 4 targets | Deals 190 fire damage + 25 burning damage
Rank 5: Tag up to 5 targets | Deals 220 fire damage + 30 burning damage

SMOLDER
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Ranks : 5
Unlock: Sorcery 35, Mark of Flame

Smolder is an in-betweener skill on the road to Meteor, increasing Mark of
Flame's potential and raising burning damage across the board. Whereas MoF
may lose its eventually lose its usefulness, doubling residual burn won't --
it really gives the edge to certain enchanted weapons.

Rank 1: Mark of Flame damage +10%, all burning damage +020%
Rank 2: Mark of Flame damage +20%, all burning damage +040%
Rank 3: Mark of Flame damage +30%, all burning damage +060%
Rank 4: Mark of Flame damage +40%, all burning damage +080%
Rank 5: Mark of Flame damage +50%, all burning damage +100%

METEOR
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Ranks : 5
Unlock: Sorcery 70, Smolder
Cost -: 250/260/270/280/290 mana

Meteor is arguably the best spell in the game, dealing enormous damage in a
large radius. It can be considered a OHKO on any normal enemy, outside of
ones with high resistances (trolls, golems, bosses). To offset the damage
potential, it has a long cooldown time.

Rank 1: 500 fire damage + 075 burning damage
Rank 2: 550 fire damage + 080 burning damage
Rank 3: 600 fire damage + 085 burning damage
Rank 4: 650 fire damage + 090 burning damage
Rank 5: 700 fire damage + 095 burning damage

Meteor can be boosted further by the Smolder passive and certain enchanted
equipment. Since it has a fixed mana cost instead of a flat percentage, one
can take advantage of cost-reducing equipment, too. Of course, on pure
Sorcery builds, one has so much mana available, that may not be necessary!

STORM BOLT
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Ranks : 6
Unlock: default
Cost -: 20/23/26/29/32/35 mana

Storm Bolt is the first spell available, doing lightning damage to a single
target. As it's upgraded, it gains the ability to explode in a minor radius
(shock damage) and stun. Its final upgrade lets it stun in a small radius as
well.

Rank 1: 40 lightning damage
Rank 2: 50 lightning damage
Rank 3: 60 lightning damage, 20% chance for 3-second stun
Rank 4: 70 lightning damage, 12 shocking damage, 25% chance for 4-second stun
Rank 5: 80 lightning damage, 15 shocking damage, 30% chance for 4-second stun
Rank 6: 90 lightning damage, 18 shocking damage, 35% chance for 4-second stun

CHAIN LIGHTNING
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Ranks : 5
Unlock: Sorcery 20, Storm Bolt

Chain Lightning improves Storm Bolt's damage and grants its shock damage a
chance to zap foes in proximity. The damage boost and chain effect both start
at 10%, with each rank adding 10% on top of that.

TEMPEST
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Ranks : 5
Unlock: Sorcery 50, Chain Lightning
Cost -: 135/145/155/165/175 mana

A strict upgrade to the lightning tree, Tempest is used by holding down the
Storm Bolt usage button -- instead of a quick single-target shock, lightning
strikes a large area (centered on player). Any foe within takes high damage
and is thrown outward, as if by knockback.

Rank 1: 360 lightning damage + 30 shocking damage
Rank 2: 400 lightning damage + 35 shocking damage
Rank 3: 440 lightning damage + 40 shocking damage
Rank 4: 480 lightning damage + 45 shocking damage
Rank 5: 520 lightning damage + 50 shocking damage

Worth using? Yes, yes, a thousand times yes. Though it's a charged move, it
has high enough speed to be used often. It's not as lethal as Meteor, though
it has a shorter cooldown time, so it earns its keep. (It's also a kajillion
times more useful than Winter's Embrace.)

CONSERVATIVE CASTING
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Ranks : 5
Unlock: Sorcery 5

Reduces all mana-based casting costs (for any skill tree) by a percentage.
The first rank grants a 10% reduction and each subsequent rank adds another
3% on that (max: 22%). Since it's available early in the Sorcery tree, it's
easy for any build to slip a few points in and take advantage.

ICE BARRAGE
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Ranks : 5
Unlock: Sorcery 20
Cost -: 25/30/35/40/45 mana

Ice Barrage sounds just like its namesake: a quick flurry of ice projectiles
on a single target.

Rank 1: 5 projectiles, each dealing 15 ice damage + 3 freezing damage
Rank 2: 5 projectiles, each dealing 18 ice damage + 4 freezing damage
Rank 3: 7 projectiles, each dealing 21 ice damage + 4 freezing damage
Rank 4: 7 projectiles, each dealing 24 ice damage + 5 freezing damage
Rank 5: 9 projectiles, each dealing 27 ice damage + 5 freezing damage

With proper ice and magic crit ratio boosting, this becomes one of the most
useful "minor" spells available. [For example, on Normal mode, one can farm
Niskaru Tyrants by tenderizing with a Meteor, then following up with one Ice
Barrage.] This skill is well worth investing in.

FROSTSHACKLE
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Ranks : 5
Unlock: Sorcery 35, Ice Barrage

Passive upgrade to Ice Barrage's damage and any freezing duration.

Rank 1: Ice Barrage damage +10% | All freezing durations +025%
Rank 2: Ice Barrage damage +20% | All freezing durations +050%
Rank 3: Ice Barrage damage +30% | All freezing durations +075%
Rank 4: Ice Barrage damage +40% | All freezing durations +100%
Rank 5: Ice Barrage damage +50% | All freezing durations +150%

WINTER'S EMBRACE
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Ranks : 5
Unlock: Sorcery 70, Frostshackle
Duratn: 15 seconds
Cost -: 180/190/200/210/220 mana

Upgrades Ice Barrage so that holding down the casting button instead summons
a large icy vortex that bounces around the area. Any enemy in its grasp will
take constant ice/freezing damage.

Rank 1: 10 ice + 05 piercing damage per second
Rank 2: 15 ice + 10 piercing damage per second
Rank 3: 20 ice + 15 piercing damage per second
Rank 4: 25 ice + 20 piercing damage per second
Rank 5: 30 ice + 25 piercing damage per second

Is it worth it? Not really. Ice Barrage's strengths lie in dealing high
damage to single targets; Meteor and Tempest are all that's needed to nuke
the battlefield. The icy vortex moves laterally and in the direction the
caster points, so if it hits an enemy, they usually don't get hit again (as
they're approaching the player). In short, the five skillpoints used for this
skill could be put to better use in a different tree, like Might's Skillful
Defense passive.

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SKILLS                                                                   [SKLL]
_______________________________________________________________________________
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Skills are practical abilities and areas of expertise, used from disarming
traps to detecting hidden objects. Each Skill has ten ranks, separated into
three tiers: LV1-4 is Basic, 5-7 Advanced, 8-10 Master. Advanced Skills need
characters to be level 8 or higher to use; Master skills require level 16+.

There are four ways to boost Skill ranks:

- one is gained on each level-up (max: 40)
- rare skillbooks grant a free point in their given subject
- trainers can be paid to increase Skills by 1
- temporary equipment augmentations (displayed in green boxes)

A note about Trainers. Each has a certain rank of expertise (Basic, Advanced,
Master) and charges a steep gold fee for their knowledge. They can't teach
outside their rank, however. Also, any points learned through trainers CANNOT
be reset, even at a fateweaver.

_________
| ALCHEMY |
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This skill governs the creation of potions. Since there's only one healing
spell in the entire game (Sorcery tree), much of the game's health-related
boosts will be through potions. And that's not all -- the draughts are also
for restoring mana, turning invisible, instantly filling the Fate bar, and
so on!

To make potions, one visits an alchemical lab with raw ingredients (reagents)
and tries mixing them. If done right, a useful potion is created and its
recipe is learned; poor mixtures will waste ingredients or create nigh-useless
Unstable Potions. Each potion type has only ONE correct combination, and can
be hard to guess, since high-level potions use 3-4 reagents. Some vendors'll
sell recipes for this reason, but if the correct mixture's already known, the
purchase is a waste of time.

Harvesting reagents is simple: simply find wild plants and pick them. Without
a high harvest chance, though, rarer types won't be put in the backpack and
the chance is wasted! (They regrow after a certain amount of in-game time.)
Saving before plucking is a good idea.

LV0: Can make potions with 2 reagents; failed experiments waste all reagents
LV1: Failed experiments now make Unstable Potions
LV2: Ups chance to harvest reagents
LV3: Can make potions with 3 reagents
LV4: Ups chance to harvest reagents
LV5: Can make potions with 4 reagents
LV6: Ups chance to harvest reagents
LV7: Ups chance to harvest reagents
LV8: Ups chance to harvest reagents
LV9: Ups chance to harvest reagents
LVX: Ups chance to harvest reagents + All alchemical recipes instantly known
_______________
| BLACKSMITHING |
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This skill governs the creation of equipment as well as their maintenance.

Maintenance can be done in two ways: paying some blacksmith a king's ransom
or patching 'em oneself for far less, using cheap, handy, easily buyable
Repair Kits. This is especially useful for rare equipment, which are costly
to repair in general, and have high durability, which only inflates the cost.
For all intents and purposes, always use Repair Kits!

Salvaging is the process doable at any blacksmith forge, whereby one destroys
equipment to gain raw components. (Any gear can be smashed, except unique
items, and even they have a few exceptions.)

With raw components recovered from garbage that'll never be used, one is free
to make equipment from those fragments that WILL be worth using. As points
are invested, one can use more components, eventually letting one use certain
gems in the process (further strengthening their abilities)! All equipment
has the potential to use 4 components + 1 gem; however, there's often special
pieces needed for each. For instance, a greatsword requires a Large Blade,
which can't be used for any other weapon; Rods and Dowels used in Sceptres
can't be used to make armor, etc. [What component types are needed will be
listed on the blacksmithing screen.]

Needless to say, Blacksmithing is useful for disciples of any skill tree,
and is pretty much game-breaking in how good it is. The only downside to
collecting tons of components is simply how large the menu gets (making any
selling parts a chore). Components don't count toward the inventory limit,
so one is never forced to pick and choose. Be careful salvaging!

LV0: Can use 2 components when crafting gear
LV1: Ups Repair Kit effectiveness + Can now harvest components from animals
LV2: Ups Repair Kit effectiveness + Can use 3 components when crafting gear
LV3: Ups Repair Kit effectiveness + Can salvage infrequent equipment
LV4: Ups Repair Kit effectiveness + Can use 4 components when crafting gear
LV5: Ups Repair Kit effectiveness
LV6: Ups Repair Kit effectiveness + Can salvage rare equipment
LV7: Ups Repair Kit effectiveness + Can use gems as crafting components
LV8: Ups Repair Kit effectiveness
LV9: Ups Repair Kit effectiveness
LVX: Ups Repair Kit effectiveness + Can create mastercrafted equipment
_______________
| DETECT HIDDEN |
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For treasure hunters, Detect Hidden is an essential skill. Not only does it
upgrade the minimap display, but it unlocks the ability to spot new loot
caches. Hidden doors, which often mark shortcuts or entrances to new areas,
fall under this skill's purview, too. (At least one lorestone is behind a
hidden door, for those who want to get all of 'em.)

To reveal a hidden object, approach it at skill level 2 or higher -- it'll
permanently be available as a cache. (Note that some DLC objects may reset,
allowing one to find them more than once.) Hidden doors follow the exact same
method, letting one open the shortcut or secret treasure chamber. All hidden
doors will remain accessible, once found. A few may be quest-related and
won't open until the proper time, though (there's one in the Warsworn quests
that does this).

Disarming traps is very simple: simply approach it and use the prompt. This
will permanently disarm it (even if the dungeon enemies reset) and possibly
give components, if one's skill is high enough. Applicable traps to disarm:
tripwires, spear traps, spike tiles, elemental mines. However, some devices
may only be removed with levers, and attack plants (show up as traps on the
minimap) can't be disarmed/harmed.

Although it's not mentioned below (space constrictions), all 10 ranks of this
skill increase gold found during exploration. This isn't a flat sum added,
though -- it's a given chance when picking up gold. If the skill kicks in,
it'll give an additional message like "### gold found with Detect Hidden".
The sum is always smaller than the normal find, usually maxing out at around
one-fourth the vaule.

LV0: Minimap displays player's location
LV1: Minimap now displays enemies and other characters
LV2: Minimap now displays hidden objects
LV3: Minimap now displays foes and other characters' direction (eyeshot)
LV4: Traps can now be disarmed
LV5: Minimap now displays all Hidden Doors
LV6: Increases amount of gold found during exploration
LV7: Minimap now displays all traps
LV8: Traps can now be disarmed and salvaged for components
LV9: Increases amount of gold found during exploration
LVX: Minimap now displays all extant treasure caches and lorestones
____________
| DISPELLING |
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Dispelling has one main use: removing magical wards from objects the player
wants to snoop in. To use the skill, find a warded object -- they'll be very
easy to spot, since they have an evil purple-black aura around them. Once
found, there's a minigame to complete, after which the ward is removed. [Some
warded chests may still need to be lockpicked, but this is uncommon.]

The minigame is basically a circle with several glyphs on it: dark sigils (in
black) and ward sigils. Completely activating all good sigils will complete
the minigame correctly, earning XP. (Ward glyphs, once pressed, recharge at
different speeds; the fewer markings, the slower they refill.) Activating a
dark sigil fails the game, which, depending on one's skill level, explodes
the ward. Ward explosions do damage and may inflict nasty curses, so it's
usually good to save before attempting.

How necessary is this skill? Well, it does get a lot of use, since several
chests in any given area are warded. If one is especially good at dispelling,
no points have to be invested at all. However, most players will want to hit
(at least) LV4, which removes all dark sigils. From there, it's all up to
correct timing.

LV0: Can disarm warded objects
LV1: Decreases dispelling difficulty
LV2: Decreases dispelling difficulty + Can fail once before ward explodes
LV3: Decreases dispelling difficulty
LV4: Decreases dispelling difficulty + Removes all dark sigils from wards
LV5: Decreases dispelling difficulty
LV6: Decreases dispelling difficulty
LV7: Decreases dispelling difficulty + Can fail twice before ward explodes
LV8: Decreases dispelling difficulty
LV9: Decreases dispelling difficulty
LVX: Decreases dispelling difficulty + Ward glyphs regenerate much slower
_____________
| LOCKPICKING |
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Lockpicking is the art of breaking into things the player shouldn't have
access to. In some games, there's a whole bunch of items to snoop in, but</pre><pre id="faqspan-13">
for Kingdoms of Amalur, it's restricted just to treasure chest types. To even
attempt a theft, one must have "Lockpick" items -- these can be purchased from
many, many vendors. Buy lots of whenever the chance arises!

Once a locked item's found, the minigame portion can begin. It centers around
a keyhole, from 3 o'clock to 9 o'clock -- basically, a half circle "field" to
stick the lockpick in. To correctly unlock the item, one must stick the pick
in at a certain angle and try moving the lock (with analog stick) from one
side to the other. If the pick is placed properly, it'll quickly go from left
to right without a hitch; if placed improperly, the progress stalls, breaking
the pick and forcing a retry. (The higher the lock's difficulty, the more
precisely placed the lockpick must be!)

The left-to-right motion is a bellwether for good lockpicking. If that motion
goes fast and never slows down at all, the attempt is almost sure to succeed.
If the motion goes fine for a bit and starts lagging, that's a sure sign the
pick is almost placed correctly and needs to be moved slightly. Considering
how many pickable containers exist, getting these basics down is key.

"Forcing" a lock is an all-or-nothing chance, which breaks the lockpick if it
fails. As one increases the skill level, certain lock difficulties (very easy
to very hard) can be forced with 100% success. Additionally, special Prismere
Lockpicks exist, letting one pick a lock of any difficulty with 100% success.
However, they break immediately afterward.

LV1: Decreases lockpicking difficulty
LV2: Decreases lockpicking difficulty
LV3: Decreases lockpicking difficulty
LV4: Decreases lockpicking difficulty + Can always force very easy locks
LV5: Decreases lockpicking difficulty
LV6: Decreases lockpicking difficulty
LV7: Decreases lockpicking difficulty + Can always force easy locks
LV8: Decreases lockpicking difficulty + Can always force average locks
LV9: Decreases lockpicking difficulty
LVX: Decreases lockpicking difficulty + Can always force hard locks
____________
| MERCANTILE |
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One of the simplest skills to understand, Mercantile deals specifically with
gold, particularly the gold held by merchants. Each rank tips buy/sell rates
toward the player's favor, making it of great use for wannabe tycoons. Minor
milestones also let one regain money from destroyed items, up to 30% of their
original value.

The final milestone is probably the most useful. In the game, only certain
shady merchants (usually Traveler-affiliated) will buy stolen gear, while
everyone else turns their noses up at it! Merchants who buy stolen goods are
considered "fences," and items purchased from them will be considered legit,
regardless of origins. (This means selling stolen items and buying them back
will "launder" them, removing the theft tag!)

Speaking of buyback, each merchant can remember about 50 instances of player-
-sold gear. When one's stash gets too full, nearby merchants can be used to
"stash" other items. This is very useful at places like Seawatch, Gravehal
and the House of Valor DLC, which have one or several nearby. (This info has
nothing to do with Mercantile itself, but will come in useful.)

LV1: Improves shops' buy/sell gold costs
LV2: Improves shops' buy/sell gold costs
LV3: Improves shops' buy/sell gold costs + Destroyed items recoup 15% gold
LV4: Improves shops' buy/sell gold costs
LV5: Improves shops' buy/sell gold costs
LV6: Improves shops' buy/sell gold costs + Destroyed items recoup 30% gold
LV7: Improves shops' buy/sell gold costs
LV8: Improves shops' buy/sell gold costs
LV9: Improves shops' buy/sell gold costs
LVX: Improves shops' buy/sell gold costs + Can use any merchant as a fence

____________
| PERSUASION |
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Persuasion relates to two things: (1) reducing bribes for when one's caught
committing crimes (2) passing persuasion checks in dialogue, which can earn
extra info or rare gear. With resetting available, only the second option's
of any real use.

A persuasion check is a dialogue option that appears in green, typically
accompanied by a success percentage. (The higher one's skill level, the
higher the likelihood of success.) Passing persuasion checks earns extra XP,
and there's an achievement for passing 50 in one playthrough, so those who
like free XP (and perhaps gear) should invest a few points.

LV1: Increases persuasion chances + crime bribes decreased by 20%
LV2: Increases persuasion chances
LV3: Increases persuasion chances + crime bribes decreased by 30%
LV4: Increases persuasion chances
LV5: Increases persuasion chances
LV6: Increases persuasion chances + crime bribes decreased by 40%
LV7: Increases persuasion chances
LV8: Increases persuasion chances
LV9: Increases persuasion chances
LVX: Increases persuasion chances + crime bribes decreased by 50%

___________
| SAGECRAFT |
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Sagecrafting is the art of using shards to create gems to strengthen armor
and weapons. The higher one's skill, the better shards one finds.

Shards are small fragments that appear in three qualities (cloudy, lambent,
pristine) and are used in gem formation. Pretend one finds a "Cloudy Magic
Shard". If this is combined with another of the exact same type, it becomes
a "Lambent Magic Shard". Another combination makes it into a "Pristine Magic
Shard," the highest quality. Shards of any type can be combined at Sagecraft
altars to make gems, but the effects will be weak with low-quality shards.

So what are gems used for? Some equipment contains sockets (weapon, armor,
utility) already, and one can shove gems of appropriate type in at Sagecraft
altars. At max level, one can unsocket those gems, too, a skill one normally
has to pay NPCs for.

Epic Gems are special, high-powered gems that (like normal gems) can fit in
certain readymade slots, only restricted to armor. Epic Gems can also be
used in the creation of such armor types, given the appropriate Blacksmithing
ranks. Epics convey very useful effects, such as boosting damage, gold drops,
or damage resistances. Some even grant the ability to shock, poison, burn or
stun foes when they try to attack.

So, what level should one go up to? Those who want their own Epic Gems --
which can be rather rare outside of certain vendors and quest rewards -- will
naturally go up to LV8. Max level usually isn't necessary.

LV1: Better shards drop more frequently
LV2: Better shards drop more frequently + Can create gems w/ lambent shards
LV3: Better shards drop more frequently + Can upgrade shards to next quality
LV4: Better shards drop more frequently
LV5: Better shards drop more frequently
LV6: Better shards drop more frequently + Can create gems w/ pristine shards
LV7: Better shards drop more frequently
LV8: Better shards drop more frequently + Can create epic gems
LV9: Better shards drop more frequently
LVX: Better shards drop more frequently + Can unsocket gems at s'craft altars

_________
| STEALTH |
¯¯¯¯¯¯¯¯¯
This skill governs how well one can sneak around, a skill one will want when
playing as Finesse builds (or just for avoiding needless confrontation). Each
rank increases the "unnoticed period" -- that is, duration of time before the
NPCs/foes notice a player sneaking. At higher Stealth, NPCs will notice the
player less quickly, letting one rob a chest, pick a pocket or just slip back
into the shadows. Minor milestones will reduce unaware NPCs' line of sight,
basically making it even easier to slip around.

Stealth bonuses only work while in stealth mode, done by tapping R-Bumper.
This lets one creepy around slowly, and displays an eye icon over all nearby
people/monsters. If an eye is open and dark red, the player has been spotted,
either currently or recently -- this has a detrimental effect on stealing
ratios and disables sneak attack bonuses. If no one has a "red eye" icon, the
player hasn't been spotted fully. (The gauge gradually empties when line of
sight is broken.)

Characters that don't rely on stealth won't have any use for this category,
but as mentioned, it's very useful for Finesse builds and those skills that
play off sneak attack damage bonuses.

LV1: Increases length of unnoticed period + Unaware NPCs have -05% sight range
LV2: Increases length of unnoticed period
LV3: Increases length of unnoticed period + Unaware NPCs have -10% sight range
LV4: Increases length of unnoticed period
LV5: Increases length of unnoticed period + Unaware NPCs have -15% sight range
LV6: Increases length of unnoticed period
LV7: Increases length of unnoticed period + Unaware NPCs have -20% sight range
LV8: Increases length of unnoticed period
LV9: Increases length of unnoticed period + Unaware NPCs have -30% sight range
LVX: Increases length of unnoticed period + Unaware NPCs have -40% sight range

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TRAINERS                                                                 [TRNR]
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Trainers are NPCs who will raise Skills for a fee. Like Skills themselves,
their wisdom is categorized as Basic (LV1-4), Advanced (5-7) or Master (8-10).
If the player has too high or low proficiency in a skill, it can't be taught.
For instance, Jakasen, a basic Alchemy teacher, can't teach a player with LV8
Alchemy. Likewise, a master-tier teacher can't teach a LV1 newbie.

Other notes:

• Skills boosted by training are permanent additions, and can't be reset by
  a fateweaver. If one tries, all non-trained skillpoints will still be
  removed, though.

• If one happens upon an NPC that can't be used (skill level too high/low),
  the game won't tell what skill that person teaches.

• Betraying the Warsworn in their questline makes affiliated trainers (in any
  part of the world) attack on sight. This can screw one out of several
  trainers, including the Blacksmithing/Lockpicking master. Initiating speech
  while undetected may get around hostilities, but this can be hard for
  players disinclined for stealth.

• Many trainers can be permanently slain, so bloodthirsty players will want
  to stay their blades around 'em. Rare exceptions, like Bertrand Seznec,
  are DLC additions.

 _________
| ALCHEMY |___________ __________ __________________________________________
|                     |          |                                          |
| Molly Janick        | Basic    | Emaire, Blue Bear Tavern                 |
| Jakasen             | Basic    | Ysa, Lyceum Grove                        |
| Savant Red Bromthum | Advanced | Rathir, Scholia Arcana                   |
| Conni               | Master   | Seawatch                                 |
| Bertrand Seznec     | Master   | Gravehal Keep (Legend of Dead Kel DLC)   |
|_____________________|__________|__________________________________________|

Conni can be recruited to Seawatch during "Ghosts of Seawatch," a Klurikon
sidequest. Bert Seznec appears as a random shipwreck rescue during the
"Scouting Mission" DLC task, opened through Gravehal Keep renovation quests.
 _______________
| BLACKSMITHING |__________ ________________________________________________
|               |          |                                                |
| Halder Rodric | Basic    | Shieldring Keep                                |
| Holte Frenn   | Basic    | Ysa, United Merchants Delegation               |
| Efyr Dynnwel  | Advanced | Ironfast Keep (after "A Master's Touch")       |
| Ragna Senn    | Master   | Mel Senshir                                    |
|_______________|__________|________________________________________________|

Efyr Dynnwel is a reluctant blacksmith met in Menetyre, south of Ironfast
Keep. Completing "A Master's Touch" relocates him from his mesa into the
castle, where he'll put on his clinic. (Although, he can still be found at
that mesa when one checks, for some reason.) Ragna Senn in Mel Senshir can
only be accessed after "Breaking the Siege" during the main storyline.
 _______________
| DETECT HIDDEN |__ __________ _____________________________________________
|                  |          |                                             |
| Arnick Arduna    | Basic    | Gorhart, Gorhart Inn                        |
| Ambassador Odvar | Basic    | Ysa, Embassy Hall                           |
| Gawait Hand      | Advanced | Sun Camp (or Whitestone's Thirsty Wench)    |
| Ney Csalan       | Master   | Mel Senshir, near outdoor sagecraft altar   |
|__________________|__________|_____________________________________________|

Gawait Hand, like most of Sun Camp's useful NPCs, relocates to Whitestone's
bar at the questline's conclusion ("Thick as Thieves") -- an unavoidable
move. Similarly, Ney Csalan, like most of Mel Senshir's notable people, can't
offer services until after finishing "Breaking the Siege".
 _____________
| DISPELLING  |__________ __________________________________________________
|             |          |                                                  |
| Saramer     | Basic    | Ysa, The Trellis                                 |
| Eric Porthe | Basic    | Adessa, walking around The Walls/The Isles area  |
| Artan Caid  | Advanced | Rathir, Scholia Arcana                           |
| Dionaeach   | Master   | House of Sorrows                                 |
|_____________|__________|__________________________________________________|

Dionaeach can only be used for a short window in the House of Sorrows quest
series -- eventually they can't be used at all.
 _____________
| LOCKPICKING |____ __________ _____________________________________________
|                  |          |                                             |
| Thorvald Ulfsson | Basic    | Lorca-Rane (SE cliff, overlooks main road)  |
| Tefroy Tarion    | Basic    | Tirin's Rest                                |
| Narite Wyle      | Advanced | Adessa, Hospitalis Quarters                 |
| Elya Madmyr      | Master   | Caeled Coast (world map, west of Seawatch)  |
|__________________|__________|_____________________________________________|

Tefroy Tarion spawns during "Lock and Key" (a Warsworn quest) and remains in
his house's basement from then on. Elya Madmyr is in the Caeled Coast's south
half, right near Seawatch. Although she doesn't look it, she's affiliated with
the Warsworn, and turns hostile if one did "Khamazandu's Gift".
 ____________
| MERCANTILE |_ __________ _________________________________________________
|              |          |                                                 |
| Elayen Dark  | Basic    | Star Camp                                       |
| Anton Demain | Basic    | Alserund (shrine N of Caverns of Ingress entry) |
| Eormen Gest  | Advanced | Moon Camp                                       |
| Enion Gaius  | Master   | Mel Senshir (blacksmithing/safecrafting area)   |
| Erlen Vanik  | Master   | Gravehal Keep (Legend of Dead Kel DLC)          |
|______________|__________|_________________________________________________|

Enion Gaius is only accessible after the main quest "Breaking the Siege,"
like most other Mel Senshir trainers. Erlen Vanik joins the Gravehal staff
during the course of "Diplomacy," which becomes available after finishing
"Gravehal Tower".
 ____________
| PERSUASION |______ __________ ____________________________________________
|                   |          |                                            |
| Ellova            | Basic    | House of Ballads, Summer Sanctuary         |
| Magessa Ohr       | Basic    | Rathir, Upper City (House Wyvyrn-Gifre)    |
| Templar Montainel | Advanced | Adessa, Hospitalis Quarters                |
| Caradas Hyne      | Master   | Mel Senshir                                |
|___________________|__________|____________________________________________|

Caradas Hyne is the city gravekeeper (found at the docks) and the only Mel
Senshir trainer available before "Breaking the Siege" is done.
 ______________
| SAGECRAFTING |______________ __________ __________________________________
|                             |          |                                  |
| Viscount Setter the Allseer | Basic    | Ysa, The Font/Gardens of Ysa     |
| Savant Raina Njorn          | Basic    | Ysa, Delving Hall                |
| Savant Itran Sconn          | Advanced | Rathir, Scholia Arcana main hall |
| Liordran                    | Master   | The Keening                      |
|_____________________________|__________|__________________________________|

Ysa's Delving Hall can be accessed by starting "Trial by Fire," the first
Scholia Arcana quest. Liordran spawns near the Keening's main NW crossroad,
and moves to Rahnil's entrance following "True to the Cycle".
 _________
| STEALTH |__________ __________ ___________________________________________
|                    |          |                                           |
| Hiroen Karet       | Basic    | Star Camp                                 |
| Inthaels Scyld     | Basic    | Moon Camp                                 |
| Borm of Bowstrings | Advanced | Adessa, Hospitalis Quarters               |
| Ticnerani          | Master   | Dark Glow Caverns (High Fulgen dungeon)   |
| Marten Strand      | Master   | Gravehal Keep (Legend of Dead Kel DLC)    |
|____________________|__________|___________________________________________|

Ticnerani at the back of the listed cave, a lategame dungeon (and one of the
few places that never needs to be entered for any reason). Marten Strand,
like Bertrand Seznec, joins the staff once rescued in "Scouting Mission".

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TWISTS OF FATE                                                           [TWST]
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Twists of Fate (TOF) are special quest-related bonuses that permanently give
certain effects. These can't be refused, nor can they be turned off. Some
are only dependent on path branches, and thus may not be available to those
who took a different faction route. The DLC adds several more Twists to earn.

All current TOFs can be viewed in the main menu's Status tab. For spoiler's
sake, I won't list where these are obtained (it may be obvious from the name
alone already!). Their locations will be noted in the campaign walkthrough,
however.
 _____________________ _____________________________________________________
| TWISTS OF FATE      | FUNCTION                                            |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Beckoned            | +10% damage in Reckoning mode                       |
| Buccaneer           | +3% crit chance, +5% physical res, -10% equip reqs. |
| Child of Autumn     | +5% elemental damage, +5% damage vs. Fae            |
| Confident           | +5% fire/ice resistance                             |
| Destiny Defiant     | +5% damage, +5% damage resistance, +10% HP and mana |
| Disciplined         | +5% elemental resistance, +1 to Sorcery abilities   |
| Fearless            | +5% elemental damage, +1 to Sorcery abilities       |
| Forsworn            | +10% phys dmg, +5% fire dmg, +1 to Might abilities  |
| Harbinger           | +2% XP bonus in Reckoning mode                      |
| Herald of the Gods  | +2% XP bonus, +5% bleed resistance                  |
| Iconoclast          | +10% faeblade dmg, +6% mana, +3% chance sap 3HP/hit |
| Master of Gravehal  | +10% gold drops, +1 to Persuasion/Mercantile        |
| Siegebreaker        | +4% XP bonus, +6% damage                            |
| Temperance          | +6% evasion chance, +1 to Finesse abilities         |
| The Chariot         | +6% piercing damage, +1 to Finesse abilities        |
| The Scion           | +2% XP bonus, +10% elemental damage                 |
| Trailblazer         | +5% piercing damage, +1 to Finesse abilities        |
| Truesworn           | +10% crit% v. Niskaru, +6% stun dur, +1 Might ablts |
| Undisputed Champion | +5% damage, +5% damage resistance                   |
| Unraveller          | +5% XP bonus                                        |
| Unstoppable Force   | +6% physical damage, +7% gold drops                 |
| Unwritten One       | +3% XP bonus, +5% gold                              |
|_____________________|_____________________________________________________|

Confident and Harbinger are demo-only and preorder TOFs, respectively, and
won't be applicable to players nowadays. Trailblazer is earned by finding all
locations in Teeth of Naros, including the hidden shrine caves in the lower
Teeth. These caves only appear on the map when entered, but the shrines can
be spotted with Detect Hidden proficiency, making blind searches way easier.
Trailblazer is the only TOF that is given without storyline consequences (it
just shows up as an on-screen notification).

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UNIQUE ARMOR                                                             [URMR]
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Here's a list of all the unique (one-time-only/special) armor I could find.
A small primer to the listed stats:

SkReq - Skill requirement
Armor - base armor rating
Block - block-related boosts (and shield damage mitigation) for Might gear
Crits - crit-related boosts (damage, chance, etc.) for Finesse gear
MaReg - Magic regeneration (x mana per y seconds) for Sorcery gear
Rsist - resistances (for talismans)
Effct - additional effects
Durab - item durability (often fixed, but sometimes it levels)
Found - specific item location, if any (usually won't have one)

Items are listed alphabetically by subset: boots, bucklers, caps, chausses,
cowls, cuirasses, gauntlets, gloves, greaves, handwraps, helms, leggings,
necklaces (amulets), rings, robes, rogue armor, shields, shoes, talismans.

NOTE: When this section was written, I didn't realize I had factored in only
10% equipment reductions when it was really 20%. Because of this, some SkReq
fields may be slightly lower than what they really are for a given level.

BOOTS: Ocean's Gift
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 43
Armor: 74
Crits: +5% damage
Effct: +15% lightning res, +1 HP regen/sec, +20 armor
Durab: 25
Found: random loot [Legend of Dead Kel DLC]

BOOTS: Reaper's Boots
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 43
Armor: 68
Crits: +10% chance, +5% damage
Effct: +20% pierce res, +80 HP, +30 armor
Durab: 48
Found: random loot

BOOTS: Assassin's Boots
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 39
Armor: 54
Crits: +5% damage
Effct: +15% ranged damage, +15% dagger damage, +10% bleed damage
Durab: 46
Found: random loot

BOOTS: Ellisan Boots
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 16
Armor: 27
Crits: +5% damage
Effct: +10% faeblade/dagger damage, +5% EXP bonus, +20 armor
Durab: 41
Found: random loot

BUCKLER: Porthole Buckler
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 38
Armor: 142
Block: 97 damage, +30% daytime block efficacy
Effct: +10% fire res
Durab: 25
Found: complete "The Prison Ship" [Legend of Dead Kel DLC]

BUCKLER: Dvergan Kite Shield
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 43
Armor: 142
Block: 97 damage, +10% block efficacy
Effct: +5% elemental res, +50 armor
Durab: 25
Found: random loot [Legend of Dead Kel DLC]

BUCKLER: Eye of Lupoku
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 43
Armor: 137
Block: 76 damage
Effct: 50% burn foes on attack, +10% elemental res, +1 Finesse abilities
Durab: 25
Found: random loot [Teeth of Naros DLC]

BUCKLER: Shield of Balance
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 18
Armor: 83
Block: 35 damage
Effct: +1 to Might/Finesse/Sorcery abilities
Durab: 44
Found: random loot

BUCKLER: Shield of Ambient
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 28
Armor: 79
Block: 33 damage, +20% melee/ranged/magic block efficacy
Effct: +1 to Finesse abilities
Durab: 44
Found: complete "Mirror, Mirror" [Travelers]

BUCKLER: Orieator's Shield
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 25-28
Armor: 73-79
Block: 30-33 damage
Effct: +50-55 HP, +26-28 armor, +1 Persuasion
Durab: 44
Found: complete "Bad Blood"

BUCKLER: Reprisal
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 18
Armor: 67
Block: 26 damage
Effct: +15% fire res, 3% chance to burn foes while blocking
Durab: 44
Found: random loot

BUCKLER: Labyrinthine
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 21-43
Armor: 61-137
Block: 28-76 damage, +15% magic block efficacy
Effct: +10% mana, +1 mana regen/sec
Durab: 25
Found: random loot [Teeth of Naros DLC]

BUCKLER: Fae Summer Shield
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 3
Armor: 20
Block: 9 damage
Effct: +5% elemental res, +10 armor
Durab: 39
Found: random loot

BUCKLER: The Moon
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 34
Armor: 11-129
Block: 7-97 damage
Crits: +10% melee crit chance
Effct: +10-29 HP
Durab: 25
Found: Gorhart Special Deliveries chest [Reckoning Finesse Bonus Pack DLC]

CAP: Officer's Cap
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 28-43
Armor: 101-142
Crits: +8% damage
Effct: +15% bleed res, +10% gold drops, +5% EXP bonus
Durab: 25
Found: locked chest in Mudhold Fasting [Legend of Dead Kel DLC]

CAP: Watcher's Hood
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 43
Armor: 136
Crits: +10% chance
Effct: +15% damage with edged weapons, +10% poison damage
     : +10% poison damage, +5% chance to evade
Durab: 48
Found: random loot [Teeth of Naros DLC]

CAP: Enkindler
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 43
Armor: 110
Crits: +8% damage
Effct: +5% foe burn chance on attack, +2 HP regen/sec, +2 mana regen/sec
Durab: 46
Found: random loot

CAP: Vindicator's Cap
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 25
Armor: 76
Crits: +8% damage, +8% crit chance with ranged weapons
Effct: +15% poison damage, +10% poison res
Durab: 44
Found: random loot

CAP: Kentigan's Shadow
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 18-43
Armor: 61-129
Crits: +8% damage
Effct: +15% phys damage, +10% gold drops, +10% EXP gain
Durab: 41-48
Found: complete "Earning Valor" [House of Valor DLC]

CAP: Shadow of the Ariad
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 18
Armor: 55
Crits: +8% damage, +5% melee crit chance
Effct: +15% bleed damage, +30 HP, +20 mana
Durab: 41
Found: random loot

CAP: Pathfinder's Hood
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 8
Armor: 23
Crits: +8% damage
Effct: +5% damage vs. Beasts & Constructs, +10 HP
Durab: 33
Found: random loot

CHAUSSES: The Mermain's Scales
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 24?-44
Armor: 134-202
Block: +5% melee block efficacy
Effct: +10% fire/ice/lightning damage, +1 HP regen/sec
Durab: 30
Found: random loot [Legend of Dead Kel DLC]

CHAUSSES: Juggernaut Chausses
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 35
Armor: 180
Block: +5% melee block efficacy
Effct: +20% phys damage, +3 HP regen/sec, +80 HP, +15 armor
Durab: 50
Found: random loot

CHAUSSES: Mystic Chausses
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 41
Armor: 161
Block: +5% melee block efficacy
Effct: +15% magic damage, +15% elemental res, +5% gold drops
Durab: 50
Found: random loot

CHAUSSES: Obsidian Chausses
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 19
Armor: 97
Block: +15% melee block efficacy, +10% ranged/magic block efficacy
Effct: +10% elemental res, +10 mana
Durab: 46
Found: random loot

CHAUSSES: Double-Plated Chausses
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 13-24
Armor: 68-95
Block: +13% melee block efficacy, +5-8% ranged/magic block efficacy
Effct: +10% HP, +5-8% armor
Durab: 48
Found: random loot

CHAUSSES: Birkita Chausses
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 18-44
Armor: 86-184
Effct: +5% melee block efficacy, +10% fire/ice/lightning damage
     : +15% HP, +15% mana
Durab: 46-52
Found: complete "Simply Mercenary" [House of Valor DLC]

CHAUSSES: Legplates of Kronash
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 4
Armor: 28
Block: +5% melee block efficacy
Effct: +5% lightning res, +8 armor, +5 HP
Durab: 42
Found: random loot

COWL: Crown of the Dverga
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Sorcery 43
Armor: 94
MaReg: +15/sec
Effct: +10% phys res, +50 mana, -12% mana costs
Durab: 20
Found: complete "Coveting Tragedy" [Legend of Dead Kel DLC]

COWL: Celestial Cowl
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Sorcery 43
Armor: 84
MaReg: +15%/sec, +3/sec
Effct: +15% fire/ice/lightning damage, +15% elemental res
Durab: 45
Found: random loot

COWL: Crown of Kreios
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Sorcery 43
Armor: 84
MaReg: +15%/sec
Effct: -6% mana costs, +1 Persuasion, +1 to Sorcery abilities
Durab: 20
Found: beat all trials in Nerotelos [Teeth of Naros DLC]

COWL: Crown of the Weeping King
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Sorcery 39
Armor: 74
MaReg: +15%/sec
Effct: +15% elemental res, +10% pierce res
     : +8% magic crit chance, +8% magic crit damage
Durab: 43
Found: complete "The Weeping King" [House of Sorrows]

COWL: Crown of Glory
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SqReq: Sorcery 36
Defns: 70
MaReg: +15%/sec
Effct: +10% pierce res, +60 mana, +10% stun duration
Durab: 43
Found: random loot

COWL: Uriel's Vision
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Sorcery 25
Armor: 49
MaReg: +15%/sec
Effct: +15% status effect duration, -10% mana costs
     : +5% fire/ice/lightning dmg, +2 mana regen/sec
Durab: 41
Found: random loot (found mine in Eamonn's Isle hidden door #2)

COWL: Nai'mee'an Cowl
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Sorcery 16
Armor: 32
MaReg: +15%/sec
Effct: +10% fire/ice/lightning damage, +15 armor, +5% elem res, +15 HP
Durab: 38
Found: random loot

COWL: Cowl of Ophanim
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Sorcery 6
Armor: 16
MaReg: +15%/sec, +0.5/sec
Effct: +10% sceptre damage, +10 mana
Durab: 37
Found: random loot

COWL: Selkie Veil
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Sorcery 6-8
Armor: 14-18
MaReg: +15%/sec
Effct: +15% mana sap per hit, 10% sap 1 mana/hit, -10% mana costs
Durab: 37
Found: Waterhall Down, during "Crisis of Faith"

CUIRASS: The Linothorax
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 44
Armor: 407
Block: +10% melee block efficacy
Effct: +10% HP, +5% phys res, +5% piercing res
Durab: 30
Found: random loot [Teeth of Naros DLC]

CUIRASS: The Leviathan's Shell
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 44
Armor: 405
Block: +10% block efficacy, +10% melee block efficacy
Effct: +15% piercing res, +35 armor
Durab: 30
Found: corpse on Castaway Cove [Legend of Dead Kel DLC]

CUIRASS: Conqueror's Plate
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 39
Armor: 353
Block: +10% melee block efficacy
Effct: +20% HP sapped/hit, +10% chance to sap HP, +3 HP regen/sec
Durab: 52
Found: quest reward [House of Valor DLC]

CUIRASS: Whirlwind Breastplate
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 40
Armor: 327
Block: +10% melee block efficacy
Effct: +10% melee crit chance, +10% melee crit damage, +30 armor
Durab: 50
Found: random loot

CUIRASS: Brimstone Cuirass
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 21
Armor: 196
Block: +10% melee block efficacy
Effct: +15% fire damage, +15% fire resistance, +45 mana
Durab: 48
Found: random loot

CUIRASS: Gentleman's Courtesy
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 18-44
Armor: 172-368
Block: +10% melee block efficacy
Effct: +15% damage, +40-95 HP
Durab: 46-52
Found: complete "A Viper for All Seasons" [House of Valor DLC]

CUIRASS: Hauberk of the Tormentor
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 6
Armor: 57
Block: +10% melee block efficacy
Effct: +5% piercing damage, +5% bleeding damage, +10% sap HP chance
Durab: 42
Found: random loot

GAUNTLETS: Stoneworker's Gloves
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 44
Armor: 119
Block: +5% melee block efficacy
Effct: +6% bleeding/poison resistance, +36 armor
Durab: 30
Found: complete "Labor of Love" [Teeth of Naros DLC]

GAUNTLETS: Stonehand Gauntlets
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 44
Armor: 103
Block: +5% melee block efficacy
Effct: +5% phys damage, +5% fire res, +25 armor
Durab: 30
Found: complete "The Expedition" [Legend of Dead Kel DLC]

GAUNTLETS: Galen's Mitt
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 44
Armor: 92
Block: +5% melee block efficacy
Effct: +15% elemental res, +2 HP regen/sec, +40 armor
Durab: 52
Found: random loot

GAUNTLETS: Bloodthirsters
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 40
Armor: 81
Block: +5% melee block efficacy
Effct: +15% bleed res, +5% HP sap/hit, +5% chance to sap HP
Durab: 50
Found: random loot

GAUNTLETS: Gauntlets of Jottun Strength
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 28
Armor: 59
Block: +5% melee block efficacy
Effct: +10% phys damage, +10% HP, +25 armor
Durab: 48
Found: random loot

GAUNTLETS: Gauntlets of Arland
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 18-44
Armor: 43-92
Block: +5% melee block efficacy
Effct: +16% hammer damage, +15% armor, +18% HP
Durab: 46-52
Found: complete "Magic Men" [House of Valor DLC]

GAUNTLETS: Battle Gauntlets
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 15
Armor: 36
Block: +5% melee block efficacy
Effct: +20 armor
Durab: 46
Found: random loot

GLOVES: Shredskin Gloves
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 43
Armor: 74
Crits: +5% damage, +8% chance
Effct: +20% bleed damage, +5% damage vs. lightly wounded targets
Durab: 25
Found: possible loot in "Scouting Mission" [Legend of Dead Kel DLC]

GLOVES: Dirgesinger Gloves
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 43
Armor: 69
Crits: +5% damage
Effct: +30% bleed damage, +10% steal HP chance
     : +5% HP stolen/hit, +8% gold drops
Durab: 48
Found: random loot

GLOVES: Silkfarmer Gloves
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 12
Armor: 21
Crits: +5% damage
Effct: +15% HP, 10% poison res, +8% poison damage, +5% XP bonus
Durab: 41
Found: complete "Grim Harvest"

GREAVES: Deckhand Boots
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 44
Armor: 101
Block: +5% melee block efficacy
Effct: +15% lightning res, +5% XP bonus, +45 HP
Durab: 30
Found: possible loot in "Scouting Mission" [Legend of Dead Kel DLC]

GREAVES: Destroyer's Greaves
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 44
Armor: 92
Block: +5% MeBlk efficacy
Effct: +20% damage vs. lightly wounded targets, +50 HP vs lightly wounded
       targets, +3 HP regen/sec vs. lightly wounded targets
Durab: 50
Found: random loot [Legend of Dead Kel DLC]

GREAVES: Wicked Sabatons
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 40
Armor: 81
Block: +5% melee block efficacy
Effct: +18% phys damage, +10% HP sap/hit, +10% chance to sap HP
Durab: 50
Found: random loot

GREAVES: Bone Greaves
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 33
Armor: 70
Block: +5% melee block efficacy
Effct: +15% piercing damage, +15% bleed res, +70 HP, +30 armor
Durab: 48
Found: random loot

GREAVES: Unwavering Greaves
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 28
Armor: 58
Block: +5% melee block efficacy
Effct: +15% edged weapon damage, +15% edged weapon crit chance
     : +10% bleed res, +20 armor
Durab: 48
Found: random loot

GREAVES: Earthcrushers
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 24
Armor: 48
Block: +5% melee block efficacy
Effct: +15% HP, +10% stun chance, +10% stun duration
Durab: 48
Found: loot the Ragnare during "Making Enemies"

GREAVES: Ardent Greaves
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 19
Armor: 46
Block: +5% melee block efficacy
Effct: +2 HP regen/sec, +1 mana regen/sec, +35 HP, +30 mana
Durab: 46
Found: random loot

GREAVES: Ardra's Greaves
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 18-44
Armor: 43-92
Effct: +10% phys damage, +10% armor, +5% EXP bonus
     : +15% melee block efficiency, +10% ranged/magic block efficacy
Durab: 46-52
Found: complete "A Valorous Proposition" [House of Valor DLC]

GREAVES: Ander's Brogans
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 9
Armor: 25
Block: +10% melee block efficacy, +5% ranged/magic block efficacy
Effct: +1 HP regen/sec, +10 HP
Durab: 44
Found: random loot

GREAVES: Vasil's War Boots
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 4
Armor: 14
Block: +5% melee block efficacy
Effct: +5% elemental/bleed/poison res
Durab: 42
Found: random loot

HANDWRAPS: Pilgrim's Handwraps
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Sorcery 38
Armor: 46
MaReg: +10%/sec
Effct: +18 mana, +6% magic crit damage, +3% magic crit chance
Durab: 20
Found: complete "Shapen in Iniquity" [Teeth of Naros DLC]

HANDWRAPS: Handwraps of the Deep
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Sorcery 43
Armor: 46
MaReg: +10%/sec
Effct: +15% shock damage, +15% duration, +10% elemental res, +1 HP regen/sec
Durab: 20
Found: random loot [Legend of Dead Kel DLC]

HANDWRAPS: Fate's Hand
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Sorcery 43
Armor: 43
MaReg: +10%/sec
Effct: +15% fire/ice/lightning damage, +3 mana regen/sec, -20% mana costs
Durab: 45
Found: random loot

HANDWRAPS: Pyromancer's Handwraps
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Sorcery 35
Armor: 35
MaReg: +10%/sec
Effct: +20% fire damage, +10% mana steal chance
Durab: 43
Found: random loot

HANDWRAPS: Mik'hail's Resplendant Gloves
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Sorcery 25
Armor: 24
MaReg: +10%/sec
Effct: +15% magic crit chance, +10% elemental res, +20 armor
Durab: 41
Found: random loot

HANDWRAPS: Burning Grasp
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Sorcery 18-21
Armor: 18-22
MaReg: +10%/sec
Effct: +10% fire damage, 10% burn foe on attack, +35 mana
Durab: 41
Found: random loot

HANDWRAPS: Dazzling Handwraps
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Sorcery 18
Armor: 16
MaReg: +10%/sec
Effct: +5% gold drops, +1 mana regen/sec, -10% mana costs
Durab: 38
Found: random loot

HANDWRAPS: Winter Elf Handwraps
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Sorcery 6
Armor: 8
MaReg: +10%/sec
Effct: +10% mana, +5% ice damage, +5% ice res
Durab: 37
Found: random loot

HANDWRAPS: Gem Cutting Handwraps
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: ---
Armor: 4
MaReg: ---
Effct: +5% fire/ice/lightning damage, +1 Sagecraft
Durab: 18
Found:

HELM: Crested Helm
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 44
Armor: 245
Block: +5% melee block efficacy
Effct: +16% armor, +18 HP, +1 to Might abilities
Durab: 30
Found: complete "Shapen in Iniquity" [Teeth of Naros DLC]

HELM: Skull of Varalin
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 44
Armor: 202
Block: +5% melee block efficacy
Effct: +15% phys res, +15% crit damage, +12% stun duration
Durab: 30
Found: complete "The Invaders" [Legend of Dead Kel DLC]

HELM: Resplendant Helm
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 44
Armor: 184
Block: +5% melee block efficacy
Effct: +20% phys res, +15% daytime damage, +3 HP regen/sec, +2 mana regen/sec
Durab: 50
Found: random loot

HELM: Almain Great Helm
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 40
Armor: 160
Block: +10% block efficacy, +5% melee block efficacy
Effct: +15% greatsword/hammer damage
Durab: 48
Found: random loot

HELM: Tiberian Helm
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 33
Armor: 140
Block: +5% melee block efficacy
Effct: +10% pierce res, +10% bleed res, +2 HP regen/sec, +2 mana regen/sec
Durab: 48
Found: random loot (got mine in Cydan's Cache at Meathgra's Den)

HELM: Helm of Hideous Visage
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 24
Armor: 108
Block: +5% melee block efficacy
Effct: +15% bleed res, +15% stun duration, +4 HP
Durab: 46
Found: boss loot during "The Mountain Prison" [Warsworn]

HELM: Helm of the Coast
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 24
Armor: 95
Block: +10% block efficacy, +5% melee block efficacy
Effct: +20% longsword damage, +28 armor
Durab: 46
Found: random loot

HELM: Battlerage
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 16
Armor: 75
Block: +5% melee block efficacy
Effct: +10% fire damage, +1 HP regen/sec, +20 HP
Durab: 44
Found: random loot

HELM: Infernal Helm
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 3
Armor: 24
Block: +5% efficacy
Effct: 4 fire damage
Durab: 22
Found: Gorhart Special Deliveries chest [reward for completing KoA:R demo]

LEGGINGS: Leggings of the High Seas
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 43
Armor: 142
Crits: +5% damage
Effct: +10% edged weapon damage, +10% lightning res, +30 HP
Durab: 25
Found: possible loot in "Scouting Mission" [Legend of Dead Kel DLC]

LEGGINGS: Bladedancer's Leggings
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 43
Armor: 140
Crits: +5% damage, +20% crit chance with faeblades and daggers
Effct: +15% damage with faeblades and daggers
Durab: 48
Found: random loot

LEGGINGS: Serpentskin Leggings
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 39
Armor: 108
Crits: +8% chance, +5% damage
Effct: +15% poison damage, +15% poison res, +1% mana regen/sec
Durab: 46
Found: random loot

LEGGINGS: Nightwind's Leggings
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 18
Armor: 53
Crits: +5% damage, +15% nighttime chance
Effct: +25 HP, +15% nighttime damage
Durab: 41
Found: random loot

LEGGINGS: Kentigan's Respite
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 18-43
Armor: 18-129
Crits: +5% damage
Effct: +10% armor, +15% bleed resistance, +5% gold drops, +5% EXP bonus
Durab: 41-48
Found: complete "A Viper for All Seasons" [House of Valor DLC]

NECKLACE: Assassin's Aegis
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +10% phys damage vs. heavily wounded targets
Found: random loot

NECKLACE: Barbed Necklace
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +8% pierce damage
     : +8% bleed res
     : +3% crit chance
Found: complete "Ties That Bind" [Legend of Dead Kel DLC]

NECKLACE: Blackstone Token
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +3% phys/elemental res
     : +1 to Sorcery abilities
Found: random loot

NECKLACE: Coral Necklace
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +20% damage
Found: random loot

NECKLACE: Deinir Pendant
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +10% bleeding dmg
     : +23 armor
     : +1 to Finesse abilities
Found: random loot [Teeth of Naros DLC]

NECKLACE: Doctor's Medallion
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +10% poison res
     : +10% HP
     : +10% HP/regen sec
Found: complete "Out of the Ruins"

NECKLACE: Dokkalfar Brooch
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +20% nighttime damage
     : +2 HP regen/sec
     : +1 Sagecraft
Found: random loot

NECKLACE: Dverga Ornamental Chain
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +8% fire/ice/lightning damage
     : +40 HP
     : +8% stun chance
Found: attain a record in "Combat Training" [Legend of Dead Kel DLC]

NECKLACE: Ethenian Knot
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +10% lightning damage
     : +5% piercing resistance
     : +3% magic crit chance
Found: random loot

NECKLACE: Eye of Flame
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +17% fire damage
     : +17% fire res
     : +70 HP
Found: random loot

NECKLACE: Fae Clasp
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +5% crit damage
     : +5% crit chance
     : +1 Stealth
Found: random loot

NECKLACE: Frostmoon
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +10% nighttime ice damage
     : +10% ice damage
     : +50 mana
Found: random loot

NECKLACE: Heartstone
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +20% HP regen/sec while at low health
Found: complete "The Sorrows Call" [House of Sorrows]

NECKLACE: Hopestone
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +5% fire/ice/lightning damage
     : +5% elemental res
Found: random loot

NECKLACE: Jade Totem
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +5% EXP bonus
     : +6% gold drops
Found: random loot

NECKLACE: Jottun War Beads
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +5% damage
     : +5% damage res
Found: random loot

NECKLACE: Kollossae Medallion
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +5% phys damage
     : +10% primal damage
     : +11 mana
Found: loot boss during "Ascension" [Teeth of Naros DLC]

NECKLACE: Ljosalfar Necklace
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +20% daytime damage
     : +2 mana regen/sec
     : +1 Persuasion
Found: random loot

NECKLACE: Naros Splinter Charm
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +10% melee crit damage
     : +5% melee damage resistance
     : +5% poison damage
Found: random loot [Teeth of Naros]

NECKLACE: Nyralim's Grace
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +10% elemental res
Found: persuade Nyralim during "Old Friends, New Foes"

NECKLACE: Pendant of Warmth
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +10% fire damage
     : +16% ice res
Found: obtained in "Shardfall" [Scholia Arcana]

NECKLACE: Ravenclaw
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +6% pierce damage
     : +6% bleed res
     : +1 to Might abilities
Found: random loot

NECKLACE: Resonant Pendant
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: 8% sap 5 HP/hit
Found: random loot

NECKLACE: Skymason's Sigil
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +10% primal damage
     : +10% mana
     : +5% ice damage
Found: complete "Of My Own Invention" [Teeth of Naros DLC]

NECKLACE: Soulstone
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +100 HP
     : +1 HP regen/sec
Found: random loot

NECKLACE: Spellguard
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +12% elemental res
Found: random loot

NECKLACE: St. Hadwyn's Beads
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +15% damage vs. Niskaru
Found: finish pilgrimage in "Brother Fallon's Beads"
Notes: beads start out as plain and unenchanted; gain +5% damage vs. Niskaru
       for each of the three shrines visited during quest.

NECKLACE: Starry Eye Pearl Necklace
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +35 mana
     : +8% elemental res
     : +8% poison res
Found: possible reward in "Scouting Mission" [Legend of Dead Kel DLC]

NECKLACE: Strand of the Seven Seas
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: 5% sap 20 HP/hit
     : 5% sap 20 mana/hit
Found: complete "Justice Done" [Legend of Dead Kel DLC]

NECKLACE: The Hunter's Friend
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +6% ranged damage
     : +6% damage vs. Beasts
     : +1 Stealth
Found: persuade Ametair during 1st convo in "The Silent Step" [Travelers]

NECKLACE: Thresh's Seal
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +1 to Might, Finesse, and Sorcery abilities
Found: random loot

NECKLACE: Tribal Necklace
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +3% fire/ice/lightning damage
     : +1 mana regen/sec
Found: random loot

NECKLACE: Warrior's Lament
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +20 HP
     : +10% stun duration
     : +3% stun chance
Found: random loot

NECKLACE: Whale Tooth Pendant
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +20 HP
     : +10% stun duration
     : +5% piercing res
Found: possible reward in "Scouting Mission" [Legend of Dead Kel DLC]

RING: Adept's Ring
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +7% fire/ice/lightning damage
     : +20 mana
     : -8% mana costs
Found: complete "Shardfall" [Scholia Arcania]

RING: Archsage's Ring
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +15% fire/ice/lightning dmg
     : +30 mana
     : -10% mana costs
Found: complete Scholia Arcania questline

RING: Ash Ring
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +12% fire damage
     : +15% fire resistance
Found: random loot

RING: Ballads Signet Ring
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +5% damage
     : +5% damage resistance
Found: during "Song of Sir Sagrell" [House of Ballads]

RING: Bloodstone
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: 5% sap 10 HP/hit
Found: random loot

RING: Brilliance
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +2.5 mana regen/sec
     : +1 Dispelling and Lockpicking
Found: random loot

RING: Crystalline Band
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: 15% sap ?? mana/hit
     : +65 mana
     : -15% mana costs
Found: random loot

RING: Deinir Shackle
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +10% poison damage
     : 5% chance sap 18 HP/hit
Found: random loot [Teeth of Naros DLC]

RING: Docent's Ring
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +5% fire/ice/lightning damage
     : +15 mana
     : -7% mana costs
Found: complete "The Unquiet Bride" [Scholia Arcania]

RING: Doctor's Ring
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +10% poison resistance
     : +10% HP
     : +10% HP regen/sec
Found: random loot

RING: Dvergan Emerald
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +5% pierce damage
     : +8% phys res
     : +31 HP
Found: attain 3 records in "Combat Training" [Legend of Dead Kel DLC]

RING: Electric Band
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +8% lightning damage
     : +8% lightning res
Found: random loot

RING: Elund's Ring
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +10% phys damage
     : +5% gold drops
Found: pass Elund Carth's persuasion option during "Breaking the Siege"

RING: Ethene's Tear
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: -10% mana costs</pre><pre id="faqspan-14">
     : +5% gold drops
     : +3% magic crit chance
Found: loot from Kahrunk [Teeth of Naros DLC]

RING: Evalyne's Ring
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +10% HP and mana
Found: complete "The Natural Order"

RING: Eye of the Storm
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: 9% lightning damage
     : 11% lightning res
Found: random loot

RING: Faecrafted Ring
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +12% fire/ice/lightning damage
     : +50 mana
     : +1.5 mana regen/sec
Found: random loot

RING: Frissel Band
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +50 HP
     : +1 Alchemy, Blacksmithing, and Sagecraft
Found: random loot

RING: Fulmin Ring
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +1 to Might abilities
     : -15% equip requirements
Found: random loot

RING: Gnomish Energy Band
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +25 mana
     : +1.5 mana regen/sec
Found: random loot

RING: Jade Band
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +15% ranged damage
     : +10% ranged crit damage
     : +10% ranged crit chance
Found: random loot

RING: Loop of Meditation
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +15% crit damage
     : +15% crit chance
Found: random loot

RING: Maelstrom
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +15% magic crit damage
     : +3% magic crit chance
Found: dropped by Vonn during "The Invaders" [Legend of Dead Kel DLC]

RING: Maiden's Ring
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +10% HP
Found: loot Lekka the Corpulent during "Reprisal, Reprised"

RING: Maze Ring
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +6% EXP bonus
Found: random loot

RING: Nature's Gift
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +8% elemental res
     : +30 HP and mana
Found: random loot

RING: Neophyte's Ring
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +3% fire/ice/lightning damage
     : +10 mana
     : -6% mana costs
Found: complete "Trial by Fire" [Scholia Arcana]

RING: Peza
¯¯¯¯¯¯¯¯¯¯
Effct: +10% phys damage
     : +5% piercing res
     : +18 HP
Found: reward during "Dramatis Personae" [Teeth of Naros DLC]

RING: Pteryx Eye Ring
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +3% melee crit chance
     : +10% fire res
Found: random loot [Teeth of Naros DLC]

RING: Ragpicker's Ring
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +8% gold drops
     : +1 Detect Hidden
Found: complete "Every Sparrow Fallen"

RING: Red Sky Ring
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +10% daytime damage
     : +10% damage vs. lightly wounded targets
Found: locked outdoor chest in Undersea Fasting [Legend of Dead Kel DLC]

RING: Ring of Judgment
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +100 HP & mana
     : +2 HP regen/sec
     : +2 mana regen/sec

RING: Royal Signet
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +26 armor
     : +70 HP
     : +1 Persuasion
Found: random loot

RING: Savant's Ring
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +10% fire/ice/lightning dmg
     : +25 mana
     : -9% mana costs
Found: complete "A Crowded Mind" [Scholia Arcana]

RING: Signet of Andronikos
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +10% piercing damage
     : +10% lightning damage
     : +1 HP regen/sec
Found: random loot [Teeth of Naros DLC]

RING: Shadowreach
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +7% fire/ice/lightning damage
Found: random loot

ROBE: Shimmering Robes
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Sorcery 34
Armor: 257
MaReg: +30%/sec, +3 mana regen/sec
Effct: +20% fire/ice/lightning damage, +20% mana
Durab: 45
Found: random? (found mine on Maura Chalin during "Otho")

ROBE: Robes of the Oracle
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Sorcery 32
Armor: 203
MaReg: +30%/sec
Effct: +10% stave/sceptre damage, +10% magic crit chance
     : +25 armor, -15% mana costs
Durab: 43
Found: random loot

RING: Signet of the Erathi
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +6% pierce res
     : +12% elemental res
     : +1 mana regen/sec
Found: complete "The Exiles" [Legend of Dead Kel DLC]

RING: Starstone Ring
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +30 armor
     : +80 HP
     : +1 Detect Hidden
Found: random loot

RING: Sunstone Ring
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +15% fire/ice/lightning daytime damage
     : +55 mana
     : +2 mana regen/sec
Found: random loot

RING: Swashbuckler Band
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +50 mana
     : +1 Persuasion
     : +1 HP regen/sec
Found: possible loot in "Scouting Mission" [Legend of Dead Kel DLC]

RING: The Ouroboros
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +25% poison damage
     : +25% poison res
Found: random loot

RING: Timios
¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +10% magic status effect durations
     : +10% mana
     : +5% elemental res
Found: random loot

RING: Traveler's Band
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +7 HP
     : +1 Stealth and Lockpicking
Found: random loot

RING: Vitalis
¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +15% HP
     : +1 HP regen/sec
Found: random loot

RING: Volcanic Glass Ring
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +8% fire/ice damage
     : +2% crit chance
Found: complete "Coveting Tragedy" [Legend of Dead Kel DLC]

RING: Windswept Band
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effct: +10% ice damage
     : +5% ice resistance
     : +1 Detect Hidden
Found: complete "Will and Waters" [Teeth of Naros DLC]

ROBE: The Magister's Boatcloak
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Sorcery 25
Armor: 171
MaReg: +30%/sec
Effct: +15% ice res, +10% poison res, +17 armor
Durab: 20
Found: Castaway Cove [Legend of Dead Kel DLC]

ROBE: Celestial Fury
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Sorcery 22
Armor: 151
MaReg: +30%/sec
Effct: +18% fire damage, +15% mana stolen/hit, +10% sap mana chance
Durab: 41
Found:

ROBE: Death's Vestments
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Sorcery 25-28
Armor: 99-107
MaReg: +30%/sec
Effct: +30% damage vs. heavily wounded targets, +10% HP, +15% mana
     : +20% crit chance vs. heavily wounded targets
Durab: 41
Found: loot from corpse during "Bad Blood"

ROBE: Frostrobes
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Sorcery 18
Armor: 96
MaReg: +30%/sec
Effct: +10% ice damage, +10% freeze duration, +10% ice res, +20 mana
Durab: 38
Found: random loot

ROBE: Compassion
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Sorcery 6
Armor: 37
MaReg: +30%/sec, +0.5/sec
Effct: +1 HP regen/sec, +8 armor
Durab: 37
Found: random loot

ROGUE ARMOR: Corsair's Shirt
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 43
Armor: 285
Crits: +12% damage
Effct: +15% poison/bleeding/piercing res
Found: corpse on Castaway Cove [Legend of Dead Kel DLC]
     : possible loot in "Scouting Mission" [Legend of Dead Kel DLC]

ROGUE ARMOR: Kollossae Mantle
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 43
Armor: 311
Crits: +12% damage
Effct: +16% damage res while dodging, +6% bleed res, +18 mana
Found: random loot [Teeth of Naros DLC]

ROGUE ARMOR: Huntsmaster's Regalia
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 38
Armor: 272
Crits: +27% damage, +10% chance
Effct: +10% faeblade/dagger damage, +70 HP
Durab: 48
Found: random loot

ROGUE ARMOR: Serpentskin Tunic
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 39
Armor: 216
Crits: +12% damage
Effct: +15% poison dmg, +15% poison res, +5% fire/ice/lightning dmg
Durab: 46
Found: random loot

ROGUE ARMOR: Malach's Vest
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 28
Armor: 157
Crits: +12% damage
Effct: +1 HP regen/sec, +1 mana regen/sec
Durab: 44
Found: random loot

ROGUE ARMOR: Hode's Jerkin
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 6
Armor: 50
Crits: +12% damage
Effct: +5% damage with faeblades/daggers, +11 armor
Durab: 39
Found: random loot

SHIELD: Barbed Tortoise Shell
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 43
Armor: 203
Block: 117 damage, +15% melee block efficacy
Effct: +10% damage res vs. beasts, +10% piercing res
Durab: 30
Found: possible reward in "Scouting Mission" [Legend of Dead Kel DLC]

SHIELD: Mysterious Targa
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 28-34
Armor: 147-203
Block: 56-117 damage
Effct: 25% shock foes when attacked, +15% mana, +10% lightning res
Durab: 30
Found: from Jacinda during "Master of the Keep" [Legend of Dead Kel DLC]

SHIELD: Hoplon
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 43
Armor: 194
Block: 92 damage
Effct: +15% fire res, +10% pierce res, +23 armor
Durab: 30
Found: random loot

SHIELD: Titan Shield
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 38
Armor: 184
Block: 86 damage, +35% melee/ranged/magic block efficacy
Effct: +100 HP
Durab: 54
Found: random loot [Teeth of Naros DLC]

SHIELD: Winter's Respite
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 43
Armor: 171-184
Block: 75-86 damage
Effct: +35% ice res, +30-35 armor
Durab: 54
Found: random loot

SHIELD: Kingly Shield
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 35
Armor: 162
Block: 69 damage
Effct: +30 armor, +2 to Might abilities
Durab: 52
Found: during "The Lost Squad" (reward)

SHIELD: Crystalline Barrier
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 36
Armor: 139
Block: 53 damage, 5% freeze foes while blocking
Effct: +20% ice res, +20% piercing res
Durab: 52
Found: random loot

SHIELD: Gabriel's Shield
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 28
Armor: 117
Block: 42 damage
Effct: +60 HP, +1 to Might abilities
Durab: 49
Found: random loot

SHIELD: Tooth of Naros
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 28-43
Armor: 113-194
Block: 43-92 damage, +15% block efficacy
Effct: +1 to Might abilities, +12-18 HP
Durab: 30
Found: complete "Ashes to Ashes" [Teeth of Naros DLC]

SHIELD: Brimstone Barrier
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 18
Armor: 95
Block: 31 damage, 3% burn foes while blocking
Effct: 15% fire res
Durab: 49
Found: random loot

SHIELD: House of Ballads Shield
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 18
Armor: 77-86
Block: 24-27 dmg
Effct: +10% pierce res, +35-40 HP, +30-35 mana
     : +23-25% melee/ranged/magic block efficacy
Durab: 46
Found: complete "Cursed Kingdom" [House of Ballads]

SHIELD: Aegis of Ahn'Vas
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 3
Armor: 28
Block: 11 damage
Effct: +10 armor, +6 HP and mana
Durab: 43
Found: random loot

SHIELD: The Tower
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 1-43
Armor: 15-184
Block: 9-117 damage
Effct: +5% phys damage, +5% elemental res, +5% mana
Durab: 30
Found: Gorhart Special Deliveries chest [Reckoning Might Bonus Pack DLC]

SHOES: Kollossae Sandals
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Sorcery 43
Armor: 46
MaReg: +10%/sec
Effct: +8% damage res while dodging, +8% elemental res, +1 HP regen/sec
Durab: 20
Found: complete "Back to Basics" [Teeth of Naros DLC]

SHOES: Sandals of the Archmage
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Sorcery 43
Armor: 41
MaReg: +10%/sec
Effct: +25% fire damage, +20% fire res, +70 mana, +50 HP
Durab: 45
Found: random loot

SHOES: Seer's Sandals
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Sorcery 36
Armor: 35
MaReg: +10%/sec
Effct: +20% ice damage, +15% ice res, +10% mana, +25 armor
Durab: 43
Found: random loot

SHOES: Driftwood Sandals
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Sorcery 25-46
Armor: 29-46
MaReg: +10%/sec, +1 mana regen/sec
Effct: +1 to Sorcery abilities
Durab: 20
Found: complete "An Infestation" [Legend of Dead Kel DLC]

SHOES: Whisperskin Sandals
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Sorcery 28
Armor: 27
MaReg: +10%/sec, +1 mana regen/sec
Effct: +15% mana, +10% fire/ice/lightning damage, +10% bleeding res
Durab: 41
Found: from Maxen during "The Crossing"

SHOES: Disciple's Sandals
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Sorcery 16
Armor: 16
MaReg: +10%/sec
Effct: +10% fire/ice/lightning damage, +1 to Sorcery abilities
Durab: 38
Found: random loot

TALISMAN: Primos' Talisman
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Sorcery 43
Armor: 89
Block: 76 damage, +10% magic block efficacy
Rsist: +10% elemental, +15% damage vs. Kollossae
Effct: +36 mana
Durab: 20
Found: from Secandra during "Into Temptation" [Teeth of Naros DLC]. Can also
       be found as random loot, perhaps if Hoplon was given as her reward?

TALISMAN: Logos
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Sorcery 43
Armor: 89
Block: 76 damage
Rsist: +15% elemental
Effct: -15% mana costs, +1 to Sorcery abilities
Durab: 20
Found: complete "School of Hard Knocks" [Teeth of Naros DLC]

TALISMAN: Divine Shell
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SkReq: Sorcery 34
Armor: 84
Block: 57 damage, +35% melee/ranged/magic block efficacy
Rsist: +10% elemental
Effct: +35 armor, +2 to Sorcery abilities
Durab: 45
Found: random loot

TALISMAN: Roc'omarev
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SkReq: Sorcery 39
Armor: 74
Block: 46 damage
Rsist: +10% elemental, +25% lightning
Effct: 5% chance to shock foes while blocking

TALISMAN: Sorrows Talisman
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SkReq: Sorcery 39
Armor: 74
Block: 46 damage
Rsist: +10% elemental, +25% damage at night
Effct: +80 HP at night, +1 to Sorcery abilities
Durab: 43
Found: random loot

TALISMAN: Soul Lens
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SkReq: Sorcery 32
Armor: 68
Block: 40 damage
Rsist: +10% elemental
Effct: 5% burn foes when blocking
Durab: 43
Found:

TALISMAN: Fury
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SkReq: Sorcery 25-43
Armor: 62-94
Block: 41-97 dmg
Rsist: +10% elemental, +10% fire, +15% damage vs. Beasts & Constructs
Effct: 75% shock foe on attack
Durab: 20
Found: complete "The Expedition" [Legend of Dead Kel DLC]

TALISMAN: Akara's Visage
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SkReq: Sorcery 28-43
Armor: 42-94
Block: 41-97 damage
Rsist: +10% elemental, +10% phys
Effct: 50% stun foes when attacked, +1 mana regen/sec
Durab: 20
Found: steal/loot from The Scion [Legend of Dead Kel DLC]. Early on, Scion
       can be found in the island's northern part, NW of Siren's Den, SW of
       Akara-Tor.

TALISMAN: Talisman of the Sun
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SkReq: Sorcery 21
Armor: 54
Block: 28 damage
Rsist: +10% elemental
Effct: 3% burn foes while blocking
Durab: 41
Found: random loot

TALISMAN: Talisman of Arne
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SkReq: Sorcery 28
Armor: 50-54
Block: 25-28 damage
Rsist: +18-20% ice, +10% elemental
Effct: 3% freeze foes when blocking, +55-60 mana
Durab: 41
Found: Dolve Arne

TALISMAN: Sanctuary
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SkReq: Sorcery 8
Armor: 24
Block: 10 damage, +15% melee/ranged/magic block efficacy
Rsist: +10% elemental, +5% resistance vs. Beasts
Effct: +1 mana regen/sec
Durab: 38
Found: random loot

TALISMAN: Mala'chim Talisman
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SkReq: Sorcery 19
Armor: 44
Block: 21 damage, +25% ranged block efficacy
Rsist: +10% elemental
Effct: +50 mana, +1 to Sorcery abilities
Durab: 41
Found:

TALISMAN: Mindshield
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SkReq: Sorcery 6
Armor: 14
Block: 6 damage
Rsist: +10% elemental, +5% fire
Effct: +10 mana
Durab: 37
Found: random loot

TALISMAN: The Truth
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SkReq: Sorcery 1-34
Armor: 8-84
Block: 7-97 damage
Rsist: +10% elemental, +5% phys
Effct: +5% magic damage, +5% HP
Durab: 20
Found: Gorhart Special Deliveries chest [Reckoning Sorcery Bonus Pack DLC]

_______________________________________________________________________________
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UNIQUE ARMOR SETS                                                        [URMA]
_______________________________________________________________________________
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Armor sets are affiliated gear that, when worn together, give increasingly
useful bonuses. The downside is that most of this gear is random, making it
hard to collect in the first place; and, even if one does, chances are it'll
soon be outclassed. All armor sets appear in yellow text to differentiate 'em
from normal loot.

Set bonuses are only applied when other (any) gear of the same is equipped
at the same time. If the gear is removed, the bonuses are lost. At least two
items of the same "family" need to be equipped to receive a bonus; most gear
sets included up to 5 pieces (maximum of 4 for mage gear).

A small legend for my shorthand:

SkReq: skill requirement necessary to equip
Durab: durability
MeBlk: (shorthand) melee block efficacy
Parts: equipment pieces included in armor set
Stack: stacked bonuses (lists first bonus to 2nd/3rd, in descending order)
Found: specific items, if any (most are random, some sets are found together,
       and even rarer, some items are found in different specific places).

Note that armor sets can be found in the wild and are sometimes sidequest
rewards. This means, contrary to their unique nature, some pieces may be
gotten twice. But, as a rule of thumb, each piece will only be acquired once.

Also note that because of space issues, it's impossible to have every unique
weapon and armor set stored, so don't fret about selling off obsolete set
pieces! (This may be for the best, since armor set items never come with any
customizable options like free gem slots.)

ARMOR SET: Arcanist
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SkReq: Sorcery 21
Durab: 43/per
Parts: Arcanist's Cowl [45 ARM, +15% mana regen/sec, +15% fire damage]
     : Arcanist's Robe [134 ARM, +30% mana regen/sec, +1 to Sorcery abilities]
     : Arcanist's Handwraps [24 ARM, +10% mana regen/sec]
     : Arcanist's Shoes [32 ARM, +10% mana regen/sec, +10% stun chance]
Stack: +25% fire damage
     : +15% elemental res
     : +25% mana
Found: random loot

ARMOR SET: Aryllia
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SkReq: Sorcery 39
Durab: 39
Parts: Aryllia's Cowl [68 ARM, +20% ice damage, +15% mana regen/sec]
     : Aryllia's Robe [204 ARM, +30% mana regen/sec, +13% ice res]
     : Aryllia's Handwraps [ARM 36, +10% mana regen/sec, +1 mana regen/sec]
     : Aryllia's Shoes [19 ARM, +10% mana regen/sec, +50 HP]
Stack: +15% ice res
     : +25% mana
     : +10% chance to freeze foes when attacked
Found: random loot

ARMOR SET: Ascendant
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SkReq: Finesse 43
Durab: 48/per
Parts: Cap of the Ascendant [129 ARM, +8% crit damage, +1 HP regen/sec]
     : Armor of the Ascendant [258 ARM, +12% crit damage, +38 armor]
     : Gloves of the Ascendant [65 ARM, +5% crit damage, +10% crit chance]
     : Leggings of the Ascendant [129 ARM, +5% crit damage, +15% stun chance]
     : Boots of the Ascendant [65 ARM, +5% crit damage, +15% block efficacy]
Stack: +15% stun duration
     : +30% HP
     : +15% crit chance
Found: random loot

ARMOR SET: Belen
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SkReq: Might 6-9
Durab: 44/per
Parts: Belen's Helm [41 ARM, +5% melee block efficacy, +8% damage]
     : Belen's Cuirass [82 ARM, +10% melee block efficacy, +5% stun chance]
     : Belen's Gauntlets [20 ARM, +5% melee block efficacy, +6% bleed dmg]
     : Belen's Chausses [41 ARM, +5% melee block efficacy, +6% pierce res]
     : Belen's Greaves [21 ARM, +5% melee block efficacy, +10% lightning res]
Stack: +10% fire/ice/lightning damage
     : +15% stun duration
     : +15% pierce damage
Found: random loot

ARMOR SET: Bolgans' Bane
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SkReq: Might 36
Durab: 48/per
Parts: Helm of Bolgans' Bane [157 ARM, +15% phys dmg, +5% MeBlk efficacy]
     : Cuirass of Bolgans' Bane [314 ARM, +15%dmgv.Jot&Ett, +10% MeBlk eff.]
     : Gauntlets of Bolgans' Bane [79 ARM, +5% crit chance, +5% MeBlk eff.]
     : Chausses of Bolgans' Bane [157 ARM, +10% HP, +5% melee block eff.]
     : Greaves of Bolgans' Bane [79 ARM, +10% mana, +5% melee block eff.]
Stack: +15% crit damage
     : +15% melee/ranged/magic block efficacy
     : +2 to Might abilities
Found: Helm of Bolgans' Bane: loot from Chernobog in "Worthy of Chernobog"
     : Cuirass of Bolgans' Bane: chest, deepest chamber of Castle Gastyr

ARMOR SET: Brewmaster
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SkReq: Finesse 32
Durab: 44/per
Parts: Cap of Proletary [93 ARM, +20% fire res, +8% crit damage]
     : Brewmaster's Harness [186 ARM, +12% crit damage, +10% phys res]
     : Gloves of Ozzie [46 ARM, +5% crit damage, +1 mana regen/sec]
     : Leggings of Beacons [92 ARM, +23% poison res, +5% crit damage]
     : Boots of the Zodiac [46 ARM, +5% crit damage, +28 armor]
Stack: +2 to Finesse abilities
     : +25% poison damage
     : +25% bow damage
Found: random loot [Legend of Dead Kel DLC]

ARMOR SET: Castaway
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SkReq: Might 28 (plate, gauntlets, chausses), 24 (helm, greaves)
Durab: 30/per
Parts: Castaway's Helm [114 ARM, +5% MeBlk efficacy, +10% block efficacy]
     : Castaway's Plate [249 ARM, +10% MeBlk efficacy, +10% ice res]
     : Castaway's Gauntlets [62 ARM, +5% MeBlk efficacy, +8% stun duration]
     : Castaway's Chausses [124 ARM, +5% MeBlk efficacy, +15% bleed res]
     : Castaway's Greaves [57 ARM, +5% MeBlk efficacy, +10% phys damage]
Stack: +20% armor
     : +10% elemental res
     : +15% damage vs. beasts
Found: sold by Aled Powell [Legend of Dead Kel DLC]

ARMOR SET: Ceremonial
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SkReq: Might 6
Durab: 42/per
Parts: Ceremonial Helm [28 ARM, +5% MeBlk efficacy, +5% fire res]
     : Ceremonial Cuirass [57 ARM, +10% MeBlk efficacy, +4 armor]
     : Ceremonial Gauntlets [14 ARM, +5% MeBlk efficacy, +10 HP]
     : Ceremonial Chausses [28 ARM, +5% MeBlk efficacy, +10 mana]
     : Ceremonial Greaves [14 ARM, +5% MeBlk efficacy, +5% bleed res]
Stack: +10% melee/ranged/magic block efficacy
     : +10 armor
     : +25 HP
Found: random loot

ARMOR SET: Children of Erathell
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SkReq: Sorcery 43
Durab: 20
Parts: Children of Erathell Hood [94 ARM, +15% MReg/sec, -5% mana costs]
     : Children of Erathell Robes [276 ARM, +30% MReg/sec, +1 MReg/sec]
     : Children of Erathell Gloves [46 ARM, +10% MReg/sec, +10% ice damage]
     : Children of Erathell Boots [46 ARM, +10% MReg/sec, +15% HP]
Stack: +10% mana
     : +10% phys res
     : +6% magic crit chance
Found: can be stolen/dropped from Watchers [Legend of Dead Kel DLC]. Three
       attend to the Scion, another guards Souldeep Fasting at Cape Solace.

ARMOR SET: Corthian
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SkReq: Might 28
Durab: 48/per
Parts: Corthian Helm [119 ARM, +15% pierce damage, +5% MeBlk efficacy]
     : Corthian Cuirass [230 ARM, +15 bleed res, +10% MeBlk efficacy]
     : Corthian Gauntlets [58 ARM, +15% ice damage, +5% MeBlk efficacy]
     : Corthian Chausses [117 ARM, +16% fire res, +5% MeBlk efficacy]
     : Corthian Greaves [60 ARM, +5% MeBlk efficacy, +60 mana]
Stack: +20% bleed res
     : +20% pierce res
     : +15% elemental res
Found: random loot

ARMOR SET: Crucible
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SkReq: Might 36
Durab: 50/per
Parts: Helm of the Crucible [145 ARM, +5% MeBlk efficacy, +2 HP regen/sec]
     : Cuirass of Crucible [279 ARM, +10% MeBlk efficacy, +30 armor]
     : Gauntlets of the Crucible [70 ARM, +5% MeBlk efficacy, +20% bleed res]
     : Chausses of the Crucible [152 ARM, +5% MeBlk efficacy, +18% lgtng res]
     : Greaves of the Crucible [73 ARM, +5% MeBlk efficacy, +15% pierce res]
Stack: +25 armor
     : +25% bleeding res
     : +15% piercing res
Found: random loot

ARMOR SET: Dark Empyrean
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SkReq: Sorcery 22-30
Durab: 43 (boots), 41 (everything else)
Parts: Cowl of the Dark Empyrean [48-64 ARM, +15% MRegen/sec, +10% elem res]
     : Robes of the Dark Empyrean [95-127 ARM, +30% MRegen/sec, +10% elem dmg]
     : Grasp of the Dark Empyrean [24-40 ARM, +10% MRgn/sec, +10% mgc CritDmg]
     : Boots of the Dark Empyrean [22-40 ARM, +10% MRgn/sec, +5% magc CritDmg]
Stack: +25% mana
     : +15% HP
     : +2 to Sorcery abilities
Found: All pieces are found in quests during the Scholia Arcana questline
     : Cowl (loot boss during Scholia Arcana "Revelation")
     : Robes (warded chest in Skycrown, during "Lightning in a Bottle")
     : Grasp (loot Cadoc Reen during "Shardfall")
     : Boots (warded chest in Aodh, during "The Ruin of Aodh")

ARMOR SET: Divine Grasp
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SkReq: Sorcery 38
Durab: 25 (shoes), 45 (everything else)
Parts: Cowl of the Divine Grasp [84 ARM, +15% mana regen/sec, +100 mana]
     : Robe of the Divine Grasp [251 ARM, +30% mana regen/sec, +35 ARM]
     : Handwraps of the Divine Grasp [42 ARM, +15% elem dmg, +10%manargn/sec]
     : Shoes of the Divine Grasp [24 ARM, +18% elem res, +10% mana regen/sec]
Stack: +2 mana regen/sec
     : +25% armor
     : +20% phys res
Found: random loot

ARMOR SET: Dvergan
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SkReq: Might 44
Durab: 30/per
Parts: Dvergan Ceremonial Helm [202 ARM, +15% mana, +5% MeBlk efficacy]
     : Dvergan Cuirass [405 ARM, +10% MeBlk efficacy, +5% fire res]
     : Dvergan Gauntlets [103 ARM, +15% stun chance, +5% MeBlk efficacy]
     : Dvergan Chausses [202 ARM, +5% HP, +5% MeBlk efficacy]
     : Dvergan Greaves [101 ARM, +5% MeBlk efficacy, +5% lightning res]
Stack: +10% block efficacy
     : +15% pierce res
     : +20% daytime damage
Found: most acquired during "Scattered Fragments" [Legend of Dead Kel DLC]
       See that quest's overview on how to find the gauntlets.

ARMOR SET: Elemental Cloak
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SkReq: Sorcery 28
Durab: 20/per
Parts: Living Cowl [53 ARM, +15% mana regen/sec, +5% chance to sap mana]
     : Pestilent Pall [171 ARM, +30% mana regen/sec, +15% HP]
     : Hands of the Mimic [29 ARM, +15% poison res, +10% mana regen/sec]
     : Crypsis Boots [26 ARM, +10% armor, +10% mana regen/sec]
Stack: +1 HP regen/sec
     : -20% mana costs
     : +2 to Sorcery abilities
Found: buy from Ambrose Flora at Gravehal Keep [Legend of Dead Kel DLC]. She
       appears while doing "Restoring Gravehal". This set doesn't scale past
       listed skill value.

ARMOR SET: Elemental Mastery
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SkReq: Might 28 (Hauberk, Helm), Finesse 28 (gloves) Finesse 24 (shoes)
Durab: 24 (legwear), 44 (gloves/shoes), 46 (helm), 48 (hauberk)
Parts: Khash-ti's Helm
     | 120 ARM, +10% fire/ice/lightning res, +5% MeBlk efficacy, +30 HP
     : Tinniat's Hauberk
     | 241 ARM, +10%MeBlk efficacy, +15% fire dmg, +35 HP, +2 HP regen/sec
     : Flint's Hunting Gloves
     | 38 ARM, +15% ranged dmg, +10% pierce damage, +5% crit dmg, +5-10% HP
     : Ergel's Luxurious Legwear
     | 65 ARM, +15% mana regen/sec, +2 Dispelling
     : Dirge's Dancing Shoes
     | 39 ARM, +15% poison damage/res, +5% crit dmg, +5%gold drops, +50 HP]
Stack: +10% damage res
     : +10% damage
     : +10% status effect duration
     : +1 to Might/Finesse/Sorcery abilities
Found: Khas-ti's Helm: Cradle of Summer, southern waterfall area. Requires
     | finding hidden door along SW outer wall.
     : Tinniat's Hauberk: w. Drowned Forest, unmarked path in dead end, in-
     | -between Bonnlach and Sanctuary Grotto; near Murghan spawn pool
     : Flint's Hunting Gloves: Menetyre, unmarked dead end n. of Ironfast Keep
     : Ergel's Luxurious Legwear: Twilight Pass; central area whirlpool
     : Dirge's Dancing Shoes: Glendara, unmarked area east of Didenhil. Swim
     | eastern river to find jumping point that leads to grotto cairn.
Notes: Ergel's Luxurious Legwear (chausses) has no equipment requirements

ARMOR SET: Enke
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Sorcery 43
Durab: 41 (shoes), 43 (everything else)
Parts: Enke's Cowl [76 ARM, +25% dmg res vs. Undead, +15% mana regen/sec]
     : Enke's Robe [227 ARM, +30% ice dmg, -15% mana costs]
     : Enke's Handwraps [40 ARM, +10% mana regen/sec, -15% equip requirements]
     : Enke's Shoes [27 ARM, +20% ice dmg, +10% mana regen/sec]
Stack: -35% mana costs
     : +30% mana
     : +15% fire/ice/lightning damage
Found: Enke's Robe is dropped by Maura Chalin in Weconai, during "Ordo"; the
       others are random loot.

ARMOR SET: Faehunter
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 33
Durab: 48/per
Parts: Helm of the Faehunter [132 ARM, +5% melee block efficacy, +25 armor]
     : Cuirass of the Faehunter [255 ARM, +10% block efficacy, +1 Stealth]
     : Gauntlets of the Faehunter [64 ARM, +10% elem res, +5% MeBlk eff.]
     : Chausses of the Faehunter [130 ARM, +10% stun chance, +5% MeBlk eff.]
     : Greaves of the Faehunter [68 ARM, +5% MeBlk efficacy, +5% crit damage]
Stack: +10% melee/ranged/magic block efficacy
     : +2 to Might abilities
     : +25% phys damage
Found: random loot

ARMOR SET: Frostweave
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Sorcery 6
Durab: 37/per
Parts: Frostweave Cowl [14 ARM, +15% mana regen/sec, +20 mana]
     : Frostweave Robes [41 ARM, +30% mana regen/sec, +17 HP]
     : Frostweave Handwraps [+10% mana regen/sec, +5% phys res]
     : Frostweave Shoes [9 ARM, +10% mana regen/sec, +5% elemental res]
Stack: +1 mana regen/sec
     : +2 HP regen/sec
     : +12 armor
Found: random loot

ARMOR SET: Fury
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 43
Durab: 25/per
Parts: Hood of Fury [149 ARM, +8% crit damage, +5% stun chance]
     : Armor of Fury [298 ARM, +12% crit damage, +8% armor]
     : Gloves of Fury [75 ARM, +5% crit damage, +6% melee damage]
     : Leggings of Fury [149 ARM, +5% crit damage, +6% phys resistance]
     : Boots of Fury [75 ARM, +11% crit damage]
Stack: +8% poison resistance
     : +10% bow status effect duration
     : +15% melee crit damage
Found: random loot [Teeth of Naros DLC]

ARMOR SET: Gaea
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 40
Durab: 50/per
Parts: Gaea's Helm [158 ARM, +20% lightning res, +5% melee block efficacy]
     : Gaea's Cuirass [304 ARM, +25% stun chance, +15% stun dur., +30 ARM]
     : Gaea's Gauntlets [77 ARM, +15% chance to sap HP, +5% MeBlk efficacy]
     : Gaea's Chausses [155 ARM, +10% chance to sap HP, +5% MeBlk efficacy]
     : Gaea's Greaves [79 ARM, +10% HP stolen/hit, +5% melee block efficacy]
Stack: +25% stun chance
     : +15% stun duration
     : +30 armor
Found: random loot

ARMOR SET: Harbinger
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Sorcery 25 (shoes), 21 (handwraps), 15 (cowl/vestments)
Durab: 41 (shoes), 38 (everything else)
Parts: Harbinger's Cowl [37 ARM, +15% mana regen/sec, +10% elemental dmg]
     : Harbinger's Vestments [111 ARM, +30% mana regen/sec, +10% elem res]
     : Harbinger's Handwraps [21 ARM, +10% mana regen/sec, +45 mana]
     : Harbinger's Shoes [24 ARM, +10% mana regen/sec, +24 armor]
Stack: +2 to Sorcery abilities
     : +2 mana regen/sec
     : +25% phys res
Found: random loot

ARMOR SET: Helius
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 24
Durab: 48/per
Parts: Helm of Helius [93 ARM, +8% gold drops, +5% melee block efficacy]
     : Cuirass of Helius [n/a]
     : Gauntlets of Helius [45 ARM, +10% stun chance, +5% MeBlk efficacy]
     : Chausses of Helius [92 ARM, +12% stun duration, +5% MeBlk efficacy]
     : Greaves of Helius [47 ARM, +5% melee block efficacy, +50 HP]
Stack: +15% daytime damage
     : +2 HP regen/sec
     : +15% phys damage
Found: random loot (note: Cuirass of Helius apparently does not exist)

ARMOR SET: House of Ballads
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: ---
Durab: 41/per
Parts: House of Ballads Hood [44 ARM, +15% mana regen/sec, +10% HP]
     : House of Ballads Robes [87 ARM, +30% mana regen/sec, +10% mana]
     : House of Ballads Gloves [22 ARM, +10% mana regen/sec, +15% MgCritChnce]
     : House of Ballads Slippers [22 ARM, +10% mana regen/sec, +10% armor]
Stack: +15% magic crit chance
     : +10% melee/ranged/magic block efficacy
     : +15% HP
Found: obtained during "The Champions" [House of Ballads]. Note that items in
       this set are quest items and can never be removed from the inventory!

ARMOR SET: Justice
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SkReq: Finesse 36
Durab: 46/per
Parts: Cap of Justice [105 ARM, 17% chance sap HP,
     : Armor of Justice [210 ARM, +12% crit damage, +8% crit chance]
     : Gloves of Justice [52 ARM, +20% poison damage, +5% crit damage]
     : Leggings of Justice [104 ARM, +5% crit damage, +32 armor]
     : Boots of Justice [52 ARM, +5% crit damage, +1 Stealth]
Stack: +25% damage res and +15% HP stolen/hit
     : +15% crit damage
     : +30% bleed res
Found: random loot

ARMOR SET: Kerrod
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SkReq: Might 44
Durab: 50/per
Parts: Kerrod's Helm [171 ARM, +5% MeBlk efficacy, +80 mana]
     : Kerrod's Cuirass [329 ARM, +10% MeBlk efficacy, +80 HP]
     : Kerrod's Gauntlets [83 ARM, +5% MeBlk efficacy, +15% phys res]
     : Kerrod's Chausses [168 ARM, +5% MeBlk efficacy, +12% stun chance]
     : Kerrod's Greaves [86 ARM, +5% MeBlk efficacy, +8% crit chance]
Stack: +15% crit damage
     : +25% stun duration
     : +35 armor
Found: random loot

ARMOR SET: Lachlan
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SkReq: Sorcery 38 (shoes), 28 (everything else)
Durab: 43 (shoes), 41 (everything else)
Parts: Lachlan's Cowl [53 ARM, +15% mana regen/sec, +15% fire damage]
     : Lachlan's Robe [157 ARM, +30% mana regen/sec, +18% fire res]
     : Lachlan's Handwraps [28 ARM, +10% mana regen/sec, +2 HP regen/sec]
     : Lachlan's Shoes [40 ARM, +10% mana regen/sec, +1 mana regen/sec]
Stack: +25% mana
     : +20% fire/ice/lightning damage
     : +10% chance to burn foes when attacked
Found: random loot

ARMOR SET: Legion
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SkReq: Might 16
Durab: 46/per
Parts: Helm of the Legion [67 ARM, +5% MeBlk efficacy, +60 HP]
     : Cuirass of the Legion [131 ARM, +10% MeBlk efficacy, +20 armor]
     : Gauntlets of the Legion [33 ARM, +5% MeBlk efficacy, +7% phys damage]
     : Chausses of the Legion [66 ARM, +5% MeBlk efficacy, +12% fire res]
     : Greaves of the Legion [34 ARM, +5% MeBlk efficacy, +10% fire dmg]
Stack: +10% melee/magic/ranged block efficacy
     : +2 to learned Might abilities
     : +15% physical res
Found: random loot

ARMOR SET: Lunala
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SkReq: Finesse 28
Durab: 44/per
Parts: Lunala's Cap [81 ARM, +10% phys res, +8% crit damage]
     : Lunala's Armor [162 ARM, +12% crit damage, +7% elemental res]
     : Lunala's Gloves [40 ARM, +10% crit chance, +5% crit damage]
     : Lunala's Leggings [79 ARM, +5% crit damage, +24 armor]
     : Lunala's Boots [40 ARM, +18% fire res, +5% crit damage]
Stack: +20% crit damage and +15% damage res
     : +15% melee/ranged/magic block efficacy
     : +15% stun chance
Found: random loot

ARMOR SET: Lyria
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SkReq: Sorcery 10
Durab: 38/per
Parts: Lyria's Cowl [22 ARM, +15% mana regen/sec, +1 mana regen/sec]
     : Lyria's Robes [64 ARM, +30% mana regen/sec, +10% ice damage]
     : Lyria's Handswraps [13 ARM, +10% mana regen/sec, -10% mana costs]
     : Lyria's Shoes [13 ARM, +10% mana regen/sec, +10% ice res]
Stack: +25% mana
     : +25% HP
     : +12% elemental res
Found: random loot

ARMOR SET: Magnon
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SkReq: Finesse 43
Durab: 46/per
Parts: Magnon's Cap [117 ARM, +5% crit damage, +90 HP]
     : Magnon's Armor [234 ARM, +12% crit damage, +75 mana]
     : Magnon's Gloves [58 ARM, +5% crit damage, +5% crit chance]
     : Magnon's Leggings [117 ARM, +15% crit damage]
     : Magnon's Boots [58 ARM, +20% lightning res, +5% crit damage]
Stack: +15% lightning damage
     : +2 HP regen/sec
     : +15% damage
Found: random loot

ARMOR SET: Martyr
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SkReq: Might 19
Durab: 46/per
Parts: Helm of the Martyr [80 ARM, +12% dmg vs Jottun/Ettin, +5% MeBlk eff.]
     : Cuirass of the Martyr [156 ARM, +10% phys res, +10% MeBlk efficacy]
     : Gauntlets of the Martyr [39 ARM, +8% melee crit chance, +5% MeBlk eff.]
     : Chausses of the Martyr [79 ARM, +10% melee crit dmg, +5% MeBlk eff.]
     : Greaves of the Martyr [40 ARM, +5% melee block efficacy, +24 armor]
Stack: +15% stun chance
     : +25% stun duration
     : +15% damage with Longswords/Hammers
Found: random loot

ARMOR SET: Mercenary
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SkReq: Finesse 10
Durab: 39/per
Parts: Mercenary's Cap [32 ARM, +8% crit damage, +6% gold drops]
     : Mercenary's Armor [65 ARM, +12% crit damage, +6% EXP bonus]
     : Mercenary's Gloves [16 ARM, +10% ranged damage, +5% crit damage]
     : Mercenary's Leggings [33 ARM, +10% lightning res, +5% crit damage]
     : Mercenary's Boots [16 ARM, +1 to Finesse abilities, +5% crit damage]
Stack: +2 Stealth
     : +2 Lockpicking
     : +15% crit chance
Found: random loot

ARMOR SET: Nightstone
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SkReq: Might 44
Durab: 30/per
Parts: Nightstone Helm [212 ARM, +5% MeBlk efficacy, +1 HP regen/sec]
     : Nightstone Cuirass [425 ARM, +10% MeBlk efficacy, +8% armor]
     : Nightstone Gauntlets [106 ARM, +5% MeBlk efficacy, +1 mana regen/sec]
     : Nightstone Chausses [212 ARM, +5% MeBlk efficacy, +6% ice res]
     : Nightstone Greaves [106 ARM, +5% MeBlk efficacy, +6% fire res]
Stack: +5% mana
     : +10% pierce res
     : +15% HP
Found: random loot [Teeth of Naros DLC]

ARMOR SET: Perfidious
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SkReq: Finesse 6
Durab: 39/per
Parts: Perfidious Cap [20 ARM, +5% crit damage, +20 HP]
     : Perfidious Armor [41 ARM, +12% crit damage, +5% fire res]
     : Perfidious Gloves [10 ARM, +5% crit damage, +1 Lockpicking]
     : Perfidious Leggings [23 ARM, +5% crit damage, +1 Stealth]
     : Perfidious Boots [12 ARM, +17% mana, +5% crit damage]
Stack: +2 to Finesse abilities
     : +1 mana regen/sec
     : +5% elemental res
Found: random loot

ARMOR SET: Primal
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SkReq: Sorcery 43
Durab: 20/per
Parts: Primal Cowl [100 ARM, +15% mana regen/sec, +6% mana]
     : Primal Robes [292 ARM, +30% mana regen/sec, +6% elemental res]
     : Primal Handwraps [50 ARM, +10% mana regen/sec, +6% lightning dmg]
     : Primal Shoes [50 ARM, +10% mana regen/sec, +6% magic crit dmg]
Stack: +10% primal damage
     : +1 mana regen/sec
     : -15% mana costs
Found: complete "Ascension" [Teeth of Naros DLC] as a Sorcery-type character
       for full set. Certain pieces may also be found as random loot.

ARMOR SET: Privateer
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SkReq: Finesse 43
Durab: 25/per
Parts: Privateer's Hood [142 ARM, +8% crit damage, +10% ice damage]
     : Privateer's Vest [285 ARM, +12% crit damage, +10% phys resistance]
     : Privateer's Gloves [74 ARM, +5% crit damage, +10% edged weapon dmg]
     : Privateer's Leggings [142 ARM, +5% crit damage, +5% HP]
     : Privateer's Boots [74 ARM, +5% crit damage, +5% crit chance]
Stack: +10% pierce damage
     : +1 HP regen/sec
     : +2 to Finesse abilities
Found: random loot [Legend of Dead Kel DLC]

ARMOR SET: Pteryx
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SkReq: Finesse 43
Durab: 25/per
Parts: Pteryx Hood [149 ARM, +8% crit damage, +5% damage res while dodging]
     : Pteryx Armor [298 ARM, +12% crit damage, +8% pierce res]
     : Pteryx Gloves [75 ARM, +5% crit damage, +3% crit chance]
     : Pteryx Leggings [149 ARM, +8% crit damage]
     : Pteryx Boots [75 ARM, +5% crit damage, +6% poison res]
Stack: +1 HP regen/sec
     : +10% elemental res
     : +10% mana
Found: complete "Ascension" [Teeth of Naros DLC] as a Finesse-type character
       for full set. Certain pieces may also be found as random loot.

ARMOR SET: Raven Guard
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SkReq: Might 24
Durab: 48/per
Parts: Helm of Ward Rede [106 ARM, 5% chance sap HP, +5% melee block efficacy]
     : Cuirass of N'gatan [205 ARM, +10% melee block efficacy, +50 HP]
     : Lewys Tun's Gauntlets [52 ARM, +10% phys dmg, +5% melee block efficacy]
     : Chausses of Rell-Suggs [104 ARM, +20% HP sap/hit, +5% melee block eff.]
     : Greaves of Har'bah [53 ARM, +5% melee block efficacy, +26 armor]
Stack: +15% armor
     : +25% mana
     : +2 to Might abilities
Found: random loot

ARMOR SET: Remnant
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SkReq: Might 44
Durab: 30/per
Parts: Remnant Helm [212 ARM, +5% MeBlk efficacy, +1 mana regen/sec]
     : Remnant Cuirass [425 ARM, +10% MeBlk efficacy, +8% lightning res]
     : Remnant Gauntlets [106 ARM, +5% MeBlk efficacy, +12% HP]
     : Remnant Chausses [212 ARM, +5% MeBlk efficacy, +8% lightning res]
     : Remnant Greaves [106 ARM, +5% MeBlk efficacy, +8% poison res]
Stack: +5% physical res
     : +1 HP regen/sec
     : +10% armor
Found: complete "Ascension" [Teeth of Naros DLC] as a Might-type character
       for full set. Certain pieces may also be found as random loot.

ARMOR SET: Seasons
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SkReq: Sorcery 17-32
Durab: 43 (handwraps), 41 (everything else)
Parts: Cowl of Seasons [60 ARM, +15% mana regen/sec, +70 HP]
     : Robe of Seasons [181 ARM, +30% mana regen/sec, +16% lightning damage]
     : Handwraps of Seasons [32 ARM, +10% mana regen/sec, +10% gold drops]
     : Shoes of Seasons [22 ARM, +20% fire res, +10% mana regen/sec]
Stack: +15% lightning res
     : +25% mana
     : +10% chance to shock foes when attacked
Found: random loot

ARMOR SET: Shadowskin
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SkReq: Finesse 28
Durab: 46/per
Parts: Shadowskin Cowl [83 ARM, +8% crit damage, +1 Stealth]
     : Shadowskin Vest [165 ARM, +32% crit damage]
     : Shadowskin Gloves [41 ARM, +15% fire res, +5% crit damage]
     : Shadowskin Leggings [83 ARM, +18% mana, +5% crit damage]
     : Shadowskin Boots [41 ARM, +10% gold drops, +5% crit damage]
Stack: +15% crit chance
     : +25% fire damage
     : +10% EXP bonus
Found: complete "Thick as Thieves" [Travelers]

ARMOR SET: Shepard
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SkReq: Might 3
Durab: 20/per
Parts: Shepard's Helm [33 ARM, +5% melee block efficacy, +10 HP]
     : Shepard's Cuirass [39 ARM, +10% MeBlk efficacy, +0.1 HP regen/sec]
     : Shepard's Gauntlets [10 ARM, +5% crit chance, +5% MeBlk efficacy]
     : Shepard's Chausses [19 ARM, +5% stun duration, +5% MeBlk efficacy]
     : Shepard's Greaves [10 ARM, +5% MeBlk efficacy, +5% phys/pierce res]
Stack: +10 armor
     : +0.1 HP regen/sec, +1 mana regen/sec
     : +10% elemental res
Found: Gorhart Special Deliveries chest [if one has an online pass]

ARMOR SET: Skymason
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SkReq: Sorcery 43
Durab: 20/per
Parts: Skymason's Cowl [???]
     : Skymason's Robes [271 ARM, +30% mana regen/sec, +12% armor]
     : Skymason's Handwraps [50 ARM, +10% mana regen/sec, +6% ice damage]
     : Skymason's Shoes [50 ARM, +10% mana regen/sec, +6% mana]
Stack: +5% elemental res
     : +10% HP
     : +10% status effect durations vs. Kollossae
Found: random loot [Teeth of Naros DLC]
Notes: Skymason's Sigil is not part of this set; many have noted that the
       Cowl is outrageously hard to find, so it may not even exist in-game

ARMOR SET: Sorrow
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SkReq: Sorcery 39
Durab: 38
Parts: Cowl of Sorrows [68-75 ARM, +15% mana regen/sec, +1 mana regen/sec]
     : Robes of Sorrow [147 ARM, +30% mana regen/sec, +1 HP regen/sec]
     : Gloves of Sorrow [34-37 ARM, +10% mana regen/sec, -20% mana costs]
     : Sandals of Sorrow [34-37 ARM, +10% mana regen/sec, +10% HP]
Stack: +15% fire/ice/lightning damage
     : +2 to Sorcery abilities
     : +15% elemental res
Found: The robe is obtainable by completing "A House Divided" in the House
       of Sorrows questline. Finish "Voices of the Dead" to get the others.

ARMOR SET: Survivor
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SkReq: Finesse 28
Durab: 25/per
Parts: Survivor's Hood [87 ARM, +5% crit damage, +10% dmg v. Beasts]
     : Survivor's Jacket [189 ARM, +12% crit dmg, +5% EXP bonus]
     : Survivor's Gloves [47 ARM, +5% crit damage, +10% HP]
     : Survivor's Leggings [95 ARM, +5% crit damage, +15% poison res]
     : Survivor's Boots [44 ARM, +5% crit damage, +15% bleed res]
Stack: +1 mana regen/sec
     : +20% elemental res
     : +10% nighttime damage
Found: Gravehal Keep, bought from Calum Toomey [Legend of Dead Kel DLC]

ARMOR SET: Thyrdon
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SkReq: Might 12
Durab: 44/per
Parts: Thyrdon's Helm of War [54 ARM, +10% dmg v. Tuatha, +5% MeBlk efficacy]
     : Thyrdon's Cuirass of War [107 ARM, +12% stun duration, +10% MeBlk eff.]
     : Thyrdon's Gauntlets of War [26 ARM, +5% melee block efficacy, +25 HP]
     : Thyrdon's Chausses of War [54 ARM, +10% bleed res, +5% MeBlk efficacy]
     : Thyrdon's Greaves of War [27 ARM, +5% melee block efficacy, +20 mana]
Stack: +10% stun chance
     : +15% pierce res
     : +15% phys damage
Found: random loot

ARMOR SET: Tuatha
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SkReq: Sorcery 28
Durab: 45 (shoes), 41 (everything else)
Parts: Tuatha Cowl [53 ARM, +15% mana regen/sec]
     : Tuatha Robes [107 ARM, +30% mana regen/sec]
     : Tuatha Handwraps [27 ARM, +10% mana regen/sec]
     : Tuatha Shoes [42 ARM, +10% mana regen/sec]
Stack: +20% elemental res
     : +25% mana
     : +2 mana regen/sec
Found: Tuatha Cowl [Caeled Coast: east area, chest behind hidden door]
       Tuatha Robes [The Keening: waterfall pool/source SW of Fallen Hall]
       Tuatha Handwraps [The Cursewood: corpse by Seven Widow Mine entrance]
       Tuatha Shoes [same as robes]

ARMOR SET: Vekreth
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 18
Durab: 41/per
Parts: Vekreth's Cap [56 ARM, +8% crit dmg, +20% PhysDmg v. HvlyWounded trgts]
     : Vekreth's Armor [113 ARM, +16% phys res at low HP, +12% crit damage]
     : Vekreth's Gloves [28 ARM, +13% crit damage]
     : Vekreth's Leggings [58 ARM, +5% crit damage]
     : Vekreth's Boots [29 ARM, +5% crit dmg, +5% melee/ranged/magic blk eff.]
Stack: +15% crit damage
     : +2 to finesse abilities
     : +25% HP
Found: random loot

ARMOR SET: Vengeance
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 44
Durab: 50 (cuirass), 48 (everything else)
Parts: Wrath's Helm [139-184 ARM, +20% armor, +5% melee block efficacy]
     : Vengeance's Cuirass [279-368 ARM, +20% melee/ranged/magic block eff.]
     : Reprisal's Gauntlets [70-92 ARM, +10% mana, +5% melee block efficacy]
     : Vindication's Chausses [139-184 ARM, +15% HP, +5% melee block eff.]
     : Retribution's Greaves [70-92 ARM, +15% ice res, +5% melee block eff.]
Stack: +15% phys damage
     : +15% elemental res
     : 25 ice damage
Found: defeat and loot Cur of Vengeance during "Taking Vengeance"

ARMOR SET: Vraekor
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Sorcery 14
Durab: 38/per
Parts: Vraekor's Cowl [30 ARM, +15% mana regen/sec, +10% lightning damage]
     : Vraekor's Robe [87 ARM, +30% mana regen/sec, +10% lightning res]
     : Vraekor's Handwraps [17 ARM, +10% ice damage, +10% mana regen/sec]
     : Vraekor's Shoes [17 ARM, +15% ice res, +10% mana regen/sec]
Stack: +25% mana
     : +25% HP
     : +15% elemental res
Found: random loot

ARMOR SET: Wanderer
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Finesse 21
Durab: 44/per
Parts: Cap of the Wanderer [69 ARM, +5% crit damage, +5% crit chance]
     : Armor of the Wanderer [137 ARM, +20% crit damage]
     : Gloves of the Wanderer [34 ARM, +5% crit damage, -20% equip reqrmnts]
     : Leggings of the Wanderer [67 ARM, +5% crit damage, +1 Lockpicking]
     : Boots of the Wanderer [34 ARM, +12% elem res, +5% crit damage]
Stack: +15% poison damage
     : +20% bleed res
     : +2 to Finesse abilities
Found: random loot

ARMOR SET: Warsworn
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SkReq: Might 10-20
Durab: 48/per
Parts: Stern Helm [59-68 ARM, +5% melee block efficacy, +1 HP regen/sec]
     : Seeker's Plate [208 ARM, +10% melee block efficacy, +1 mana regen/sec]
     : Auspice Gauntlets [28-48 ARM, +15% phys dmg, +5% melee block efficacy]
     : Dauntless Chausses [104 ARM, +5% MeBlk efficacy, +1 to Might abilities]
     : Blazoned Boots [28 ARM, +10% armor, +5% melee block efficacy]
Stack: +15% armor
     : +20% phys res
     : +15% elemental res
Found: All items are particular to the Warsworn questline.
     : Helm (complete "The Heart of Sibun")
     : Plate (complete "The Isle of Eamonn")
     : Gauntlets (Shieldring Keep, hidden door; req. Warsworn Monument Key]
     : Chausses (complete "The House of No Doors")
     : Boots (Helmgard Keep, locked north chest; req. Warsworn Monument Key]

_______________________________________________________________________________
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UNIQUE WEAPONS                                                           [UWPN]
_______________________________________________________________________________
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Here's a list of all unique (one-time-only/special) weapons I could fine.
The layout is more standardized than the previous armor section, but a primer
is still helpful:

Speed - weapon speed (these are always fixed for each weapon type)
LvReq - level equip requirements
Base -- base attack power (value listed in upper-right of item's overview)
Damag - damage breakdown (combined, the figures should add up to base value)
Effct - miscellaneous enchantments
Durab - item durability (often fixed, but sometimes it levels)
Found - specific item location, if any

Damage is often composed of several values that can be mitigated, depending
on the enemy, making some weapons less effective than others. For instance,
the "Ward of the North" hammer does 209 physical damage + 40 combined ice &
freezing. If an enemy resists ice damage, then it won't be doing the listed
249 value.

BOW: Helius' Aim
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Speed: Fast
LvReq: 18
Base : 163
Damag: 80 (phys), 36 (pierce), 30 (fire), 17/5s (burn)
Effct: +15% damage in daytime
Durab: 48
Found: random loot

BOW: Nature's Kiss
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Fast
LvReq: 16
Base : 145
Damag: 72 (phys), 40/5s (poison), 33 (pierce)
Effct: +5% poison damage
Durab: 48
Found: random loot

BOW: The Deadshot
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Fast
LvReq: 20
Base : 139
Damag: 103 (phys), 36 (pierce)
Effct: +10% damage vs. lightly wounded targets
Durab: 25
Found: beat all trials in Nerotelos [Teeth of Neros DLC]

BOW: The Hunter
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Fast
LvReq: 16
Base : 129
Damag: 73 (phys), 33 (pierce), 23/5s (poison)
Effct: +2% crit chance
Durab: 25</pre><pre id="faqspan-15">
Found: Gorhart Special Deliveries chest [Reckoning Finesse Bonus Pack DLC]

BOW: Lunala's Sight
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Fast
LvReq: 18
Base : 116
Damag: 80 (phys), 36 (pierce)
Effct: +15% crit chance, +15% crit damage, +15% damage at night
Durab: 50
Found: random loot

BOW: Stormcaller
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Fast
LvReq: 12
Base : 113
Damag: 53 (phys), 24 (pierce), 20 (lightning), 10/5s (shock), 6/6s (poison)
Effct: +5% lightning damage
Durab: 46
Found: random loot

BOW: Bow of D'nargel
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Fast
LvReq: 13
Base : 107
Damag: 60 (phys), 47 (pierce)
Effct: +12% crit chance, +20% damage vs. Beasts
Durab: 46
Found: random loot

BOW: Sin
¯¯¯¯¯¯¯¯
Speed: Fast
LvReq: 10-16
Base : 70-116
Damag: 48-80 (phys), 22-36 (pierce)
Effct: +12% crit chance, +12% crit damage
Durab: 48
Found: loot Deadeye during "Deadeye"

BOW: Hailstorm
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Fast
LvReq: 10
Base : 96
Damag: 48 (phys), 22 (pierce), 18 (ice), 8/5s (freeze)
Effct: +5% ice damage
Durab: 46
Found: random loot

BOW: Merciless
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Fast
LvReq: 6
Base : 71
Damag: 29 (phys), 29/5s (poison), 13 (pierce)
Effct: +5% poison damage
Durab: 44
Found: random loot

BOW: Keloren's Messenger
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Fast
LvReq: 6
Base : 59
Damag: 34 (phys), 25 (pierce)
Effct: +5% crit chance, +5% crit damage
Durab: 44
Found: random loot

BOW: Breath of Vraekor
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Fast
LvReq: 4
Base : 49
Damag: 23 (phys), 10 (fire), 9 (pierce), 7/5s (burn)
Effct: +5% fire damage
Durab: 42
Found: random loot

BOW: Sylvan Order
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Fast
LvReq: 1
Base : 44
Damag: 25 (phys), 13 (pierce), 6/5s (bleed)
Effct: ---
Durab: 42
Found: random loot

BOW: Fate's Curve
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Fast
LvReq: ---
Base : 17
Damag: 12 (phys), 5 (pierce)
Effct: +15% Reckoning duration
Durab: 20
Found: Gorhart Special Deliveries chest [Fate-Touched Weapons Pack DLC]

CHAKRAMS: Flotsam Chakrams
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 18
Base : 181
Damag: 59/5s (shock), 41 (lightning), 41 (phys), 20/5s (bleed), 20/5s (poison)
Effct: ---
Durab: 25
Found: random loot [Legend of Dead Kel DLC]

CHAKRAMS: Katalepsis
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 14
Base : 175
Damag: 37 (phys), 37 (lightning), 54/5s (shock), 22 (pierce), 25/5s (bleed)
Effct: ---
Durab: 48
Found: random loot

CHAKRAMS: Baronett's Blades
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 20
Base : 166
Damag: 84/3s (burn), 41 (fire), 41 (phys)
Effct: +15% crit damage, +15% damage vs. heavily wounded targets
Durab: 25
Found: loot the Baronett [Legend of Dead Kel DLC]

CHAKRAMS: Solstice
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 9-10
Base : 115-157
Damag: 22-30 (phys), 40-54 (fire), 53-73/3s (burn)
Effct: ---
Durab: 46
Found: boss room chest in Urul-Tusk, during "The Great General"

CHAKRAMS: Allender's Edge
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 11
Base : 137
Damag: 34 (phys), 34 (fire), 69/3s (burn)
Effct: +85 mana, +20% damage
Durab: 46
Found: random loot

CHAKRAMS: Titan's Cuff
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 16
Base : 135
Damag: 135
Effct: 45 (phys), 45 (ice), 45/6s (freeze)
Durab: +10% damage vs. Kollossae, +6% stun duration
Found: from Secandra during "The Perpetual Desolations" [Teeth of Naros DLC]

CHAKRAMS: Oristhimos
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 18
Base : 135
Damag: 45 (phys), 45 (ice), 45/6s (freeze)
Effct: +15% magic damage, +15% ice damage while at low mana
Durab: 48
Found: random loot

CHAKRAMS: Crafter's Hands
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 10
Base : 90
Damag: 30 (phys), 30 (ice), 30/6s (freeze)
Effct: +70 HP, +10% crit chance
Durab: 46
Found: random loot

CHAKRAMS: Dragon Eyes
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 6
Base : 76
Damag: 34/3s (burn), 17 (fire), 17 (phys), 8 (pierce)
Effct: +10% crit chance
Durab: 44
Found: random loot

CHAKRAMS: Stormscythe
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 9
Base : 75
Damag: 31/5s (shock), 22 (lightning), 22 (phys)
Effct: 10% sap 18 mana/hit
Durab: 44
Found: random loot

CHAKRAMS: Hengerings
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 9-20
Base : 69-155
Damag: 20-45 (phys), 20-45 (primal), 29-65/10s (primal)
Effct: +8% fire/ice/lightning damage, +1 mana regen/sec
Durab: 25
Found: random loot [Teeth of Naros DLC]

CHAKRAMS: Rimescythe
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 2
Base : 33
Damag: 11 (phys), 11 (ice), 11/6s (freeze)
Effct: +5% ice damage, +15 mana
Durab: 42
Found: random loot

CHAKRAMS: Twinned Souls
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: ---
Base : 27
Damag: 13/3s (burn), 7 (fire), 7 (phys)
Effct: +10 HP, +10 mana
Durab: 20
Found: Gorhart Special Deliveries chest [awarded for playing KoA:R demo]

CHAKRAMS: Fate's Eyes
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: ---
Base : 24
Damag: 10/5s (shock), 7 (lightning), 7 (phys)
Effct: +15% Reckoning duration
Durab: 20
Found: Gorhart Special Deliveries chest [Fate-Touched Weapons Pack DLC]

CHAKRAMS: The Song
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: ---
Base : 18
Damag: 6 (phys), 6 (ice), 6/6s (freeze)
Effct: +5% HP, 5% sap 4 mana/hit
Durab: 25
Found: Gorhart Special Deliveries chest [Reckoning Sorcery Bonus Pack DLC]

DAGGERS: Eyes of Tirnoch
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Very Fast
LvReq: 16
Base : 153
Damag: 38 (phys), 38 (pierce), 37/5s (poison), 25 (fire), 15/5s (burn)
Effct: ---
Durab: 48
Found: random loot

DAGGERS: Atropos and Veshani
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Very Fast
LvReq: 16
Base : 120
Damag: 35 (phys), 35 (pierce), 50/6s (poison)
Effct: 15% sap 30 HP/hit
Durab: 48
Found: random loot

DAGGERS: Dvergan Swords
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Very Slow
LvReq: 13?-20
Base : 107-111
Damag: 37-41 (ice), 35 (phys), 35 (pierce)
Effct: +15% phys damage, +46-50 HP
Durab: 25
Found: set 5 records in "Combat Training" [Legend of Dead Kel DLC]

DAGGERS: Rend and Carver
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Very Fast
LvReq: 16
Base : 78
Damag: 39 (phys), 39 (pierce), 36 (bleed)
Effct: +6% EXP bonus
Durab: 25
Found: random loot
Notes: displayed base damage lower than actual? Because it's two weapons?

DAGGERS: Mirrorknives
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Very Fast
LvReq: 13
Base : 95
Damag: 29 (phys), 29 (pierce), 25 (lightning), 12/5s (shock)
Effct: +5% lightning damage
Durab: 46
Found: random loot

DAGGERS: Boning Knives
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Very Fast
LvReq: 20
Base : 70
Damag: 35 (phys), 35 (pierce)
Effct: +10% damage vs. heavily wounded targets & beasts, +10% crit damage
Durab: 25
Found: random loot? [Legend of Dead Kel DLC]

DAGGERS: The Night
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Very Fast
LvReq: ---
Base : 70
Damag: 35 (phys), 35 (pierce)
Effct: +5% crit damage, +5% damage at night
Durab: 25
Found: Gorhart Special Deliveries chest [Reckoning Finesse Bonus Pack DLC]

DAGGERS: Fangs of Aodh
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Very Fast
LvReq: 7
Base : 56
Damag: 16 (phys), 16 (pierce), 15 (fire), 9/3s (burn)
Effct: 10% sap 20 HP/hit
Durab: 44
Found: random loot

DAGGERS: Heartpins
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Very Fast
LvReq: 12
Base : 52
Damag: 26 (phys), 26 (pierce)
Effct: +10% crit chance, +10% crit damage
Durab: 46
Found: random loot

DAGGERS: Shine and Shadow
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Very Fast
LvReq: 3-4
Base : 43-53
Damag: 9-11 (phys), 9-11 (pierce)
     : 8-10 (fire, day-only), 5-6/3s (burn, day-only)
     : 8-10 (ice, night-only), 4-5/5s (freeze, night-only)
Effct: ---
Durab: 42
Found: during "Shine and Shadow" sidequest

DAGGERS: Claws of Astyl
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Very Fast
LvReq: 6
Base : 41
Damag: 14 (phys), 14 (pierce), 9 (ice), 4/5s (freeze)
Effct: +5% ice damage, +4% gold drops
Durab: 44
Found: random loot

DAGGERS: Kezar's Vice
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Very Fast
LvReq: 8
Base : 36
Damag: 18 (phys), 18 (pierce)
Effct: +15% damage vs. heavily wounded targets, +10% gold drops
Durab: 46
Found: random loot

DAGGERS: Xiphos
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Very Fast
LvReq: 9
Base : 34
Damag: 17 (phys), 17 (pierce)
Effct: +3% crit chance, +6% phys damage, +10% damage vs. Kollossae
Durab: 25
Found: random loot [Teeth of Naros DLC]

DAGGERS: Spinning Tom's Blades
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Very Fast
LvReq: 3
Base : 30
Damag: 9 (phys), 15 (pierce), 6/5s (bleed)
Effct: +4% EXP bonus
Durab: 42
Found: random loot

DAGGERS: Omniblades
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Very Fast
LvReq: ---
Base : 21
Damag: 6 (phys), 6 (pierce), 6 (fire), 3/6s (burn)
Effct: ---
Durab: 20
Found: Gorhart Special Deliveries Chest [if one played Mass Effect 3/ME3 demo]

DAGGERS: Fate's Needles
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Very Fast
LvReq: ---
Base : 12
Damag: 6 (phys), 6 (pierce)
Effct: +15% Reckoning duration
Durab: 20
Found: Gorhart Special Deliveries chest [Fate-Touched Weapons Pack DLC]

FAEBLADES: The Lion's Claws
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Fast
LvReq: 18
Base : 157
Damag: 89 (phys), 38 (pierce), 30/5s (bleed)
Effct: +15% crit chance
Durab: 48
Found: random loot

FAEBLADES: The Dove's Wings
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Fast
LvReq: 15
Base : 135
Damag: 59 (phys), 35 (pierce), 25 (ice), 16/5s (freeze)
Effct: 10% sap 28 mana/hit
Durab: 48
Found: random loot

FAEBLADES: Demon Horns
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Fast
LvReq: 14
Base : 120-154
Damag: 44-59 (phys), 26-35 (pierce), 30-35 (fire) 20-25/5s (burn)
Effct: +15% crit chance, +15% crit damage
Durab: 50
Found: loot from Khleran during "Witch Knight of Ghennig"

FAEBLADES: Beak and Talon
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Fast
LvReq: 20
Base : 119
Damag: 59 (phys), 35 (pierce), 25/5s (shock)
Effct: +8% crit chance, +10% damage vs. heavily wounded targets
Durab: 25
Found: random loot [Legend of Dead Kel DLC]

FAEBLADES: The Mantis' Legs
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Fast
LvReq: 12
Base : 113
Damag: 44 (phys), 41 (pierce), 19 (lightning), 9/5s (shock)
Effct: ---
Durab: 46
Found: random loot

FAEBLADES: Zelus & Bia
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Fast
LvReq: 16
Base : 104
Damag: 65 (phys), 39 (pierce)
Effct: +10% phys damage, +5% stun chance, +18 HP
Durab: 25
Found: random loot

FAEBLADES: The Wind
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Fast
LvReq: 16
Base : 94
Damag: 59 (phys), 35 (pierce)
Effct: +5% phys damage, 5% sap 23 HP/hit
Durab: 25
Found: Gorhart Special Deliveries chest [Reckoning Finesse Bonus Pack DLC]

FAEBLADES: The Salamander's Tail
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Fast
LvReq: 10
Base : 94
Damag: 39 (phys), 23 (pierce), 20 (fire), 12/5s (burn)
Effct: +5% fire damage
Durab: 46
Found: random loot

FAEBLADES: Cydan's Faeblades
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Fast
LvReq: 16
Base : 114
Damag: 59 (phys), 35 (pierce), 20/5s (bleed)
Effct: +25% damage vs. bleeding targets
Durab: 48
Found: complete "Silence Falls"

FAEBLADES: Lunala's Crescents
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Fast
LvReq: 20
Base : 56-122
Damag: 29-65 (phys), 17-39 (pierce), 10-18 (primal)
Effct: +15% damage at night, +6% mana
Durab: 25
Found: random loot [Teeth of Naros DLC]

FAEBLADES: The Dragon's Spurs
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Fast
LvReq: 7
Base : 54
Damag: 28 (phys), 26 (pierce)
Effct: +10% damage vs. Niskaru, +8% crit chance
Durab: 44
Found: random loot

FAEBLADES: The Shark's Fins
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Fast
LvReq: 4
Base : 47
Damag: 19 (phys), 18 (pierce), 10/5s (bleed)
Effct: +10% damage vs. Humanoids
Durab: 44
Found: random loot

FAEBLADES: The Viper's Fangs
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Fast
LvReq: 2
Base : 36
Damag: 15 (phys), 13/5s (poison), 8 (pierce)
Effct: 10% sap 5 HP/hit
Durab: 42
Found: random loot

FAEBLADES: Faeblades of Song
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Fast
LvReq: 3-6
Base : 23-39
Damag: 15-25 (phys), 8-14 (pierce)
Effct: +10% phys damage, +10% stun chance, +5 HP
Durab: 44
Found: on Sagrell during "Song of Sir Sagrell" [House of Ballads]

FAEBLADES: Fate's Scours
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Fast
LvReq: ---
Base : 16
Damag: 10 (phys), 6 (pierce)
Effct: +15% Reckoning duration
Durab: 20
Found: Gorhart Special Deliveries chest [Fate-Touched Weapons Pack DLC]

GREATSWORD: Lightning Cage
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: 20
Base : 230
Damag: 153 (phys), 36 (pierce), 23 (lightning), 18/5s (shock)
Effct: +6% mana
Durab: 25
Found: from Secandra during "The Perpetual Desolations" [Teeth of Naros DLC]

GREATSWORD: Scourgebane
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: 16
Base : 211
Damag: 138 (phys), 33 (pierce), 25 (lightning), 15/5s (freeze)
Effct: +90 HP
Durab: 48
Found: random loot

GREATSWORD: Trencher
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: 13?-20
Base : 209-213
Damag: 139 (phys), 70-74 (pierce)
Effct: +10% damage vs. Beasts, +8% stun duration
Durab: 25
Found: get 7 records in "Combat Training" [Legend of Dead Kel DLC]

GREATSWORD: The Forge
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: 16
Base : 195
Damag: 139 (phys), 33 (pierce), 23/5s (burn)
Effct: 5% sap 23 HP/hit
Durab: 25
Found: Gorhart Special Deliveries chest (Reckoning Might Bonus Pack DLC)

GREATSWORD: The Harpy
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: 20
Base : 192
Damag: 139 (phys), 33 (pierce), 20 (ice)
Effct: +15% phys damage, +10% damage vs. lightly wounded targets
Durab: 25
Found: reward for successfully wooing Brattigan [Legend of Dead Kel DLC]

GREATSWORD: The Titan Spear
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: 20
Base : 189
Damag: 153 (phys), 36 (pierce), 18 (bleed)
Effct: +15% HP, +5% bleed damage
Durab: 25
Found: beat all trials in Nerotelos [Teeth of Naros DLC]

GREATSWORD: Gerstotad
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: 15
Base : 187
Damag: 140 (phys), 47 (pierce)
Effct: +10% stun chance
Durab: 48
Found: random loot

GREATSWORD: Kellerac's Sword
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: 9-12
Base : 165
Damag: 128 (phys), 24 (pierce), 9 (ice), 4/3s (freeze)
Effct: +20% damage vs. Tuatha, +1 Weapon Slot
Durab: 46
Found: Tywili Coast (south of Moon Camp; on small ruin, wedged in skeleton)
       If one destroys the gem, all ice/freeze enchantments are removed. To
       get the max-power sword, one must have the requisite Might to pull it
       from its ruin.

GREATSWORD: Lifedrinker
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: 12
Base : 151
Damag: 103 (phys), 24 (pierce), 24/5s (bleed)
Effct: 10% sap 25 HP/hit
Durab: 46
Found: random loot

GREATSWORD: Havoc
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: 12
Base : 104-160
Damag: 64-103 (phys), 25-33/5s (poison), 15-24 (pierce)
Effct: +10% poison damage
Durab: 46
Found: complete "Lock and Key" [Warsworn]

GREATSWORD: Luxuria
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: 10
Base : 129
Damag: 92 (phys), 37 (pierce)
Effct: +20% stun duration, +10% crit chance, +5% stun chance
Durab: 46
Found: random loot

GREATSWORD: Stormbrand
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: 7
Base : 102
Damag: 64 (phys), 15 (pierce), 15 (lightning), 8/5s (shock)
Effct: +5% lightning damage
Durab: 44
Found: random loot

GREATSWORD: Gentleman's Favor
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: 8-20
Base : 90-207
Damag: 73-168 (phys), 17-39 (pierce)
Effct: +20% HP, +20% phys damage, +10% pierce damage
Durab: 46-50
Found: complete "Championship Match" [House of Valor DLC]

GREATSWORD: Righteous
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: 7
Base : 83
Damag: 59 (phys), 14 (pierce), 10/10s (bleed)
Effct: ---
Durab: 25
Found: during "The Last Gastyr" (reward)

GREATSWORD: Fortune
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: 6
Base : 70
Damag: 57 (phys), 13 (pierce)
Effct: +8% crit chance, +7% gold drops
Durab: 44
Found: random loot

GREATSWORD: Frostbite
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: 3
Base : 61
Damag: 38 (phys), 10 (ice), 8 (piece), 5/5s (freeze)
Effct: +15 HP
Durab: 42
Found: random loot

GREATSWORD: Rhyderk
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: 53
LvReq: 3-4
Base : 53
Damag: 40 (phys), 9-13 (pierce)
Effct: player's choice
Durab: 28
Found: during "The Flame of Rhyderk" [House of Ballads]
Notes: Item is forged with components player chooses, and becomes a unique
       weapon afterwards. The "Blade of Rhyderk" component scales with the
       player.

GREATSWORD: Fate's Brand
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: ---
Base : 27
Damag: 22 (phys), 5 (pierce)
Effct: +15% Reckoning duration
Durab: 20
Found: Gorhart Special Deliveries chest (Fate-Touched Weapons Pack DLC)

HAMMER: Shipbuilder's Mate
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Very Slow
LvReq: 20
Base : 264
Damag: 264 (phys)
Effct: +5% HP, +5% stun chance
Durab: 25
Found: possible reward in "Scouting Mission" [Legend of Dead Kel DLC]

HAMMER: Fist of Kreios
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Very Slow
LvReq: 18
Base : 254
Damag: 254 (phys)
Effct: +25% stun duration, +10% stun chance
Durab: 48
Found: random loot

HAMMER: The Spine
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Very Slow
LvReq: 20
Base : 254
Damag: 209 (phys), 40 (pierce), 5/15s (shock)
Effct: +6% crit chance
Durab: 25
Found: dropped by Bloodgrin in "Dark Harbor" [Legend of Dead Kel DLC]

HAMMER: The Naros Fang
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Very Slow
LvReq: 9
Base : 253
Damag: 253 (phys)
Effct: +23 mana
Durab: 25
Found: Secandra reward during "Rites of Passage" [Teeth of Naros DLC]

HAMMER: Ward of the North
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Very Slow
LvReq: 15
Base : 249
Damag: 209 (phys), 25 (ice), 15/5s (freeze)
Effct: +80 mana
Durab: 48
Found: random loot

HAMMER: Fallenstar
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Very Slow
LvReq: 13
Base : 248
Damag: 230 (phys), 18/5s (primal)
Effct: +6% mana, +6% fire/ice/lightning damage
Durab: 25
Found: random loot [Teeth of Naros DLC]

HAMMER: Legacy's End
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Very Slow
LvReq: 18
Base : 229
Damag: 229 (phys)
Effct: +20% damage vs. lightly wounded targets, 20% sap 30 HP/hit
Durab: 50
Found: random loot

HAMMER: Nearth's Hammer
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Very Slow
LvReq: 18
Base : 229
Damag: 229 (phys)
Effct: +15% crit chance, +15% phys damage, +15% HP
Durab: 48
Found: complete "Heroes Shall Not Pass"

HAMMER: The Mountain
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Very Slow
LvReq: 16
Base : 209
Damag: 209 (phys)
Effct: +5% phys damage, +5% stun duration
Durab: 25
Found: Gorhart Special Deliveries chest [Reckoning Might Bonus Pack DLC]

HAMMER: Mystic Hammer
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Very Slow
LvReq: 13
Base : 209
Damag: 209 (phys)
Effct: +25% damage vs. Niskaru, +20% mana
Durab: 48
Found: during "The Mystic Hammer" [Warsworn]

HAMMER: The Ouranos Maul
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Very Slow
LvReq: 13
Base : 205
Damag: 173 (phys), 20 (ice), 12/5s (freeze)
Effct: +5% ice damage
Durab: 46
Found: random loot

HAMMER: Heart of Ember
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Very Slow
LvReq: 12
Base : 187
Damag: 155 (phys), 20 (fire), 12/5s (burn)
Effct: +5% fire damage
Durab: 46
Found: random loot

HAMMER: Corthian Mallet
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Very Slow
LvReq: 9
Base : 123
Damag: 111 (phys), 12 (pierce)
Effct: +8% crit damage, +8% crit chance
Durab: 46
Found: random loot

HAMMER: Mortrost
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Very Slow
LvReq: 8
Base : 111-173
Damag: 111-173 (phys)
Effct: +10% phys damage, +25% damage vs. Jottun & Ettin
Durab: 44
Found: House of Valor DLC

HAMMER: Boltrsledge
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Very Slow
LvReq: 6
Base : 101
Damag: 101 (phys)
Effct: +10% stun duration, +5% EXP bonus
Durab: 44
Found: random loot

HAMMER: Fjarell
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Very Slow
LvReq: 7
Base : 97
Damag: 97 (phys)
Effct: +20% stun duration, +10% stun chance
Durab: 44
Found: random loot

HAMMER: Thintri's Malus
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Very Slow
LvReq: 4
Base : 82
Damag: 67 (phys), 10 (lightning), 5/5s (shock)
Effct: +5% lightning damage
Durab: 42
Found: random loot

HAMMER: Earthgavel
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Very Slow
LvReq: 2
Base : 58
Damag: 58 (phys)
Effct: +10% stun chance, +15 HP
Durab: 42
Found: random loot

HAMMER: Fate's Mallet
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Very Slow
LvReq: ---
Base : 34
Damag: 34 (phys)
Effct: +15% Reckoning duration
Durab: 20
Found: Gorhart Special Deliveries chest [Fate-Touched Weapons Pack DLC]

LONGSWORD: Fervor
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 16
Base : 152
Damag: 119 (phys), 33 (pierce)
Effct: +75 HP
Durab: 48
Found: random loot

LONGSWORD: Windcarver
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 16
Base : 151
Damag: 92 (phys), 59 (pierce)
Effct: +10% phys damage, +6% crit damage
Durab: 25
Found: random loot [Teeth of Naros DLC]

LONGSWORD: Cessblade
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 15
Base : 147
Damag: 76 (phys), 30 (pierce), 41/5s (poison)
Effct: +5% poison damage
Durab: 48
Found: random loot

LONGSWORD: Makhaira
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 20
Base : 146
Damag: 110 (phys), 36 (pierce)
Effct: +10% stun duration, +10% damage vs. Kollossae
Durab: 25
Found: random loot [Teeth of Naros DLC]

LONGSWORD: Niskaru Blade
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 13
Base : 145
Damag: 84 (phys), 33 (pierce), 28 (fire)
Effct: +15% stun durationn, 5% sap 23 HP/hit
Durab: 25
Found: findable by Nina during "What Remains" [Legend of Dead Kel DLC]

LONGSWORD: Dragonfang
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 20
Base : 142
Damag: 84 (phys), 33 (pierce), 25/7s (burn)
Effct: +35% fire damage, 15% sap 25 HP/hit
Durab: 48
Found: random loot

LONGSWORD: Piercing Rapier
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 19-22
Base : 141
Damag: 111 (phys), 30 (pierce)
Effct: ---
Durab: 48
Found: random loot

LONGSWORD: The Beast
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 16
Base : 140
Damag: 84 (phys), 33 (pierce), 23/5s (bleed)
Effct: +5% piercing damage
Durab: 25
Found: Gorhart Special Deliveries chest (Reckoning Might Bonus Pack DLC)

LONGSWORD: Belne's Sword of Ire
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 18
Base : 117
Damag: 84 (phys), 33 (pierce)
Effct: +15% dmg vs. Tuatha, +2 Utility Gem slots
Durab: 48
Found: In "Master Belne," have him craft a generic Belne's Sword of Ire. When
       one places Farraglen's Gem inside it, it becomes a unique, gaining the
       gem's tuatha-related bonus.

LONGSWORD: Torment
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 10-20
Base : 78-117
Damag: 56-84 (phys), 21-35 (bleed), 22-33 (pierce)
Effct: +15% gold drops, +15% piercing damage
Durab: 25
Found: loot boss during "The Exiles" [Legend of Dead Kel DLC]

LONGSWORD: Stormblade
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 9
Base : 98
Damag: 50 (phys), 20 (pierce), 20 (lightning), 8/8s (shock)
Effct: +5% lightning damage
Durab: 46
Found: random loot

LONGSWORD: Flameblade
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 7
Base : 90
Damag: 35 (phys), 33 (fire), 14 (pierce), 8/6 (burn)
Effct: +5% fire damage
Durab: 44
Found: random loot

LONGSWORD: Warnir's Reward
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 13
Base : 88
Damag: 63 (phys), 25 (pierce)
Effct: +15% gold drops, +5% EXP bonus
Durab: 46
Found: random loot

LONGSWORD: Ferox
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 12
Base : 78
Damag: 56 (phys), 22 (pierce)
Effct: Detect Hidden +1, 15% sap 15 mana/hit
     : +10% damage vs. lightly wounded targets
Durab: 46
Found: random loot

LONGSWORD: Blade of the Pariah
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 9
Base : 76
Damag: 60 (phys), 16 (pierce)
Effct: +40 HP, +30 mana, +15% damage vs. Niskaru
Durab: 44
Found: Galette [The Red Marches], chest across stream; possibly random loot

LONGSWORD: Almain Cutlass
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 6
Base : 73
Damag: 43 (phys), 30 (pierce)
Effct: +15% damage vs. Alfar
Durab: 44
Found: random loot

LONGSWORD: Hellbane
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 9-10
Base : 56-70
Damag: 40-50 (phys), 16-20 (pierce)
Effct: +15% damage vs. Niskaru, 15% sap 13-15 HP/hit
Durab: 46
Found: hidden door accessible after finishing "Derfel's Labors"

LONGSWORD: Haldebier's Blade
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 6-10
Base : 69-113
Damag: 31-50 (phys), 26-43 (pierce), 12-20/5s (bleed)
Effct: +30-50 HP
Durab: 46
Found: complete "A Master's Touch"

LONGSWORD: Bastion
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 9
Base : 56
Damag: 40 (phys), 16 (pierce)
Effct: +40 HP, +30 mana
Durab: 44
Found: random loot

LONGSWORD: Frostblade
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 3
Base : 51
Damag: 21 (phys), 17 (ice), 8 (pierce), 5/3s (freeze)
Effct: +10 HP
Durab: 42
Found: random loot

LONGSWORD: Bloodhunter
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 4
Base : 43
Damag: 24 (phys), 9 (pierce), 10/5s (bleed)
Effct: 10% sap 5 HP/hit
Durab: 42
Found: random loot

LONGSWORD: Vengal's Vengeance
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: ---
Base : 18
Damag: 13 (phys), 5 (pierce)
Effct: Mercantile +1
Durab: 40
Found: Odarath (Statue of Amman Spring reward)

LONGSWORD: Fate's Edge
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: ---
Base : 18
Damag: 13 (phys), 5 (pierce)
Effct: +15% Reckoning duration
Durab: 20
Found: Gorhart Special Deliveries chest (Fate-Touched Weapon Pack DLC)

SCEPTRE: The Field
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 16
Base : 135
Damag: 54 (lightning), 35/5s (shock)
     : 23/5s (burn, daytime-only), 23/5s (shock, night-only)
Effct: ---
Durab: 25
Found: Gorhart Special Deliveries chest [Reckoning Sorcery Bonus Pack DLC]

SCEPTRE: Obsidian Sceptre
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 18
Base : 95
Damag: 59 (ice), 36/6s (freeze)
Effct: +100 HP and mana
Durab: 48
Found: random loot

SCEPTRE: Khleran's Sceptre
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 14
Base : 70-93
Damag: 40-53 (fire), 30-40/3s (burn)
Effct: 22-30% sap 10-20 HP/hit, 22-30% sap 10-20 mana/hit
Durab: 48
Found: loot from Khleran during "Witch Knight of Ghennig"; also random loot

SCEPTRE: The Wavemaker
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 10?-20
Base : 61-89
Damag: 37-54 (lightning), 24-35/5s (shock)
Effct: +34-50 HP, -10% mana costs
Durab: 25
Found: loot boss during "Until Death" [Legend of Dead Kel DLC]

SCEPTRE: Pteryx Talon
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 16
Base : 89
Damag: 54 (lightning), 35/5s (shock)
Effct: +10% HP, +5% sap 17 HP/hit
Durab: 25
Found: reward in "Myrrine's Burden" [Teeth of Naros DLC]

SCEPTER: Scuttler
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 16
Base : 87
Damag: 54 (ice), 33/6s (freeze)
Effct: +20% ice damage, 5% sap 20 HP/hit
Durab: 25
Found: random loot [Legend of Dead Kel DLC]

SCEPTRE: Mysrik's Demise
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 15
Base : 81
Damag: 49 (lightning), 32/5s (shock)
Effct: +5% lightning damage, -10% mana costs
Durab: 48
Found: random loot

SCEPTRE: The Heavens' Gift
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 10-20
Base : 75-131
Damag: 33-59 (primal), 22-36 (fire), 20-36/10s (primal)
Effct: +1 HP regen/sec
Durab: 25
Found: final chest in "Circles of Strife" [Teeth of Naros DLC]

SCEPTRE: Rei'zarf's Guidance
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 12
Base : 70
Damag: 40 (fire), 30/3s (burn)
Effct: +10% crit chance, +5% fire damage
Durab: 46
Found: random loot

SCEPTRE: Serenity
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 10
Base : 58
Damag: 36 (ice), 22/6s (freeze)
Effct: +10% stun chance, +55 mana
Durab: 46
Found: random loot

SCEPTRE: Stormspirit
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 7
Base : 41
Damag: 25 (lightning), 16/5s (shock)
Effct: 10% sap 18 mana/hit
Durab: 44
Found: random loot

SCEPTRE: Desire
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 4
Base : 29
Damag: 16 (fire), 13/3s (burn)
Effct: +5% gold drops, +20 HP
Durab: 44
Found: random loot

SCEPTRE: Apprentice
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: 2
Base : 19
Damag: 12 (ice), 7/6s (freeze)
Effct: +4% EXP bonus, +10 mana
Durab: 42
Found: random loot

SCEPTRE: Fate's Stem
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Average
LvReq: ---
Base : 13
Damag: 8 (ice), 5/6s (freeze)
Effct: +15% Reckoning duration
Durab: 20
Found: Gorhart Special Deliveries chest [Fate-Touched Weapons Pack DLC]

STAFF: Lightning Rod
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: 20
Base : 187
Damag: 128 (lightning), 59/5s (shock)
Effct: 5% chance sap 18 HP/hit
Durab: 25
Found: random loot

STAFF: The Flame
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: 16
Base : 177
Damag: 84 (fire), 73/3s (burn), 20 (phys)
Effct: +5% magic damage, +48 mana
Durab: 25
Found: Gorhart Special Deliveries chest [Reckoning Sorcery Bonus Pack DLC]

STAFF: Archsage's Light
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: 20
Base : 172
Damag: 92 (fire), 80/3s (burn)
Effct: +25% damage vs. Niskaru
Durab: 48
Found: random loot

STAFF: Sorrow
¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: 16
Base : 162-164
Damag: 109-111 (lightning), 53/5s (shock)
Effct: +5% lightning damage
Durab: 48
Found: complete "Such Sweet Sorrow" [House of Sorrows]

STAFF: Esharra's Song
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: 15
Base : 155
Damag: 83 (lightning), 72/3s (burn)
Effct: +2 mana regen/s, 10% sap 28 mana/hit
Durab: 48
Found: random loot

STAFF: Primal Mirror
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: 20
Base : 151
Damag: 92 (primal), 59/10s (primal)
Effct: +12% fire/ice/lightning damage, +10% magic crit damage
Durab: 25
Found: reward from Secandra during "Rites of Passage" [Teeth of Naros DLC]

STAFF: Pyromancer
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: 13
Base : 151
Damag: 91 (fire), 60/3s (burn)
Effct: +5% fire damage
Durab: 46
Found: random loot

STAFF: Seaglass
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: 20
Base : 138
Damag: 84 (lightning), 54/5s (shock)
Effct: +15% mana, +5% magic crit chance
Durab: 25
Found: loot from Angharam in "Ties That Bind" [Legend of Dead Kel DLC]

STAFF: Staff of the Ashen Prophet
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: 16
Base : 130
Damag: 92 (ice), 38/6s (freeze)
Effct: +12% crit chance, -10% mana costs
Durab: 48
Found: random loot

STAFF: The Crafted Sun
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: 13
Base : 119
Damag: 84 (ice), 35/6s (freeze)
Effct: +10% damage at night, +2 mana regen/sec
Durab: 25
Found: beat the root golem in "Combat Training" [Legend of Dead Kel DLC]

STAFF: Staff of Arne
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: 10
Base : 117
Damag: 50 (lightning), 33/5s (shock), 18/1s (bleed), 16 (pierce)
Effct: +5% bleeding damage
Durab: 46
Found: Dolve Arne

STAFF: Coldspike
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: 10
Base : 107
Damag: 61 (ice), 26/6s (freeze), 20 (pierce)
Effct: +5% ice damage
Durab: 46
Found: random loot

STAFF: Rivener Tarsus
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: ---
Base : 100-103
Damag: 75 (lightning), 22-25/10s (shock), 3 (phys)
Effct: +20% shock damage, +20% shock duration
Durab: 20
Found: crafted during "Rivener Tarsus" sidequest

STAFF: Judgment
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: 10
Base : 93
Damag: 56 (lightning), 37/5s (shock)
Effct: +10% stun chance, +10% stun duration
Durab: 25
Found: random loot

STAFF: Chaos Stem
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: 9
Base : 82
Damag: 44 (fire), 38/3s (burn)
Effct: +10% stun chance, +50 HP
Durab: 46
Found: random loot

STAFF: Ivory Staff
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: 6
Base : 72
Damag: 38 (fire), 34/3s (burn)
Effct: 10% sap 16 HP/hit
Durab: 44
Found: random loot

STAFF: Shillelagh
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: 7
Base : 72
Damag: 38 (fire), 34/3s (burn)
Effct: +5% fire damage, +40 HP, +1 Weapon Gem Slot
Durab: 44
Found: random loot

STAFF: Totem of the Wild
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: 6
Base : 48
Damag: 34 (ice), 14/6s (freeze)
Effct: +10% damage vs. Beasts, +8% EXP bonus
Durab: 44
Found: random loot

STAFF: Tempest
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: 3
Base : 37
Damag: 23 (lightning), 14/5s (shock)
Effct: 10% sap 10 mana/hit
Durab: 42
Found: random loot

STAFF: Humble Staff
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: 1
Base : 22
Damag: 14 (lightning), 8/5s (shock)
Effct: +5% fire/ice/lightning damage, +3% gold drops
Durab: 40
Found: random loot

STAFF: Fate's Arbor
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed: Slow
LvReq: ---
Base : 21
Damag: 13 (lightning), 8/5s (shock)
Effct: +15% Reckoning duration
Durab: 20
Found: Gorhart Special Deliveries chest [Fate-Touched Weapons Pack DLC]

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¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
V. FREQUENTLY ASKED QUESTIONS                                            [FAQZ]
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[Q] - Help! My game freezes up whenever I try to play a new game/old save!
[A] - If you've purchased the game On Demand, it will come with the online
      pass already included, and will lock up immediately if you've got a
      duplicate pass installed. Simply delete the pass from the hard drive
      and it should fix immediately.

[Q] - What DLC should I buy?
[A] - Legend of Dead Kel provides the most bang for one's buck, giving tons
      to do and fun do-'em-anytime quests. Teeth of Naros is shorter, but is
      good for loot- and level-grinding purposes. House of Valor (part of the
      online pass) doesn't give much to do, but does have decent loot, plus
      a house near several vendors. The weapon packs are known to be glitchy,
      so it's a real "caveat emptor" situation.

[Q] - What's the level cap?
[A] - Level 40. Unlike some series (Fallout, Borderlands, etc.) subsequent
      DLC offerings don't improve this ceiling.

[Q] - Why does the Level Up (etc.) notification stay on my screen?
[A] - I'm not entirely sure, but it's usually because one accesses menus too
      quickly, including dialogue menus. It's happened very rarely for me,
      but usually foretells some kind of save corruption, which is all the
      more reason to always have at least one fallback save.

[Q] - My Detect Hidden skill says there's a chest way outside the map. Huh?
[A] - Not sure of this myself, but almost all of them are unreachable. These
      might be mission leftovers that weren't added in. Rarely, the map will
      change (quest-related) to accomodate new paths to treasures.

[Q] - Hey, hard saved my game, and when I reloaded, it didn't work!
[A] - Always make sure that you've let the spinning save animation complete
      before shutting off. Same goes for quickly trying to save in different
      files (as in, one may save correctly, the other won't; this can lead
      to annoying problems for backup files).

[Q] - What's the backpack glitch?
[A] - Backpacks increase inventory space by 10, but there's only a finite
      amount of 'em. However, Illyn Doldran (Mel Senshir) will respawn when
      slain...and his inventory renews with him. Basically, buy his item,
      kill him (crouch and press up on d-pad to turn on friendly fire), avoid
      the guards and rest elsewhere (a faraway house works), then return and
      repeat. Using this method, one can get 300+ slots, more than enough to
      pick up the slack of a full stash (155-item maximum). This method DOES
      work at the time of this writing.

[Q] - What is the "Southern Lights" sidequest?
[A] - It's an unmarked sidequest started by Private Cornall in the Caeled
      Coast (north half, western camp). Ask him about the lights, then go
      up to Castle Gastyr. From the area's northern cliffs, one can spy a
      pillar of light a bit north. Walk into it, spy the next in the series,
      and continue until stopping at the eastern cliffs, the doorstep of a
      hidden door. The lights actually continue on until disappearing back at
      Castle Gastyr, but there's no other treasure to find.

[Q] - What are these Amman chests?
[A] - This relates to an unmarked Odarath sidequest involving specially locked
      "Amman" chests and their season-specific keys. Those chests look far
      thinner than regulars; as for keys, they can be found in several spots,
      though only one is needed.

      • Spring: Ysa, Embassy; fae cache
      • Spring: House of Ballads, Summer Sanctuary; cache
      • Spring: House of Ballads, Hall of Accolades; cache
      • Summer: House of Ballads, Hall of Accolades; cache
      • Autumn: Odarath (Waterhall Down), loot pile near sprite ambush
      • Autumn: Ballads Oratory, Ettinmere; fae cache
      • Winter: Odarath, abandoned pack in NE bandit camp
      • Esharra: Odarath, Gorhart; buy from Dede Eolfred at the inn

      All chests are in Odarath's east half (north of Yolvan). However, only
      one -- roadside, south of Gorguath -- has fixed unique loot, being the
      Vengal's Vengeance longsword. Though weak, it gives +1 to Mercantile,
      so new players may want it. The other chests are in the NW, NE, SE and
      SW. (To wit, aving max Detect Hidden skill displays their unique names
      on the map.)

[Q] - How can I remove the 'stolen' tag from items?
[A] - Sell an item to a fence, then buy it back. It usually costs quite a lot
      of dough, though. Naturally, unsellables can't apply here.

[Q] - What does the 'x' mean in the completed quest list?
[A] - A red 'x' denotes a failed quest. This almost always occurs when the
      quest-giver, or an important quest-related NPC, is slain. For instance,
      if you take a Helmgard Keep bounty quest and kill Henrik Aulde, the
      guard who handles it, any active missions from the board fail and the
      others can't be accessed (since they were never started, they don't
      appear in said list).

[Q] - How do I solve the puzzles of Nerotelos? [Teeth of Naros DLC]
[A] - To get the triple-barred loot in the main room, one must conquer the
      three other wings and hit their cage-removing levers. The western wing
      has some traps, but isn't very hard besides a 5-lever puzzle near the
      end (solution, left to right: 1,4,5,2,3). The north wing is filled with
      pteryx and multiple tiers, but has a relatively easy solution to reach
      the exit: jump south twice from the highest point. Finally, the eastern
      wing is purely a trap-filled gauntlet, and the only area a high-level
      player can potentially die in, thanks to the stun animation on floor
      blades.

      Finishing all trials unlocks the main room cages, granting access to
      unique items: The Titan Spear (greatsword), The Deadshot (longbow) and
      the Crown of Kreios (mage headwear). The downside is all weapons have a
      max level of 20, and are basically worthless as lategame prizes.

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VI. UPDATES & CONTRIBUTORS                                               [UPDT]
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08-06-13 --------------------+ started walkthrough
02-04-14 --------------------+ finished walkthrough

THANKS TO...
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• Sailor/Ceej, for hosting my stuff
• Amalur Wiki, for glitchy DLC weapon pack info
• Bullet Sponge, for Hero and the Maid Dispelling tip
• fires_trust, for "Her Righteous Fury" glitch info

NOTES TO SELF
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• Witch Knight of Ghennig: do quest walkthrough (glitched on me last time)
• Add unique Belne's Staff/Daggers stats
• Into the Light: source of Alyn Shir persuasion option
• Plagueshield: Luminitsa's has role in lieu of collecting parcels?
• The Orison: XP donation -- diminished HP/MP if it drops one a level?
• Bolgans' Bane equipment available before Chernobog's defeat?
• In Memoriam: really only thirty-nine bodies to find? Seems one short.
• Loremaster achievement: got it without having all stones, maybe due to
  finding 'x' amount total? Had 10 remaining total (Dead Kel DLC installed).

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VII. LEGALITY                                                            [LGLT]
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This document is intended for private home use ONLY, and may not be reproduced
through electronic or commercial means without the expressed consent of the
author (P. Summers). It cannot be hosted, edited, or distributed for profit,
and may not be given away as an add-in/gift to bought items. All rights are
reserved to respective parties, even those not explicitly stated herein. Those
who find this document on sites not listed below should e-mail the author (me).
Thanks for reading this, and thanks for respectin' FAQ authors.

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 • GameFAQs.com                       • gamershell.com
 • MyCheats.com
 • Neoseeker.com
 • Gamesradar.com
 • Supercheats.com
 • Cheathappens.com
 • Honestgamers.com
 • Chaptercheats.com                           E-mail me for permissions ~
 • Cavesofnarshe.com                        shotgunnova (a+) gmail (d0t) com.
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STILL THE                     Document © Shotgunnova, 1997-2017 (and countin'!)
LAST VOLUNTEER                  Kingdoms of Amalur namesake © respective owners
BATTLES ON                                        E N D   O F   D O C U M E N T