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Table of Contents
Important...........................................2 Blades..........................................84
The short version:..........................2 Inner Wheel Abilities (Tier 1) 84
The long version:............................2 Method..............................84
Introduction........................................6 Technique.........................85
Concept..............................................7 Fist...............................................86
The Assembly Window ......................8 Inner Wheel Abilities (Tier 1) 86
Disassembling....................................9 Feral..................................86
Material Grades and Types..............12 Primal................................87
Runes...............................................14 Hammers......................................89
Upgrading Crafting Materials...........15 Inner Wheel Abilities (Tier 1) 89
Assembly Toolkits ...........................17 Brawn................................89
Craftable Items and Patterns ......19 Grit....................................90
Weapons...................................19 Blood Magic..................................91
Talismans.................................41 Inner Wheel Abilities (Tier 1) 91
Glyphs and Signets.......................49 Sacred...............................91
Glyph Recipes..............................50 Profane..............................92
Signets.........................................54 Chaos Magic.................................93
Consumables................................59 Inner Wheel Abilities (Tier 1) 93
Gadgets........................................62 Theory...............................93
Weapon Visual Modifiers (WVM)......67 Chance..............................94
Careful Planning...............................69 Elementalism................................96
Farming Location.............................70 Inner Wheel Abilities (Tier 1) 96
Crafting for Synergy.........................71 Spark.................................96
Character Statistics Explained.....71 React.................................97
Offensive Statistics...................72 Pax Romana Guide Introduction......99
Healing Statistics......................74 Mission Types.................................102
Weapon Skills and Abilities..............76 In the Beginning.............................105
Assault Rifles................................77 “Lucid Nightmare” The Tokyo
Inner Wheel Abilities (Tier 1) 77 Flashback...................................106
Engage..............................77 Weapons Training!.....................108
Support.............................78 Kingsmouth “Dead” Ahead.........109
Pistols...........................................79 Dawning of an Endless Night (Story
Inner Wheel Abilities (Tier 1) 80 Mission)......................................109
Dangerous.........................80 For a Fistful of Zombies (Main
Armed...............................81 Mission) .................................114
Shotgun........................................82 Bullets for Andy (Side Mission)
Inner Wheel Abilities (Tier 1) 82 ...............................................115
Enforce..............................82 Elm Street Blues (Main Mission)
Control..............................83 ...............................................116
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C
hands or those that may enjoy a
rafting in The Secret World more story driven game and have
is called Assembly and it is them become strong and relevant
a unique take on the usual within the game community while
crafting system that is an age old requiring less investment in time,
part of Massively Multiplayer Games especially in getting strong items.
the world over. The tried and tested
style of implementing crafting is to
simply make the player gather the
required ingredients and have them
talk to an NPC to immediately craft
the item. Game developers try to
make this more interesting by
having the required materials as
rare boss drops just to make the
resulting item more premium and
make it seem like the effort of
having that item is worth the power
and prestige that it brings. The truth
is that this system only serves to
frustrate players with less time on
their hands and totally alienate
casual gamers to the point of
quitting because they do not see the
point of the game anymore. The
Secret World tries to avoid this and
at the same time bring in the
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CONCEPT
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Tool Slot: This is the item slot directly connected to the bottom of the
Parts Window and this is where you need to place the tool kit that is required
when crafting weapons, talismans, prefix glyphs, and consumables.
Result and Disassembling “Item” Slot: This is the slot directly below
the tool slot. When disassembling, you place the item in this slot and the
resulting materials will appear in the Parts Window. Opposite that is
assembling; you place the material parts in the Parts Window and the
resulting item appears in the slot.
Return Button: This button located at the lower right corner of the
crafting window is used to automatically return all of the materials within the
crafting window back into your inventory.
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DISASSEMBLING
As I have already explained above, you can use the crafting menu for
disassembly. Open the crafting menu by pressing “Y” on the keyboard or by
selecting it under the drop down menu on the upper left corner of the
screen. You also need to open your inventory window (“I” on the keyboard)
so that you will be able to drag the item you want to disassemble into the
crafting window.
Once both windows are opened, simply drag the item into the
disassembling slot. As you place the item into the slot, the “Assemble”
button turns into the “Disassemble” button and should become “active” and
clickable with a greenish color, and the button highlights when you mouse
over it. If it stays grayed out then the item cannot be disassembled. In my
experience, equipment items bought from the shop or quality level 0 (QL0)
items like those you start with right after the training session cannot be
disassembled.
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Once you click the Disassemble button, the resulting materials will be laid
out in a specific pattern or shape. This is the pattern for the type of item that
you have disassembled so please take note of this shape as you need to
layout materials in the same way if ever you need to assemble this type of
item in the future. But for convenience sake, all of the known item patterns
in the game can be found in the Craftable Items and Patterns section. To
conveniently place all the materials into your inventory, just press the
Return button located in the lower right corner of the crafting window. They
will then be transferred into your inventory as a stack.
As far as I can tell, disassembled gear will result in materials that are one
(1) quality level lower than the materials that are used to create that
equipment. So when disassembling gear with quality levels one (1) to three
(3) (QL1-3), all of them will yield “Base” quality materials. Disassembling
QL4 – QL6 items will yield “Imperfect” materials, QL7 – QL9 items will yield
normal quality materials, and QL10 items will result in “Sacred” quality
materials. I have not come across items that will give you “Pure” grades if
you disassemble it.
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You can also break down crafting materials. They will yield four (4) pieces
of the crafting material which is one step lower in quality to the one being
disassembled. For example, disassembling an “Imperfect Metal” will yield
four “Base Metals”.
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• Normal or no prefix – used for creating QL4, QL5, and QL6 items.
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The attributes of talismans that are created are based on what materials
are used to create them; in the same vein, disassembling two different
talismans with different attributes would yield different materials even if
they are of the same type. So for example:
Disassembling the talismans above will yield the same materials which
were used to create them with.
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RUNES
R unes are another type of crafting material that you gain through
looting dead monsters and collected as you progress through the
game. They can also be upgraded and disassembled like the other
crafting materials and follow the same quality level scheme as they do. The
runes are the main factors the affect the quality of the glyph that is created
with them. These are also usable for assembling potions and gadgets that
give temporary buffs which is associated with the runes being used for
crafting them. It is easier to look at runes as just another crafting material, a
base from which new items are formed. Here is a list of the runes found in
the game:
When creating glyphs using runes, you need the appropriate quality level
of runes and a corresponding glyph toolkit which is compatible with the
grade of the runes used. Assembling consumables also require quality levels
to be compatible and a consumable toolkit with the appropriate quality level.
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ASSEMBLY TOOLKITS
T oolkits are the final ingredients you need in order to craft items and
specific kits are required in order to assemble an item type. There are
four types of kits and each has Quality Levels (QL) associated with
them. You need the appropriate QL kit in order to assemble an item of the
same QL level. The following are the types of kits currently found in the
game:
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Like all the items within the game, toolkits also have quality levels
associated with them. The result of your crafting depends on the QL of the
materials and the toolkit being used. Ultimately, the resulting QL of the item
depends on the QL of the toolkit since some quality levels make use of the
same material grades. Below is a list of what materials are required for
creating an item of a specific QL.
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Weapons
Blade:
Blades refer to any sword-like melee weapon. There are different skins for
weapons as you assemble them and add prefixes, but as long as they have a
long blade and short handle, it would fall under this type. This is the first of
the three melee weapon types in the game and specializes on PBAoE (Point
Bank Area of Effect) skills with some damage over time (DoT) effects
splashed in. This is essentially a weapon made for dealing a lot of damage
per second (dps) and includes some support for the wielder. Penetration is
the main effect that should be added to this weapon as it synergizes with a
lot of the skills in the blade’s tree, allowing for more damage and even a
healing over time effect (HoT) from the “Immortal Spirit” passive that is
activated with an attack that successfully penetrates. This weapon is good
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for dealing with mobs and even has a skill that surrounds you with a field
that increases damage, move speed, and makes you immune to hinder
effects, making this a great choice for doing devastating attacks and for
getting quick experience points or for farming.
This requires 7 slots, five across and one above and below the second slot
from the left. This forms a sword shape, or cross, which essentially looks like
the same thing actually.
Fist:
Fists are one of the three melee weapon types you can use. Fists focus on
melee combat and skills that heal over time (HoT) and damage over time
(DoT), making it a good weapon for survivability while still dishing out
damage. The attack tier is called Feral and the buff and support tier is called
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Primal. However, the fist build is mostly only good for one on one combat as
the first tier do not have good multiple target skills. This weapon is good for
tanking single targets with large amounts of health because of good damage
over time.
Fist weapon skills can Afflict targets with damage over time as well as
heal the player over time. However, the first tier of skills does not contain
effective mob killing skills. Only “Hog Wild” which deals damage in a cone-
shaped area in front of the player can inflict damage to multiple enemies
and grants “Savage Sweep” which allows the next claw skill to inflict
additional damage in an area. The first spammable resource building skill is
called “Claw” and inflicts basic damage but can be enhanced by “Sharp
Claws” by making it deal Afflicted status to the target and inflicting damage
over time for 10 seconds. “Killer Instinct” is a passive skill that adds a small
amount of damage to every fist attack and generates a counter every time a
skill hits, and when the counter reaches five, the next hit cannot be evaded,
resetting Killer Instinct’s counter. This also increases damage by 1% per
count. “Prey on the Weak” deals three hits with small amounts of damage
each but builds an additional fist weapon resource point if the target is in an
“Impaired” state. “Predator” increases all damage by fist weapon abilities by
10%. The last skill in the Feral Tier is the elite “Go for the Throat” which
deals a large amount of damage and Impairs the target, locking all of its
active abilities for five seconds, a very useful skill in PvP in order to disable
other players.
In the “Primal” tier, you will mostly find skills that give healing or support.
The first skills is “Lick Your Wounds” which is a passive skill that gives a
small amount healing over time for every successful hit that lasts for 3
seconds and can stack up to 5 times. The next skill is a spammable heal
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ability called “Nurture” that heals for a certain amount and does a small heal
over time for 5 seconds and also builds a weapon resource. The time of the
HoT effect is increased by “Nurturing Gift” by another 5 seconds. The next
skill is an active buff which increases the group’s hit chance by 80% for 10
seconds called “Pack Leader.” The “Alpha Wolf” skill reduces Pack Leader’s
cool down by 30 seconds. “Wild at Heart” is a single target attack that deals
a large amount of damage and grants “Feral Regrowth” effect which makes
the next resource consuming skill to heal the user. This skill consumes all
weapon resource points. The last skill in this tier is called “Out of the Woods”
which increases your healing potency by 27.5% for 8 seconds every time you
heal a player that has health of 80% and above.
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Hammer:
Hammers are the third melee weapon type in the game and are meant to
be the weapon of choice for those that want to be tankers. The hammer’s
skills and abilities are all about weakening and impairing enemies while
giving the user the ability to ward off damage through blocks. The attack tier
is called brawn and its support tier is called Grit. The ultimate skill that users
of hammers should be aiming is the elite skill “Cool, Calm & Collected” which
synergizes nicely with “Stonewalled” allowing the user to increase their
damage reduction every time they successfully block; this also serves to
increase the monsters’ “hate” towards the tanker to keep them away from
softer teammates. You can add critical ratings to hammers as this synergizes
well with the first passive skill in the Grit tier, Brawler, which increase crit
power by a massive 20%. What you should take note of is that Brawler is not
a hammer exclusive passive but can be used with any weapon, making this
one of the skills that people who want to be critical damage dealers have to
get early on.
The first attack tier is called “Brawn” and the first skill is “Smash”, which
is your standard damage, spammable skill which builds hammer weapon
resource points. “Below the Belt” applies “Weakened” status the target on a
successful hit, lowering its damage output by 3% per stack and can stack up
to 10 times. “Hell to Pay” is a column attack in front of the player which
deals moderate damage and consumes all hammer weapon resource points.
“Righteous Fury” sweetens Hell to Pay by increasing its critical hit chance by
15%. “Haymaker” is a single strike ability that deals more damage if the
target is in an Impaired state and consumes all hammer resources. “Hard
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Impact” increases damage done by all hammer abilities by 10%. The elite
skill on this tier is “Shockwave” which is a column attack that deals
moderate damage but knocks down 3 enemies and inflicts Impaired state on
them.
The support tier is called “Grit” and “Brawler” is the first passive skill
which increases all critical hit damage by 15%. “Grand Slam” is a single
target attack which deals moderate damage but adds an additional AoE
physical damage to 5 enemies in a 5 meter radius if the target is in a
Weakened state. The AoE attack generates a large amount of hate towards
the player. This skill is best paired with Smash which sets Weakened state
through Below the Belt. The next passive skill is “Street Fighter” which
increases all your damage dealt by 10% whenever you inflict an Impaired
state to your target and makes Shockwave even better. “Stonewalled” is an
active buff that increases your block rate by 40% for 6 seconds and is made
useable faster by “Stone Cold” which lowers its cool down time by 15
seconds. “Backhanded” should be the first skill to use right after a resource
consuming skill like Haymaker and Hell to Pay because it generates 2
resource points if you currently have none. The final skill and most important
for tankers is “Cool, Calm & Collected” which reduces incoming damage by
7.5% for 8 seconds, generates more hate towards you, and increases your
damage output by 5% for 10 seconds whenever you do a critical hit.
Its shape requires 7 slots, 5 across and one above and below the last slot
to the right. Looks like a sledge hammer.
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Pistol:
Pistols are small hand held firearms and are usually used in pairs. They
are meant for medium ranged engagements having less range than assault
rifles, which almost have sniper-like range, and further range than shotguns.
Pistols are characterized by speed and agility with low cool down skills, and
some are even instant and spammable. Players who specialize in pistols will
be able to heal themselves and others and be able to deploy attack drones
that move on their own. This adds to the damage per second capability of
gun slingers.
The first skill tier is called Armed and it is the tier where you can find
damaging skills and buffs meant to enhance them.
“The Business” is the pistol’s primary attack and like all primary attacks
are spammable and builds resource points.
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The “Magnum” buff gives The Business skill an additional “weaken” effect
like that of the shotgun, which lessens the damage that enemies can do to
you.
The elite skill in this tier is called “Dirty Tricks” and does a large amount
of damage in a persistent, ground targeted AoE. Enemies are then hindered,
meaning they move slowly.
The other skill tier is called “Dangerous” and is the tier where you can
find the buff and AoE skills meant for controlling mobs and supporting allies
with heal and such. The first ability in this tier is “Hothead” which gives the
user a boost in critical chance when he successfully hinders a target. “Above
the Law” is also a persistent, ground target AoE skill that gives damage over
time, but what makes this special is that its damage increases if the enemy
is hindered. A perfect synergy of skills that can deal with large mobs is what
the pistol build can offer; Dirty Tricks hinders the enemies, your critical hit is
increased by “Hothead”, and applying “Above the Law” will inflict large
damage over time to the enemies.
The shape requires 7 slots, 4 across, 2 more below the first row, and a
last slot on the third row. The slots must align on the left. It does look like a
pistol.
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Rifle:
Rifles are the long range weapons in the Secret World and are meant to
be used as a support nuker role, meaning that it is a high damage per
second weapon. The attack tier is called “Engage” and the spammable
primary skill is called “Safety Off” which fires a burst shot that does three
hits. The next skill to that is “Extra Bullet” which basically adds an extra shot
to your burst attack, thereby increasing your damage per second (dps)
rating. Safety Off adds an additional resource point for each attack so when
you have built up 5 points, you can use “Fire at Will” which is a TAoE
(Targeted AoE) that deals a large damage single damage plus an extra
damage for each rifle resource point you have for a total of five extra hits.
The elite skill in this tier is “Slow the Advance” a GTAoE which hits up to five
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enemies in a five meter radius, it also hinders all it hits. This is a very good
synergy for “Trigger Happy” which deals an additional damage over time if
the target is inflicted with hinder. Spamming this with “Safety Off” also
allows for “Fire at Will” to be quickly usable.
Rifles require 7 slots, 5 across and one below the first and third slots.
Looks like a submachine gun.
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Shotgun:
Shotguns are the last ranged weapon type in the game and is meant for
short range crowd control and survivability, so among the ranged weapon
types, this is designated as the tanker weapon. Shotguns are a very unique
weapon as unlike the other range and melee weapons, it does not need a
target for you to use some if its skills like “Pump Action” which is the basic
spammable, resource builder skill. You can use “Pump Action” even while
running or backing away.
What matters when you use the shotgun is that you are facing your
enemies properly since the effective damage area of the shotgun is a 60
degree cone in from of the character with a range of seven meters. So the
shotgun is a very effective weapon to avoid damage while still continuing to
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attack because you can move around and let the enemies follow you,
especially effective if they are hindered. Using the shotgun is like playing an
action game because you need to use directional keys a lot which also
prevents you from easily accessing shortcut keys.
The first skill tier is “Enforce” which has all the main attack skills. “Pump
Action” is the basic skill and the passive skill “Sawed Off” enhances this by
afflicting enemies with “weaken” which lowers their damage by 3% and can
stack up to ten times. This allows the shotgun user to survive long battles
against monsters with large health and attack because it effectively lessens
their attack by 30%. When you max your resource points, you can use “Out
for a Kill” which inflicts heavy damage to a single target and consumes all
resource points meaning you can use it even with just one point and it will
still do the same damage. To get the most of your resource points, you can
use “Buckshot” when you have maximum points to deal very heavy damage
to a single target. This takes 1.5 seconds before it can fire but the passive
skill “Rapid Reload” reduces this by one second. “Kneecapper” is the elite
skill in the Enforce tier and is good as the starting attack of the combo as it
deals moderate damage and hinders the targets, slowing their movement
speed by 70% which allows you to manually avoid enemy attacks by moving
around yet still shooting.
The other skill tier is “Control” which is essentially the buff and crowd
control skill tier for shotguns. The first skill in the tier is a passive ability
called “Hit & Run” which is a very effective crowd control skill. Whenever an
enemy dies with at least one shotgun resource skill, that enemy sort of
explodes and deals damage to a three meter radius. Imagine multiple mobs
dying with shotgun resources and creating a chain reaction of explosions
which can deal a lot of damage to the other mobs, sometimes even killing
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everything outright. If you play DotA, then this is the equivalent to the Sand
King’s “Caustic Finale” passive ability which really has the same effects,
except that the “Hit & Run” ability is better because shotguns do AoE
damage, hitting all enemies in front of the user and leaving them with
shotgun resources and leaving them ripe for “Hit & Run”. This tactic is
especially handy when farming in low level mobs with high spawn rate.
Shotgun creation requires 7 slots, 4 across and 3 slots on the row below
which is offset to the left of the first row. Well, it still looks like a gun.
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Blood Focus:
Blood magic gives healing over time effects to the user and damage over
time to enemies. It can be considered as the tank build for magic as its
healing abilities also double as damage absorbing barriers. This synergizes
pretty well with weapons that have Penetrating effects and heal over time
effects like the fist and blade weapons. This is because of the skill “Dark
Potency” which gives you an additional 30 points of penetration rating every
time you cause the Afflicted status to an enemy and can stack up to 5 times
bringing it to a total of 150 penetration points. This greatly enhances your
damage output and is very essential for bringing down a single tough enemy
with a fist weapon quickly or multiple targets with the blade’s sweeping
attacks.
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The attack tier is called “Profane” and the first skill is “Boiling Blood”, the
basic spammable skill for creating resource points. This is enhanced by
“Corrupted Blood” allowing it to set Afflicted status on your target for 8
seconds and can stack up to 5 times. “Blood Spike” is a really cool attack
ability which sets another Afflicted state apart from that made by Corrupted
Blood and actually does more damage over time, and if Blood Spike has
already given that effect, it deals extra damage instead. Now, “Dark
Potency” in my opinion is what makes blood magic shine in the earlier parts
of the game. It gives you 30 penetration rating every time you set inflicted
state and can stack up to 5 times giving you a total of 150. This is well and
good for blood magic but pairing it with a weapon that has a fast attack rate
like fists or blades which has a passive that increases its Gentle Strike skill’s
penetration rate by 10% will really up the ante of your damage per second.
Even with a quality level 1 (QL1) weapon in the very early parts of
Kingsmouth allows you to tackle all the quests quickly because you are not
hampered by the more dangerous enemies you encounter along the way,
which if you were using a different build, you would have needed to take it
slow and avoid enemies because you would certainly die. Blood magic paired
with either a fist or blade weapon will allow you to breeze through the first
area of the game really fast allowing you to proceed to the savage coast
where the loots and money are certainly better.
After Dark Potency, “Infection” allow you to deal with multiple targets as
it is a chain attack and deals another kind of Affliction that if the target dies
with this still on, it will explode to damage enemies around it. So fighting
multiple enemies with Infection on and doing a Balanced Blade attack that
could kill 1 or 2 enemies would also dispatch the rest caused by a chain
reaction of explosions due to Infection. “Thicker than Water” improves all
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damage done by Blood Magic abilities by 10%. The final skill in the Profane
tier is called “Cardiac Arrest” and as the name suggests, it does a large
amount of damage and stuns the target, setting it in an Impaired state for 3
seconds. Just like having a heart attack.
The support tier is called “Sacred” and this is where you find the healing
and barrier skills. The first skill in this tier is a passive skill that increases the
damage inflicted by damage over time effects by 10% called “Unholy
Knowledge”. This increases the damage potential of any build that uses
damage over time effects and of course synergizes perfectly with most of
the attack abilities in the Blood Magic build. “Blood Shield” is the first
healing and barrier ability that heals for a small amount and also absorbs
100% of the damage but dissipates after taking a small amount of damage.
Note that 100% damage means that if the enemy deals 100 damage and
Blood Shield dissipate after taking 50, then 100 damage is absorbed but
leaves you open for the next attack. This has a lot of tactical potential as you
can use this to prepare for a big attack an enemy will make. “Rapid Shield”
increases the amount healed and absorbed by Blood Shield by 7.5%.
“Angelic Aegis” does the same thing as Blood shield but heals and absorbs
damage for a lot more, meaning that there is a possibility that it can absorb
more than one enemy attack. “Angel’s Touch” increases Angelic Angel’s heal
by a moderate amount if the target is below 50% health. The second to the
last skill is “Exsanguinate” which is a focused or channeled attack, meaning
that the user cannot do anything else unless he cancels the attack. It will
also add another Afflicted with damage over time if the target is already
impaired. The elite skill in the Sacred tier is an elite passive called
“Coagulation” which increases the damage absorbed by barrier skills by
25%.
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Requires 7 slots and is takes the form of a capital letter “H”, 1 slot in
between 2 sets of 3.
Chaos Focus:
Chaos magic is one of the magic tiers available in the game and is usable
with a chaos trinket weapon. The most basic focus looks like a small buckler
or shield that is carried on the back. All Chaos Focuses are more or less in
this shape, circular and with a bunch of weird designs, but not all will look
like shields or large dinner plates. Chaos magic can either be melee or range
and can be considered as a tanking build as most of its skills are focused on
inflicting damage and giving survivability buffs to the wielder.
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The first tier is called “Theory” and “Hand of change” is the primary
spammable, resource builder skill and is comparable to all the other primary
skills in damage and efficacy. The next skill in the tier is “entropy” and like
all second skills in the attack tier, it is a passive ability that is meant to
augment the first skill. In this case, it adds an additional chaos resource
point whenever you do a successful critical or penetration hit, allowing for
resource skills to be used quicker.
The first resource skill is a burst attack called “Call for Eris” and will do
moderate amount of damage and an additional hit for every resource that is
available, for a total of five extra hits that deal little damage each.
“Paradigm Shift” is the next passive ability which gives you a hit rating effect
every time you successful weaken an enemy; the effect can stack up to five.
The next magic is “Schism” and consumes all resource points and gives
additional damage if the opponent is below a certain health threshold.
The elite skill in “Theory” tier is the “Domino Effect” which is a PBAoE
(Point Blank AoE) that does moderate damage to 5 opponents in a five meter
area around the caster. The affected targets are pulled towards the caster
also impairs and knocks them to the ground, with the time dependent of the
number of chaos resource points used.
The other tier is “Chance” and the first passive ability being “Gnosis”
which allows you to land another hit on a weakened target. “Escalation” is a
frenzy type PBAoE attack which affects up to five enemies in a five meter
radius and generates a lot of hate from mobs which makes it suitable for
tanking and taking aggression away from support players. The targets of
“Escalation” become afflicted with a weakened state through an exposed
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effect which makes them take more damage by 3% and is stackable for up
to five times. The tanking benefits of “Escalation” skill is further enhanced by
the passive ability “Intensity” which gives the player a Minor Ward effect
which increases the player’s defense by 7.5%
The active skill “Illusion” increases the player’s chance to evade by 35%
for six seconds, another useful tool for tanking. “Master of Illusions” is a
passive ability which increases this bonus further to 45% and eight seconds.
“Paradox” is an active ability which does more damage to impaired targets.
The final elite skill in the “Chance” tier is “Probability” which gives you a
chaos resource point every time you evade, which synergizes very well with
“Illusion” and “Master of Illusions” allowing you to use “Call for Eris” and
“Domino Effect” more.
Chaos trinkets require 7 slots, 3 across, 1 below each of the first and
second slots, and 1 above each of the second and third slots.
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Elementalism Focus:
Elementalism is meant for damage and support, you may consider this as
your basic nuker build from other fantasy games which concentrate on
dealing damage with elemental attacks like lightning, fireballs, or giant
snowballs. Let’s make it clear that there are no snowball attacks in
Elementalism!
The first skill category in Tier 1 is called “Spark” and this contains your
basic attack magic and passive abilities which serve to enhance those active
abilities. The first skill is called “Shock” and is used as the normal resource
builder attack. Shock is enhanced by “Volatile Current” which causes
Afflicted state to the target and lasts 10 seconds. The next active ability is
“Combust” which deals a somewhat large amount of damage and consumes
2 elemental resources but only 1 if the enemy is in a Hindered state. “Rapid
Combustion” reduces the cast activation time of Combust by 0.5 seconds,
quite negligible if you ask me and I think it’s really useless but we need to
purchase it in order to get to the other skills. The next skill is also an active
ability but this time a chain ability called “Electrical Storm” which hits
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The support tier is called “React” and the first passive skill is “Mind Over
Matter” which causes the target to be Afflicted for 5 seconds whenever a hit
successfully crits. The next skill is an active ability called “Ignite” that can
deal more damage if you have no resource points prior to casting. The effect
cannot be spammed because it also builds one resource point, but is great to
use as a follow up to resource consuming skills like Combust, Electrical
Storm, and most especially right after Thor’s Hammer which consumes all 5
resource points for casting. “Elemental Force” is a passive ability that allows
you to do a sure critical hit after 7 attacks. “Anima Charge” is an active buff
ability which waves the cost of your next resource consumer attack and lasts
for 20 seconds. “High Voltage” just sweetens the deal by making the next
resource consumer attack to do a 100% sure critical hit. This is a very good
opener to allow you to attack first with a critical Thor’s Hammer which gives
the target Affliction damage over time effect for 4 seconds due to Mind Over
Matter, then followed up with Ignite or another combo. I have been
mentioning “Thor’s Hammer” before even describing it only because it is
awesome. It is a single target attack that deals a massive amount of magical
damage and needs 5 elemental resource points to cast. I never really
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Talismans
Head:
Head talismans are the equivalent of head gears in the secret world, but
you would not be able to see them on your character. Judging by the icons
that are used for talismans, they are like markings that are placed on your
forehead, probably like war paint or ritualistic markings. In this game where
occult is the main theme, this certainly fits right in place.
There are three types of head talismans, the first one is called Ashes
which provides increase in attack power, then there are Blood Head
Talismans which give an increase to your healing power, and the last one is
Pigment which increases your health.
This shape requires the most number of parts compared to the other
shapes. This requires 12 slots, 2 rows of 4 slots and 2 columns of 4 slots laid
out on the center of the rows, like a fat cross.
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Finger:
Finger talismans are basically your ring accessories. This belongs under
the Major Talisman group and generally gives large increases to your health.
They are easily distinguishable because the smaller side of its pentagon
border is on the upper left corner. You will commonly see names like rings or
knots.
Finger talismans require 8 slots, shaped like a ring with 2 slots per side
and a 2 x 2 empty space in the center.
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Neck:
Neck talismans are basically necklaces and fall under the Major Talisman
category and when your Major Talisman skill increases; your max health also
increases. Necklaces and pendants are the usual vessels that magic is
channeled into to create talismans and it makes sense why they appear in
this game. The shape of the border is a hexagon with shorter sides at to top.
This is the only shape that can only be placed in a single location in the
Parts Window because of the nature of its pattern. It requires 10 slots, the
first row and the middle column should be filled which totals to 8 slots and to
more to either side of the slot directly above the bottom slot.
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Wrist:
Wrist Talismans is the last kind which falls under the Major Talisman
group. When your Major Talisman skill increases it increases your maximum
health. Bracelets are other common vessels for magic so they are usually
made into talismans. You will commonly see names like bracers. The item is
bordered by a pentagon like Finger Talismans but the difference is that the
shorter side is on the upper right corner.
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Luck:
Luck Talismans fall under the Minor Talisman category. When you
increase your Minor Talisman skill it will increase your Physical Protection.
These are your usual trinkets that you keep for luck, for example some lucky
cards or a rabbit’s foot. You will usually find items with names like dice, coin,
and cards. The border of the icon
Requires 8 slots. Like the wrist pattern, form two diagonal lines with 3
slots each and then fill the 2 empty slits between them.
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Waist:
Waist Talismans are part of the Minor Talisman group which increases
your physical protection when the skill increases. You will see names like
belts, buckles, and chains.
Requires 10 slots and is simply two horizontal rows of 5 slot each, meant
to look like a belt.
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Occult:
Occult Talismans are part of the Minor Talisman group which increases
your physical protection when the skill increases. Bones are the usual sort
you encounter.
Requires 8 slots and is just two 2 x 2 squares adjacent to each other, the
other one being positioned to the lower right of the first.
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To assemble the Glyph, you simply need to form the Glyph pattern on the
Assembly Window using four Runes of the appropriate grade that you are
targeting. Do not forget to use the appropriate Glyph Toolkit with the same
Quality Level with the runes you are using. The pattern for the Glyph is
shown below.
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Glyph Recipes
There are many recipes for Glyphs which yield multiple combinations of
effects; you can see the different effects through simple experimentation.
Try placing different combination of similar grade runes into the assembly
window and put an appropriate QL Glyph Toolkit into the Toolkit Slot. A
preview of the item should appear in the Result Slot. Glyphs can also be
found as monster drops or given as quest rewards.
Glyph effects can be divided into two categories, namely Offensive Effects
and Defensive Effects. You can place a main effect on your gear and also
add additional minor effects. When you create a Glyph, it will have one main
effect and one or two minor effects. Please take note that if you create a
Glyph with two minor effects, those effects will not be as powerful compared
to single minor effect placement.
Name Effect
Lu Critical Rating
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Name Effect
Now that you know what each rune does, let us explore the effects if we
combine the runes and what sort of Glyphs they will create. Here is a
compilation of known combinations that have been found so far.
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Now that you have tackled the combination for basic Glyphs, let us have a
look at the results if we experiment a little and combine different runes. Also
take note that you cannot combine an offensive effect with a defensive
effect but you can combine minor effects of the same type all you want. I
have tried to sue different rune combinations by simply taking one kind of
rune and trying to combine it one by one with all the other runes. The list for
the different combinations that I have tried so far is found below.
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Rating
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Signets
Signets, though quite similar to Glyphs are not acquired in the same
manner. They can only be found as rare drops usually from QL10 mobs or
above so they are only found in later areas of the game. I think the biggest
reason for this is because Signets have the potential to greatly empower a
character build, having those extra attack percentages would greatly
increase damage, or the Signet could give a great deal of extra attack rating
or heal rating which is like having an extra Glyphed talisman with a high
quality level. It is a wonder why some low level gear have Signet slots when
these things can only be found later. Besides, as they are quite rare, they
would be expensive and assembling them into a low level weapon is like
blasphemy and really quite retarded, also their effects will not be
maximized. But I suppose that it would help a character progress faster at
the early parts of the game. In which case it would be something like a
conjugal gear between friends or clan mates which they can lend to a low
level friend and then passed on to other newbies later on. This could
probably change in future patches as I do not believe that low level
characters should have access to such powers early in the game as it
defeats the purpose of you being a new agent in the story line, still trying to
master your new found powers, and thus is quite weak still.
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Signets can be inserted into existing gears through the use of a Signet
Toolkit. Unlike Glyphs that you simply place in the Parts Window with the
weapon where it will be inserted into, insert a Signet is really considered as
crafting. Along with the fact that Signet Toolkits are as rare, if not rarer than
Signets themselves, this merely adds to the rarity of the spectacle that is the
Signet assembly.
There are a lot of Signet effects to be found and some of them can only
be compounded on specific equipment. Their effects coincide with their
names, of course, but it may not be as easy to figure where they can be
compounded into. Anyway, here is a list of what has been uncovered so far,
thanks to other players’ information on what they have found also.
• Ablation: When your health is below 50% the next 5 hits against
you do 9/17/25% less damage. 12 second cool down.
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• Echoes: Whenever you critically heal a target they gain a heal over
time effect, healing them for 7/13/20 heal every 1 second for 5 seconds.
• Fury: When you achieve 10 hits you gain 3% damage increase for 6
seconds. 6 seconds cool down
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• Interdiction: When you impair a target you are healed for 26 every
2 for 6 seconds.
• Rejuvenation: When your health is below 50% you are healed for
50/100/150 and affected by a heal over time effect healing you for 19/38/57
every 2 seconds for 8 seconds. 12 second cool down.
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• Resilience: When you block you gain 31 block rating per stack for 4
seconds, up to 3 stacks.
• Sadism: When you hit a target you have a 10% chance to hit them
for an additional 80/158/?? damage.
• Salvation: When you Block, Evade, or are Glanced, you gain 2/4/6%
damage reduction for 5 seconds. 6 second cool down.
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• Temperance: When you heal a target below 50% health they are
healed for 24/48/?? every 2 seconds for 8 seconds.
• Valour: When you critically hit a target you gain a barrier that
absorbs 40 and last 10 seconds.
Signets are quite rare so you could be spending hours killing high level
mobs and you might not even find one. So happy hunting, and remember,
patience is your best friend.
Consumables
Consumables are a major part of any game and they give immediate or
lasting effects that may benefit a player or detriment an opponent. In this
game, consumables are just as important as Glyphs and Signets because of
the buff effects that they give. They can make the difference between
completing a quest quickly and having to try it all over again because you
keep dying. They are especially helpful in the early stages of the game
where players might not have access to advanced gears and effects that can
be given by Glyphs and Signets. In later parts where a player already has
access to good equipment, consumables serve only to make them stronger.
In any part of the game, you should not go out without taking a potion or
Anima effect with you. As I have just mentioned, consumables come in two
kinds, Potions and Anima buffs.
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Potions are your standard instant effect items that will wear off when the
effect is finished and can give effects like a shield that absorbs a certain
amount of damage or instantly fills your weapon resource points. The main
factor here is instant and short terms effects. Anima buffs require less
attention as they are not really used in battle because they give long lasting
effects so you could consume one ahead of time and consume more once
the effect wears off. Anima buffs give effects like increases in penetration or
defense ratings that can last from 30 minutes to an hour.
Creating consumables is the same as creating any item in this game. You
need the appropriate materials and a Consumable Toolkit with the same
quality level as the materials. For potions, Fire, Dust, Metal and Water are
the standard materials you need. You get these from disassembling
talismans. While for Anima buffs, you need runes in order to create some.
• Metal: Used to create barrier potions, which expire after they absorb
their quota
Below is the list of runes needed to create Anima buffs and their
corresponding effects.
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Well that’s that for the ingredients required for cooking up consumables,
now let’s get down to how we can assemble them. The first step would be to
open your inventory and the crafting window and then place all the required
materials into the Parts Window.
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Gadgets
Gadgets are quite similar to consumables as they give the player
temporary buff effects. But the biggest difference between gadgets and
consumables is that gadgets persist in your inventory, they are not
consumed, or otherwise they would be called consumables. Amiright?
Gadgets stay permanently in your inventory after they are made. When a
gadget effect wears off, you simply have to activate them again by right
clicking on them. Most gadgets have longer cool downs compared to abilities
but typically it is around two (2) minutes. The effects do not last as long as
consumables but you have an unlimited access to those effects. Gadget
buffs, however, are usually not as potent as buffs given by Potions or Anima
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effects. Just because gadgets have an unlimited use does not mean you
should neglect using consumables; it is always better to have both effects
active rather than just a single one. Gadgets and consumables should always
be a part of any would-be Hero’s arsenal.
To create a gadget, you need a Gadget Toolkit, and like all other craftable
items, it follows the rules set by the quality level (QL) system.
Once you already have your toolkit and materials, it is time to assemble
your Gadget. Now, there are two (2) known patterns for making Gadgets,
one (1) makes use of runes and the shape is like that of consumables, only
inverted, and the other one makes use of raw materials. The shapes are
shown below.
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After you have assembled the required materials into the specific pattern,
simply add the Glyph Toolkit with the appropriate quality level (QL) into the
Toolkit Slot, and if everything is in order, the Parts Window and Toolkit Slot
should glow green. And then behold the preview of your Gadget in the Result
Slot. If you are satisfied with the result, then click Assemble. You are now
another step closer to becoming a pretty powerful bad @$$.
If you use raw materials for creating your Gadget, make sure to follow the
correct pattern. The material effects are shown below.
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If you prefer the effects given by Runes, please content yourself with the
choices below.
In choosing your Gadgets, make sure that the effects will synergize
perfectly with your chosen Deck or character build. You would probably need
multiple Gadgets in order to adapt to different situations. So keep
experimenting with different effects and find that which really helps you in
your chosen play style.
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To start your quest of skin snatching, you first need to acquire a Casting
Toolkit from a Council of Venice Representative which can be purchased for
a few tokens which you earn as quest rewards.
When you get your hands on a Casting Toolkit it’s time to strip some skins
off of some weapons. To do this, you simply place the weapon which you
want to “cast a mould” of into the Parts Window of the Crafting Menu. Then
place the toolkit on the Toolkit Slot. The borders of the windows will glow
green and the preview of your Casting Mould will appear in the Result Slot. If
you truly want this then go ahead and press the Assemble button and the
Casting Mould would now appear in your inventory.
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To apply the mould to an existing weapon of the same type, simply place
the weapon and the mould next to each other in the Parts Window and hit
Assemble. This is the same method as adding a Glyph. For better or for
worse, you will now have applied the appearance of another weapon into
your weapon of choice. Better enjoy that enjoy that weapon because you will
probably be using it for a while.
This could come in handy in PvP as it can potentially trick people into
thinking that your weapon is a low level one, under estimating you and
allowing you to get the upper hand. Of course this would only work if they do
not know you yet. But for me having a badass looking weapon is part of your
overall look so you should flaunt it, coz’ you’re awesome.
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CAREFUL PLANNING
I t’s always fun to craft new things and try out Glyph and Signet
combinations to how a weapon or piece of equipment might synergize
with your Deck, but if you do this a lot, you could be left without crafting
components later in the game resulting in you farming your ass off in order
to get the materials you require. That is why it is always important to plan
ahead.
Crafting can be done in any level and it is quite easy to do early in the
game. But what you have to understand is that the game already rewards
you with proper equipment every time you complete a quest. Story line
missions and main missions sometimes give a selection of weapons with
higher quality levels than you currently own. So if you were planning on
crafting that QL4 weapon, think again. Pretty soon, you will be rewarded with
QL4 weapons, and what you have made might have just been a waste of
crafting materials. That is why I recommend prudence and self control in
crafting. To save yourself from regret, always make sure to ask yourself if
you really need this weapon before you craft because as you might be trying
out your new weapon, a better one could potentially drop from the monster
you were testing your new weapon on. If ever you really want to craft a good
weapon, make sure that it is a few quality levels above where you currently
are in terms of quests rewards as that high QL weapon can make you more
powerful in your current level.
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FARMING LOCATION
Y ou have reached the end of this guide and what could potentially be
stirring in your mind right now is “Where in hell do I find more
crafting materials?” Well the answer is quite simple, go kill some
monsters. But the basic rule of thumb is, if a monster is strong, it might
potentially carry and drop more items than weaker ones. This is true for
most MMOs and that is definitely true here. Here is a small list of farming
locations I found.
• Priest Island, Kingsmouth: Mutant Hulks drop basic runes 70% (this
is from experience, and I cannot back up this claim with concrete data) of
the time
• Kingsmouth Scrap Yard: Monsters around the scrap yard also drop a
lot of runes. However they are quite powerful so it may take a little longer to
kill one.
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T his guide is not merely for teaching you the ins and outs of crafting,
but I will also be giving suggestions on which items to craft based on
the skills and abilities of each weapon type. This goes especially true
for crafting Glyphs. Farming is quite tedious and experimenting with your
hard earned crafting materials would be very unwise and would leave you
with a useless item in the end. So it must be that when you craft, it must
have a purpose, a means to an end. You should already have a specific
effect and build in mind before you even start to craft. I will give
explanations on various skills and the effects of each, what possible skill
combos to use and what effects would better synergize with them. These are
not absolutes and will only serve as a guide for you to be able to mix and
match your own effects and abilities to match your play style.
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Offensive Statistics
Your Offensive stats determine how well you can hit, how much damage
you do, how often you score critical hits, and how much critical damage you
add.
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Defensive Statistics
Defense statistics represent how physically tough you are, how mentally
resilient, and overall how easy it is to hurt you.
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Healing Statistics
Healing Statistics act much like Offensive Statistics, except instead of
inflicting damage, you're curing it.
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E ach faction has Decks or guide builds that players can choose and
base their skills on, but they are not absolutes. When you select a
Deck, it will show you what skills you need in order to fulfill the build
that is being offered by that specific Deck, but you are totally free to select
which skills you choose to get.
Below is a list of the skills for each weapon type so that you can start
conceiving how your character will become when you have fully built it up.
This will serve as a guide for you to choose which skills you can mix and
match and decide what Glyphs and Signets you will use for your chosen
build. And let us not forget Consumables and Gadgets.
The skill definitions are taken from the game descriptions themselves and
I will be providing explanation when I think that the skill explanation might
be too vague to understand immediately. For a general description of the
weapons and skills, see the weapon definitions in the crafting area above
where you can find the weapon patterns for crafting.
The damage statistics shown for each listed ability below is what you see
in-game if you create a new character with no skills or equipment yet.
Meaning that the character is totally naked and basic, so the damages you
see below are the smallest that they could be. Remember that your gear,
especially your weapon, will determine how much damage your abilities do.
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Assault Rifles
Inner Wheel Abilities (Tier 1)
Engage
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Support
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Pistols
Tier One abilities are available to the player immediately upon starting
The Secret World. Unlocking both
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Dangerous
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Armed
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Shotgun
Inner Wheel Abilities (Tier 1)
Enforce
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Control
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Blades
Inner Wheel Abilities (Tier 1)
Method
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Technique
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Fist
Inner Wheel Abilities (Tier 1)
Feral
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• - [4 AP, Passive]
Primal
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o A single target fist weapon heal that heals for 32 and heal
over time effect that heals for 5 every second for 5 seconds on
your defensive target. Builds a fist weapon resource.
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Hammers
Inner Wheel Abilities (Tier 1)
Brawn
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Grit
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Blood Magic
Inner Wheel Abilities (Tier 1)
Sacred
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Profane
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Chaos Magic
Inner Wheel Abilities (Tier 1)
Theory
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Chance
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Elementalism
Inner Wheel Abilities (Tier 1)
Spark
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React
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The Secret World has a modern day setting and three different factions
that are based in different regions of the globe; you can see how this creates
a currency problem if the developers decided to make money more realistic.
There are the Illuminati who are based in New York (Dollars), the Templars
who are based in London (British Pounds), and the Seoul-based Dragon
(Won). Because of this divide, and the nature of the game which tells of a
hidden world, a secret world where everything is real, all ghost stories and
legends are true, the developers decided to have a common currency, the
Pax Romana. Pax Romana literally means “Roman Peace” which is maybe
homage to the long history of Rome and Italy when it comes to myths and
legends and their relation to the church, science, Templars, and the
Illuminati.
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Now, enough of my random prattling and let us get on to the guide part.
No matter which faction you choose, your first real mission would be in
Solomon Island, particularly in Kingsmouth Town. You are sent here to do
whatever it is your faction values and to investigate what is causing the
horrors in the town –there is a zombie outbreak and you will discover that
there is a lot more going on as you move along with the story line and
quests. There is enough here to keep things interesting and keep you glued
to your PC to keep exploring the town and unraveling the secrets and
mysteries surrounding it. Everything is really interesting and the mystery
just keeps you moving forward. This kind of storytelling really sets the game
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apart from other MMOs where you just skip all the text because you know
whatever the NPC has to say is not interesting at all and will even be poorly
translated (from Korean or Japanese as most cookie cutter MMOs come from
there).
And I really have not gotten to the guide at all, bear with me. As I have
mentioned, the easiest way to make money in this game is through quest
rewards, that means you need to do the repeatable quests, and there are a
lot of them. We will have to weigh the complexity and the time it takes to
complete the quest, plus its rewards so that we will know which ones we
need to keep repeating to get rich.
Well, obviously the earlier parts of the game will not yield much in terms
of monetary rewards; that is why we need to be done with it quickly so you
can start farming and questing away on areas with more loot and money.
Because we rely on the missions or quests for the bulk of our money, this
guide may come off as more of a quest guide rather than a money making
guide, but oh well, the end justifies the means.
Note: If you are just starting in the game, this would also serve as a good
beginner’s guide, but if you simply need to know what missions yield the
best loot, money or XP, then head on to mission specific sections. This guide
will be numbered continuously to allow you to follow step by step starting
from the “For a Fistful of Zombies” mission.
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MISSION TYPES
F irst off, let me explain the different missions that you can get in the
game. There are 4 types of missions or quests and these are the
following.
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4. Side Mission – The side missions are those you usually just find
lying around the environment. For example a corpse might be holding a
mysterious note, or you find an item and decide that someone must need it
back. Although, some side missions are given by NPCs. The icon is a box with
an arrow which is quite appropriate because these missions usually have you
fetching or delivering something, and also includes hunts for specific
monsters. They give the smallest rewards among the mission types but
become available quicker, allowing you to do multiple in a day. They are also
usually the easiest to accomplish and you can have 3 active at the same
time.
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Note: I want to point out that you will see and wonder why there is a
discrepancy between the advertised amount of XP (eXperience Points) when
accepting a mission and the one shown in the complete mission dialogue.
This is because the amount shown in the accept quest dialogue is the total
XP you gain throughout the mission because you gain some XP every time
you complete a tier. You can also view the total XP in the mission description
through your journal (the shortcut is ‘J’). The XP amount in the rewards
dialogue is simply what you will get once you claim the rewards.
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IN THE BEGINNING
T he ominous words in the section title will tell you what to expect. If
you already played this game before reading this guide then this
section is not for you, skip on forward compadre. I will not go through
character creation or faction selection here as you should already have
made that choice even before you purchased the game, because let’s face
it, nobody simply buys a game they have never heard of just because they
like the box art, or do they.
After you have selected a faction and created your character, you will be
taken to that faction’s starting point which will be Brooklyn, New York for the
Illuminati, London for Templars and Seoul for the Dragons. If you just started
the game or just creating another character in another faction, you must not
skip this part as it introduces you to your faction and what kind of
organization you have allied yourself with, and this will have an impact on
the story line if you are actually role playing and not just there to kick
monster hind quarters (can I say “ass” in this guide? I guess I can). But if you
have already seen this before or generally just don’t care then skip the cut
scenes.
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he will eat you alive and such. Even the “head” of the Illuminati seems like a
stoner or crack addict with schizophrenia as she switches between high and
serious in the two minutes that you talk. From pop culture the Illuminati are
supposed to be enlightened individuals, serious people with power and
science behind them. In this game they are portrayed to have moved passed
that definition and are more like corporate rock stars; wielding power while
also indulging.
Note: The moment you are able to take control of your character, look
around for a glowing yellow icon with a honeycomb pattern. These are lore
icons which fill in some back stories, faction insights, mysteries and legends
that you will find within the game.
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You then accept the mission “Ground Zero” by clicking the blue movie
reel icon in front of you and clicking “Accept”. Then take the shotgun on the
ground, it should be highlighted with a glowing yellow border. In fact all
objects that you can interact with in the world have this yellow highlight.
Once you hover over that, your mouse pointer should turn into a couple of
cog wheels confirming that the object is interactable (I made the word up
but you know exactly what it means! They should put that in the dictionary.),
click on it again and a notification will appear above, the item is equipped
automatically. The story moves on to show a girl trying to get through the
barrier but is attacked by a zombie-like creature and the four of you are
powerless to stop it. You will then have your first taste of battle. After
dispatching of the enemies, you will be given a new waypoint to follow.
Follow it if you have not gone through this part yet or you can escape this
area entirely by going the opposite direction and up the stairs. There will be
a barrier that you can click and the game will ask you if you are sure to skip
it, just accept. If you skipped, head on to the next section.
This area is quite straightforward, just follow all the waypoints and fight
your way through. Do not worry about your health or your allies’ as you
cannot die here, just concentrate on hitting those ability shortcuts and killing
everything that has black tentacles sprouting all over them, and don’t forget
the Hulk-like monsters. Near the end, your companions will say that
someone needs to go ahead and get out because there are too many
enemies. That is your cue to skidaddle and make for the waypoint up the
flight of stairs, and then the ceiling collapses on the enemies running after
you, leading to another cut scene where Sarah sees that another dimension
is fusing with ours. This ends the flashback and you should be taken back to
your faction base. Cool huh.
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Weapons Training!
Anyway, right after the Tokyo Flashback, you awaken back at your faction
base and will be sent to the weapons training area.
2. Talk to the trainer and select your initial weapon, do its respective
quest where you simply have to use the weapon’s abilities on a stationary
target, and then leave. Or you could try out all of the weapons. Go ahead, I
don’t care.
3. When you have made your choice, leave the area for another cut
scene, this time with the “head” of your faction. Do not forget to equip all of
the starting gear you are given.
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1. Voila! You are now in Kingsmouth, grab the lore in front of you and
continue onwards and you will be greeted by Jack Boone who will be saying
stuff like he’s the last cowboy and how the darkness is swallowing the world
and that the different factions should be working together, you know, all that
ominous apocalyptic goodie-goodie stuff. After the cut scene, grab the lore
behind Jack’s tent. Your story mission will update just moments after you
emerge from Agartha.
2. You can take your first main mission from Jack. It’s called “For a
Fistful of Zombies” and you have to take it because you need all the
experience points you can get so that we can just breeze through
Kingsmouth and immediately move on to the Savage coast where we can
really start to make money.
• XP: 53,760
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• Pax: 3,300
Though this story mission guide is right up here, I suggest following the
whole guide step by step, from top to bottom to get the most of your time so
that you will not be going back and forth aimlessly. You must start from the
“For a Fistful of Zombies” section and go from there. The main quest will be
updated from time to time as you go back and forth with your other
missions. This is to save time. Though, if you wish, you can read through the
story mission guide directly, but you will not be able to complete it without
taking other quests as you will be too weak.
Once you emerge from Agartha, your main story line will update and we
need to advance in this so that we can get to the next zone (the Savage
Coast) where we can start to farm those materials and runes. But we need to
finish as many missions as we can along the way in order to get experience
and some gear to allow us to finish missions quickly by eliminating any
obstacle we might encounter.
1. Take the main mission “For a Fistful of Zombies” from Jack Boone
and follow the steps in the quest’s section below. This mission along with
“Bullets for Andy” side mission will take us to the same place, the Sheriff’s
Office so it’s best to take them anyway.
2. Once you enter the Sheriff’s Office, there will be a cut scene where
Sheriff Helen Bannerman will greet you and brief you on the town’s situation.
You are then rewarded 50,000 XP for completing the 1st tier.
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3. You are then asked to locate the town’s survivors to learn more
about the fog that caused all the madness in the town.
4. Simply go to Norma Creed and the story mission will update with a
cut scene and Norma Creed will tell you her story about her husband, kids
and the Lady Margaret.
6. As you board the ship, your objectives will change to “Defeat the
Captain” which of course means that you shred it to bits until it gives up. It
will then drop the Captain’s log.
7. Interact quickly to read the Captain’s log, you only have one minute
before it disappears or else you would need to fight the Captain again. The
log will say of the horrible things that happened and that the crew is going to
need a shrink if they ever get back and Dr. Bannerman gets mentioned.
8. As Dr. Bannerman is the only thing that we recognize from the log,
go and talk to him back at the Sheriff’s Office.
9. Click the dialogue about the Lady Margaret and Dr. Bannerman will
tell us that the crew was never the same after they got back from the Lady
Margaret. Click the dialogue again and he will tell you that he has detailed
reports in his clinic. The clinic is the first house to the left as you go out from
the station’s north entrance.
10. Take the side mission “Incomplete Report” located next to the stairs
of his clinic. This is connected to the story mission later on.
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11. After completing the above quest, click on the broken photo frame
on the floor next to the computer desk. It’s a picture of a fireworks display
and there’s writing at the bottom that reads, “Night Helen and I met, under
the fireworks set to my favorite composer.” I assume Dr. Bannerman wrote
that.
12. Click then on the computer and you will be taken to the main menu.
There is only one item on it, select that and it should ask for a password.
Type “hint” and it will display “Music of the Seasons”. If you are not a big fan
of classical music like me and you have no idea what that is, so do a search
online using the in-game browser. But chances are you won’t and just
continue on reading this guide. Anyway, what I found is that “Music of the
Seasons” refers to “The Four Seasons” composition by Antonio Vivaldi.
Vivaldi is the password since Dr. Bannerman mentioned in the caption of the
picture, “…under the fireworks set to my favorite composer”; this would also
serve as a clue to finding the password.
13. You now have access to the medical records. Choose the one
regarding the Lady Margaret crew. This gives you the address of Derrick and
Lawrence Creed as well as Joe Slater.
14. Go to Joe and Derrick’s address and you will find Derrick munching
on Lawrence. Even out the odds between the two if you want.
15. We then need to find Joe Slater. But when we get to his house, you
will find that there is green slime on the door which leads towards the sewer.
Go inside the sewers for a solo instance. After the loading screen, go
immediately to the right and follow the path until you got to a hub with three
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pathways, the correct one is to the left. Dispose of anything that gets in the
way. And at the end you will encounter a boss fight. Kill the 2 “Newfound
Seacallers” and finally you face the “Broodsource”. Once that is done, there
will be a cut scene with the mutated Joe Slater narrating his story.
16. During the cut scene, Joe tells you that he hears a “Siren Song” and
that you can hear it too. That Siren Song will now be in your inventory. Use it
and follow the trail of notes.
17. It will lead you to a door at the Blue Ridge Tunnel. Go inside for a
solo instance. Once inside, continue following the song but watch out for the
traps. This will lead you to a room and another cut scene starring Beaumont
will play as you walk near the table. This is one of the most revealing scenes
in the early parts of the story and will tell you that the source of all that is
happening in Kingsmouth is Beaumont and he is still searching for
something.
18. Read Beaumont’s notes at the table after the scene and you will find
that he wanted an aerial view of the island and that he could have rented a
local airplane tour to do it.
19. This is the final clue that you need in order to enter the Savage
Coast. This clue directs you to the municipal airport. Go there and visit the
second hangar, which is the one without an airplane outside it.
20. Go inside and inspect the flight details and the map and the mission
ends. Your faction leader will give you a call congratulating you and you
advance one rank within your faction.
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• Pax: 3,330
Accept the mission and a cut scene will follow. Then follow the
instructions in the mission objectives until you get to the Sheriff’s Station.
21. Kill 6 zombies to complete tier 1 and proceed to the nearest car and
jump on it to activate the alarm and attract zombies. Needless to say, but kill
them. This completes tier 2.
22. Following the road, proceed to the area highlighted on the map and
ignite the gas can near an SUV (it looks like an old Nissan Terrano) by
interacting with it. There is another gas can a few meters further if someone
has already ignited the nearest one. Don’t worry as quest items and
monsters will respawn quickly. Move out of the way immediately as the gas
can explodes and will knock you down dealing moderate damage. Then
collect zombies and lure them into the fire and kill them, you need 6. Don’t
worry about the human torch status, it does very little damage. This
completes tier 3.
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23. You then need to find a fresh corpse to examine. You do not need to
look far, just off to the side of the road you will find groups of zombies
munching on corpses, pick a group, kill them and check the corpse. After
checking the corpse a giant “Corpse Gorger” will appear and you have to kill
it. It looks imposing but can be killed easily. Tier 4 is now complete.
24. You now need to proceed to the Sheriff’s Office and talk to Sheriff
Bannerman to complete this mission. But first pick up the “Bullets for Andy”
mission from the policeman’s corpse beside the pickup truck near the
second set of gas cans. For the 5th and last tier, proceed to the Sheriff’s
Office and the mission will end. Send the report by clicking the green
flashing cell phone icon and collect the rewards.
Note: I will be summing up all the money that we get through the
missions. It might not look much but as you go through all the missions you
will get pax from monster drops that will almost be as much as what you get
from missions. This is also the reason that you must get to the Savage Coast
as the main missions rewards there range between 5,000 to 10,000 Pax
Romana while side missions give 2,500 to 7,000 Pax Romana.
• Pax: 1,670
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• Gear: None
This is the first side mission you will encounter and is an example of your
basic fetch and deliver types of quests.
25. This side mission is pretty easy and luckily, is very well within our
way. Pickup the ammo behind the pickup truck just beside where you got the
mission. We need to deliver this to Deputy Andy on the roof of the Sheriff’s
Office.
26. Once at the Sheriff’s Office climb up the stairs leading to the roof
which is outside beside wall. You will find Andy just ahead of you. Interact
with the ammo box next to him to finish the mission. Then take the “Elm
Street Blues” main mission from Andy.
• Pax: 3,330
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This main mission is also easy and you won’t need to get far to finish it so
take this now. You will need to defend the barricades within the vicinity of
the Sheriff’s Office against zombies and go down Elm Street to finish off an
easy boss monster.
27. Andy will ask you to kill 6 “Ravenous Horde” zombies around the
Sheriff’s Office. This will sometimes be annoying especially when there are
other players who also need to kill them because they are few in number,
and the ones that keep coming are shot dead by the policemen on the roof
top. But don’t worry, they respawn quickly enough.
28. You then need to defend the first barricade at the northern
perimeter highlighted by the red circle. Finish off all of the incoming
zombies. Then move to the east side of the station and defend the other
barricades from more zombies.
29. After which, you will be asked to find the source of the horde that is
constantly besieging the station. Go down Elm Street, yeah that’s the one in
front of you. You will encounter more zombies to kill until you reach the gas
station near the docks where an imposing figure awaits you, a “Draug
Warmonger” possessing gigantic pincers in place of hands. Imposing? Yes.
Hard? No. You will have no problem with it, and even if there are others that
are attacking it, do not worry about getting the last hit because as long as
you are present in the battle and have actually landed a few hits, then the
mission should complete for you.
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30. After you kill the Draug Warmonger, if you are facing the sea, look to
your left and there should be a postal delivery van with a side mission called
“Neither Snow nor Rain nor Zombies”, accept it, grab the package in the van
and return to the Sheriff’s Office but don’t go inside the station.
• XP: 3750
• Pax: 1,670
31. Outside the station, go to Sandy “Moose” Janssen and take the “Zen
and the Art of Weapon Maintenance” side mission which will introduce you to
the games crafting system. This yields very little rewards but can be finished
in just a few minutes so just take do it now. This is a one-time mission.
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32. Inspect the blue book on the table with the same title as the quest
and it would show you the patterns for all the weapons in the game.
Remember how the shotgun pattern looks like because you will be using it
soon. Then take the broken shotgun from the table and grab a weapon kit
from the crate to your right.
33. Open your inventory (shortcut is ‘i’) and your assembly window
(shortcut is ‘y’). Then take the broken shotgun and put it in the “Item Slot” of
the assembly window. The resulting materials (Broken Metal; only found and
usable for this quest) will be previewed in the “Parts Window” arranged in
the proper shotgun pattern, again remember this pattern and press
“Disassemble” button to complete the disassembly and the materials will be
stacked in your inventory.
34. Now you take the Broken Metals and arrange them in the shotgun
pattern I told you to memorize, or just look at the screen shot below you lazy
bum. Use shift+click to break up the stack. Now place the “Weapon Upgrade
Kit” (not a real kit, only found and usable for this quest) into the “Tool Slot”
of the crafting window. If you arranged them correctly, the border of the
parts window and tool slot will glow green and both will be connected with a
green line. The resulting item is the “Tristessa” shotgun which will be
previewed in the result slot. Press the assemble button and the mission will
complete. You will also receive this shotgun as a reward.
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• Pax: 5,000
• XP: 37,500
• Pax: 3,330
• Gear: A QL1 Waist Talisman of your choice between the Rusty Chain,
Deputy Buckle, and Outlaw Belt.
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36. Once you enter the station a cut scene will occur advancing your
story mission. After the scene, take the “Supply Run” main mission from the
Sheriff and then get the “Missing Persons” side mission from the bulletin
board right next to her.
37. [SR]: The first objective for Supply Run is to find a phone book.
There’s one by the telephone on the wall next to the soda vending machine
by the main entrance. Inspect it and you should receive a list of items to
acquire and where to find them. The first supply we need to collect is food
from Susie’s Diner in Belmont Avenue which is marked by a big red ‘x’ on
your map. Coincidentally, missing person Joseph Rogers is just in the
neighboring block.
• Pax: 1,670
• Gear: None
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Remember the “Neither Snow nor Rain nor Zombies” side mission we
took right after killing the Draug Warmonger of the “Elm Street Blues”
mission? Yes, well it’s just on the way towards Susie’s Diner and some of the
missing persons. Raven’s Knock is only across the street from where John
Alerton is.
right after the 1st house on the corner of Arkham Avenue and Lovecraft
Lane, check your map and the area should be highlighted with a green
circle. I just love the references that this game makes. Lovecraft Lane is
most probably named after H.P. Lovecraft, a famous author of horror,
fantasy and weird fiction stories known for the Cthulhu Mythos. And I assume
that Arkham is a nod to Arkham Asylum where Batman’s psychotic foes are
held, simply because Kingsmouth overflows with crazy right now.
• XP: 3,750
• Pax: 1,670
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• Gear: None
This is another crafting mission but this time we learn to create glyphs
and how to imprint them on equipment.
40. Once you accept the quest, examine the Occultist’s Cookbook just
behind the quest icon to see the pattern to be used for assembling a Glyph.
Collect the Raven’s Knock Runes to your left beside the cash register. The
Raven’s Knock Assembly kit is on the opposite corner from the runes. And
finally, the Fata Morgana Chaos Focus is on the other opposite corner from
the assembly kit. Basically, all the items are located in one of the corners of
the room. Like the other crafting mission, the items used here are unique to
this mission and you will not find any like them anywhere within the game.
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42. Place the Fata Morgana and the Accurate Glyph next to each other in
the parts window. There is no need for a toolkit when inscribing Glyphs into
equipment so the result should be immediately available for preview. You
will receive the Accurate Fata Morgana as a reward also, just like the Trisetta
shotgun. Both of these weapons are fairly basic QL1 weapons so only use
them if you have nothing better and you happen to be using those weapon
types already.
43. [MP]: Leave Raven’s Knock and proceed across the street to where
John Allerton should be, check your map. The area is accessible through an
alleyway in the middle of the block next to the capitol building. You will find
that John is already a zombie. Targeting him will already update the quest.
44. [SR]: Now proceed down towards Susie’s Diner. Once there, you
need to collect 3 preserved food cans. Don’t forget to grab that lore at the
end of the counter.
45. [MP]: Now it’s time to locate Joseph Rogers. From Susie’s Diner move
across the street north east along Belmont Avenue and turn left to enter the
alley after the 2nd house. You will find Joseph’s walking corpse in the fenced
playground area immediately to the left after clearing the alley. Pop his cap
if you wish, he is already dead anyway. Then go up the ladder that you just
passed on your out of the alley and grab the lore on the edge of the roof
near the street.
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46. [MP]: Since we are close to Francis Eaton’s area, let’s go and find
him. Just jump from the roof and cross the street. Francis should be behind
the house you are currently facing, directly across the lore you just found.
47. [SR]: Now let’s go back to Main Street, to The Call of the Wild to get
more supplies for the Sheriff. It is marked with an ‘x’ on your map so you
won’t miss it. Once there, grab 3 ammunition boxes and move on to the next
supply location.
48. [SR]: Move up Main Street just a few meters to Creed Bros Hardware
Supplies but you will find that the door is locked. Instead you get treated to a
golem slug fest against a “Jurry-Rigged Protector”. It’s easy enough to beat.
49. [SR]: You then need to move up along Main Street again to Flagg’s
Pharmacy which will also be locked. So now you will need to find another
phonebook to look for other sources of first aid kits. It’s just up ahead at the
corner where you will find a phone booth. Interact with the phonebook and
you will be asked to get the first aid kits from the fire department. Luckily
that is exactly where Fire Chief Soule is, and Mary Brewster is at the porch of
the house across the fire department.
50. [MP]: Let’s go to Mary Brewster first. It’s the house in front of the fire
department. She would be that corpse being munched on by other more
mobile corpses. Dispose of those and examine Mary’s body. Fire Chief Soule
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51. [SR]: Now let’s go to the fire department. From the main entrance,
make your way to the left and you will find a first aid kit on a shelf. There are
more kits upstairs or you could just wait for it to respawn. You need 3. When
you have gotten them all, we need to return to the Sheriff’s Office. But first,
the fire chief.
52. [MP]: you can find him on the 2 nd floor sleeping quarters, at the far
end of the room. Be careful as the “Firefighter Zombies” are quite strong. As
you enter the big living quarters in the second floor, there is another fire
chief, he is not who we are looking for. Soule is in the sleeping quarters to
the right. Grab the lore next to the fire chief after you clear the room.
Outside the fire department, there is a delivery truck with boxes of squid
which will give you “The Tentacle Trail” side mission, take the quest but we
will have to do it later.
53. A few meters ahead, at the intersection of Angell Street and King’s
Court, you will find a Cleaner’s corpse which will give you another side
mission, “Dirty Laundry”, take it and examine the cell phone in its hand.
There is a message is a clue to what we should do. Now proceed to the
church, the last missing person’s whereabouts and the destination for our
new mission.
54. [MP]: As you enter the church you should find Christopher Martin
sitting at the last row seat to your left. He is the only survivor among those
listed. Clicking him will complete the Missing Persons mission. But we still
need to go back to the Sheriff’s Office to finish the Supply Run.
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• XP: 18,750
• Pax: 1,670
• Gear: None
55. After completing the “Missing Persons” mission, go to the front rows
and look at the hymn numbers written on chalkboards on the pillars. The
first one should be “576”, this is the key combination we need for the
keypad outside the church.
56. Now go outside to the tree in the corner to your right upon exiting
the church. There will be a rock at the base of the tree hidden by some
bushes. Interact with it and it should reveal the keypad. Click it and a keypad
menu will appear where you can input the numbers 576. This ends the
mission.
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• Pax: 6,670
• Gear: A QL1 Neck Talisman of your choice between the Lucky Dice,
Discount Cards, and Laundry Tokens.
This is an elimination mission and you are up against Draugs. They are
pretty strong and ugly so make sure that you will not be ganged up by more
than 2 of them as you will really have a bad time then. We need this as it
gives a little over a hundred thousand XP, giving us the boost to upgrade our
abilities.
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58. After accepting the mission from Andy there will be a cut scene
where he theorizes where the Draug are coming from. He guesses that those
pods by the beach produce them. So now you have to go on down to the
harbor through Elm Street and investigate if his hunch is correct.
59. Once at the harbor, you will be tasked to kill 3 “Feigr Impalers”.
These are tough so it’s best to take them on one at a time and always move
away from their area attacks, all the Draugs have one. Once you have all 3,
the tier 1 ends and your new targets are now 3 “Feigr Maulers” and 3 “Brood
Pods”. You can hardly find Brood Pods in the area near Elm Street so head
on down to the beach at the end of Belmont Avenue and you should find an
abundance of Pods and Maulers. After dispatching of Maulers and Pods, you
would need to kill the ones that turn into Pods, the Incubators. You need to
kill 4 and there should be an abundance of them at this beach.
60. Once that’s done, you need to go down further into the waters to
take on 3 “Brood Witches”. They are not as tough as the Impalers or Maulers
so you can dispatch of them quickly. Just make sure to lure it away from
other monsters as this area is densely populated and you could get in
trouble pretty quickly. When you have disposed 3 Witches, the “Feigr Lord”
is next. It’s that big Cthulhu looking thing that you should have seen off at a
distance while killing some witches. The mission is accomplished once you
kill the Feigr Lord. On your mission queue, you should only have one mission
left, which is “The Tentacle Trail” side mission which we got outside the fire
department.
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61. Go back to the priest, Henry Hawthorne, at the church and let us
take on our first Investigation Mission. When you get there, click on the
green laptop icon and accept “The Kingsmouth Code” investigation mission.
• Pax: 6,670
• Gear: None
62. As you accept the mission, the usual cut scene that are present for
all main missions will play and Henry will tell you about the Illuminati and
their involvement with Kingsmouth and all the clues they left behind. Now it
falls on you to investigate and solve the mysteries left by the Illuminati.
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63. Your first task is to follow the illuminati symbols. Go outside the
church and down the stairs towards the main road and you will see a
manhole with Illuminati symbols and inscriptions on it. Examine the manhole
cover and you will be greeted by the ever famous Illuminati symbol “The Eye
of Providence” also known as the all Seeing Eye, and the words “Lux Omnia
Vincit” tracing the cover. Common sense dictates that you Google the
“sammavich” if you cannot understand it. So I did when I first encountered
this and what came up was that it’s Latin for “Light Conquers All”. Consider
the pyramid on the manholes as an arrow to guide your way. It points you to
go down Main Street until you reach Belmont Avenue where the pyramid will
point left, so go left. When you reach the next manhole, the pyramid points
right towards a storage cabin at the end of the pier. Check behind the cabin
where there are squid boxes and you should find another Illuminati plaque.
64. Inspect the plaque and you will see more Illuminati symbols enclosed
by a pyramid. There is a lighthouse in the center with a quill, a globe and a
telescope on each corner of the triangle. It has inscriptions that say “In the
Seat of Power, the Navigator Immortalized, Illuminating the Path to the
Sleeping Priest and Fletcher…. In Memory of Frans Hals, Who Perished in
Light (1580-1666)”.
65. The first clue is the phrase “In the Seat of Power”, this will
immediately tell you of a capitol building, but this is a small town so the
equivalent of that would be a Town Hall. Go there now; it should be at the
middle of Main Street.
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66. Once in the Town Hall, there are numerous paintings on the walls
that you can inspect. DO NOT CLICK any of them yet. We are only looking for
one and the rest of them are decoys and if we select the wrong one, we
would need to backtrack to the plaque at the pier. So let’s go back to our
clue. We already figured out what the seat of power is, the rest of the clue
points to the three other symbols on the plaque –the quill, the globe, and the
telescope. I could not figure it out at first until I noticed that one painting
contained all of those three things and the person in it would have to be the
“Navigator Immortalized” in painting. It couldn’t have been a coincidence,
and I was right, that is the painting that we need to examine. The one I am
talking about is made by Frans Hals which is located at the far right corner
as you enter the Town Hall. Examine it and you find a note stuck behind the
painting which reads “Time is the Province of Kings and Gods. The hands of
time points to truths written by kings in the words of God. The path is open
to the enlightened.”
67. Since it mentions about time, look for a clock. There should be one
above the entry which leads to the stairs. Take note that the hands of the
clock points to 10:10 and the clue says that those hands “point to truths
written by kings in the words of God”. Which king in history do you suppose
has written anything related to the words of God and is considered as wise
or enlightened? No, whoever you’re thinking about is wrong, the answer is
King Solomon for he has not one, but two books in the Bible. So if the hands
point to King Solomon, that must mean that they point to verses in the first
Book of Kings chapter 10, verse 10. And so it is written “And she gave the
king 120 talents of gold, large quantities of spices, and precious stones.
Never again were so many spices brought in as those the queen of Sheba
gave to King Solomon.”
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68. The clue from the plaque pointed us to the “Seat of Power” which is
the Town Hall, and states about “the Navigator Immortalized” which we
found to be the painting, now the last part is “Illuminating the path to the
sleeping Priest and Fletcher”. “Illuminating the path” could mean showing
the way, but what about the “sleeping Priest and Fletcher”? Two of those
words immediately struck a cord, “sleeping” and “Priest”, there happens to
be a Priest House right next to the church where the Priest, you guessed it,
sleeps! Go there now!
69. Behind the Priest House will be a basement entrance with a keypad.
Going back to all of our clues, only the Bible verse has numbers in it, the
“120 talents of gold”. That should be the code for the keypad. Enter the code
and the door should be unlocked.
70. Enter the basement for a “Solo Instance”. Once inside go find the
computer and use it. It should require a password. Type in “hint” and it will
show “as the Solomon Priest says, light conquers all”. Light Conquers All!?
Isn’t that the translation of the Latin phrase inscribed on the first manhole?
What was that again, Lux Omnia Vincit? Yeah that’s it, that’s the password.
71. Once the password has been entered, choose the “1” on the menu
and the bookshelf to your right should open to reveal 3 artifacts, an Eye, a
Pyramid, and a Phoenix. Take the artifacts and mission accomplished.
72. Go back to Henry Hawthorne and get the “Dust to Dust” main
mission.
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• Pax: 8,330
This quest is quite annoying because you get flung around different parts
of the island looking for graves and monsters but it will give us a lot of XP
which we really need so we can finally tackle the story mission and be strong
enough for the Savage Coast.
73. The first task is to locate an unmarked grave which you can find on
the red marked area on the map, just follow the waypoint. When you reach
the place, you will need to kill 5 “Charred Remains” or “Witch-Trial Victims”.
It doesn’t matter which one, it can be a combination, just kill 5.
74. After killing all five, you will be asked to find another mass grave.
Just follow the waypoint to the woods just off Langmore Trail. Once you
arrive, you need to kill 5 “Blue Ridge Forgotten” or “Watchmen”.
75. Locate a third mass grave some way below the one you are currently
on. Once there you need to kill another 5 monsters, this time “Suffocated
Miners”.
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76. And this time locate a fourth mass grave. See the pattern? That’s
why it’s tedious. This time the grave is near Poe Cove just behind Norma
Creed’s residence. On your way along Poe Cove, you will find a mutilated
corpse. Take “The Hunger” side mission from it. Once you arrive at the mass
grave, kill 5 “Reawakened Cultists”.
77. Then you need to locate the fifth and last mass grave near the fourth
one. And then you will be tasked to kill 3 “Reanimated Warriors” and 6
“Cultists”. The mission completes after you kill the last one.
78. Grab the mission from the Black Gravestone, “The Slaying of Dixie
Bull”.
• XP: 19152
• Pax: 1,670
• Gear: None
79. This is quite straightforward, just go to the location on the map that
is marked by the waypoint and kill Dixie Bull. End.
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81. But first go back to the mutilated corpse to do “The Hunger” side
mission.
• Pax:3,330
• Gear: None
82. Go back to the mutilated corpse and follow the blood trail towards
the tree by the fence.
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83. You then need to follow more blood trail which leads to the
Wispwood. Beware of the wisps for they can multiply and gang up on you
quickly. At the end of the blood trail will be a “Voracious Wendigo”. Kill it and
the mission should finish.
• XP: 19152
• Pax: 1,670
• Gear: None
Since we are now going to Norma Creed we can also finish this mission.
84. Simply go to Norma Creed and the story mission will update with a
cut scene and Norma Creed will tell you her story about her husband, kids
and the Lady Margaret.
85. After the cut scene, click on Norma to finish the quest.
**Story Mission**
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86. Go to the pier to check the Lady Margaret. Remember the pier where
you found the Illuminati plaque in the investigation mission “The Kingsmouth
Code”? The boat you saw there is the Lady Margaret. Kill everything in your
way just for the heck of it, and for XP, pax and peace of course.
87. As you board the ship, your objectives will change to “Defeat the
Captain” which of course means that you shred it to bits until it gives up. It
will then drop the Captain’s log.
88. Interact quickly to read the Captain’s log, you only have one minute
before it disappears or else you would need to fight the Captain again. The
log will say of the horrible things that has happened and that the crew is
going to need a shrink if they ever get back and Dr. Bannerman gets
mentioned.
89. As Dr. Bannerman is the only thing that we recognize from the log,
go and talk to him at the Sheriff’s Office.
90. Click the dialogue about the Lady Margaret and Dr. Bannerman will
tell us that the crew was never the same after they got back from the Lady
Margaret. Click the dialogue again and he will tell you that he has detailed
reports in his office. The clinic is the first house to the left as you go out from
the station’s north entrance.
91. Take the side mission “Incomplete Report” located next to the stairs
of his clinic. This is connected to the story mission later on.
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• XP: 18,750
• Pax: 1,670
• Gear: None
92. After accepting the quest, you need to locate pages 2,3,6,7, and 13
of the medical report. They are scattered all over town. The closest is page 7
which is right across the street at the base of a tree. Click on it.
93. Next is page 3 which can be found near the Anima Well in Elm
Street. It is at the base of one of the two trees in the area, pick it up.
94. Then go to the area in front of the Church, page 13 is under the left
front wheel of the car.
96. The last page is page 2 and it’s just right across page 6’s location.
Cross Angell Street to get to Kings Court Park. Page 2 is located at the base
of the slide.
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97. After finding all the missing pages, go back to Dr.Bannerman’s clinic.
98. Click on the document located on the ground where you got the side
quest; this is the medical report. This will end the mission. Coincidentally,
this is where this mission intersects with the story mission, Dawning of an
Endless Night.
99. After completing the above quest, click on the broken photo frame
on the floor next to the computer desk. It’s a picture of a fireworks display
and there’s writing at the bottom that reads, “Night Helen and I met, under
the fireworks set to my favorite composer.” I assume Dr. Bannerman wrote
that.
100. Click then on the computer and you will be taken to the main
menu. There is only one item on it, select that and it should ask for a
password. Type “hint” and it will display “Music of the Seasons”. If you are
not a big fan of classical music like me and you have no idea what that is, so
do a search online using the in-game browser. But chances are you won’t
and just continue on reading this guide. Anyway, what I found is that “Music
of the Seasons” refers to “The Four Seasons” composition by Antonio Vivaldi.
Vivaldi is the password since Dr. Bannerman mentioned in the caption of the
picture, “…under the fireworks set to my favorite composer”; this would also
serve as a clue to finding the password.
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101. You now have access to the medical records. Choose the one
regarding the Lady Margaret crew. This gives you the address of Derrick and
Lawrence Creed as well as Joe Slater.
102. Go to Joe and Derrick’s address and you will find Derrick munching
on Lawrence. Even out the odds between the two if you want.
103. We then need to find Lawrence Creed. But when we get to his
house, you will find that there is green slime on the door which leads
towards the sewer. Go inside the sewers for a solo instance. After the
loading screen, go immediately to the right and follow the path until you got
to a hub with three pathways, the correct one is to the left. Dispose of
anything that gets in the way. And at the end you will encounter a boss fight.
Kill the 2 “Newfound Seacallers” and finally you face the “Broodsource”.
Once that is done, there will be a cut scene with the mutated Joe Slater
narrating his story.
104. During the cut scene, Joe tells you that he hears a “Siren Song” and
that you can hear it too. That Siren Song will now be in your inventory. Use it
and follow the trail of notes.
105. It will lead you to a door at the Blue Ridge Tunnel. Go inside for a
solo instance. Once inside, continue following the song but watch out for the
traps. This will lead you to a room and another cut scene starring Beaumont
will play as you walk near the table. This is one of the most revealing scenes
in the early parts of the story and will tell you that the source of all that is
happening in Kingsmouth is Beaumont and he is still searching for
something.
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106. Read Beaumont’s notes at the table after the scene and you will
find that he wanted an aerial view of the island and that he could have
rented a local airplane tour to do it.
107. This is the final clue that you need in order to enter the savage
coast. This clue directs you to the municipal airport. Go there and visit the
second hangar, which is the one without an airplane outside it.
108. Go inside and inspect the flight details and the map and the
mission ends. Your faction leader will give you a call congratulating you and
you advance one rank within your faction.
Hoorah! You have now finished the main story quest in Kingsmouth and
may proceed to the Savage Coast. You also managed to acquire enough
ability and skill points to be able to manage next area without much
difficulty. But if you wish to explore the town and accept all the main quests
and side quests, you may do so. This may also help you increase your pax
and upgrade your skills with the added points.
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MAIN MISSIONS:
Helen Bannerman
Supply Run (Main Mission) – Done
Horror Show (Sabotage; Main Mission)
Rewards:
• XP: 75,020
• Pax: 37,500
Deputy Andy
Draugnet (Main Mission) – Done
Elm Street Blues (Main Mission) – Done
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• Pax: 5,000
• Pax: 5,000
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Madame Roget
The Raven (Action; Main Mission)
Rewards:
• Pax: 3,330
• Pax: 6,670
• Gear: None
1. Find the location from Madame Roget’s vision. First vision: “On the
tip of the pyramid, your path shall be revealed.” Go to Pyramid’s Point
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2. She will call you and tell you of her second vision, “Shadows, long
shadows, from the old boughs of the fairy forest, the flickering lights of the
foolish fire guiding your path. ‘Come, come!’ they beckon.” Go to Wispwood
and find the big tree with pumpkins surrounding it.
3. She will call you again and tell you of her third vision, “There’s bees,
the incessant buzzing of bees, and flowers – flowers blooming out of season
– to mark the path ahead.” Go to the Agartha entrance.
4. Again, she will contact you and tell you of her fourth vision, “I see an
angel, guarding hallowed ground, sword in hand to ward off evil and guide
the way.” Go to the cemetery and find the angel statue in the middle.
5. She will contact you about the last vision, “The cold, dead eyes of
innocent stare at you from the gallows, their blank gaze a mirror to the
past…and the future.” Go to Langmore Bridge(Hangman’s Span) and cross.
6. Once you cross it, find and kill the source of darkness. As you
continue on across the bridge, you will notice that the lights start to explode
and a Hangman Spectre appears. Kill the spectre and Madame Roget will call
you for the last time. She will say some ominous words and then you have
completed the mission.
Henry Hawthorne
A Sacred Place (Action; Main Mission)
Rewards:
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• Pax: 3,330
• Pax: 1,670
Danny Dufresne
Men in Black Vans (Investigation; Main Mission)
Rewards:
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• Pax: 17,750
• Gear: None
2. Access the laptop at the back of the van. You cannot enter the
database unless you enter the right password. Type in “hint” and you are
given “My wife” as a clue.
3. Survey the area near the van. Go down the slope and you will
notice two dead bodies wearing black suits. Click on the corpses.
4. Upon inspecting them, you will discover that these are the bodies
of Orochi agents, Kitsune Hayabusa and Emily Chan. Most people would
think that “Emily” is the password but that’s not it because obviously, they
don’t have the same last name. Take another look at their ids. At the bottom
of their names, a website is specified, Orochigroup.net.
5. Visit the website. Click on the “Who are we?” tab and you will see
Kitsune Hayabusa’s testimonial. As you read it, he mentions his wife, Sally.
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7. Grab the tracking device right next to the laptop. Open your
inventory and activate the tracking device. A radar sweep will then appear
on your character. As you continue to search for the technology, the radar
beeps faster. This will lead you near the shores.
8. Once you find the device, make sure one person operates the
device since two people doing it at the same time interferes with the
sequence then none of you can proceed. Find out how to activate the Occult
Attractor.
9. First, input the correct sequence that was indicated on the laptop.
Manifest Agitator – EKT Transmitter antenna –PK Pulse Unit.
10. If you input the wrong sequence, a mob of monsters will spawn and
attack you. After you have followed the steps, you can finish the mission.
• Pax: 7,500
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Scrapyard Edgar
Scrapyard Defense (Action; Main Mission)
Rewards:
• Pax: 7,500
• Pax: 7,500
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Ellis Hill
Runaway Lights (Action; Main Mission)
Rewards:
• Pax: 10,000
• Pax: 15,000
• Gear: None
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Norma Creed
They Never Stop Coming (Action; Main Mission)
Rewards:
• Pax: 11,670
• Pax: 5,000
• Gear: None
151
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The Unofficial The Secret World Crafting and Pax Romana
Guide
Harrison Blake
Evolution of the Species (Action; Main Mission)
Rewards:
• Pax: 12,500
Ann Radcliffe
Dead in the Water (Dungeon; Main Mission)
Rewards:
• XP: 316,379
• Pax: 5,000
152
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The Unofficial The Secret World Crafting and Pax Romana
Guide
• Pax: 10,000
• Pax: 7,500
153
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The Unofficial The Secret World Crafting and Pax Romana
Guide
SIDE MISSIONS:
Rewards:
• Pax: 1,670
• Gear: None
Badge of Honour
Location: Abandoned police car near Langmore Bridge (320,843)
Rewards:
• Pax: 2,500
• Gear: None
154
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The Unofficial The Secret World Crafting and Pax Romana
Guide
Rewards:
• Pax: 1,670
Rewards:
• Pax: 2,500
• Gear: None
Rewards:
155
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The Unofficial The Secret World Crafting and Pax Romana
Guide
• Pax: 1,670
• Gear: None
Captain’s Log
Location: Captain’s Log (379,1004)
Rewards:
• XP: 21,973
• Pax: 2,500
• Gear: None
Dirty Laundry
Location: Cleaner’s corpse near Kings Court Park (585,113)
Rewards:
• Pax: 1,670
156
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The Unofficial The Secret World Crafting and Pax Romana
Guide
• Gear: None
Flame Away
Location: Half-finished Flamethrower in the skateboard park (419,659)
Rewards:
• XP: 10,980
• Pax: 2,500
I Phone Home
Location: Damaged PDA (571,579)
Rewards:
• XP: 25,840
• Pax: 2,500
• Gear: None
Idol of Nergal
Location: Ancient idol, inside a cave southwest of Pyramid Point (470,13)
157
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The Unofficial The Secret World Crafting and Pax Romana
Guide
Rewards:
• XP: 19,152
• Pax: 1,670
• Gear: None
Rewards:
• XP: 25,880
• Pax: 2,500
• Gear: None
Journey’s End
Location: Suicide note located near Jack and Wendy’s Bed and Breakfast
(686,399)
Rewards:
158
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The Unofficial The Secret World Crafting and Pax Romana
Guide
• Pax: 1,670
• Gear: None
Rewards:
• Pax: 2,500
• Gear: None
Rewards:
• XP: 20,160
• Pax: 1,670
159
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The Unofficial The Secret World Crafting and Pax Romana
Guide
• Gear: None
The Body
Location: Unfortunate corpse (433,577)
Rewards:
• XP: 25,850
• Pax: 2,500
• Gear: None
Rewards:
• XP: 10,160
• Pax: 1,670
• Gear: None
160
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The Unofficial The Secret World Crafting and Pax Romana
Guide
Rewards:
• XP: 18,750
• Pax: 1,670
Rewards:
• XP: 12,279
• Pax: 2,500
• Gear: None
161
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The Unofficial The Secret World Crafting and Pax Romana
Guide
Tomb Raider
Location: Severed hand on the base of a white van near Elm Street and
Poe Cove (335, 197)
Rewards:
• Pax: 1,670
• Gear: None
Trapped
Location: Dead draug near the entrance of a tunnel at Kingsmouth
Municipal Airport; near the Orochi encampment (660,854)
Rewards:
• XP: 24,557
• Pax: 2,500
• Gear: None
Trespassers
Location: Complaint form inside the Sheriff’s Office
162
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The Unofficial The Secret World Crafting and Pax Romana
Guide
Rewards:
• XP: 20,160
• Pax: 1,670
• Gear: None
Veteran’s Day
Location: Kingsmouth War Memorial; the angel statue in the middle of the
graveyard (272,495)
Rewards:
• XP: 38,304
• Pax: 3,330
Rewards:
• XP: 49,115
163
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The Unofficial The Secret World Crafting and Pax Romana
Guide
• Pax: 5,000
164
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The Unofficial The Secret World Crafting and Pax Romana
Guide
165
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The Unofficial The Secret World Crafting and Pax Romana
Guide
Rewards:
• XP: 216,230
• Pax: 12,500
Rewards:
• XP: 216,230
166
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The Unofficial The Secret World Crafting and Pax Romana
Guide
• Pax: 12,500
Rewards:
• XP: 266,750
• Pax: 16,670
Gravity (Investigation)
Location: Nicholas Winters; Atlantic Island Park
Rewards:
• XP: 266,750
• Pax: 328,662
Ami Legend(Action)
Location: Annabel Usher; Innsmouth Academy
167
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The Unofficial The Secret World Crafting and Pax Romana
Guide
Rewards:
• XP: 321,090
• Pax: 20,000
• Bring It Bach
• Dear John
• Dear Reader
• Field of Nightmares
• Fourth Degree
• Winter’s Legacy
• Wisped Away
• Hellscape
168
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The Unofficial The Secret World Crafting and Pax Romana
Guide
• The Exterminator
• Crustacean Curse
Rewards:
• XP: 51,700
• Pax: 5,000
169
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The Unofficial The Secret World Crafting and Pax Romana
Guide
Rewards:
• XP: 64,860
• Pax: 5,000
Rewards:
• XP: 64,860
• Pax: 5,000
170
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The Unofficial The Secret World Crafting and Pax Romana
Guide
Rewards:
• XP: 64,870
• Pax: 5,000
Rewards:
• XP: 80,020
• Pax: 6,670
Extracurricular Activity
Location: Headmaster’s evaluation in Innsmouth Academy; Media Lab,
first floor right wing (254,213)
Rewards:
• XP: 80,020
• Pax: 6,670
171
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The Unofficial The Secret World Crafting and Pax Romana
Guide
Rewards:
• XP: 288,085
• Pax: 6,670
172
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