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The Unofficial The Secret World Crafting and Pax Romana

Guide

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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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Zen and the Art of Weapon The Vision (Investigation; Main


Maintenance (Side Mission)....118 Mission)..................................145
Supply Run [SR] (Main Mission) Henry Hawthorne.......................146
and Missing Persons [MP] (Side A Sacred Place (Action; Main
Mission) .................................120 Mission)..................................146
Neither Snow nor Rain nor Dust to Dust (Action; Main
Zombies (Side Mission)...........121 Mission) - Done.......................147
The Occultist’s Cookbook (Side The Kingsmouth Code
Mission)..................................122 (Investigation; Main Mission) –
Dirty Laundry (Side Mission)...127 Done ......................................147
Draugnet (Main Mission).........128 Che Garcia Hansson...................147
The Kingsmouth Code Rolls Downhill (Action; Main
(Investigation; Main Mission). .130 Mission)..................................147
Dust to Dust (Main Mission)....134 Danny Dufresne.........................147
The Slaying of Dixie Bull (Side Men in Black Vans (Investigation;
Mission)..................................135 Main Mission)..........................147
The Hunger (Side Mission)......136 ATC (Sabotage; Main Mission) 149
Message in a Bottle (Side Scrapyard Edgar.........................150
Mission)..................................137 Scrapyard Defense (Action; Main
The Curious Case of Joe Slater Mission)..................................150
(Side Mission).........................139 Full Metal Golem (Action; Main
Main Missions:................................143 Mission)..................................150
Helen Bannerman.......................143 Ellis Hill.......................................151
Supply Run (Main Mission) – Done Runaway Lights (Action; Main
...............................................143 Mission)..................................151
Horror Show (Sabotage; Main Dead Air (Investigation; Main
Mission)..................................143 Mission)..................................151
Deputy Andy..............................143 Norma Creed..............................152
Draugnet (Main Mission) – Done They Never Stop Coming (Action;
...............................................143 Main Mission)..........................152
Elm Street Blues (Main Mission) – Something Wicked (Investigation;
Done.......................................143 Main Mission)..........................152
Sandy “Moose” Janssen..............144 Harrison Blake............................153
Death and the Instruments Evolution of the Species (Action;
Thereof (Action; Main Mission) Main Mission)..........................153
...............................................144 Ann Radcliffe..............................153
Appetite for Destruction (Action; Dead in the Water (Dungeon;
Main Mission)..........................144 Main Mission)..........................153
Madame Roget...........................145 Hulk Smash (Action; Main
The Raven (Action; Main Mission) Mission)..................................154
...............................................145 Black Helicopters (Sabotage;
Main Mission)..........................154

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Side Missions:................................155 Main Missions with Low Pax reward


A Light in the Sky...................155 (below 10,000):..........................166
Badge of Honour.....................155 Main Missions with High Pax reward
Book of the Bokor...................156 (10,000):....................................166
Bringing Sexy Back.................156 Main Missions with High Pax reward
A Light in the Sky...................156 (10,000 and above)....................167
Captain’s Log..........................157 The Rec Cannot Hold (Action).167
Dirty Laundry..........................157 The Strange Boat in the Mist
Flame Away............................158 (Action)...................................167
I Phone Home.........................158 Breakfast of Champignons
Idol of Nergal..........................158 (Action)...................................168
It Takes Two to Tango............159 Gravity (Investigation)............168
Journey’s End..........................159 Ami Legend(Action)................168
Tango and Cash......................160 Side Missions with Low Pax reward
That’ll Leave a Mark...............160 (below 5,000):............................169
The Body................................161 Side Missions with High Pax reward
The Coming Dawn..................161 (5,000 and above):.....................170
The Tentacle Trail...................162 Infernal Vibrations..................170
There’s Something about Ellis Hill Shooting Filth in a Barrel........171
...............................................162 Stranger than Fiction..............171
Tomb Raider...........................163 Weapons of Minor Destruction
Trapped..................................163 ...............................................171
Trespassers............................163 Another Bug Hunt...................172
Veteran’s Day.........................164 Extracurricular Activity...........172
What the Tide Brought In.......164 Into the Inferno Revisited
The Savage Coast Mission Summary: (Dungeon)...............................173
.......................................................166

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players with less time on their


INTRODUCTION

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

B efore we get in to the details, we must first familiarize ourselves


with the concept of the assembly system of the game. What makes
the crafting system so unique in this game is that it does away with
the old recipe scheme and replaces it with “shapes”. Shapes are the set
patterns of how you position the required materials on the crafting window in
order to create a desired item type. Each item type has its own pattern
shape, and if the way you positioned crafting items on the window does not
correspond with any known shape in the game, the assembly button will not
be usable. Shapes can only be learned through dismantling items, which is
incidentally how majority of the crafting components in the game are
acquired, by dismantling weapons and items that you do not need. When
you first dismantle a weapon, let us say a blade type weapon, the resulting
material pieces after dismantling will take the shape of the blade weapon
type, in this case it looks like a sword or a cross. This is how you learn of the
item shapes initially, but since there will be numerous online resources that
will show you the shape of all the different item types, you really do not
need to disassemble an item to discover the shape if you already know it.
You can just immediately place the crafting materials in the correct pattern,
add the necessary tool kit (I will elaborate later on), and then voila, you have
your newly crafted item.

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THE ASSEMBLY WINDOW

T he crafting window can be accessed through the menu button on the


upper left corner of the game screen or by pressing the keyboard
shortcut key (letter “Y” on the keyboard). When you open the
Assembly menu, you will see the following:

Main “Parts” window: this is large box or item window labeled as


“Parts” and is the prominent feature of the crafting menu with a 5 x 4 square
grid which totals to 20 item slots. You will not need all 20 slots when crafting
or disassembling but the whole space will be essential when forming certain
large patterns.

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

D isassembling is the most basic action you need to do when you


want to do some crafting in this game. Unlike other MMOs that
make you hunt for your crafting materials, most parts in this game
are obtained by disassembling equipment to acquire the most basic
materials that you need to use for crafting. Of course, some crafting
essentials can also be found as monster drops and can also be bought from
shops scattered around the different locations in the game.

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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MATERIAL GRADES AND TYPES

A fter a lot of experimentation I have found that crafting materials


come in five different quality levels which are indicated by prefixes.
These are as follows:

• Base – used for creating QL1 items.

• Imperfect – used for creating QL1, QL2 and QL3 items.

• Normal or no prefix – used for creating QL4, QL5, and QL6 items.

• Sacred – used for creating QL7, QL8, and QL9 items.

• Pure – used for creating QL10 items.

Different items yield different materials when disassembled. Here is a


compilation of them and their item descriptions within the game.

Material Description Crafts Icon

Metal Used to add weapon power and weapons


structure to items

Water Used to add health and structure to talismans


items

Dust Used to add healing and structure to talismans


items

Fire Used to add attack rating and talismans


structure to 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:

• Using Fire materials would yield a Damage Per Second (DPS)


Talisman with Minor Health or Major Attack Power effects.

• Using Dust materials results in a Healing Talisman with Minor Health


or Major Healing Power effect.

• Using Water materials would result in a Tanking Talisman with the


Major Health or Minor Attack Power effect.

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:

Name Description Icon


Earth Rune Used to add block rating to items
Denkyem Rune Used to add critical damage to items
Koru Rune Used to add physical protection or mitigation to items
Lu Rune Used to add critical rating to items
Pentagram Rune to add magical protection or mitigation to items
Trinity Rune Used to add penetration rating to items
Wedjat Rune Used to add defense rating to items
Wheel Rune Used to add hit rating to items
Yggdrasil Rune Used to add evasion rating to items

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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UPGRADING CRAFTING MATERIALS

I n order to upgrade crafting materials, you need five (5) pieces of a


lesser material. So for example, to upgrade materials for creating
weapons, you need metals of which the most basic is the Base Metal,
and Imperfect Metal being the next quality level. So to make a single
Imperfect Metal, you need five Base Metals.

Whenever you gain materials from disassembling, they stack in your


inventory. So when you need to upgrade materials, you simply have to open
your inventory and the crafting window and drag the material you want to
upgrade into the Parts Window. Then you just need to start clicking the
Assemble button. The resulting upgraded material will appear in the Result
Slot and will automatically transfer to your inventory when you assemble
another one, saving you a few seconds of drag and dropping.

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To manage your inventory better, I suggest to stock materials and not to


upgrade them until you actually need them because if you unnecessarily
upgrade ahead of time, you take up an additional item slot in your inventory,
especially if you have some leftovers when you have less than five to stack
of items left.

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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:

Name Description Icon

Weapon Toolkits Used for assembling any type of


weapon. Found as monster drops
and are uncommon.

Talisman Toolkits Used for assembling minor and


major head talismans. Found as
monster drops and are also
uncommon.

Glyph Toolkits Used for assembling Prefix Glyphs


and requires four Runes to do so.
These are rare monster drops.

Signet Toolkits Used for attaching signets to


equipment. These are the rarest
toolkits since the effects are
potentially overpowered; they can
only be found from QL10 drops.

Gadget Toolkits Used for assembling gadgets that


can buff the player and are not
consumed in the process unlike
consumables. Can be found
periodically as monster drops.

Casting Toolkits This is used to strip the skin or


appearance of a weapon, creating a
mould that can be used to change
the appearance of any weapon of
the same type from which the mould

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was taken from. This can only be


purchased from the Council of
Venice Representative using tokens.

Consumable Used for assembling consumables


Toolkits like potions and Anima with
temporary effects. Purchasable from
many vendors.

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.

• QL1: Base and Imperfect Materials.

• QL2 – 3: Imperfect Materials.

• QL4 – 6: Normal Materials (Materials with no prefix).

• QL7 – 9: Sacred Materials.

• QL10: Pure Materials.

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Craftable Items And Patterns


The shape is the “recipe” of the item to be crafted. It is not a list of
materials per se, but it is the way you arrange your materials or parts in the
crafting window to form the specific shape or pattern of the item you want to
assemble. All the materials will have to be the same in order to create the
item. As long as you form the correct pattern, it does not matter where it is
located in the Parts Window. However, some patterns can only be positioned
in a single way because of the number of parts required. Here is a list of all
the known shapes in the game and some explanation of each item they
create:

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.

This requires 7 slots, sets of 3 slots filled horizontally with space in


between the sets, plus 1 slot occupied adjacent to the first slots of the top
and bottom sets. For me this really looks like a tuning fork rather than a fist
weapon.

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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.

The other tier is appropriately named as “Support” as most skills in this


tier is aimed at healing and supporting allies with buffs and giving afflictions
to enemies. “Anima Shot” builds resource point and deals damage to your
attack target and heal your defense target. Since you can have an offensive
and a defensive target locked at the same time, you can heal and attack at
the same time. This is very effective in supporting a tanker while also
dealing damage to the enemy. A very good skill to have to be able to spam
resource skills is “Lock & Load” which builds three resource points right
away and lessens all resource skills’ cool down by four seconds. With “Extra
Clip” the resource build of “Lock & Load” is raised to five which allows the
player to quickly use resource skills like “Fire at Will” and “Fire in the Hole”
instantly and with maximum resource points to do maximum damage. As
this is possible even before attacking, a rifle user can immediately attack at
full capacity without the need for “building”.

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.

The next skill is “Powder Burn” is a spammable, resource generating skill


which synergizes with “Kneecapper” as it gives increased damage if the
enemy is hindered. “Gunsmoke” synergizes with “Pump Action” and “Sawed
Off” as everytime you apply a weakened status to an opponent, extra
damage is dealt. “Breaching Shot” is an active buff that increases the party’s
penetration rating, so this helps if you add a penetration prefix on to your
weapon. “Authority” is the elite skill in the “Control” tier and is a passive
ability that makes all your party-wide buffs 15% more effective.

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 Focus is considered as a weapon that you can channel


elemental magic through, you do not actually wield the item like your melee
or range weapon, but rather it stays on your person allowing you to focus
magic. This goes the same for the Chaos Focus and Blood Focus as well. The
Elemental Focus kind of looks like a doll, and as you progress in weapon
quality later on, you will come across one that is actually a doll. The most
basic Elemental Focus that you acquire during the start of the game or you
buy through merchants look like a piece of wire that is twisted into the shape
of a man.

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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multiple targets and consumes 3 elemental resource points. “Elemental


Precision” is the standard passive skill which adds 10% to all damage of
Elemental abilities, same as that of every other weapon. “Molten Earth” is
the elite skill in this tier and is a single target attack that deals a large
amount of magical damage and roots the target in place with a Hindered
state for 6 seconds. This can be used as a combo with Combust because the
Hindered effect lessens Combust’s resource cost allowing you to cast it at
most 5 consecutive times because Rapid Combustion allows the spell to be
cast faster.

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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mentioned actual numbers in describing damage here in the weapon


synopsis but I will say this, Thor’s Hammer is listed to do 247 magical
damage calculated from a newly created character without any equipment,
totally naked. Granting, you won’t be able to use the ability at that point, it
simply shows how powerful Thor’s Hammer can be. And with the combo
mentioned above, plus gear that increases crit power rating then you can
probably bring down tough large enemies in a heartbeat, that or an
unsuspecting player in PvP.

Elemental Focuses require 7 slots. The pattern is 3 across, 1 above and


below the middle slot, and 1 to each adjacent side of the slot just below the
center slot. Shaped like a man or a doll.

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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.

Head talismans are easily distinguishable through their icon which is a


specific marking or swish with a head as the background. The borders of the
item are in the shape of an octagon. Increasing your skill with head
talismans will increase your base Magical Protection.

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.

Wrist Talismans require 8 slots. Fill in two diagonal lines like a


“backslash” with 3 slots each and add 1 to each end to form the tips.

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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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Glyphs And Signets


These craftable items are what you need if you want to add effects to
your equipment, essentially the prefix and suffix that you can attach to the
item which has the appropriate slots available. They enhance the
effectiveness of equipment to achieve desired results depending on the build
that you are planning to get. Basically, Glyphs and Signets are item
enhancers or upgrades that you can use to fully customize your equipment
so that it will synergize properly with the skills selected in your chosen Deck
or build.If you want to create a Glyph, you need an appropriate Glyph Toolkit
which matches the quality level of the materials you are going to use.

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.

To apply Glyphs or Signets into your equipment, they must have an


empty Glyph or Signet slot. Without these slots, you cannot insert Glyphs or
Signets and it would be impossible to modify the item in this manner. So
always look for items with slots when planning to go the way of the Glyph, or
Signet, or both, whichever floats your boat. Here is what an item with a
glyph slot looks like.

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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.

Here are the runes that will give offensive effects.

Name Effect

Denkye Critical Power


m

Lu Critical Rating

Trinity Penetration Rating

Wheel Hit Rating

These are the runes that will give defensive effects.

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Name Effect

Earth Block Rating

Koru Physical Defense

Pentagra Magical Defense


m

Wedjat Defense Rating

Yggdrasil Evade Rating

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.

For creating offensive Glyphs, the rune combinations are as follows.

Rune Quantity Prefix Effect

Denkyem 4 Ferocious Adds Critical Power Rating

Lu 4 Brutal Adds Critical Rating

Trinity 4 Piercing Adds Penetration Rating

Wheel 4 Accurate Adds Hit Rating

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If you want to create defensive Glyphs, here are the combinations.

Rune Quantity Prefix Effect

Earth 4 Solid Adds Block Rating

Koru 4 Steadfast Adds Physical Defense

Pentagram 4 Warding Adds Magical Defense

Wedjat 4 Stalwart Adds Defensive Rating

Yggdrasil 4 Fleeting Adds Evade Rating

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.

Offensive minor effect combinations:

Rune 1 Qt Rune 2 Qt Prefix Effect


y y

Denkyem 2 Lu 2 Focused Adds Critical Rating and Power

Denkyem 2 Trinity 2 Savage Adds Critical Power and Penetration


Rating

Denkyem 2 Wheel 2 Devastati Adds Critical Power and Hit Rating


ng

Lu 2 Denkyem 2 Focused Adds Critical Rating and Power

Lu 2 Trinity 2 Fierce Adds Critical Rating and Penetration

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Rating

Lu 2 Wheel 2 Ruthless Adds Critical Rating and Hit Rating

Trinity 2 Lu 2 Fierce Adds Critical Rating and Penetration


Rating

Trinity 2 Denkyem 2 Savage Adds Critical Power and Penetration


Rating

Trinity 2 Wheel 2 Ravaging Adds Hit Rating and Penetration Rating

Wheel 2 Denkyem 2 Devastati Adds Critical Power and Hit Rating


ng

Wheel 2 Lu 2 Ruthless Adds Critical Rating and Hit Rating

Wheel 2 Trinity 2 Ravaging Adds Hit Rating and Penetration Rating

Defensive minor effect combinations:

Rune 1 Qt Rune 2 Qt Prefix Effect


y y

Pentagram 2 Koru 2 Attuned Adds Magical and Physical


Defense

Pentagram 2 Wedjat 2 Enchante Adds Defense and Magical


d Defense Rating

Pentagram 2 Yggdrasil 2 Elusive Adds Magical Defense and


Evade Rating

Pentagram 2 Earth 2 Pure Adds Magical Defense and Block


Rating

Koru 2 Wedjat 2 Rugged Adds Physical Defense and


Defense Rating

Koru 2 Yggdrasil 2 Fearless Adds Physical Defense and


Evade Rating

Koru 2 Earth 2 Vigorous Adds Physical Defense and Block


Rating

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Wedjat 2 Earth 2 Valorous Adds Defense Rating and Block


Rating

Wedjat 2 Yggdrasil 2 Resilient Adds Defense Rating and Evade


Rating

Earth 2 Yggdrasil 2 Ardent Adds Block Rating and Evade


Rating

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.

• Aggression: When you hit a weakened target you have a 15%


chance to gain 5/10/15% damage increase for 6 seconds. 10 second cool
down.

• Amelioration: Your Heal rating is increased by 47/94/141.

• Assassination: Your Strike attacks do an additional 1/2/3%


damage.

• Barrage: Your Blast attacks do an additional 1/2/3% damage.

• Benediction: When you heal a target there is a 20% chance they


will gain a barrier that absorbs 40/80/120 and lasts 10 seconds.

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• Cleaving: Your Focus attacks do an additional 1/2/3% damage.

• Corruption: Your Affliction effects deal 5% more damage.

• Detainment: Your hinder effects last 10% longer.

• Discipline: When you are glanced you gain a 62/124/186 Defense


Rating for 8 seconds, 10 second cool down.

• Distortion: Your Chaos attacks do an additional 1/2/3% damage.

• 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.

• Equilibrium: When you critically heal a target they gain a 5/10/15%


damage increase for 5 seconds. 15 second cool down.

• Execution: Your Assault Rifle attacks do an additional 1/2/3%


damage.

• Flux: Your Elemental attacks doing an additional 1/2/3% damage.

• Fortification: When your health is below 50% you gain a barrier


that will absorb up to 126/252/277 damage for 10 seconds. 12 second cool
down.

• Fury: When you achieve 10 hits you gain 3% damage increase for 6
seconds. 6 seconds cool down

• Harmony: Your Healing effects are increased by 1/2/3%.

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• Hatred: When you block, evade, or are glanced you generate a


minor/medium/major amount of hate on your offensive target. 6 second cool
down.

• Hunger: Your Leech effects are increased by 1/2/3%.

• Interdiction: When you impair a target you are healed for 26 every
2 for 6 seconds.

• Laceration: When you critically hit a target you gain a critical


damage increase of 45% for 15 seconds. 15 second cool down.

• Liquidation: Your Pistol attacks doing an additional 1/2/3% damage

• Obedience: When you hit an impaired target you gain increased


damage of 1/2/3% per stack for 5 seconds, up to 3 stacks.

• Opportunism: When you hit an afflicted target, you have a 20%


chance to hit them for an additional 48 damage.

• Rage: Your Frenzy attacks doing an additional 1/2/3% damage

• Recursion: Your Chain attacks doing an additional 1/2/3% damage.

• Reinforcement: When you are glanced you gain magical and


physical protection of 47 per stack for 4 seconds, up to 3 stacks.

• 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.

• Security: Your Barrier effects are increased by 1/2/3%.

• Serenity: When you critically heal a target you reduce your


offensives targets hate towards you by a small/medium/large amount, 15
seconds cool down.

• Serration: Your Fist attacks doing an additional 1/2/3% damage

• Shards: Your Shotgun attacks doing an additional 1/2/3% damage

• Shattering: Your Hammer attacks doing an additional 1/2/3%


damage

• Storms: Your Burst attacks doing an additional 1/2/3% damage.

• Subjugation: When you land a critical or penetrating hit you reduce


your offensive targets hate towards you by a small amount. 15 second cool
down.

• Swords: Your Blade attacks doing an additional 1/2/3% damage.

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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.

• Thirst: When you critically heal a target they gain a 5%/10%/??


leech effect 5 seconds, 15 seconds cool down.

• Tomes: Your Blood attacks doing an additional 1/2/3% damage

• 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.

Here is a list of materials needed to create Potions and their


corresponding effects.

• Metal: Used to create barrier potions, which expire after they absorb
their quota

• Water: Used to create healing over time (HoT) potions.

• Dust: Used to create instant healing potions.

• Fire: Used to create potions that absorb health from as a percentage


of damage dealt for a short time.

Below is the list of runes needed to create Anima buffs and their
corresponding effects.

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• Pentagram: Used to create a Magical Defense Buff.

• Koru: Used to create a Physical Defense Buff.

• Wedjat: Used to create a Defense Rating Buff.

• Earth: Used to create a Block Rating Buff.

• Yggdrasil: Used to create an Evade Rating Buff.

• Lu: Used to create a Critical Rating Buff.

• Denkyem: Used to create a Critical Power Rating Buff.

• Wheel: Used to create a Hit Rating Buff.

• Trinity: Used to create a Penetration Rating Buff.

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.

Then place the required Consumable Toolkit and if everything is in order,


the borders of the Parts Window and the Toolkit Slot shout glow green and
the a preview of the resulting assembly will be shown in the Result Slot. You
can view the effects of the resulting consumable by hovering your mouse
over it. If this is what you want then click assemble and the item should
immediately appear in your main inventory.

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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 @$$.

As Gadgets have similar effects as consumables, it also stands that the


materials used in creating consumables will also yield a Gadget with a
similar effect. You can refer on the list above, but I know that you are too
lazy for that and would rather prefer it that the list is brought down here
instead. So here you are my lazy reader, the list of materials and their
resulting Gadget effects. Remember that you cannot combine the two types
of materials to create your Gadget, and not even different kinds of materials
of the same type like combining different Runes when creating Glyphs. You
have to use only one kind of material using either the Rune pattern or the
raw material pattern, just like creating weapons.

If you use raw materials for creating your Gadget, make sure to follow the
correct pattern. The material effects are shown below.

• Metal: Used to create barrier Gadgets, which expire after they


absorb their quota.

• Water: Used to create healing over time (HoT) Gadgets.

• Dust: Used to create instant healing Gadgets.

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• Fire: Used to create Gadgets that absorb health from as a


percentage of damage dealt for a short time.

If you prefer the effects given by Runes, please content yourself with the
choices below.

• Pentagram: Used to create a Gadget with Magical Defense Buff.

• Koru: Used to create a Gadget with Physical Defense Buff.

• Wedjat: Used to create a Gadget with Defense Rating Buff.

• Earth: Used to create a Gadget with Block Rating Buff.

• Yggdrasil: Used to create a Gadget with Evade Rating Buff.

• Lu: Used to create a Gadget with Critical Rating Buff.

• Denkyem: Used to create a Gadget with Critical Power Rating Buff.

• Wheel: Used to create a Gadget with Hit Rating Buff.

• Trinity: Used to create a Gadget with Penetration Rating Buff.

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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WEAPON VISUAL MODIFIERS


(WVM)

W eapon Visual Modifiers or simply weapon skins is a purely


cosmetic aspect of crafting in the Secret World. Inside the game,
these skins are called Castings and they off no apparent
advantage other than looking more awesome than the other guy. The whole
process involves stripping the skin, in a manner of speaking, of a weapon
and then applying it to another weapon of the same type. This will change
the appearance of the weapon where you apply the casting to and will only
work if they are of the same type. For example, if your main weapon is a an
awesome blade which its appearance does not do it justice, and here comes
a mediocre blade with an awesome appearance, then you can steal that
appearance to make your blade as awesome-looking as it really is. Just
remember that the weapon where you are taking the skin from disappears.

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

• Innsmouth Academy grounds: Zombies there drop imperfect runes


regularly.

• 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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CRAFTING FOR SYNERGY

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.

Character Statistics Explained


First you need to understand how stats work before you can begin to
decide which stat you wish to concentrate on. The statistics of your
character will determine how much damage they do or can take, how much
healing they can do, and how effective their abilities are. Basically character
statistics determine how good or efficient your character is at your chosen
build. Character statistics can be accessed through the character menu by
pressing “C” and clicking on the Character Statistics tab. The statistics are
divided into three categories depending on the purpose that they serve:
Offensive, Defensive, and Healing.

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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.

• Combat Power – This is your overall combat rating effectiveness.


Your Combat Power is a product of your Attack Power and your Weapon
Power.

• Attack Power - Attack Power is modified by your Talismans. Higher


attack power means dealing more damage per hit. Needed in the calculation
of Combat Power.

• Weapon Power - Weapon Power is directly derived from the


weapon(s) you wield. Higher weapon power means better damage. Needed
in the calculation of Combat Power.

• Critical Rating - Influenced by your Talismans and Weapon Glyphs,


critical rating increases your Critical Chance, thereby increasing your
chances to do critical hits.

• Critical Chance - A percentage-based figure. Your actual chance to


score critical hits. This is determined by subtracting the enemy’s Crit Rating
to your Critical Chance.

• Critical Power Rating - The product of your Talismans and Weapon


Glyphs. Affects the amount of additional damage your critical hits add.

• Critical Power - The percentage of your attack damage that is 'added


on' when you score a critical hit. Influenced by Critical Power Rating.

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• Hit Rating - This figure represents accuracy; if your Hit Rating is


higher than your enemy's Defense Rating, your enemy will evade less often,
and you will inflict less Glancing blows.

• Enemy Evade Chance - This is the percentage chance that you


subtract from your enemy's chance to evade, based on your Hit Rating.

• Penetration Rating - Opposed by the opponent's Block Rating, this


determines how often you can by-pass part of the enemy's Protection.

Defensive Statistics
Defense statistics represent how physically tough you are, how mentally
resilient, and overall how easy it is to hurt you.

• Evade Rating - Modified by Talismans and Defensive runes, this stat


influences your Evade Chance.

• Evade Chance - This, minus your enemy's Enemy Evade Chance,


determines how likely you are to avoid an enemy attack altogether.

• Physical Protection - Modified by your Skill in Minor Talismans, this


amount is subtracted from attacks which deal physical damage - claws,
bullets, and the like.

• Magical Protection - Modified by your Skill in Head Talismans, this


amount is subtracted from attacks that are magical in nature - lightning
bolts, fireballs, and so on.

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• Defense Rating - This competes with your enemy's Hit Rating to


determine how easy you are to hit. With a high defense rating, you evade
more easily, and attacks that do hit are more likely to be Glancing Blows.

• Enemy Crit Rating - A product of your Defense Rating, you subtract


this amount from your enemy's chance to inflict critical hits.

• Block Rating - Your Block Rating, minus the enemy's Penetration


Rating, determines how well you can intercept enemy attacks. Blocked
attacks, like Glancing Blows, deal significantly less damage.

Healing Statistics
Healing Statistics act much like Offensive Statistics, except instead of
inflicting damage, you're curing it.

• Healing Power - A product of your Healing Rating and your Weapon


Rating.

• Healing Rating - Affected by your Talismans and Glyphs, this


contributes to how much Healing you can cause.

• Weapon Rating - Taken directly from your weapon(s), your weapon


rating also contributes to how much healing you can cause.

• Critical Rating - Influences your Critical Chance for healing, just as it


does for your attacks.

• Critical Chance - A rough percentage of how likely you are to inflict a


Critical Heal.

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• Crit Power Rating - This influences your Critical Power, or the


amount of additional health you recover with Critical Heals.

• Crit Power - This is a percentage of the health your healing effects


recover, which is then added onto Critical Heals.

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WEAPON SKILLS AND ABILITIES

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

• Safety Off - [1 AP, Active, Burst, Single]

o A single target assault rifle Burst attack that deals 16


physical damage per hit over 3 hits. Builds a one weapon
resource for each equipped weapon.

• Extra Bullet - [1 AP, Passive, Modifies: Safety Off]

o Adds another shot to Safety Off's burst making it a total


of 4.

• Fire at Will - [1 AP, Active, Frenzy, TAoE]

o An assault rifle frenzy attack that deals 46 physical


damage in a targeted area. An additional hit is performed for
each Assault Rifle resource consumed, inflicting 15 physical
damage per hit. Consumes all Assault Rifle resources. So this is
best used with 5 resource points at hand.

• No Contest - [2 AP, Passive]

o Whenever you apply Hindered state, your next hit cannot


be evaded but may still glance and can be blocked.

• Trigger Happy - [3 AP, Active, Single]

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o A single target assault rifle attack that deals 44 physical


damage. If target is on Hindered state, target becomes Afflicted
inflicting 3 physical damage every second for 5 seconds. Builds a
weapon resource for each equipped weapon.

• Eagle Eye - [4 AP, Passive]

o Increases all damage dealt by Assault Rifle abilities by


10%.

• Slow the Advance - [7 AP, Elite Active, TAoE]

o An assault rifle attack that deals 127 physical damage in


a targeted area. Affected targets are set on Hindered state and
slows the movement speed by 70% for 8 seconds.

Support

• Military Code - [1 AP, Passive]

o If a target with your Assault Rifle resources on it dies,


your next resource building ability will build an additional Assault
Rifle resource.

• Anima Shot - [1 AP, Active, Single, Effect: Leech]

o A single target assault rifle attack that deals 35 physical


damage to your offensive target and leeches 27 health and 7.1%
from your offensive to your defensive target. Builds one assault
rifle resource.

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• Anima Boost - [1 AP, Passive, Modifies: Anima Shot]

o Increases both the damage and leech components


of Anima Shot by 7.5%.

• Lock & Load - [2 AP, Active]

o Instantly builds three assault rifle resources and reduces


the recharge time of all your assault rifle consumers by 4
seconds.

• Extra Clip - [3 AP, Passive]

o Lock & Load builds two additional assault rifle


resources.

• Fire in the Hole - [4 AP, Active, Single]

o Attaches a spiked grenade to a target which explodes 2


seconds later dealing 91 physical damage. Consumes all assault
rifle resources.

• Experience (AR Ability) - [7 AP, Elite Passive]

o Increases the efficiency of all your leech effects by 25%.

Pistols
Tier One abilities are available to the player immediately upon starting
The Secret World. Unlocking both

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Inner Wheel Abilities (Tier 1)

Dangerous

• Hothead - [1 AP, Passive]

o Whenever you set Hindered state, you increase your


chances to critically hit by 10% for 8 seconds.

• Above the Law - [1 AP, Active, GTAoE]

o A pistol attack that places a damage field on a target


area dealing 6 physical damage for 10 seconds time. When on
Hindered state, the attack deals 7 physical damage. Builds a
weapon resource for each equipped weapon.

• Vigilante - [1 AP, Passive, Modifies: Above the Law]

o Increases Above the Law's damage field duration for 5


seconds.

• Deadly Aim - [2 AP, Active, Group]

o Increases the critical hit chance of every group member


by 40% for 8 seconds.

• Calling the Shots - [3 AP, Passive, Modifies: Deadly Aim]

o Reduces the recharge time of Deadly Aim by 30


seconds.

• Wanted - [4 AP, Active, Chain, TAoE]

o A pistol chain attack that deals 60 physical damage to


your target before jumping to nearby targets; maximum of 5
targets. Consumes all pistol resources.

• Rapid Getaway - [7 AP, Elite Passive]

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o Whenever you consume resources, you increase your


movement speed 15% for 5 seconds.

Armed

• The Business - [1 AP, Active, Single]

o A single target pistol attack that hits 3 times and deals 16


physical damage per hit. Builds a weapon resource for each
equipped weapon.

• Magnum - [1 AP, Passive, Modifies: The Business]

o The Business sets Weakened state, reducing all healing


and leech effects by 5% per stack on that target for 10 seconds.
This skill can stack up to 10 times.

• Shootout - [1 AP, Active, Focus, Single]

o A single target pistol channeled Focus attack that inflicts


39 physical damage every 0.5 second for 2.5 seconds.

• Coup de Grace - [2 AP, Passive]

o If a target with your pistol resources on it dies, 3 of your


friends in a 5 meter radius will be healed for 51.

• Drone Kit - [3 AP, Active, Summon]

o Summons a combat drone for 20 seconds and follows you


around inflicting 11 physical damage to the nearest enemy
within 5 meters every 2 seconds. Consumes all pistol resources.

• Straight Shooter - [4 AP, Passive]

o Increases all damage dealt by pistol attacks by 10%.

• Dirty Tricks - [7 AP, Elite Active, GTAoE]

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o A pistol GTAoE attack that fires at a targeted area.


Enemies successfully hit take 127 physical damage and are
rooted in place for 4 seconds when on Hindered state.

Shotgun
Inner Wheel Abilities (Tier 1)

Enforce

• Pump Action - [1 AP, Active, Cone AoE]

o A shotgun attack that deals 32 physical damage in a cone


in front of you. Builds a weapon resource for each equipped
weapon.

• Sawed Off - [1 AP, Passive, Modifies: Pump Action]

o Each successful hit with Pump Action reduces the


target's damage output by 3% per stack for 10 seconds. This skill
can stack for up to 10 times. Sets Weakened state.

• Out For A Kill - [1 AP, Active, Single]

o A single target shotgun attack that deals 90 physical


damage. Consumes all shotgun resources.

• Dead On Target - [2 AP, Passive]

o Increases all damage dealt by shotgun abilities by 10%.

• Buckshot - [3 AP, Active, Single]

o A single target shotgun attack that deals 99 physical


damage. Deals 119 physical damage to targets with a full set of
shotgun resources on them.

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• Rapid Reload - [4 AP, Passive, Modifies: Buckshot]

o Reduces the activation time of 'Buckshot by 0.5 second.

• Kneecapper - [7 AP, Elite Active, Cone AoE]

o A shotgun cone attack that inflicts 127 physical damage.


When enemies are in a Hindered state, their movement speed is
decreased by 70% for 8 seconds.

Control

• Hit and Run - [1 AP, Passive]

o If a target dies with shotgun resources remaining, the


area surrounding the target will explode dealing 46 physical
damage to up to 5 nearby enemies within a 3-meter radius.

• Powder Burn - [1 AP, Active, Strike, Single]

o A single target shotgun strike that deals 46 physical


damage. When in a Hindered state, the target deals 53 physical
damage . Builds a weapon resource for each equipped weapon.

• Gunsmoke - [1 AP, Passive, Modifies: Anima Shot]

o Whenever you set Weakened state, you inflict 7 physical


damage.

• Breaching Shot - [2 AP, Active, Group]

o Increases the Penetration Chance of everyone in your


group by 40% for 8 seconds.

• Breach Party - [3 AP, Passive, Modifies: Breaching Shot]

o Reduces the recharge time of Breaching Shot by 30


seconds.

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• Both Barrels - [4 AP, Active, Blast, Cone AoE]

o A shotgun cone blast that deals 60 physical damage.


Consumes all shotgun resources.

• Authority - [7 AP, Elite Passive]

o Increases the efficiency of all your group-wide effects by


15%.

Blades
Inner Wheel Abilities (Tier 1)

Method

• Delicate Strike - [1 AP, Active, Single]

o A single target blade attack that deals 48 physical


damage. Builds a weapon resource for each equipped weapon.

• Delicate Precision - [1 AP, Passive, Modifies: Delicate Strike]

o Increases the chance for Delicate Strike to penetrate by


10%.

• Balanced Blade - [1 AP, Active, PBAoE]

o A blade attack that deals 60 physical damage to up to 5


enemies within a 5 meter radius. When causing Impaired state,
builds 2 blade resources. Consumes all blade resources.

• Expose Weakness - [2 AP, Passive]

o Whenever you set Impaired state, you increase your


chance to penetrate by 10% for 8 seconds.

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• Dancing Blade - [3 AP, Active, Focus, Single]

o A single target blade channeled focus attack that causes


39 physical damage every 0.5 second for 2.5 seconds. Consumes
all blade resources.

• Sharp Blades - [4 AP, Passive]

o Increases all damage dealt by blade abilities by 10%.

• Stunning Swirl - [7 AP, Elite Active, PBAoE]

o A blade attack that deals 92 physical damage and sets


Impaired state to up to 5 enemies within 5 meters making them
unable to move for 3 seconds.

Technique

• Immortal Spirit - [1 AP, Passive]

o Whenever you penetrate, you will gain a health effect of


10 every second for 5 seconds.

• Blade Torrent - [1 AP, Active, Frenzy, PBAoE]

o A blade frenzy that deals 32 physical damage to nearby


targets and generates a large amount of hate. Builds a weapon
resource for each equipped weapon.

• Perfect Storm - [1 AP, Passive, Modifies: Blade Torrent]

o Blade Torrent also sets the target in an Afflicted state


inflicting 7 physical damage every second for 8 seconds.

• Martial Discipline - [2 AP, Active, Buff, Self]

o Increases the chance that attacks against you glance by


50% for 6 seconds.

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• Regeneration - [3 AP, Passive, Modifies: Martial Discipline]

o For the duration of Martial Discipline you get a heal of


57 every second while it is active.

• Surging Blades - [4 AP, Active, Dash, Frontal Column]

o You dash forward for 10 meters dealing 58 physical


damage to up to 5 enemies in a 6 meter column in front of you.

• Fluid Defense - [7 AP, Elite Passive]

o Whenever you are glanced, damage you receive is


decreased by 7.5% for 6 seconds and whenever you penetrate
your damage output is increased by 5% for 10 seconds.

Fist
Inner Wheel Abilities (Tier 1)

Feral

• Claw - [1 AP, Active, Single]

o A single target fist weapon attack that deals 48 physical


damage. Builds a weapon resource for each equipped weapon.

• Sharp Claws - [1 AP, Passive, Modifies: Claw]

o Claw sets Afflicted state inflicting 7 physical damage


every second for 10 seconds.

• Hog Wild - [1 AP, Active, Blast, Cone AoE]

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o A fist weapon cone blast attack that deals 59 physical


damage in a cone in front of you. Grants Savage Sweep effect
causing the next activated Fist resource consumer skill to inflict
3 physical damage in an area. Consumes all fist weapon
resources.

• Killer Instinct - [2 AP, Passive]

o Deals a small amount of extra damage for each


successful hit until it reaches five. The fifth hit cannot be evaded,
and resets Killer Instinct. Also, increases damage dealt by 1%
per counter.

• Prey on the Weak - [3 AP, Active, Burst, Single]

o A fist weapon Burst attack dealing 15 physical damage


per hit for 3 hits. When causing Impaired state, builds an
additional Fist weapon resource.

• - [4 AP, Passive]

o Increases all damage dealt by fist weapon abilities by


10%.

• Go for the Throat - [7 AP, Elite Active, Single]

o A single target fist weapon attack inflicting 124 physical


damage and locks all the target's active abilities for 5 seconds
when on Impaired state.

Primal

• Lick Your Wounds - [1 AP, Passive]

o Whenever you successfully hit a target, you get a single


stack of heal over time effect that heals for 1 every stack for 3
seconds and can stack for up to 5 times.

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• Nurture - [1 AP, Active, Direct Heal, Single]

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.

• Nurturing Gift - [1 AP, Passive, Modifies: Nurture]

o Increases the duration of Nurture's heal over time effect


by 5 seconds.

• Pack Leader - [2 AP, Active, Buff, Group]

o Increases the hit chance of everyone in your group by


80% for 10 seconds.

• Alpha Wolf - [3 AP, Passive, Modifies: Pack Leader]

o Reduces the recharge time of Pack Leader by 30


seconds.

• Wild at Heart - [4 AP, Active, Single, Effect: Feral Regrowth]

o A single target fist weapon attack that deals 90 physical


damage. Grants Feral Regrowth effect, causing your next
activated fist resource consumer skill to heal you for 6.
Consumes all fist weapon resources.

• Out of the Woods - [7 AP, Elite Passive]

o Whenever you heal a target to close to more than 80%,


all your direct heals are increased by 27.5% for 8 seconds.

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Hammers
Inner Wheel Abilities (Tier 1)

Brawn

• Smash - [1 AP, Active, Single]

o A single target hammer attack that deals 48 physical


damage. Builds a weapon resource for each equipped weapon.

• Below the Belt - [1 AP, Active, Modifies: Smash]

o Each successful hit with Smash, the target is Weakened


reducing the damage output 3% per stack for 10 second. This
effect can stack to up to 10 times.

• Hell to Pay - [1 AP, Passive, Blast, Column AoE]

o A hammer blast that deals 60 physical damage in a


column in front of you. Consumes all hammer resources.

• Righteous Fury - [2 AP, Passive, Modifies: Hell to Pay]

o Increases the critical hit chance of Hell to Pay by 15%.

• Haymaker - [3 AP, Active, Strike, Single]

o A single target hammer strike attack that deals 86


physical damage. When target is on Impaired state, physical
damage increases to 103. Consumes all hammer resources.

• Hard Impact - [4 AP, Passive]

o Increases all damage dealt by hammer abilities by 10%.

• Shockwave - [7 AP, Elite Active, Column AoE]

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o A column hammer attack that deals 92 physical damage.


Knocks down enemies for 3 seconds when on an Impaired state.

Grit

• Brawler - [1 AP, Passive]

o Increases the damage of your critical hits by 15%.

• Grand Slam - [1 AP, Active, Single]

o A single target hammer attack that deals 45 physical


damage. When target is on a Weakened state, an AoE attack
appears dealing 9 physical damage to 5 enemies in a 5 meter
radius. This AoE attack creates a large amount of hate towards
you. Builds a weapons resource for each equipped weapon.

• Street Fighter - [1 AP, Passive]

o Whenever you set Impaired state, you deal increased


damage by 10% for 8 seconds.

• Stonewalled - [2 AP, Active, Self]

o A hammer ability that greatly increases your chance to


block by 40% for 6 seconds.

• Stone Cold - [3 AP, Passive, Modifies: Stonewalled]

o Reduces the recharge time of Stonewalled by 15


seconds.

• Backhanded - [4 AP, Active, Single]

o A single target hammer attack that deals 55 physical


damage. Builds two hammer resources if you had none before
the attack.

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• Cool, Calm & Collected - [7 AP, Elite Passive]

o Whenever you block an attack, you reduce incoming


damage by 7.5% for 8 seconds and generate more hate for a
short time, and whenever you critically hit your damage output
is increased by 5% for 10 seconds.

Blood Magic
Inner Wheel Abilities (Tier 1)

Sacred

• Unholy Knowledge - [1 AP, Passive]

o Increases the damage of all damage over time effects by


10%.

• Blood Shield - [1 AP, Active, Direct Heal, Single]

o A single target blood magic that heals for 27 that also


places an absorb barrier on your defensive target. This barrier
absorbs 100% of damage and dissipates after absorbing 26
damage.

• Rapid Shield - [1 AP, Passive, Modifies: Blood Shield]

o Increases the amounts healed and absorbed of Blood


Shield by 7.5%.

• Angelic Aegis - [2 AP, Active, Direct Heal, Single]

o A large single target blood magic that heals 92 and also


places an absorb barrier on your defensive target. The barrier
absorbs 100% and is dispersed after absorbing 92 damage.
Consumes three blood magic resources.

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• Angel's Touch - [3 AP, Passive, Modifies: Angelic Aegis]

o Angelic Aegis heals targets below 50% health for 46.

• Exsanguinate - [4 AP, Active, Focus, Single]

o A blood magic channel focus attack that inflicts 51


magical damage onto the target. When a target is set to an
Impaired state, it also becomes Afflicted with damage over time
effect inflicting 6 magical damage every second for 10 seconds.
Consumes five blood magic resources.

• Coagulation - [7 AP, Elite Passive]

o Increases the amount of damage absorbed by all your


barriers by 25%.

Profane

• Boiling Blood - [1 AP, Active, Single]

o A single target blood magic attack that deals 48 magical


damage. Builds a weapon resource for each equipped weapon.

• Corrupted Blood - [1 AP, Passive, Modifies: Boiling Blood]

o Boiling Blood also caused Afflicted state inflicting 2


magical damage every second for 8 seconds and can stack to up
to 5 times.

• Blood Spike - [1 AP, Active, Single]

o A single target blood magic attack that deals with 73


magical damage and 7 magical damage every 0.5 second for 8
seconds when on Afflicted state. If the target is inflicted with the
Blood Spike damage over time effect already, this skill instead
deals with 160 magical damage. Consumes two blood magic
resources.

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• Dark Potency - [2 AP, Passive]

o Whenever you set afflicted state, you have an increased


penetration rating by 30 per stack for 8 seconds. This effect can
stack to up to 5 times.

• Infection - [3 AP, Active, Chain, TAoE]

o A blood magic chain that deals 62 magical damage and


damage over time inflicting 7 magical damage every 2 seconds
for 12 seconds to your target when set on Afflicted state. When
an enemy dies while affected by this effect, it explodes inflicting
44 magical damage to nearby enemies. Consumes three blood
magic resources.

• Thicker Than Water - [4 AP, Passive]

o Increase the damage of all blood magic abilities by 10%.

• Cardiac Arrest - [7 AP, Elite Active, Single]

o A powerful single target blood magic attack that deals


138 magical damage and stuns the target for 3 seconds when
set on Impaired state.

Chaos Magic
Inner Wheel Abilities (Tier 1)

Theory

• Hand of Change - [1 AP, Active, Single]

o Builds 1 resource for each equipped weapon. A single


target attack that deals 42 magical damage.

• Entropy - [1 AP, Passive, Modifies: Hand of Change]

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o Whenever you critically hit or penetrate with Hand of


Change, it builds 1 additional Chaos Resource.

• Call for Eris - [1 AP, Active, Burst, Single]

o Consumes all Chaos Resources. A Burst attack that deals


69 magical damage. Also performs an additional hit per resource
consumed, dealing 22 magical damage per hit.

• Paradigm Shift - [2 AP, Passive]

o Whenever you apply Weakened state, you gain a single


stack of the Hit Rating effect, which increases Hit Rating by 30
per stack for 8 seconds. This effect can stack up to 5 times.

• Schism - [3 AP, Active, Single]

o Consumes all Chaos Resources. A single target attack


that deals 83 magical damage, or 103 magical damage if the
target has below 35% remaining health.

• Chaos Adept - [4 AP, Passive]

o Increases damage dealt by Chaos abilities by 10%.

• Domino Effect - [7 AP, Elite Active, PBAoE]

o A PBAoE attack that deals 88 magical damage. Affected


targets are also pulled towards you and become Impaired and
knocked to the ground for 3 seconds.

Chance

• Gnosis - [1 AP, Passive]

o You have a 33% chance to deal an extra hit dealing 10


magical damage when successfully hitting a target in Weakened
state.

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• Escalation - [1 AP, Active, Frenzy, PBAoE]

o A chaos frenzy that deals 25 magical damage to nearby


enemies. Generates a large amount of hate. When target is in
Weakened state due to a stack of the Exposed effect, damage
inflicted is increased by 3% for 10 seconds. Exposed effect can
stack to up to 10 times. Builds a weapon resource for each
equipped weapon.

• Intensity - [1 AP, Passive, Effect: Minor Ward, Modifies: Escalation]

o Whenever you hit a Weakened target with Escalation,


you gain the Minor Ward effect, which reduces all damage
received by 7.5% for 8 seconds.

• Illusion - [2 AP, Active, Effect: Major Evade Chance]

o You gain the Major Evade Chance effect, which increases


your Evade Chance by 35% for 6 seconds.

• Master of Illusions - [3 AP, Passive, Modifies: Illusion]

o Illusion instead gives you a beneficial effect that


increases your Evade Chance by 45% for 8 seconds.

• Paradox - [4 AP, Active, Single]

o A single target chaos attack that deals 63 magical


damage or 83 magical damage when target is in Impaired state.

• Probability - [7 AP, Elite Passive, Effect: Minor Ward]

o Whenever you evade, you gain the Minor Ward effect,


which reduces all damage received by 7.5% for 8 seconds.
Whenever you hit 3 times in a row, you gain a beneficial effect
that increases all damage dealt by 5% for 10 seconds.

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Elementalism
Inner Wheel Abilities (Tier 1)

Spark

• Shock - [1 AP, Active, Single]

o A single target elementalism attack that deals 48


magical damage. Builds a weapon resource for each equipped
weapon.

• Volatile Current - [1 AP, Passive, Modifies: Shock]

o Shock causes Afflicted state on the target dealing 7


magical damage every second for 10 seconds.

• Combust - [1 AP, Active, Single]

o A single target elementalism attack that deals 138


magical damage. Consumes two elemental resources, or one
elemental resource if the target is in a Hindered state.

• Rapid Combustion - [2 AP, Passive, Modifies: Combust]

o Reduces the activation time of Combust by 0.5 seconds.

• Electrical Storm - [3 AP, Active, Chain, TAoE]

o An elementalism chain that deals 112 magical damage to


the target before jumping to nearby targets. Consumes three
elemental resources.

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• Elemental Precision - [4 AP, Passive]

o Increases damage dealt by Elementalism abilities by


10%.

• Molten Earth - [7 AP, Elite Active, Single]

o A single target elementalism attack that deals 138


magical damage and roots the target on the area for 6 seconds
when on Hindered state.

React

• Mind over Matter - [1 AP, Passive]

o Whenever you critically hit, the target is set on Afflicted


state causing 9 magical damage every second for 5 seconds.

• Ignite - [1 AP, Active, Single]

o A single target elementalism attack that deals 46


magical damage and also inflicts increased magical damage of
53 if you have no elemental resources. Builds a weapon resource
for each equipped weapon.

• Elemental Force - [1 AP, Passive]

o Whenever you attack, you build an Elemental Force


counter. When you have 7 counters, your next attack will
critically hit and reset the count.

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• Anima Charge - [2 AP, Active, Self]

o You receive a beneficial effect that causes the next


Elemental resource consumer you activate within 20 seconds to
cost no resources.

• High Voltage - [3 AP, Passive, Modifies: Anima Charge]

o Improves Anima Charge to also cause the next


Elemental resource consumer you activate to critically hit.

• Thor's Hammer - [4 AP, Active, Single]

o A violent single target elementalism strike that deals 247


magical damage. Consumes five elemental resources.

• Toxic Earth - [7 AP, Elite Passive]

o Whenever you set Hindered state on a target, the target


also becomes Afflicted dealing with 21 magical damage every
second for 4 seconds.

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PAX ROMANA GUIDE


INTRODUCTION

T he Secret World Massively Multiplayer Online game is not very


different compared to other MMOs when it comes to their use of gold
or money (in-game currency); it allows you to purchase in-game
items you can use in your adventures. But in the Secret World, the main use
for money so far would be the costumes that players can wear, rather than
useful consumables (as the best ones need to be crafted). Maybe when the
auction feature becomes available, money will have more use, but for now
the use for money is simply for aesthetic purposes and some crafting
essentials.

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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Making money in this game is straightforward; you simply kill a monster


and pick up whatever it drops. This is the most basic way of acquiring money
in any game, that and selling useless monster loot. However, this game does
not contain useless monster loot but the bulk of your money will be coming
from quest rewards, which can be substantial depending on the difficulty and
nature of the quest. Early on when you start the game, you do not have
much need for money. You are simply interested in going on with the cool
quests and the epic story line, which keeps you busy enough that you do not
notice how much Pax Romana you are actually earning. You will be surprised
as to how much you accumulate this early in the game; so much money and
nothing to spend it on. There is almost literally nothing to buy in this game
that you might need a lot of, and would require regular purchase. Costumes
are relatively expensive but you never really need to change outfits regularly
in the game, but if you do, you can purchase more. The only real use for Pax
Romana is for buying equipment and other items at the auction or
marketplace, which are represented by banks in London, Seoul, or New York.
You have to get to Kingsmouth first before you can access the marketplace.

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.

1. Story Mission – The story mission, as you might have already


figured out is the real main mission of the game and you need to advance in
it if you want to explore the other areas of the game. The icon is colored blue
for these missions and has an image of a movie film reel.

2. Dungeon Mission – These missions are special because you usually


have to be part of a group in order to be successful in them. The best loots in
the game can be found in Dungeon Missions. You can only have one active
Dungeon Mission at any time. This has a purple icon with an image of a
group of people.

3. Main Mission – These missions are further classified into Action,


Faction, Sabotage, and Investigation missions. The icon color and image will
depend on the type of mission.

a. Action Missions are your standard fetch or kill missions.


The icon is maroon colored and the image is that of a running
man.

b. Faction Missions are specifically given by your faction


when certain conditions are met and allow you to increase your
rank within the faction. You can skip/pause these missions and
reactivate them later by going to your faction base.

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c. Sabotage missions will make you go to single-person


dungeons and do something specific or kill something. These
missions usually require some level of platforming where you
need to avoid traps and the like. The image is that of dynamite
and the icon itself is yellow.

d. Investigation missions are by far the most intriguing and


mind boggling missions in any game. Most of the answers are
not found in the game world itself as FunCom has made some
elaborate outside hubs and websites where you get the clues for
these missions. Some of them will require historical fact or
person that you may easily find by searching on the internet,
while others will require you to follow clues into different web
portals and think outside the box, or simply just outside the
game. It has a green icon and a drawing of a laptop.

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.

No matter which faction you choose, you will go through a weapons


training session in your respective training areas where you can try all the
different weapons available in the game. You will be guided by a trainer
which will have a different personality depending on the faction. The Dragon
trainer will be your typical Oriental martial arts master who speaks calmly
with wisdom, the Templar trainer is a gruff old veteran who talks trash but
will tell you not to worry while he is around, and I think the Illuminati trainer
is probably the best because he is like a drill sergeant on drugs and tells you

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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.

“Lucid Nightmare” The Tokyo


Flashback
This is a rather nice introduction to the Secret World’s battle system and
how players can cooperate with each other. Your character is put on a dream
state in order for you to relive the events of the incident that took place in
Japan which marks the beginning of the end, so to speak. You take the role
of Sarah, who I assume is a Dragon Operative since the one that’s happy to
see you awake is a Dragon Operative. The girl with the bonnet is a Templar
and the guy who looks like Max Payne sporting the detective look is an
Illuminati Agent.

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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.

1. Go right into the weapons training area by following the waypoint.


As early as now, I am stating that when on a quest, always follow the way
point or go to the area highlighted on your map. There is no way for you to
get lost in most missions, but others do need some brilliant deduction and
puzzle solving on your part. Those types of missions do not have waypoints
or markers.

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.

4. You will be given a task by your leader to go to Kingsmouth in


Solomon Island via Agartha, it is your portal hub to all the areas in the game.

5. Once in Agartha, there will be a cut scene with the Stationmaster


explaining about Agartha. After the scene, follow the way point which will
lead you to the portal for Kingsmouth.

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Kingsmouth “Dead” Ahead


That pun isn’t mine; it’s on the loading screen of this area, on a sign
board where a letter ‘D’ is spray painted over the “ah” in the word “ahead”
just below of the word Kingsmouth. I just ruined it by explaining, didn’t I?
Anywhoo, allow me to formally welcome you to the real first area of the
game.

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.

Dawning Of An Endless Night


(Story Mission)
Rewards:

• XP: 53,760

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• Pax: 3,300

• Tokens: 2 Sequins of Solomon Island

• Item: Accurate Glyph

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.

5. Go to the pier to check the Lady Margaret. Kill everything in your


way just for the heck of it, and for XP, Pax and peace of course.

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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**Kingsmouth guide starts here**

For a Fistful of Zombies (Main Mission)


Rewards:

• XP: 25,000 (50,000 total)

• Pax: 3,330

• Tokens: 2 Sequins of Solomon Island

• Gear: A QL1 weapon of your choice.

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.

Pax Romana at hand: 3,330

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.

Bullets for Andy (Side Mission)


Rewards:

• XP: 9,380 (18,760 total)

• Pax: 1,670

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• Tokens: 1 Sequin of Solomon Island

• 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 Romana at hand: 5,000

Elm Street Blues (Main Mission)


Rewards:

• XP: 23,750 (47,500 total)

• Pax: 3,330

• Tokens: 2 Sequins of Solomon Island

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• Gear: A QL1 Neck Talisman of your choice between the Fishhook


Amulet, Memory Pendant, and Service Medallion.

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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Pax Romana at hand: 8,330

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.

Zen and the Art of Weapon Maintenance (Side


Mission)
Rewards:

• XP: 3750

• Pax: 1,670

• Tokens: 1 Sequin of Solomon Island

• Gear: Tristessa Shotgun

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.

Pax Romana at hand: 10,000

35. Send in the report and go inside the station.

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Supply Run [SR] (Main Mission) and Missing


Persons [MP] (Side Mission)
We will be doing these two quests at the same time since their objectives
happen to be close to each other, along with “Neither Snow nor Rain nor
Zombies” as it is also on the way to “Supply Run’s” first objective.

Supply Run [SR] Rewards:

• XP: 37,500 (75,000 total)

• Pax: 5,000

• Tokens: 2 Sequins of Solomon Island

• Gear: A QL1 Wrist Talisman of your choice between the Enforcement


Bracer, Sheriff’s Watch, and Authority Bracelet.

Missing Persons [MP] Rewards:

• XP: 37,500

• Pax: 3,330

• Tokens: 1 Sequin of Solomon Island

• 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.

**Supply Run and Missing Persons will be continued after completing


Neither Snow nor Rain nor Zombies and The Occultist’s Cookbook**

Neither Snow nor Rain nor Zombies (Side


Mission)
Rewards:

• XP: 9,380 (17,822 total)

• Pax: 1,670

• Tokens: 1 Sequin of Solomon Island

• 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.

38. We need to go to the Raven’s Knock which is accessible via an alley

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.

39. At The Raven’s Knock, place the package in the mailbox by


interacting with it to finish the mission. Go inside and get “The Occultist’s
Notebook” side mission from the book shelf and just ignore Madame Roget
for now.

Pax Romana at hand: 11,670

The Occultist’s Cookbook (Side Mission)


Rewards:

• XP: 3,750

• Pax: 1,670

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• Tokens: 1 Sequin of Solomon Island

• 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.

41. Arrange the runes as shown in the cookbook or the screenshot


below, by breaking up the stack using shift+click. Then insert the assembly
kit into the slot and if you have arranged the runes correctly, the parts
window and toolkit slot will be connected and will have green borders, and
the resulting Glyph will be previewed in the result slot. Complete the
assembly by clicking the assemble button like before and the Accurate Glyph
should appear in your inventory.

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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.

Pax Romana at hand: 13,340

**Continuation of Supply Run and Missing Persons missions **

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

is next and he would be in the 2nd floor of the fire department.

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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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Pax Romana at hand: 16,670

**Supply Run will continue after Dirty Laundry**

Dirty Laundry (Side Mission)


Rewards:

• XP: 18,750

• Pax: 1,670

• Tokens: 1 Sequin of Solomon Island

• 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.

Pax Romana at hand: 18,340

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57. So now we need to go back to Helen Bannerman to complete the


Supply Run mission so we can take on another one from Deputy Andy. At the
station, go to the storeroom just behind the phonebook that we used at the
start of the mission. Interact with the door and mission is accomplished.

Pax Romana at hand: 23,340

Draugnet (Main Mission)


Rewards:

• XP: 51,072 (102,144 total)

• Pax: 6,670

• Tokens: 2 Sequins of Solomon Island

• 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.

Pax Romana at hand: 30,010

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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.

The Kingsmouth Code (Investigation; Main


Mission)
Rewards:

• XP: 102153 (204,297 total)

• Pax: 6,670

• Tokens: 4 Sequins of Solomon Island

• Gear: None

As I explained above, investigation missions are quite mentally


challenging especially if you are not used to riddles and mystery solving
games. These missions can be fun to figure out and are very rewarding once
you figure them out, both for yourself and your character. This may take up
time when done alone with no one to bounce ideas off of, but not to worry
Uncle Spoiler is here.

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.

Pax Romana at hand: 36,680

72. Go back to Henry Hawthorne and get the “Dust to Dust” main
mission.

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Dust to Dust (Main Mission)


Rewards:

• XP: 63,840 (127,680 total)

• Pax: 8,330

• Tokens: 2 Sequins of Solomon Island

• Gear: A QL 2 Waist Talisman of your choice between Affiliation


Chain, Protective Buckle, and Black Belt.

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.

Pax Romana at hand: 45,010

78. Grab the mission from the Black Gravestone, “The Slaying of Dixie
Bull”.

The Slaying of Dixie Bull (Side Mission)


Rewards:

• XP: 19152

• Pax: 1,670

• Tokens: 1 Sequin of Solomon Island

• Gear: None

Since this mission is on the way, we might as well take it.

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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Pax Romana at hand: 46,680

80. Then grab the mission “Message in a Bottle” to be delivered to


Norma Creed as she is our next destination in order to update the story
mission.

81. But first go back to the mutilated corpse to do “The Hunger” side
mission.

The Hunger (Side Mission)


Rewards:

• XP: 19,152 (38,304 total)

• Pax:3,330

• Tokens: 1 Sequin of Solomon Island

• 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.

Pax Romana at hand: 50,010

Message in a Bottle (Side Mission)


Rewards:

• XP: 19152

• Pax: 1,670

• Tokens: 1 Sequin of Solomon Island

• 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.

Pax Romana at hand: 51,680

**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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The Curious Case of Joe Slater (Side Mission)


Rewards:

• XP: 18,750

• Pax: 1,670

• Tokens: 1 Sequin of Solomon Island

• 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.

95. Remember where we found the missing person/zombie Joseph


Rogers in the playground of the highlighted area? Well you can find page 6
on the bench there. Don’t forget to say “Hi” to Joseph with your shotgun for
me.

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.

Pax Romana at hand: 53,350

**Story Mission Continues**

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.

Pax Romana at hand: 56,650

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

• Tokens: 2 Sequins of Solomon Island

• Gear: A QL 1 Luck Talisman you can choose from between Precision


Dice, Favorite Hand, Liberty Coins

Deputy Andy
Draugnet (Main Mission) – Done
Elm Street Blues (Main Mission) – Done

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Sandy “Moose” Janssen


Death and the Instruments Thereof (Action; Main
Mission)
Rewards:

• XP: 38,301 (total of 76,608)

• Pax: 5,000

• Tokens: 2 Sequins of Solomon Island

• Gear: A QL 2 Occult Talisman you can choose from between Stag


Horn, Biker’s Charm, Columbanus

Appetite for Destruction (Action; Main Mission)


Rewards:

• XP: 38,304 (total of 76,608)

• Pax: 5,000

• Tokens: 2 Sequins of Solomon Island

• Gear: A QL 2 Finger Talisman you can choose from between Chrome


Band, Classic Knot, Ape Hanger’s Ring

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Madame Roget
The Raven (Action; Main Mission)
Rewards:

• XP: 25,000 (total of 50,000)

• Pax: 3,330

• Tokens: 2 Sequins of Solomon Island

• Gear: A QL 1 Head Talisman you can choose from between Raven’s


Blood, Roget’s Pigment, Revenant Ashes

The Vision (Investigation; Main Mission)


Rewards:

• XP: 107,530 (total of 204,326)

• Pax: 6,670

• Tokens: 4 Sequins of Solomon Island

• 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:

• XP: 25,000 (total of 50,000)

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• Pax: 3,330

• Tokens: 2 Sequins of Solomon Island

• Gear: A QL 1 Occult Talisman you can choose from between Martyr’s


Bone, Divine Effigy, Blessed Charm

Dust to Dust (Action; Main Mission) - Done


The Kingsmouth Code (Investigation; Main
Mission) – Done

Che Garcia Hansson


Rolls Downhill (Action; Main Mission)
Rewards:

• XP: 12,768 (total of 25,536)

• Pax: 1,670

• Tokens: 2 Sequins of Solomon Island

• Gear: A QL 2 Wrist Talisman you can choose from between Timeless


Watch, Friendship Bracelet, Hemp Bracer

Danny Dufresne
Men in Black Vans (Investigation; Main Mission)
Rewards:

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• XP: 205,063 (total of 410,134)

• Pax: 17,750

• Tokens: 4 Sequins of Solomon Island

• Gear: None

1. Investigate the black van indicated in your map; where Kingsmouth


road forks into Kingsmouth Drive.

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.

6. Type in “Sally” as your password and you will be given an assembly


and disassembly sequence of a device. Take note of the sequence.

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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.

ATC (Sabotage; Main Mission)


Rewards:

• XP: 49,115 (total of 103,400)

• Pax: 7,500

• Tokens: 2 Sequins of Solomon Island

• Gear: QL 3 Weapons to choose from

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Scrapyard Edgar
Scrapyard Defense (Action; Main Mission)
Rewards:

• XP: 43,945 (total of 103,400)

• Pax: 7,500

• Tokens: 2 Sequins of Solomon Island

• Item: QL 3 Weapon Toolkit

Full Metal Golem (Action; Main Mission)


Rewards:

• XP: 43,945 (total of 103,380)

• Pax: 7,500

• Tokens: 2 Sequins of Solomon Island

• Gear: A QL 3 Waist Talisman to choose from between Mechanic’s


Belt, Scrapyard Buckle, Dog Chain

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Ellis Hill
Runaway Lights (Action; Main Mission)
Rewards:

• XP: 65,483 (total of 137,850)

• Pax: 10,000

• Tokens: 2 Sequins of Solomon Island

• Gear: A QL 3 Finger Talisman to choose from between Gold Band,


Carthage Ring, Sailor’s Knot

Dead Air (Investigation; Main Mission)


Rewards:

• XP: 196,441 (total of 439,408)

• Pax: 15,000

• Tokens: 4 Sequins of Solomon Island

• Gear: None

1. Locate the radio mast.

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Norma Creed
They Never Stop Coming (Action; Main Mission)
Rewards:

• XP: 94,090 (total of 178,761)

• Pax: 11,670

• Tokens: 2 Sequins of Solomon Island

• Gear: A QL 2 Head Talisman to choose from between Wise Blood,


Lady Margaret’s Mark, Mourner’s Ashes

Something Wicked (Investigation; Main Mission)


Rewards:

• XP: 80,650 (total of 137,097)

• Pax: 5,000

• Tokens: 4 Sequins of Solomon Island

• Gear: None

1. Find more information about the murders.

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Harrison Blake
Evolution of the Species (Action; Main Mission)
Rewards:

• XP: 81,852 (total of 172,320)

• Pax: 12,500

• Tokens: 2 Sequins of Solomon Island

• Gear: A QL 3 Luck Talisman to choose from between Loaded Dice,


Marked Dice, Double Sided

Ann Radcliffe
Dead in the Water (Dungeon; Main Mission)
Rewards:

• XP: 316,379

• Pax: 5,000

• Tokens: 2 Sequins of Solomon Island

• Gear: Blue QL 3 Weapons to choose from

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Hulk Smash (Action; Main Mission)


Rewards:

• XP: 65,483 (total of 137,870)

• Pax: 10,000

• Tokens: 2 Sequins of Solomon Island

• Gear: A QL 3 Occult Talisman to choose from between Ivory Bone,


Juju Charm, Marzanna

Black Helicopters (Sabotage; Main Mission)


Rewards:

• XP: 49,115 (total of 103,400)

• Pax: 7,500

• Tokens: 2 Sequins of Solomon Island

• Gear: A QL 3 Head Talisman to choose from between Conspirator’s


Ashes, Experimental Ashes, Synthetic Blood

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SIDE MISSIONS:

A Light in the Sky


Location: A box of flares (585,113)

Rewards:

• XP: 9,576 (total of 19,152)

• Pax: 1,670

• Tokens: 1 Sequin of Solomon Island

• Gear: None

Badge of Honour
Location: Abandoned police car near Langmore Bridge (320,843)

Rewards:

• XP: 12,274 (total of 25,840)

• Pax: 2,500

• Tokens: 1 Sequin of Solomon Island

• Gear: None

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Book of the Bokor


Location: Book of Voodoo (392,136)near Norma Creed’s house

Rewards:

• XP: 9,380 (total of 18,760)

• Pax: 1,670

• Tokens: 1 Sequin of Solomon Island

• Item: Zombie Powder

Bringing Sexy Back


Location: Broken RC plane in the Hippie Camp

Rewards:

• XP: 10,982 (total of 21,964)

• Pax: 2,500

• Tokens: 1 Sequin of Solomon Island

• Gear: None

A Light in the Sky


Location: A box of flares (585,113)

Rewards:

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• XP: 9,576 (total of 19,152)

• Pax: 1,670

• Tokens: 1 Sequin of Solomon Island

• Gear: None

Captain’s Log
Location: Captain’s Log (379,1004)

Rewards:

• XP: 21,973

• Pax: 2,500

• Tokens: 1 Sequin of Solomon Island

• Gear: None

Dirty Laundry
Location: Cleaner’s corpse near Kings Court Park (585,113)

Rewards:

• XP: 17,812 (total of 18,750)

• Pax: 1,670

• Tokens: 1 Sequin of Solomon Island

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• Gear: None

Flame Away
Location: Half-finished Flamethrower in the skateboard park (419,659)

Rewards:

• XP: 10,980

• Pax: 2,500

• Tokens: 1 Sequin of Solomon Island

• Gear: Barn Burner

I Phone Home
Location: Damaged PDA (571,579)

Rewards:

• XP: 25,840

• Pax: 2,500

• Tokens: 1 Sequin of Solomon Island

• Gear: None

Idol of Nergal
Location: Ancient idol, inside a cave southwest of Pyramid Point (470,13)

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Rewards:

• XP: 19,152

• Pax: 1,670

• Tokens: 1 Sequin of Solomon Island

• Gear: None

It Takes Two to Tango


Location: Notebook located on top of the table near Scrapyard Edgar
(609,679)

Rewards:

• XP: 25,880

• Pax: 2,500

• Tokens: 1 Sequin of Solomon Island

• Gear: None

Journey’s End
Location: Suicide note located near Jack and Wendy’s Bed and Breakfast
(686,399)

Rewards:

• XP: 9,576 (total of 19,152)

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• Pax: 1,670

• Tokens: 1 Sequin of Solomon Island

• Gear: None

Tango and Cash


Location: Tattered note posted near the back of the bus in Edgar’s
Scrapyard (624,678)

Rewards:

• XP: 24,557(total of 25,550)

• Pax: 2,500

• Tokens: 1 Sequin of Solomon Island

• Gear: None

That’ll Leave a Mark


Location: Trapped survivor in Wispwood (210,118)

Rewards:

• XP: 20,160

• Pax: 1,670

• Tokens: 1 Sequin of Solomon Island

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• Gear: None

The Body
Location: Unfortunate corpse (433,577)

Rewards:

• XP: 25,850

• Pax: 2,500

• Tokens: 1 Sequin of Solomon Island

• Gear: None

The Coming Dawn


Location: starts at Flushed Brochure located at the sewers in the instance
of Appetite of Destruction

Rewards:

• XP: 10,160

• Pax: 1,670

• Tokens: 1 Sequin of Solomon Island

• Gear: None

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The Tentacle Trail


Location: Box of squid at the back of a white truck near the playground
(460,479)

Rewards:

• XP: 18,750

• Pax: 1,670

• Tokens: 1 Sequin of Solomon Island

• Gear: A QL 1 Finger Talisman to choose between Commitment Band,


Grief Knot, Birthstone Ring

There’s Something about Ellis Hill


Location: A beaten body near the generator at the airport (939,751)

Rewards:

• XP: 12,279

• Pax: 2,500

• Tokens: 1 Sequin of Solomon Island

• Gear: None

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Tomb Raider
Location: Severed hand on the base of a white van near Elm Street and
Poe Cove (335, 197)

Rewards:

• XP: 9,380 (total of 18,760)

• Pax: 1,670

• Tokens: 1 Sequin of Solomon Island

• 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

• Tokens: 1 Sequin of Solomon Island

• Gear: None

Trespassers
Location: Complaint form inside the Sheriff’s Office

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Rewards:

• XP: 20,160

• Pax: 1,670

• Tokens: 1 Sequin of Solomon Island

• 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

• Tokens: 1 Sequin of Solomon Island

• Gear: QL 2 Weapons to choose from

What the Tide Brought In


Location: Broken Orochi canister on the east edge of Priest Island
(285,983)

Rewards:

• XP: 49,115

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• Pax: 5,000

• Tokens: 1 Sequin of Solomon Island

• Gear: A QL 3 Wrist Talisman to choose between Ketoh Bracer, Tech


Bracelet, Captain’s Watch

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THE SAVAGE COAST MISSION


SUMMARY:
Main Missions With Low Pax
Reward (below 10,000):
• A Carnival of Souls (Action)

• Hell Hath No Vacancy (Action)

• The Player, Not the Piece (Action)

Main Missions With High Pax


Reward (10,000):
• A Reasonable Man (Action)

• Jack’s Back (Action)

• Life Imitating Art (Action)

• Science and the Arts (Action)

• The Breakfast Cult (Action)

• The Faculty (Action)

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• The League of Monster Slayers (Action)

• Theme Park Tycoon (Action)

• Taking the Purple (Sabotage)

• The Black House (Sabotage)

Main Missions With High Pax


Reward (10,000 And Above)
The Rec Cannot Hold (Action)
Location: Annabel Usher; Innsmouth Academy

Rewards:

• XP: 216,230

• Pax: 12,500

• Tokens: 2 Sequin of Solomon Island

The Strange Boat in the Mist (Action)


Location: Annabel Usher; Innsmouth Academy

Rewards:

• XP: 216,230

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• Pax: 12,500

• Tokens: 2 Sequin of Solomon Island

Breakfast of Champignons (Action)


Location: Ami; Red’s Bait and Tackle

Rewards:

• XP: 266,750

• Pax: 16,670

• Tokens: 2 Sequin of Solomon Island

• Gear: QL 4 Waist Talisman “Ancestral Chain”

Gravity (Investigation)
Location: Nicholas Winters; Atlantic Island Park

Rewards:

• XP: 266,750

• Pax: 328,662

• Tokens: 2 Sequin of Solomon Island

Ami Legend(Action)
Location: Annabel Usher; Innsmouth Academy

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Rewards:

• XP: 321,090

• Pax: 20,000

• Tokens: 2 Sequin of Solomon Island

Side Missions With Low Pax


Reward (below 5,000):
• How to Get Ahead in Kingsmouth

• Bring It Bach

• Dear John

• Dear Reader

• Field of Nightmares

• Fourth Degree

• Winter’s Legacy

• Through the Looking Glass

• Wisped Away

• Hellscape

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• His Master’s Voice

• Property of Innsmouth Academy

• Send More Cops

• The Black Pool

• The Exterminator

• Army of the Deep

• Blue Fires Burning

• Crustacean Curse

• The Light that Blinds

Side Missions With High Pax


Reward (5,000 And Above):
Infernal Vibrations
Location: Demonic resonator; at the back of the Overlook Motel (820,890)

Rewards:

• XP: 51,700

• Pax: 5,000

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• Tokens: 2 Sequins of Solomon Island

• Gear: A QL 3 Head Talisman to choose between Overlook Ashes,


Flagg’s Pigment, Crow’s Blood

Shooting Filth in a Barrel


Location: Filth barrels located near the Necrotic Mutation; down from the
lookout spot west of the lighthouse (701,148)

Rewards:

• XP: 64,860

• Pax: 5,000

• Tokens: 1 Sequin of Solomon Island

Stranger than Fiction


Location: Novella on the ground near Nicholas Winters (538,573)

Rewards:

• XP: 64,860

• Pax: 5,000

• Tokens: 1 Sequin of Solomon Island

Weapons of Minor Destruction


Location: inside the safe on top of the tree house (491,897)

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Rewards:

• XP: 64,870

• Pax: 5,000

• Tokens: 1 Sequin of Solomon Island

Another Bug Hunt


Location: Dead soldier inside the cave that you entered in Ami Legend

Rewards:

• XP: 80,020

• Pax: 6,670

• Tokens: 1 Sequin of Solomon Island

Extracurricular Activity
Location: Headmaster’s evaluation in Innsmouth Academy; Media Lab,
first floor right wing (254,213)

Rewards:

• XP: 80,020

• Pax: 6,670

• Tokens: 1 Sequin of Solomon Island

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Into the Inferno Revisited (Dungeon)


Location: Daniel Bach; ominous door inside room 13 in the Overlook Motel

Rewards:

• XP: 288,085

• Pax: 6,670

• Tokens: 2 Sequins of Solomon Island

• Gear: A Blue QL 5 Talismans to choose between Demon Dice (Luck


Talisman), Pentagram Buckle (Waist Talisman), Goat’s Hoof (Occult
Talisman)

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