You are on page 1of 263

1234567890123456789012345678901234567890123456789012345678901234567890123456789

Kingdoms of Amalur: Reckoning (PC)


FAQ / Complete Walkthrough
By Dragonkyrie
Email: Dragonkyrie@gmail.com
Started February 20th, 2012
Last revised April 2nd, 2012
Version 1.00
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

== == ====== == == ====== ====== ======= == == =======


== == == === == === == == == ======= === === ==
== == == == = == == == == == == == = = == ==
==== == == = == == == == == == == = == =======
== == == == = == == ==== == == == == == == ==
== == == == === === = = == == ======= == == ==
== == ====== == == ====== = ====== ======= == == =======

======= =======
======= ==
== == ==
== == =====
== == ==
======= ==
======= ==

= == == = == == == ======
== == === === == == == == == == ==
== == == = = == == == == == == == ==
======= == = == ======= == == == ======
== == == == == == == == == =====
== == == == == == ======= == == == ==
== == == == == == ======= ====== == ==

Reckoning

===============================================================================

======================88==============================88=======================
88 88
88 88
88 88
**------------------------------**
|| ||
|| Table of Contents ||
|| ||
**------------------------------**

[CTRL+F]

1. Introduction......................................................[INTRD]
2. Controls..........................................................[CTRLS]
3. Walkthrough.......................................................[WLKTH]
Beginning & Creating Your Character............................[BGNNG]
Main....................................................[MNQST]
Factions................................................[FCTN0]
House of Ballads..............................[FCTN1]
The Warsworn..................................[FCTN2]
Travelers ....................................[FCTN3]
Scholia Arcana................................[FCTN4]
House of Sorrows..............................[FCTN5]
House of Valor................................[FCTN6]
Sides...................................................[SDE00]
Dalentarth....................................[SDE01]
Odarath.............................[SDE11]
Yolvan..............................[SDE21]
Glendara............................[SDE31]
Webwood.............................[SDE41]
Haxhi...............................[SDE51]
Ettinmere...........................[SDE61]
Lorca-Rane..........................[SDE71]
The Sidhe...........................[SDE81]
Ysa.................................[SDE91]
Erathell......................................[SDE02]
The Wolds...........................[SDE12]
Forsaken Plain......................[SDE22]
Tala-Rane...........................[SDE32]
Cradle of Summer....................[SDE42]
Galafor.............................[SDE52]
Acatha..............................[SDE62]
Kandria.............................[SDE72]
Tywili Coast........................[SDE82]
Rathir..............................[SDE92]
Detyre........................................[SDE03]
Alserund............................[SDE13]
The Red Marches.....................[SDE23]
The Hollowlands.....................[SDE33]
Menetyre............................[SDE43]
Apotyre.............................[SDE53]
Adessa..............................[SDE63]
Klurikon......................................[SDE04]
Cursewood...........................[SDE14]
The Midden..........................[SDE24]
Drowned Forest......................[SDE34]
The Keening.........................[SDE44]
Caeled Coast........................[SDE54]
Mel Senshir.........................[SDE64]
Alabastra.....................................[SDE05]
High Fulgen.........................[SDE15]
Shadow Pass.........................[SDE25]
Twilight Pass.......................[SDE35]
Amaura..............................[SDE45]
Tasks...................................................[TASK0]
Dalentarth....................................[TASK1]
Erathell......................................[TASK2]
Detyre........................................[TASK3]
Klurikon......................................[TASK4]
Alabastra.....................................[TASK5]
4. Skills............................................................[SKL00]
Alchemy.................................................[SKL01]
Blacksmithing...........................................[SKL02]
Detect Hidden...........................................[SKL03]
Dispelling..............................................[SKL04]
Lockpicking.............................................[SKL05]
Mercantile..............................................[SKL06]
Persuasion..............................................[SKL07]
Sagecraft...............................................[SKL08]
Stealth.................................................[SKL09]
5. Destinies.........................................................[DSTNS]
6. Twists of Fate....................................................[TWSTS]
7. Achievements......................................................[ACVMT]
8. Lorestones........................................................[LRSTN]
9. Items.............................................................[INVNT]
Weapons.................................................[WPN00]
Longswords.................................[WPN01]
Non-Unique.......................[NONW1]
Unique...........................[UNQW1]
Greatswords................................[WPN02]
Non-Unique.......................[NONW2]
Unique...........................[UNQW2]
Hammers....................................[WPN03]
Non-Unique.......................[NONW3]
Unique...........................[UNQW3]
Daggers....................................[WPN04]
Non-Unique.......................[NONW4]
Unique...........................[UNQW4]
Faeblades..................................[WPN05]
Non-Unique.......................[NONW5]
Unique...........................[UNQW5]
Bows.......................................[WPN06]
Non-Unique.......................[NONW6]
Unique...........................[UNQW6]
Staves.....................................[WPN07]
Non-Unique.......................[NONW7]
Unique...........................[UNQW7]
Sceptres...................................[WPN08]
Non-Unique.......................[NONW8]
Unique...........................[UNQW8]
Chakrams...................................[WPN09]
Non-Unique.......................[NONW9]
Unique...........................[UNQW9]
Armor...................................................[AMR00]
Head.......................................[AMR01]
Non-Unique.......................[NONA1]
Unique...........................[UNQA1]
Chest......................................[AMR02]
Non-Unique.......................[NONA2]
Unique...........................[UNQA2]
Robes......................................[AMR03]
Non-Unique.......................[NONA3]
Unique...........................[UNQA3]
Hands......................................[AMR04]
Non-Unique.......................[NONA4]
Unique...........................[UNQA4]
Legs.......................................[AMR05]
Non-Unique.......................[NONA5]
Unique...........................[UNQA5]
Feet.......................................[AMR06]
Non-Unique.......................[NONA6]
Unique...........................[UNQA6]
Shields....................................[AMR07]
Non-Unique.......................[NONA7]
Unique...........................[UNQA7]
Sets.......................................[SET00]
Might Sets.......................[SET01]
Finesse Sets.....................[SET02]
Sorcery Sets.....................[SET03]
Accessories.............................................[ACS00]
Necklaces..................................[ACS01]
Non-Unique.......................[NONX1]
Unique...........................[UNQX1]
Rings......................................[ACS02]
Non-Unique.......................[NONX2]
Unique...........................[UNQX2]
Consumables.............................................[CNSMB]
Other...................................................[OTR00]
Alchemical Recipes.........................[OTR01]
Component Case.............................[OTR02]
Reagent Bag................................[OTR03]
Sagecraft Pouch............................[OTR04]
Keyring....................................[OTR05]
Miscellaneous/Quest........................[OTR06]
Books & Scrolls............................[OTR07]
10. Bestiary..........................................................[MNSTR]
11. Maps..............................................................[MAP00]
12. Extras............................................................[XTRA0]
Skill Trainer Locations.................................[XTRA1]
Skill Book Locations....................................[XTRA2]
Backpack Locations......................................[XTRA3]
Houses..................................................[XTRA4]
Extra Dungeons..........................................[XTRA5]
13. Credits...........................................................[CRDTS]
14. Update Log........................................................[UPDTS]

===============================================================================
1.
======================88==============================88=======================
88 88
88 88
88 88
**------------------------------**
|| ||
[INTRD] || Introduction ||
|| ||
**------------------------------**
Amalur is a world that is victim to fate. Everyone has a fate that can be
read by those known as Fateweavers. They can tell you when you die, or if
you'll ever win the lottery. Worst of all, there is no way to change one's
fate. There are mortals and there are those known as Fae. Fae are the
unchanging. When they die, they return or reform eventually. Apparently, they
are the seasons, or something, given physical form. They too, are bound to
fate, for when they are reborn, they just relive the same life they had over
and over and over and over and....yeah. In this game, one's life is referred
to something as a 'Telling', or a story really. Doesn't this world sound like
it sucks? A world that you can't control your own life? Well, don't worry
about it because it will all change when you die. :)

If you like The Elder Scroll series, you'll probably enjoy Kingdoms of Amalur
too. I sure did, especially their combat system; it's probably the best part
of this game. You can try out all sorts of combos with different weapons.
Personally, I think chakrams are terribly fun. Also, the fact you can have a
secondary weapon allows for some pretty sick moves.

Also, if you like differing scenery, this game may be for you too. There are
six regions, each with a different kind of biome. In Elder Scrolls, the
terrain is mostly the same. Elder Scrolls may separate each game into each
part of the whole continent, but Amalur contains the whole Faelands, though,
admittedly, the whole of Tamriel in Elder Scrolls is way bigger.

If you have no idea what I'm talking about, I recommend trying The Elder
Scroll series if you like Kingdoms of Amalur or vice versa. Elder Scrolls I
and II are free. III, IV, and V are out and available. Only played V
(Skyrim)? Try the other ones too, unless the graphics are now too ugly for
you, haha.

If anyone has questions, comments, or anything to contribute to the parts


I've completed in this guide, feel free to email me at dragonkyrie@gmail.com.
Notifying me about any errors or corrections in this guide is also welcome no
matter how small, even if it’s just a typo. Please include the words
'Kingdoms of Amalur' or something so I can tell what guide for what game
you're talking about. Also, it makes sure that it's not spam.

Specific Things I'm Looking For:

- How to open those two blasted doors in Castle Gastyr

- BASE physical & piercing damage caused by Iron Faeblades


(not crude or fine, and no pre/suffixes that change physical or
piercing value; you can tell if it's regular iron by the required
level; it should be 1)

- BASE Burning Damage caused by Steel Chakrams


(not crude or fine, and no pre/suffixes that change burning value;
you can tell if it's regular and not fine/crude by looking at
the required level, for Steel it should be 3)

- BASE Armor value of Chainmail Greaves


(not crude or fine, and no pre/suffixes that change armor value;
you can tell if it's regular chainmail and not crude/fine by
required Might level; it should be 6)

Might Set pieces I'm looking for:


(please provide the piece's own effects, and not the set effect)

- Belen set (hands)


- Legion set (hands)
- Helius set (head and chest)

Finesse Set pieces I'm looking for:


(please provide the piece's own effects, and not the set effect)

- Justice set (head only)

*If it's been a very long time since the last revision of this guide,
I may not know the game as well anymore. Sorry!

===============================================================================
2.
======================88==============================88=======================
88 88
88 88
88 88
**------------------------------**
|| ||
[CTRLS] || Controls ||
|| ||
**------------------------------**

These are controls for the PC, and honestly, the tutorial should get you up
and going if you're playing on the 360 or PS3 too.

WASD keys: moves your character

E key: uses a mana restoring potion in your bag


R key: uses a health restoring potion in your bag
C key: go into stealth mode
X key: hold it to enter Reckoning mode
F key: talk/interact
M key: opens up map
Q key: switch between primary and secondary weapons

mouse wheel: also switches between primary and secondary weapons

0-9 number keys: switch between hotkeyed abilities

Left Shift: block with shield / run while moving

Tab: opens up radial where you can put consumables and a few exceptions

Space bar: dodge/roll

left click: attack


right click: use selected ability

Esc: main menu / skip scenes

Enter: I found the enter key useful for buying/selling/salvaging things


quickly.

===============================================================================
3.
======================88==============================88=======================
88 88
88 88
88 88
**------------------------------**
|| ||
[WLKTH] || Walkthrough ||
|| ||
**------------------------------**

"From the beginning, we were wrong. And only now, well into the second decade
of the conflict, have we begun to understand the mistakes we have made.

We lived in harmony among the fae, in a world awakened to new magic. Perhaps
we should have foreseen what might be born in the rising tide -- what force
might awaken -- a force powerful enough to twist even the eternal and
immutable Fae folk.

But Gadflow, the new King of the Winter Court, surprised us all. Singular
among his people, he was all that other Fae were not: aggressive, ambitious,
visionary. He had power like none we had ever seen -- terrible and deadly.

Gadflow and his followers, the 'Tuatha Deohn', believed that a new god was to
be born in the East, beneath Gadflow's crystalline fortress of Amethyn. In
the name of that god, they marched to war against the young races of Amalur.

Against a mortal army, no matter the power of their god, we might have been
victorious. But the Fae are creatures of magic, not bound by the laws of life
and death. Each Tuatha fallen on the battlefield would soon rise again, for
the Fae do not know death as we do. How could we stand against such a force?
For ten years, the war raged. For ten years, the armies of men and Alfar
fought and died. But as our numbers dwindled, we knew that it was only a
matter of time. Our fate had been written. At least, that is what we
believed...until you died."

----------------------88------------------------------88
----------------------88------------------------------88
88 88
88 88
88 88
**------------------------------**
|| ||
[BGNNG] || Beginning & Creating ||
|| Your Own Character ||
|| ||
**------------------------------**

When you start a new game, it will ask you what difficulty you want to play.
If you are one of those people who always get every possible achievement,
play on Hard. Yes, you can change the difficulty anytime in the game, but
only if you play on Hard from beginning to end of the main questline will you
get the achievement. So, if you don't like playing on hard difficulty but
want the achievement, start with it, rush through the whole main questline,
and then after you get the achievement, set it to Normal or Casual. As far as
I'm aware, you will not miss out on any side quests or such after you beat
the main story. Playing on a harder mode means that there will be more
monsters and they will be more powerful (do more damage, have more health,
etc.).

Watch or skip the cutscenes (with Esc) then you create your character. As you
can see, you can choose from four different races. Two are human-like and two
are elf-like. If you choose based only on aesthetics, then take your pick
here. If you choose depending on the racial bonuses and patron, then it will
depend on what you want to do in the game. Gender doesn't affect anything
besides physical appearance and some tiny bits of dialogue in game.

Something to think about, it is possible to max out ALL of your skills in the
game, given that you use Skill Trainers, Skill Books, and use Jack-of-all-
trades Destinies. There are four trainers in every skill, one book for every
skill. Top tier jack-of-all-trades destiny gives you +3 in every single
skill. You get 40 skill points too, one for each level you get, with a level
cap of 40. There are 9 skills, with 10 points max in each, so 90 points. 90
minus 40 means you have 50 points to fill. Minus another 4 from the racial
bonus so it's 46. On whatever your racial bonus gave you +2 of, you should
use the two skill trainers that only train you if your skill is 3 or below
BEFORE you use the skill book for it or you WILL miss out on being able to
use one of the trainers. So, 46-9 for the skill books makes 37 points left.
4x9 = 36 skill trainers. 37-36 = ....1. So, if you diligently use every
trainer and book, you'll only have 1 missing point. I suggest leaving that
missing point in mercantile, which I deem the least important skill in this
game as the final skill lets you sell stolen goods to any npc, but really,
just sell stolen goods at Traveler camps. If you desperately want that one
point, use a jack-of-all-trades destiny.

To sum it up, your racial bonuses doesn't matter in the long run, just the
short run when you first begin. What you choose as a patron is probably the
most important thing here as it is a permanent passive buff you get the whole
game.

Really. If you ever screw up, you can just go to a Fateweaver to reset all of
your skills and ability points (excluding your racial bonus). Just keep in
mind every time you do so, the cost of it goes up.

*--------*
| Almain |
*--------*
Racial Bonuses: Available Patrons:
-Blacksmith +2 -Fire (+6% Fire Damage & Fire Resist)
-Persuasion +1 -Wisdom (+10% Mana)
-Alchemy +1 -War (+5% Physical Damage & Armor)
-Order (+5% Health & Mana)
-Justice (+10% Health)
-None (+1 Experience Bonus)

*--------*
| Varani |
*--------*
Racial Bonuses: Available Patrons:
-Lockpicking +2 -Fire (+6% Fire Damage & Fire Resist)
-Detect Hidden +1 -Water (+6% Ice Damage & Ice Resist)
-Mercantile +1 -War (+5% Physical Damage & Armor)
-Death (+1% Chance to Critical Hit &
+8% Critical Hit Damage)
-Mischief (+6% Poison Damage & Poison Resist)
-None (+1 Experience Bonus)

*-----------*
| Ljosalfar |
*-----------*
Racial Bonuses: Available Patrons:
-Sagecraft +1 -Earth (+5% Elemental Resist)
-Dispelling +2 -Air (+6% Lightning Damage & Lightning Resist)
-Alchemy +1 -Wisdom (+10% Mana)
-Order (+5% Health & Mana)
-Justice (+10% Health)
-None (+1 Experience Bonus)

*-----------*
| Dokkalfar |
*-----------*
Racial Bonuses: Available Patrons:
-Sagecraft +1 -Wisdom (+10% Mana)
-Persuasion +1 -Love (+5% Health & +1% Chance to Critical Hit)
-Stealth +2 -Death (+1% Chance to Critical Hit &
+8% Critical Hit Damage)
-Fate (+5% Mana & Mana Regen)
-Mischief (+6% Poison Damage & Poison Resist)
-None (+1 Experience Bonus)

After all that is done, watch or skip some more cinematics and then choose
your character name.

A few more things before we begin. There are several ways to earn experience
in this game besides just killing monsters. Quests also reward you with
experience when you complete them. Successfully picking locks and dispelling
things also nets you some experience. Finally, finding a new location or a
lorestone gives you some experience too. Below is a table of how much XP you
need to hit each level. Mind that every time you level the XP starts at zero
in the XP bar so you need a total of 1,948,000 XP to hit 40.

1: 500 XP 11: 11,300 XP 21: 33,500 XP 31: 79,500 XP


2: 1,100 XP 12: 12,900 XP 22: 36,500 XP 32: 86,500 XP
3: 1,800 XP 13: 14,700 XP 23: 40,500 XP 33: 93,500 XP
4: 2,600 XP 14: 16,500 XP 24: 44,500 XP 34: 100,500 XP
5: 3,500 XP 15: 18,500 XP 25: 48,500 XP 35: 110,500 XP
6: 4,500 XP 16: 20,500 XP 26: 52,500 XP 36: 120,500 XP
7: 5,700 XP 17: 22,500 XP 27: 57,500 XP 37: 130,500 XP
8: 6,900 XP 18: 24,500 XP 28: 62,500 XP 38: 140,500 XP
9: 8,300 XP 19: 27,500 XP 29: 67,500 XP 39: 155,500 XP
10: 9,700 XP 20: 30,500 XP 30: 72,500 XP 40: 170,500 XP

The game tells you that you need 185,500 XP to get to level 41 but you won't
level any higher than 40.

Every level grants you three points to spend in your Might/Finesse/Sorcery


trees. More points spent in Might means you will have more health but less
mana. More points spent in Finesse means you will have a balanced amount of
health and mana. More points spent in Sorcery means you will have little
health but a large mana pool. The number of points you spend in each tree
affects which destinies are unlocked for you. To see your abilities or moves,
simply use your menu. It gives you a nice description and even an animation
of what the move does, so I felt it was not needed to make a section on
abilities. There is a section on destinies though, so look there for more
information on destinies.

One thing I didn't like about Amalur was the abysmally limited inventory
space. You start out with 70, and can increase it to a maximum of 120 because
there are 5 backpacks in the entire world and each one increases your space
by 10. Also, when you get a house you get a Stash to store items in but it
only holds 155 items. Basically, for the whole game you get 275 slots. It
means you can't collect every unique weapon and armor and still have room for
other things like potions, so this is mainly a problem for those who like to
keep things. Thankfully, things like ingredients and keys have their own
little space that doesn't take up any inventory. Most quest items also do not
take up inventory. This is advice not to pick anything up you do not want
unless you want to sell them for money. If you have high mercantile, it may
be worth your while to junk items for some money.

----------------------88------------------------------88
----------------------88------------------------------88
88 88
88 88
88 88
**------------------------------**
|| ||
[MNQST] || Main Quests ||
|| ||
**------------------------------**

_____________________
Out of the Darkness \_________________________
-----------------------------------------------
Summary:
-Get the sword and equip it
-Kill the Giant Rats
-Kill the Tuatha and rescue Encel
-Get a shield
-Kill more Tuatha
-Get and equip the longbow
-Shoot the Tuatha
-Get the daggers and equip them
-Backstab the Tuatha
-Get and equip the staff
-Burn the webs and the spiders
-Leave the Well of Souls and enter the lab
-Speak to Fomorous Hugues
-Kill the Rock Troll and Tuatha
-Escape Allestar Tower
-----------------------------------------------

How does it feel to come back from the dead, waking up in a giant pile of
rotting corpses? Anyways, let the tutorial (or the first main quest) begin!

This area is straightforward. Items you can interact with have a sparkly
light emanating from them. You can read [Disposal Notes]. Go left to a dead
end and there's a skeleton with some money on it. You can also pull the lever
next to the incinerator if you want to watch a corpse burn. Take the [Rusty
Longsword] on the skeleton leaning on the door, equip it, and proceed. Also,
there is an achievement for reading 50 books. Not sure if random notes and
stuff count, but it doesn't hurt to 'read' it anyways does it?

The Tuatha are causing quite a racket here. Smash crates and boxes along your
path for some small coin if you want. Otherwise just keep going until you run
into some half-bald rats. Cut them up with your 'tRusty' longsword and keep
moving.

Let's jump down and save that midget called Encel. Take care of the Tuatha
and loot them for some armor. Check for a chest nearby for some boots. Encel
will open up a path for you. Watch them blow up the Well of Souls and make
your way right. Pull the lever to open the gate.

In this area, destroy crates on your right to find a chest. Go north and
destroy the crates there in the corner to find another chest. Now loot
the armor rack Encel is next to and equip the shield and whatever else you
want to equip. After doing so, more Tuatha will blow their way in. Take them
out.

Pick up and equip the bow in your secondary weapon slot. Switch to the bow
and shoot the two Tuatha ahead. Proceed, and take the next two out with
charged shots. Destroy crates on the right to reveal a chest. Loot one of the
Tuatha for plate legs. You should loot every monster that you can, for some
even have unique items or ones that are part of a set. Keep going.

Pick up the daggers and equip them. Also, to your left behind some crates is
another chest. Go on, go into sneak mode and backstab that Tuatha. Go take
care of the archers then open the gate to your right.

Use your ability and it'll make that thing spin. Ok. There are some readable
notes on the right, and a chest a little ahead of you. Proceed, and with
caution if you're scared of spiders.

Go straight to find a chest, then continue and you'll have a spider bursting
out of the ground. Seriously, many things in this game like to pop out of the
ground or from thin air. Everywhere. Loot staff and equip. Use it to burn the
webs blocking your path and also cook the spiders to a crisp. Loot the spider
sac here and keep going.

Kill more spiders, loot another chest. You'll run into more dwarves and Encel
tells you to go on by your lonely self to see Hugues. This is your first
conversation in which you can try to persuade someone. If you have a racial
bonus that gave you +1 Persuasion, you'll have 95% chance. Succeed and he
will give you some free potions. Note that there is an achievement for 50
successful persuasion attempts.

There are a few chests here to loot, then once done, open the gate and go up
the stairs. You'll be at the well. There are some notes lying on a table, but
nothing else here. Go right into the lab to meet Hugues. Have a nice chat
with him and then he'll ditch you to fend off those Tuatha. Leave the lab and
run up the stairs. Falling debris will knock you over and do a tiny bit of
damage. You'll run into two Tuatha. Take them out and loot a chest to the
right. Go on and you'll run into two more Tuatha...but with a big ugly rock
troll.

Take out the Tuatha first as they have much less health. The troll should be
easy with proper rolling and blocking, and if you're playing on hard mode,
will have so much health it's almost annoying. When the troll's health hits
zero, press the F key next to it and you'll do some shiny execution move on
the troll. You'll see a circle on the right appear with either Mouse 1, Mouse
2, or Spacebar (for PC). Mouse 1 is left mouse button and mouse 2 is the
right mouse button. Basically, whatever button you see appear, mash it as
fast as you can for a bigger XP bonus, from 25% to 100%. Loot the troll and
we're finally out of this place.

Cool, you finished the tutorial and are now level 1. You're now free to do
whatever you want in this world and you get an achievement for just finishing
the tutorial.

________________
Into the Light \_________________________
------------------------------------------
Summary:
- Speak with a Fateweaver in Gorhart
- Kill the Tuatha
- Kill more Tuatha but with Reckoning mode
- Meet Arden
- Enter Arden's Hut and talk to Alyn Shir
- Talk to Agarth
- Meet Agarth at Dellach
- Enter Dellach with Agarth
- Beat your way through all the ettin, wolves, and kobolds
- Kill the Ettin WarPriest
- Enter the Theater of Fate
- Kill the Niskaru
- Touch the Destiny Stone
- Kill the Tuatha
- Talk to Alyn Shir
- Talk to Agarth
- Leave Dellach
------------------------------------------

Wait, I lied, you can't do anything you want yet. Not far from Allestar
Tower, you'll have an unavoidable encounter with a Fateweaver named Agarth as
he is on the main road to Gorhart. Not long, some Tuatha will show up. Take
the three Tuatha out, and then three more will show up. Use your Reckoning
mode to take these out.

Congrats, you just mind-blew Agarth, and maybe yourself too. Now he reads
your fate and turns out he can't see any fate of yours. You should just tell
him he's drunk, haha. Now you can choose your destiny. If you can't make up
your mind here, take note that you can always change it at your menu under
Destinies. You won't have much to pick from right now, so just pick one of
the three as any of them is better than the Fateless One. Destinies give you
the buffs they list until you change to a different destiny. They do not
stack.

After you choose your destiny, just tell Agarth he sucks at his job! He'll
refer you to another Fateweaver named Arden. His hut will be marked on your
map so make your way there.

Enter Arden's Hut and what do you know, there's a man lying in a pool of
blood and there's a scantily clad Dokkalfar examining the corpse...and no,
you will not get any armor like Alyn Shir's armor. Talk to her. Interesting,
she knows you and you knew her. After a short conversation, she'll poof away
and Agarth will come in a second too late and wonder what the heck happened
to Arden. Now he'll tell you to meet him at Dellach, which is in Ettinmere.

There might be a few monsters outside of the entrance of Dellach and you
might have to fight some Ettin on the way there. Agarth will talk to you
there and then you'll both enter Dellach.

The first area has an ettin and some wolves. After you take care of them, go
down the path that goes west into another room with more ettin. There is a
chest in this room in a corner. Go back to the previous room and head south.

More wolves and ettin. Also, there's two chests in this room. Do your
business here and continue on. There is nothing but a chest in the next room.
Keep going.

The path will contain a few kobolds and a chest. The next area you'll see a
lone kobold sitting there. However, once you get close, a bunch of them will
pop out of the ground around you. Check for a chest among some pots here.
Open the door and proceed.

Go on and there'll be a bunch more kobolds in your way. You may have noticed
by now, but Agarth does crappy damage. Most NPCs that accompany you on a
quest do close to no damage; they are only good for knocking down and
distracting really. Anyways, there is a chest in the corner of this room with
all the kobolds.

The next room you'll see some ettin and kobolds duking it out. You can sit
back and watch the ettin squash some kobold but it'll take too long. Take
them both down while they're distracted. Really, they don't even seem to do
any damage to each other. Loot the chest here and open the door to the next
area.

Oh, an ettin warpriest. It's gonna be a little tougher than the other ettin.
Basically, watch out for its magic. If you want, you can have Agarth distract
the ettin in the beginning. Don't worry, Agarth's not gonna die. Really. It's
quite hilarious watching him get owned by the monster. Once you've beat that
ettin down, Agarth will be all angry and what not because you didn't let him
die. Well, it's not like he could have even if you let him anyways.

In the next area, go down and open the doors to the north and south to find
some chests. Go up the stairs and west to the next area.

Take care of a few kobold rogues and keep going. Open the door and you'll be
in a huge open place. Some kobolds will pop out of the ground here. Run up
the stairs and go through the doors to the Theater of Fate.

Before you can touch that special rock, some dangerous looking things called
Niskaru will pop up. Beware, they can move pretty fast. Once they're dealt
with, touch the stone. It doesn't look like it worked properly...oops. Well,
you get some Codex of Destiny at least. A bunch of Tuatha Raider will show
up. Make quick work of them with an area of effect attack or something. Oh
look it's her again. Speak with Alyn Shir. She'll want you to meet her at the
House of Ballads to get that codex read. After she leaves, talk to Agarth and
he'll want you to meet him at Didenhil to find how the Tuatha are tracking
you. Loot the chest on your way out.

Use the button to the right of the wall, then go left to find a chest. Jump
down and make your way back to the entrance of Dellach to get out of there.

You will now have two main quests, The Hunters Hunted and Old Friends, New
Foes. I suggest doing The Hunters Hunted first as there is no quest after
that one, while Old Friends, New Foes leads further on. It doesn't really
matter which order you do them though because you must do both to proceed
with the story.
____________________
The Hunters Hunted \_________________________
----------------------------------------------
Summary:
- Meet Agarth in Didenhil
- Talk to Agarth in the Three Lamps Inn
- Follow Agarth to Hunter's Pit
- Get through from the front or the back
- Find the Eyes of Tirnoch and destroy it
- Have a nice chat with Gadflow
- Talk to Agarth
----------------------------------------------

Didenhil is in Glendara, as you should see on your map. Find Agarth in the
Three Lamps Inn reading someone's fate. Speak to him. Yes, he's blaming you
again, hah. Now, you have to choose whether to bust through the entrance or
sneak through the back. I'll provide info on both ways, but basically, if you
don't want to take on a bunch of Tuatha at once, go through the back, and
watch for traps. Now follow Agarth to Hunter's Pit. He'll go the way you
didn't pick.

Through the front:

There'll be 8 Tuatha here, two archers. There is a chest on the left side.
Proceed and you'll run into a few more Tuatha. Check both sides for a chest
and a lootable pile of rocks.

Once you get to a bridge with a bunch of crates in your way, some archers
will open the door and try to shoot you. Make your way through. There should
be a small path to your right that leads to a dead end (or not). There is a
secret door here that leads to a room with three chests.

Proceed and go either way you want, the right way just requires you to jump
off a ledge. Take care of the Tuatha here and then check for a chest hidden
behind a bunch of crates. There is also a pile of rocks in the north corner
by a Black Cohosh. There is another pile of rocks up on the ledge behind the
chest that was hidden behind the crates.

Nothing here in the next room but a bunch of Tuatha. You should see the Eyes
of Tirnoch now. Take care of the lone Tuatha and break the red crystal.
Gadflow will have a little talk with you. Agarth will show up from the other
direction. Loot the chest by Eyes of Tirnoch and then talk to Agarth. If you
haven't met up with Alyn Shir yet, he'll tell you to do so. Anyways, feel
free to explore the half you didn't get through for loot.

Through the back:

There'll be a lone Tuatha in the beginning, then a few more sitting around a
campfire. The tiny path to your right has a bear trap on it. Now you can
either jump down to where those barghest are or take the right path with some
traps. It's recommended to jump down and release the barghest as it will
distract the Tuatha. If you really want you can go right but watch out for
bear traps and an arrow launcher. I'll be giving direction from jumping down
the platform. There is a chest behind crates right where you jump down from.
Pull the lever nearby the barghest cage to let them out. Watch them play with
the Tuatha and proceed right to an area with another cage of barghests. Let
these out too. Go right to find an area with a forge and a chest. Now go back
to where you last let out the barghests. It's a party in here. Check for a
chest by the campfire and crash the party (kill the Tuatha). Unlock the door
north of this place and you should end up in the place with the Eyes of
Tirnoch. Kill the Tuatha there and break the crystal. Gadflow will lecture
you and then Agarth will show up. Loot the chest here and talk to Agarth to
finish. Go ahead and go the way Agarth came from to loot chests and stuff if
you want.

_______________________
Old Friends, New Foes \________________________
------------------------------------------------
Summary:
- Meet Alyn Shir in the House of Ballads
- Talk to Alyn Shir
- Talk to Glianal
- Talk to Alyn Shir
- Go meet Nyralim
- Enter Haxhi Dam
- Find Gnarsh and kill her
- Return to Nyralim
- Enter the Gardens of Ysa
------------------------------------------------

The House of Ballads is in the northwestern corner of eastern Odarath. Alyn


Shir will be in the right building. Talk to the Fae she's with and he'll tell
your Codex is a bunch of crazy bull. So much for that. Looks like you'll have
to ask the Summer Court's High King Titarion himself, but to even get into
Ysa, you first have to talk to Nyralim.

Nyralim is at the very southern point of The Sidhe, so make your long trek
there if you haven't been there already. When you get there, just follow the
long trail up. Nyralim is a giant tree. Nyralim wants you to prove yourself
by taking care of a troll matriarch called Gnarsh in Haxhi.

As you make your way to the cave designated on the map, it will get blown
open and a troll will pop out. Kill it and go inside to find Alyn Shir there;
she'll be joining you on this quest cause the tree told her to.

There is a pile of rocks by the small waterfall in the corner in the


beginning room. Proceed to an open area and a troll will appear. You may
notice some crabs here; if you have high enough blacksmithing they provide
some low-grade components for armor and weapons. Anyways, after you take care
of that troll, there is a pile of rocks on the right side.

Not long you'll run into some Tuatha. Keep going, run into two more Tuatha,
and then look for a pile of rocks on the right. Keep going to reach an area
with a few crabs and loot the bloody mess of a pile on the right. Proceed.

There'll be some more Tuatha and a troll pounding at something. Once you take
them out, look for a pile of rocks near where the troll was standing.

Nothing new. More Tuatha and a troll. Check right for pile of rocks. And
again, a troll and some Tuatha. Check the left area for two chests among some
crates. There's a sagecraft altar here too if you suddenly felt an urge to do
some sagecrafting...

You'll reach another large open area. Don't go charging into that troll in
the distance just yet. Check the right for chests and stuff. Save if you
want, you're about to take on Gnarsh.

She really isn't any different from regular troll mobs besides the fact that,
as a boss, hurts more and has more health. You don't get a free Reckoning
finish on Gnarsh so use Reckoning mode if you want more exp. When you exit,
there is a chest to your left. Head back to Nyralim to tell him the news.
Once you're done, leave the area and head towards where your quest marker is
pointing. The branches and vines will open up for you and now you can enter
the Gardens of Ysa.

__________________
The Coming Storm \_________________________
--------------------------------------------
Summary:
- Go to the High King's Court
- Show Titarion the Codex
--------------------------------------------

This is, well should be, the first large city you visit. Nice huh? There's
plenty to do here, but first, let's go see the High King. Follow your quest
marker and make your way up to The Font. Enter and place the Codex on the
plant table and listen to Titarion talk in a creepy way while he has his hand
on yours. For enduring (or skipping) this awkward moment, you get a new Twist
of Fate: The Unwritten One and an achievement. You'll get two main quests
now. An Old Friend and The Great General. I would do An Old Friend first as
again, it provides a smoother transition (to me at least) in the story. Or,
if you want to explore the rocky canyons of Detyre, do An Old Friend. If you
want to explore the lush plains of Erathell, then do The Great General.

_______________
An Old Friend \_________________________
-----------------------------------------
Summary:
- Talk to Agarth
- Go to Detyre and find Templar Octienne
- Go to Saltwell Caverns and look for Hugues
- Talk to Hugues
- Take care of the assassins
- Talk to Hugues again
-----------------------------------------

Talk to Agarth after your meeting with the High King. Surprise, the gnome you
met in the tutorial is still alive, Fomorous Hugues. Looks like you're going
to meet his superior to find where Hugues is at.

You'll be heading to a new region by the name of Detyre; it's a whole bunch
of rocky, red, and canyon. Octienne will be high up on some ledge in The
Hollowlands. He'll tell you that they've tracked Hugues to some cave called
Saltwell Caverns. Just saying now, you probably ran into a few on the way up
to see Octienne, but there's going to be a lot of Laz there, along with Faer
Gorta. I'm not a zombie kind of person but maybe you are! You can just jump
off the ledge after speaking to Octienne. Glad there's no fall damage in this
game. Head to Saltwell Caverns.

Once inside, a bunch of Faer Gorta will get up and attack you. Check around
for some lab notes, an emergency supplies chest, and a chest behind some
crates in the west corner.

Examine the corpse in the next room and then take care of the Laz. Open the
door and go into the next area. A bunch of Laz will run in. Once you're done
with them, check the left for a gnome corpse and the west corner for a chest
and some more lab notes.

As you go to the next area, watch out for that tripwire that triggers an
arrow launcher on the right. The next room will have more Faer Gorta. More
notes are on a table to the north and there is another emergency supply chest
south of this room.

You'll see a small room with a lever. Pull the lever to turn on the
incinerator. Those Laz will just roast to death. Loot the chest on the left
and keep going. There will be a ton of Laz in this next area. The east corner
has a chest. The west area has a gnome corpse.

Open the door and continue on. You'll run into a chest. Go left to enter a
small room with some Faer Gorta and another chest.

Oh look who we found. Speak to him and some assassins will show up. Take care
of them and find that Octienne actually wanted Hugues dead, and you too.
Looks like we need to find Ventrinio, but the only way is through Octienne.
Hugues tells you to speak to another Templar named Jorielle in Adessa. If you
can uncover Octienne's crimes, Joriella can gain his research information
that you need.

Before you leave, there are two chests near where Hugues is standing. One is
right there, and the second is behind the structures. Jump down and take care
of some more White Palms on your way out.

________________________
Enemies in High Places \_________________________
--------------------------------------------------
Summary:
- Go to Adessa and speak to Templar Jorielle
- Go to the Livrarium and talk to Octienne
- Pursue Octienne and beat him down
- Talk to Jorielle
- Talk to Fomorous Hugues
--------------------------------------------------

Use your map and make your way to Adessa, located in the southern area of
Apotyre in Detyre. A gnome will approach you and tell you that you get some
free housing. How nice. Another big city to explore like Ysa! Templar
Jorielle will be in the Domus Politica. Just follow your map marker. Find
Joriella in a tiny room on the top floor of this building. Speak to her about
Octienne and your efforts will come to nothing...or will it? On your way out,
a gnome will approach you with some information. Let's go have a 'chat' with
Octienne at the Livrarium now. Follow your map marker and make your way down
to The Isles. Enter the Livrarium and Octienne will be in the very back doing
some meditating of sorts. After a chat, he'll blow everything up in your
face.

How violent. Take out his guards, loot the chest in this room (as this room
will be blocked for the rest of the game) and go up the stairs to end up
outside on a long platform. You will now do battle with Octienne and his
lousy White Palm thugs.

Basically when you've whittled down Octienne's health to a certain level,


he'll move to the next area. Sometimes, you'll need to kill all the White
Palms to proceed. The White Palms aren't much more than annoyances unless
you're playing on Hard because there are more of them. There's a chest or two
during this battle but you may not be able to loot it anyways because you'll
almost always be in combat. Octienne likes to use the ice projectile move,
which should be easily blocked. He'll occasionally throw some fireballs at
you too. When he has a shield up, he's just about invincible and it means you
need to kill the assassins before he'll let it down. Use your Reckoning on
the White Palm if you want; Octienne gives a free Reckoning. At the end,
you'll smash him on the floor and bat him like a rag doll. Jump through the
broken window after him.

Speak to Jorielle who'll be thankful that you exposed him. Hugues will come
in and speak to you. You'll find out that Ventrinio is working on an island
in Klurikon. Here's where we need Alyn Shir's quest if you haven't done it
yet. Anyways, you'll be rewarded the Twist of Fate: Unraveller. You'll get an
achievement too.

____________________
The Great General \_________________________
----------------------------------------------
Summary:
- Talk to Alyn Shir
- Meet Alyn Shir in Emaire in Erathell
- Go to the Cradle of Summer in Erathell to find Tilera
- Awaken the Urul-Tusk Windstone
- Kill the Niskaru and talk to Tilera
- Sound the four remaining Windstones in Erathell
- Return to Tilera
- Enter Urul-Tusk
- Look for the Piercing Light
- Hold off and defeat the Niskaru while Tilera pulls the spear out
- Talk to Tilera
----------------------------------------------

Again, after your meeting with Titarion, speak to Alyn Shir. She'll talk
about the city of Mel Senshir being under siege and how we need to take it
back to get to Gadflow. She says it's time to find a General by the name of
Tilera. She'll tell you to meet up with her in Emaire, which is in Erathell.
Make your trek there.

Meet Alyn Shir in Emaire and she'll give you the rundown of things. General
Tilera lost Mel Senshir when the Balor came. Now Tilera's trying to get some
legendary weapon to defeat it, and you're going to help her because Tilera's
fated to never have that spear. You're to go find Tilera at the Cradle of
Summer in Erathell.

This quest will take place over much of Erathell; you're going to be running
a lot for this one. When you meet Tilera, she'll tell you how she spent ages
trying to open the door to the place with the spear and how there's these
Windstones that seem to be the key to opening it. She gives you a chime to
use. That large rectangular stone behind you with some circular patterns is a
Windstone. Go up to it and use the chime and some Niskaru will appear. Kill
them, then go back and talk to Tilera.

You've got a long job ahead of you; there are four more Windstones and
they're all in differnt parts of Erathell fun. You can awaken them in any
order you want. The first one will summon more Niskaru, the second will also
have Tuatha, same with the third, and the final Windstone will make a Niskaru
Tyrant appear so prepare. Once you've activated them all, return to Tilera
and you'll see the doors to Urul-Tusk open. Enter and let's go after that
spear she needs.

The beginning is straightforward. A little bit in at the circular area, a few


Niskaru Hunters will spawn. After those, a small area on the right has a
chest and a pile of rocks.

Keep going until you run into stairs leading down. There's a chest on the
left, and Niskaru will run in below. After taking care of the Niskaru, check
the southeast corner for a chest. Proceed west and open the door.
There is a chest straight ahead up by the pedestal but take care of the
Niskaru that will come running in first. Now just keep following the path.
You'll just run into a bunch of rats. After all those rats, you'll reach a
room with two chests.

Pull the sigil-stone to open the wall. Go down, kill the Niskaru, and check
behind under the stairs for a chest. You might want to save here before you
proceed up those stairs into that big room. Get ready to fight a Niskaru
boss.

Tilera tells you to keep the Niskaru busy while she pulls the spear out. Just
so you know, she's not going to be able to pull Piercing Light out until you
kill the Niskaru and Azaghaal so get killing! Azaghaal has a spazztastic
extendable claws and can shoot fireballs like the Niskaru tyrant you fought
at the last Windstone. He also has a close range tail whip move and a flame
breath. Use ice moves as he is vulnerable to ice. If you are far away, he
will charge you. Once his health is down, you get a free Reckoning on him and
Tilera will finally pull that spear out. She'll talk to you about meeting at
Rathir to get to Mel Senshir. Loot the two chests here and then leave this
place.

______________________
Breaking the Siege \_________________________
------------------------------------------------
Summary:
- Meet Tilera at Rathir
- Talk to Elund Carth and convince to send troops to Mel Senshir
- Talk to Captain Dodwyn and sail to Mel Senshir
- Speak to Commander Owaiglyn
- Speak to Owaiglyn again at the gates when you are ready
- Find Witch Knight Malwyn
- Kill Witch Knight Malwyn
- Kill the Balor
- Talk to Commander Owaiglyn
------------------------------------------------

Make your way to Rathir, which is in the northeast area of Erathell. Yes,
another big city. Tilera will be waiting for you at the entrance. You need to
go convince Elund Carth to send troops. Follow your map marker and make your
way up to the Upper City.

Convincing him to send troops is easy, and it makes you wonder how Tilera or
Agarth couldn't do it. Anyways, if you use the persuasion option and succeed,
he also gives you a bonus ring. Once you're through with him, head down to
the docks to sail to Mel Senshir after you've prepared and such.

Talk to Commander Owaiglyn once you get there. The battle isn't going to
start until you talk to him again once he's up at the gates. Look around, and
do whatever you need to before you start the battle.

Watch the cutscene. Ouch, that guy gets speared in the last fraction of the
cutscene. Anyways, talk to Tilera and get moving. Get past the Tuatha until
you reach a gate. In this room there are three chests, but take care of the
Tuatha Priests that show up first.

You'll be in an area with a bunch of swinging traps. Time yourself and roll
past them. Watch for blades coming out from the sides of the walls and on the
ground too.

You'll see Alyn Shir fighting some Tuatha, and then ladders being propped up
against the wall. Attack the ladders to stop Tuatha from coming up here and
keep moving.

There are two chests here. Now pick a path, either one leads to the same
place anyways. Take the Tuatha out, and open the gate to enter an area where
there will be more ladders. Take down the ladders and the Tuatha here. Go on
and you'll find yourself in a room with a forge and five chests. Might be a
bug but I wasn't able to loot one of the chests. You may want to save. When
you're reading, go through the doors. Kill a few Tuatha then head left to
find Tilera fighting Malwyn. They see you and Malwyn will summon the Balor.

Malwyn likes to teleport up to a ledge where he's unreachable and have the
Balor come in and laser-eye you. It's laser can be a bit difficult to dodge
so use your shield to block instead. Malwyn can charge you with his sword or
slam it into the ground. Use Reckoning mode on him if you want. After you
beat Malwyn, watch the cutscene.
Shame. All that trouble you went through for the spear and it only poked the
Balor. At least it's out of control...time to go after it. Go through the
doors. Get rid of the Tuatha and Agarth will run into you for a short
conversation. Go right before the staircase for a chest. Fight through more
Tuatha, and you'll have to fight a prismere troll along the way too. After
killing the troll, loot the chest in the corner and open the gate. The Balor
will be shooting around this area, so loot the chest there in the middle
quick and keep going. Kill some Tuatha here and there, and a Priest will
summon an annoying Niskaru Tyrant. Once you're through with it, save and go
through the doors to face the Balor.

The Balor's going to be laser eyeing you, but mostly stabbing and sweeping
with its claw things. Whack away at its claws when they're stuck in the
ground, and if you hit enough, the Balor's face will fall close enough for
you to whack away at. Once you get it's health all down, use your free
Reckoning. Make sure you get the button that shows up or you won't be able to
pin down the Balor's other claw and it'll heal back to about 1/5 health. Once
you got both of its claws pinned, it's finished.

Watch everyone get crushed and now you'll be back in Mel Senshir. Speak to
Commander Owaiglyn to finish the quest. You'll get a new Twist of Fate:
Siegebreaker and an achievement for killing the Balor.

_______________
Silence Falls \_________________________
-----------------------------------------
Summary:
- Go outside of Mel Senshir and talk to Cydan
- Meet Cydan at Foes' Hearth
- Destory the three Prismere Chantries
- Return to Foes' Hearth and speak to Cydan
-----------------------------------------

You are now able to explore Klurikon. It's a swampy place full of nasty
things from thresh, niskaru, leanshes, and piles of corpses. Well, once
you're outside of Mel Senshir, you'll find a Winter Fae named Cydan asking
for you. He appears to know Agarth and Alyn Shir (a bit), and will talk with
you more if you meet him at Foes' Hearth. Go ahead and make your way there.

Once there, speak to Cydan and he will tell you to destroy three Prismere
Chantries, like the one you busted in Hunter's Pit back in Dalentarth. One in
the very north of the Keening, and two in the northwest and southeeast
corners of the Drowned Forest. Instead of one crytal, each tower has four
crystals on each side of it. Just kill all the Tuatha and every crystal at
each chantry. Once you've finished, return to Cydan and he'll tell you to
meet on the coast of Caeled.

____________________
Echoes of the Past \_________________________
----------------------------------------------
Summary:
- Meet Cydan and your allies at Caeled Coast
- Use the Shadow Walk to reach Dannestar Island
- Find Ventrinio
- Talk to Ventrinio
- Kill the undead
- Talk to Ventrinio again
----------------------------------------------

Go meet Cydan and Alyn Shir on the northwest side of Caeled Coast. Alyn Shir
will talk to you for a bit. Go stand in that black cloud and you'll magically
appear on the island. There'll be a bunch of undead in this area and the
tower. Outside there is a chest to the very north. The southern area has a
gnome corpse you can loot. Go to the tower now and wait for Alyn Shir to
dispell the ward, and go in.

Make your way up the staircase. Alyn Shir's going to break the tripwire and
it'll release some Faer Gorta from their cages. After that, Alyn Shir will
stay there, so make your way up alone.

There is a chest to your left, and a lever to your right. The lever releases
the Faer Gorta in the cage in front of you. There really is no need to as you
can still whack it while it's stuck in the cage and loot it too.

The next room will have some more Laz, and a chest in the northeast and
southwest corners. There's some notes on Laz Remains if you want to read it.
Open the gate and move on.

The walkway will have some notes on some Investment thing on the right and
Laz. Ahead there is an incinerator with a body on it and a lever nearby to
dispose of it. Hm, deja vu.

More Laz and Faer Gorta in the next room. A Laz will trigger the tripwire and
let the Faer out. Go west and around the right broken stone wall to find a
chest behind it. There's another tripwire and a Faer Gorta in a cage in the
southeast corner if you want to kill it.

Some Ancient Leanashes and Faer Gorta in the next room, but nothing else.

Cool, stepping on the fleshy stuff makes a squelchy sound. There are four
chests in the next room, three north and one south. There's some notes on an
assistant here too. Make your way up and talk to Ventrinio. Learn some stuff
about your past. Anyways, a bunch of undead will show up, and you need to
kill them all. Nothing new. Just Laz, Faer, and Leanashe. Just...a lot. Once
you kill them, loot fast because the well will fall apart and the screen
starts blacking out. You'll end up outside the tower. Speak to Ventrinio
again. He will tell you to meet him at the Field of Huber.

_____________________
Pride Before A Fall \_________________________
-----------------------------------------------
Summary:
- Meet Ventrinio at the Field of Huber
- Talk to Agarth
- Talk to Ventrinio
- Confront Dren
- Kill Dren
- Liberate the House of Pride
- Talk to the Knave of Pride
- Defeat Witch Knight Myrna
- Destory the Chantry
- Talk to the Knave of Pride
-----------------------------------------------

Use your map marker to make your way to where Ventrinio wants you to meet.
Before you get there, some soldier is gonna come running saying how Dren just
slaughtered them all. You'll see Agarth and Cydan here already. Talk to
Agarth and Alyn Shir and Ventrinio will show up.

If you wonder what happens if you fight Dren without the essence, this is
what: you will do no damamge to him and he will hurt. He already hits for 1/4
your health about on casual mode. Although, if you want a free persuasion
count for an achievement, you can go do that, then run for it. You'll get two
more persuasion attempts with Dren later too.

Talk to Ventrinio and he will give you an essence that will protect you from
Dren, but also the opposite, apparently. Go approach Dren now. You two will
fight for a bit but barely do any damage to each other. If you check out the
Essence of Valor buff in your Status window, you'll see it has 9,999 flat
damage reduction. Sick. Anyways, after a bit of fighting, Dren will stop and
say how useless it is. Convince him to let you through and then he'll be
killable in the next fight. He likes to charge with his sword and stuff like
Witch Knight Malwyn from earlier. No free Reckoning on him so use yours if
you have it. Once you beat him, Agarth will come running and be all amazed.
Now you need to liberate the House of Pride. Enter with your allies.

By the way, these soldiers you get to fight with you in here can be killed.
They don't do much damage, but still it's nice to have some distractions.
Nothing but Tuatha in the first room. Second room has a chest at the right
corner. The next room has more Tuatha and a bolgan. There's also two chests
here. The next small room has a chest on the left. A Knave of Pride will then
speak to you and tell you to defeat Witch Knight Myrna. Save if you want then
fight Myrna in the next room.

She'll summon Faer Gorta in the beginning. She uses the ice ball projectile
move and likes to teleport around. If the comrades that entered this place
with you are still alive, they are quite useful in distracting and disrupting
her spells. She could barely finish casting her ice move because of them. Use
Reckoning on her since she also has no free one to give. After she's dead, go
into the next room and destroy the Chantry. Gadflow will give you a warm
welcome to Alabastra. Loot the chest in the eastern part of the place you
fought Myrna if you didn't already. The path branching north also has a
chest. Speak to the Knave of Pride to finish the quest. You'll get a new
Twist of Fate, Unstoppable. Leave this area by going past the chantry and
enter Alabastra.

__________________
Taking Vengeance \__________________________
---------------------------------------------
Summary:
- Talk to Alyn Shir in Alabastra
- Talk to Ventrinio at the end of High Fulgen
- Talk to Cydan and Agarth in Amaura
- Enter the House of Vengeance
- Defeat the Cur
- Talk to Agarth
- Enter Bhaile
- Talk to Alyn Shir
- Enter the Court of Winter
- Fight Gadflow
- Talk to Alyn Shir
---------------------------------------------

Your allies will be a short distance away in a small camp once you exit the
House of Pride. Talk to Alyn Shir and the others for info and then you begin
your long trip through all of Alabastra to meet up in Amaura. You will run
into more Tuatha than you've ever seen here, but it makes sense. If you don't
want to waste time fighting, just run past all of them. Near the end of High
Fulgen, you'll run into Ventrinio and Alyn Shir. Speak to them, then keep
going. Agarth is somewhere here on Shadow Pass, and is marked by the
Fateweaver symbol on the minimap. You don't need to talk to him though so
stopping by is up to you. Cydan will be near the end of Shadow Pass if you
want to talk to him. Once you finally get to Amaura, talk to Cydan. Alyn Shir
and Ventrinio have disappeared, but you can't wait for them. Once Agarth is
here, talk to him and you'll all enter the House of Vengeance.

There is a pile of rocks in the north corner of the first room. The next room
will be a large one with many Tuatha. The far left end of this room has two
chests. The left path takes you to two smaller rooms, one with three chests
and one with four chests, three of them behind a locked gate. The right path
takes you to a room with a sagecraftin altar and alchemy lab. There's two
chests here and a secret door on the wall at the far end. This hidden room
contains two chests. Make your way back and continue on with your allies.
Push on and fight more Tuatha. The next room will have two chests on tables.
You'll reach an area with Tuatha and an alchemy lab. A prismere troll will
show up shortly after. Save now if you want as you'll be reaching the Cur
soon.

There will be some Tuatha with the Cur. The Cur uses the sword charging move
and can cast the tornado spell. He can also teleport. Niskaru will spawn
throughout the battle. Use Reckoning mode if you have it. Once you kill the
Cur of Vengeance, I advise you to loot him; he has a whole set of armor on
him, and it's pretty nice Might armor. Before you enter Bhaile, loot the
three chests in the room you just fought the Cur in, and talk to Agarth.
Before you exit this place, look for two chests on the left. Enter Bhaile.

Speak to Alyn Shir. She'll finally tell you everything while you guys make
your way through Bhaile. This place will just have more Tuatha and prismere
trolls, and also giant crystals sprouting all over the place. After killing a
priest and his niskaru, go south to find a chest. After crossing two bridges,
look under the right side of the giant crystal that just grew in front of you
for a chest. Going on, a troll will show up with the Tuatha. After you kill
them, check by one of the lorestones here for a chest. Before you reach the
door to the Court of Winter, look around for one more chest. Save before you
go in to fight Gadflow.

Once you're inside, Gadflow will summon two copies of himself. Attacking them
do no damage to him so just whack on the real one. He can use all three
spells, the fireballs, tornadoes, and the ice balls. He also has a spell that
places flame runes all over the floor that explode if stepped on. You could
use your Reckoning if you want to deal more damage, but you won't get a
finish. Once you 'defeat' him, Alyn Shir will tell you he's probably hiding
deeper underground. Check around the room for chests and stuff before you
follow Alyn Shir. There are two chests on each side.

___________
Reckoning \___________________________
---------------------------------------
Summary:
- Follow Alyn Shir into the Amethyn
- Enter the Throne Room
- Stop Tirnoch
- Storyline Complete
---------------------------------------

This is the final quest for the main storyline. As you follow Alyn Shir into
the Amethyn, you'll hear Tirnoch's voice.

She'll tear some Fate out of you and turn it against you. You'll have to
fight several of these, each with different weapons while you make your way
through. After you kill the first one, look for a chest. Also, you may notice
weapons on tables and racks in this area. They are all lootable prismere
weapons so take any you want.

As you go on, there is a tiny path to your right that leads to a tiny room
with a chest. After your second fight with a Splinter, look for a chest in
this room. There's also two staves and a scepter on a nearby rack. Shortly
after, check a table on the right for a bow, buckler, and daggers. In the
room where you fight the third splinter, there is a rack with two
greatswords, a hammer, and a kite shield. Nearby to the left is also another
hammer and a longsword on tables. After fighting two splinters at the same
time, check around for two chests. A hammer, greatsword, and kite shield lies
on a rack nearby. Two more staves lie on another rack here. Go up the stairs,
loot a chest on the left, and the bow, dagger, and buckler on the opposite
side if you want. Keep going. Near the end, Alyn Shir will talk to you. This
is it, you're going to fight a dragon! Save if you want before going in.

Watch the cutscene. Well, Gadflow sure looks surprised. Watch him get fried.
Throughout the battle, Tirnoch will steal some of your Fate and turn them
into Splinters. You must kill these to fill your Fate meter. Once full, use
the X key like you're going into Reckoning mode. Instead, you'll blast
Tirnoch with your Fate and knock her head down. While she's down, whack at
her head as much as you can. Besides ripping out your Fate, the only other
thing she seems to do is poke at you with her beak-like nose or horns. Rarely
she may flame breath you, send a bunch of blue primsere crystals raining down
on you, or cause flames to spout from the ground. When her health is gone,
use F quick or she will heal like the Balor. Congrats, you have finished the
main storyline. Enjoy the cutscenes and the credits!

If you haven't noticed by now, it was Alyn Shir who was talking in the very
beginning cutscene of this game.

You'll get a Twist of Fate: Destiny Defiant, and an achievement for defeating
Tirnoch. If you went through the whole main story on Hard, you'll also get an
achievement for beating it on Hard mode. You wake up in the Orbocant in
Rathir. This is a free house for beating the game.

Completing the main storyline also unlocks the Fae hollow, Primordia in
High Fulgen.

----------------------88------------------------------88
----------------------88------------------------------88
88 88
88 88
88 88
**------------------------------**
|| ||
[FCTN0] || Faction Quests ||
|| ||
**------------------------------**

House of Ballads..............................[FCTN1]
The Warsworn..................................[FCTN2]
Travelers ....................................[FCTN3]
Scholia Arcana................................[FCTN4]
House of Sorrows..............................[FCTN5]
House of Valor................................[FCTN6]

There are six faction storylines for you to play through. You
can do any of them any time in this game except for The House
of Sorrows, which can only be done once you finish the main quest
of Breaking The Siege. Finishing these questlines all reward
a Twist of Fate and an achievement, excluding the House of Valor.
**--------------------------**
|| ||
[FCTN1] || House of Ballads ||
|| ||
**--------------------------**

_____________________
Song of Sir Sagrell \__________________________
------------------------------------------------
Quest Giver: Hallam the White

Location: Dalentarth > East Odarath > House of Ballads


The House of Ballads is in the very northwest corner of East Odarath

Summary:
- Talk to Hallam the White
- Go to Gorguath
- Find the three heartvines
- Kill the Grave Thresh
- Search Sir Sagrell's body for his ring
- Return to the House of Ballads
- Use the ring to unlock the Court of Enchantments
- Talk to Hallam the White
------------------------------------------------

You'll see Hallam the White giving the whole House an announcement. Speak to
him to begin this faction's storyline. Sir Sagrell wasn't suppose to die; now
they need a replacement.

Go to Gorguath; you probably passed it on the way to the House of Ballads. If


not, it is to the east. Just follow your map marker. Inside there will be Fae
who are also trying to claim the spot. Pledge Ficon will speak to you and
tell you about how the Grave Thresh has caged itself in within the vines. You
need to run around this place to kill three heartvines to open up the way.

Go right or left; either way will have you go in a circle. I will be giving
directions going left, or clockwise.

In the first area, there'll be some boggarts and a chest. Soon you'll reach
your first heartvine; pull it and keep going. In this second area, go left up
the small ramp. Go straight and there is a pile of rocks in that open area.
Go back down and there is a chest a bit north. The north wall here also
contains a hidden door. The hidden path leads to a lorestone. Return to the
previous area and continue in your clockwise direction.

You should reach the second heartvine. The next area will have some pestilent
brownies. There's a chest in front of you and a pile of rocks to your left.
Continue on and you should find the final heartvine. The Grave Thresh will be
revealed.

More brownies in the next area. To the east will be a short path with a chest
at the end. As you reach more brownies, take a left or go east for a
lorestone and a chest. Go back and head north; you should end up where you
first started, but now the vines are gone. Before you run into to fight the
Grave Thresh, there is another hidden door on the left side of the path right
before the thresh. The path leads to a watery area with two chests. One to
your left and one ahead. Look around in the water for two whirlpools too. Go
back and let's fight the thresh.

All thresh can shoot projectiles at you and smash the ground to send vines at
you. They are vulnerable to fire attacks. Kill the boggarts first (or ignore
them). This thresh shouldn't be too difficult. The left of this area has a
chest and there are three corpses scattered around that you can loot. Head
into the next room. Loot Sagrell's body for his ring and some faeblades.
Ficon will speak to you, and then two more thresh and some boggarts will
appear. Unless you are very quick, Ficon will die once he is hit. I guess
he's supposed to die though, because in the case you do save him ,he just
stands there in Gorguath for the rest of this game.

Once you've dealt with these monsters, check the sides of this room for two
chests. The room on the right contains a corpse. The room ahead of you has a
lorestone and a skeleton.

You're done here, so let's go back to the House of Ballads. You can now enter
the center room, the Hall of Enchantments because you have the ring. Talk to
Hallam the White to finish the quest.

________________________
Ballad of Bloody Bones \________________________
-------------------------------------------------
Summary:
- Talk to Hallam the White
- Go to the Oratory
- Talk to King Wencen
- Go to Uduath
- Find Sir Farrara
- Release the prisoners
- Talk to Bloody Bones
- Kill Bloody Bones
- Resurrect Sir Farrara
- Return to King Wencen at the House of Ballads
-------------------------------------------------

You need to go help a Sir Farrara. To find out more about it, you need to go
see King Wencen. He's located in the Oratory in Ettinmere. Use your map
marker to get there. Once there, your ring will unlock the door. Talk to
Wencen. He'll tell you to go to Uduath to find Farrara. Uduath is very north
of Ettinmere.

Enter Uduath. Obvious chest on right here. Follow the path to run into Sir
Farrara. He'll tell you that Bloody Bones, instead of abducting one maiden,
has abducted a whole bunch of people. We need to release everyone then find
Bloody Bones.

There's prisoners behind the vines right in front of you. Just open the door
and they'll run away. Next area has a chest on the left and a cell on the
right. There is a chest in the cell too. Next area is pretty much the same;
another chest and cell, and a pile of rocks in the cell. Head north. Same
thing again, except no chest inside the cell. The path to the next area has a
puddle of poison by a Star Thistle plant. Go around it or you'll take poison
damage. You should now reach an area with yet another chest and the last
cell. You may want to save.

Head into the large room and Bloody Bones will be there. Speak to him for a
while and then he'll fight you. He likes to use magic like the tornadoes
fireballs and barrier. He'll kill Farrara, but that's expected. Once you've
dealt with Bloody Bones, go revive Farrara. There should be an option to do
so when you are near his corpse. I've had a bug before where even though he
was dead, I could still talk to him and I couldn't revive him to continue the
quest. If you get this bug, it can be fixed simply by leaving Uduath and
returning. After reviving Farrara, there are two chests for you. One on the
left side of this place and one in the little room in front. Once you're
done, return to King Wencen. Wencen will be at the House of Ballads, and not
the Oratory. Talk to him to complete this quest.

_________________________
Two Knights and a Troll \_______________________
-------------------------------------------------
Summary:
- Go to the Ballads Library
- Speak to Tenhwa
- Go to the Sundur Caverns and recover the 5 Cairns
- Talk to Sir Airmer
- Find the last three cairns
- Kill & loot Nix
- Go back to the Ballads Library
- Listen to the Cairns using the Echo Stone
- Release Tenhwa from the spell
- Find Wencen at the House of Ballads
- Talk to Hallam the White
-------------------------------------------------

King Wencen wants you to go talk to a fae librarian at the Ballads Library.
The Ballads Library is located between Webwood and Haxhi on the northern
path. Make your way there and enter the building.

Looks like Tenhwa is stuck, and that a bunch of cairns were stolen. The Maid
of Windemere and Nix the Troll paid Tenhwa a visit. We need to get the cairns
back. Head over to the Sundur Caverns in Haxhi. There should be a cairn
marked on your map a little ways off from the Sunder Caverns. Pick up the
Part I cairn and then enter the cave.

You'll see two Fae sitting there. Talk to the one on the right. They seem to
be the two knights in this story. He will give you the cairn for Part V.
They'll run ahead to look for the other cairns. Look around north for a pile
of rocks. Head left for another pile of rocks. Proceed north to a room with
bears. Check left for a chest. Keep going north and you will find the third
cairn. Go east. There is a pile of rocks in the next room. Now follow the
path south. Keep following the path and you'll run into Part IV. Shortly
after you'll see a troll, must be Nix. He's just like any other troll. Once
you kill him, loot him for Part II. Airmer will have a few words with you
then leave. Check south for two chests. Head west, jump down and get back to
the Ballads Library.

Tenhwa will give you some instructions. Now go listen to the cairns you've
recovered. Once done, go back to Tenhwa. The words to the counter-spell is
"You are human now! Go!" She will tell you to return to King Wencen.

Go back to the Hall of Ballads. He isn't there though. The Maid of Windemere
will appear before you and say some things. Go talk to Hallam the White.

___________________
What Lies Beneath \_______________________
-------------------------------------------
Summary:
- Find Father Etair
- Talk to Brother Aedwin
- Find the crystals
- Talk to Brother Wulf
- Use the whistle to find the last crystal
- Return to Hallam the White
-------------------------------------------

Hallam the White will tell you to go see Father Etair at St. Eadrics Mission
in The Sidhe. Enter the Bunkhouse and go up the stairs to find him dead.
Great. Go outside and ask the monks about it. Talk to Brother Aedwin. Now go
back into the Bunkhouse and search around the chests/bookshelves for a desk
key to open Etair's desk, or just lockpick it open. Take the bottle (and the
book if you want).

Go back outside and now you can climb down the well here. Saying now, it is
useful to have high dispell in this quest and the ones after for the rest of
this faction's storyline.

Down in the well, there's a chest to your right. Next area has some kobolds,
a chest to the north and a chest to the south behind the rock. Ahead is a
tripwire that triggers an arrow launcher and a bear traps so watch for those.
Kobolds to your right. Another tripwire and arrow launcher. There'll be
kobolds to your left. Kill them and loot them for the first crystal. The one
with the glow has the crystal. There's a chest here too.

When you jump down, watch for three bear traps right in front of you. You
might just land on one of them. More kobolds to the right and a chest. In the
water, there are three whirlpools to loot. The kobolds up ahead have another
crystal. Another chest is here too. Continue and there's a chest on the left
and a third group of kobolds with the third crystal. To their left is yet
another chest.

More swimming. Before the man on the small island is a whirlpool to the
right. Look it's Brother Wulf, rolling in pain on the ground and he has this
weird shiny aura around his head. HM. Now is where dispell comes in handy. If
you have high enough dispell, you'll have an option to tell him the curse is
broken. If not, you may have to kill him.

You'll get a Whistle from him. Use it will reveal the location of the last
crystal for a little moment. This whistle can be mapped to your consumables
radial so you don't need to go back to your bag every time. Use the whistle
and your map marker should show the location of the crystal on another island
with a skeleton. There are also two more whirlpools around in the water too.
Once you've got the crystal, swim out of this place.

Go back to the House of Ballads and the Maid of Windemere will speak to you
again. Talk to Hallam the White to finish this quest.

_______________
The Champions \_______________________
---------------------------------------
Summary:
- Talk to Hallam the White
- Go to Windemere
- Get a set of Ballads armor to get past the Wall of Thorns
- Resurrect Sir Elswin
- Kill Sir Elswin
- Cross the gorge
- Confront Sir Airmer or Creth
- Enter Summer's End
- Talk to the Maid of Windemere
---------------------------------------

You must go to the Maid's realm of Windemere now. The entrance can be found
through a short tunnel north of eastern Odarath. Again, high dispelling is
advised for this quest if you want to save the House of Ballads or they will
stay quite dead for the rest of your game. Don't think there are any that
gives side quests though so it's really up to you. Make your way to Windemere
and on the way there the Maid will speak to you again. Ahead you will find
Airmer and Creth dueling each other. You're going to need one of their armor
sets to get that wall open. If you have high dispell, you can simply remove
the curse from one of them and get their armor. If not, you need to choose
one of them to kill. The one you did not choose will run away, and two
Crudoks will also appear. This could be an annoying battle because of the
Crudoks' fly breath. Once you kill them all, loot the Fae's body for the
House of Ballads set. Equip the set and you can get past the wall now. You
don't need to wear this armor again for the rest of the quest. I won't be
elaborating on this area's chests and such, as I have a map of the whole area
available here:

Dalentarth - Windemere:
http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63799

Make your way across the bridge towards the map marker. Troll will appear
along the way but it's up to you if you want to kill it. Make your way up and
around and the Maid will appear again. Great, you need to kill someone who's
already dead to get across. Good thing Hallam the White gave you another
resurrection potion. Go down and look for the guy's corpse under the bridge
in the water. You'll see a fresh corpse and a few decayed one. What a crappy
life, only to die every time. Resurrect him. "Oh, I see what happened.
Blast... perhaps next time." Ha! Kill him. Now the bridge will form and you
can get across. You'll run into whoever you did not duel or remove the curse
from for the armor. Airmer or Creth. If you cannot dispell this dude here,
you'll have to kill him to move on. Being cursed doesn't sound so good. "It
feels as though a troll has been braining me with his club." - Creth Anyways,
make your way to the next area, Summer's End.

________________
Cursed Kingdom \________________________
-----------------------------------------
Summary:
- Talk to the Maid of Windemere
- Talk to the Chancellor in the Chantry
- Use the whistle to find and destroy the crystals
- Go back and talk to Sagrell
- Enter the Bell Tower and ring the bell
- Enter Castle Windemere
-----------------------------------------

The Maid of Windemere will be waiting for you again. How cute, a town full of
non-aggressive monsters! Again, I won't be elaborating on chest locations and
such, as I have provided a map.

Dalentarth - Windemere - Summer's End:


http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63798

Enter the building marked by the quest marker, the Chantry. Well look who it
is, it's you! No wait. How flattering, he said the Maid said you're
beautiful. He talks about crystals hidden around. You know what you need to
do now. Good thing you have your whistle mapped to the radial...right?

Go around using the whistle to locate the five crystals. Destroy them all and
the monsters will become aggressive. Return to Sagrell in the Chantry. He'll
give you the key to the bell tower and run away. Enter the Bell Tower nearby,
and pull the rope on the second floor. You can now enter Castle Windemere.
_______________________
The Hero and the Maid \_______________________
-----------------------------------------------
Summary:
- Talk to the Maid of Windemere
- Save or kill Sir Farrara
- Save or kill the Belmaid and Lady Oleyn
- Talk to King Wencen
- Face the Maid of Windemere
- Kill the Maid or let her live
- Return to the House of Ballads and talk to Hallam the White
- Storyline Complete
-----------------------------------------------

The Maid will appear and talk to you when you approach the lorestone. You'll
run into Sir Farrara. Dispell him or kill him. There is a lorestone to your
right. The hallway after this contains plants that will bite you if you're
too close. They can't hit you if you stay in the center of the hall.

There will be a bunch of boggarts in the next room. Standing in the green
water will hurt you. The left corner contains a chest. Take the path right of
where you entered this area from. You should encounter some leanashe. After
that, you'll find the Belmaid and Oleyn. Again, dispell them or kill them.
There is a lorestone up the stairs to the left here. The southern back of
this room contains a chest.

Go back to the previous area and take the left path now. More boggarts will
appear and you'll reach a room with the nasty green stuff. Go straight for a
lorestone and watch the plants. Go right for two chests and left for King
Wencen and another chest. Talk to him. Return to the large central room
towards the hall that's blocked. Wencen will give you his token so you can
get past the barrier and then run off like the wimp he is. Sigh. Proceed and
save if you want. Open the gate to enter a room that's surrounded by those
Plant Snappers. Talk to the Maid of Windemere and begin the fight.

The Maid will spawn sprites and leanashes. She also uses some dark energy
blast. Later she may summon thresh. Once her health hits zero, you have a
choice: kill her or rule with her. Going with either will net you the
achievement and the same twist of fate so it's up to you. This room contains
a lorestone. Nothing else to do here so return to the House of Ballads.

The other Fae will mostly hate you either way because they hate change. If
you saved the House of Ballads, but decide to rule with the Maid, you won't
see them around. If you kill the Maid, they will be there in the Court of
Enchantments, but not King Wencen.

Congrats, you have finished the House of Ballads storyline.

**--------------------------**
|| ||
[FCTN2] || The Warsworn ||
|| ||
**--------------------------**

__________________
The Commendation \__________________________
---------------------------------------------
Quest Giver: Ost Ordura OR the Contract Board in Shieldring Keep

Location: Ost Ordura is in Dalentarth > Gorhart > Gorhart Inn


Shieldring Keep is in Dalentarth > upper half of Yolvan in the bottom right
corner.

Summary:
- Talk to Ost Ordura or get the contract from the board
- Kill Osgar Krast and take his dagger
- Kill Medgar Krast and take his dagger
- Bring the daggers back to Ost Ordura or to Shieldring Keep
---------------------------------------------

You can actually skip this quest entirely and just go straight to The Road
Patrol quest if you go to Shieldring Keep and speak to Tine Delfric. You can
grab this quest from Ost Ordura, or take it from the Contract Board in
Shieldring Keep. If you get it from the keep, you return there to turn it in.
If you take it from Ost, you can turn it in at either place. Only difference
is that Ost will give you a commendation for Tine Delfric.

You simply need to kill two bandit leaders and get their daggers. Osgar is
northeast of western Odarath, and Medgar is in the eastern area of east
Odarath. Just use your quest marker. Once you have both, return to Ost or
Shieldring Keep to turn it in. If you got it, take the commendation from Ost
to Tine Delfric or turn the quest in to Idwold Freward.

_________________
The Road Patrol \___________________________
---------------------------------------------
Quest Giver: Tine Delfric

Location: Dalentarth > Yolvan > Shieldring Keep

Summary:
- Talk to Tine Delfric
- Meet Wyl Rendig in Didenhil
- Go to Warden's Bridge in Lorca-Rane
- Speak to Ost Ordura
- Patrol the area
- Kill the Niskaru
- Talk to Ost Ordura and follow him
- Kill the Niskaru at Brigand Hall Caverns
---------------------------------------------

You can start the faction storyline with this quest instead of the first if
you're lazy. Tine Delfric wants you to go meet up with another Hireling to
get your first task. Go find Wyl in Didenhil, which is a small town located
in Glenara. Find him in the Healer's Cottage and talk to him. He'll tell you
to meet up at Warden's Bridge in Lorca-Rane. Follow your quest marker.

When you get there, there should be a group of Hirelings already. Speak to
Ost Ordura to begin the patrolling. Basically as you examine the spots marked
on your map, the other Hirelings will be picked off by something one by one.
When you get to the overturned cart, a Niskaru will pop up from behind it.
Kill it. Funny thing is even if you kill it before it gets to the last
Hireling standing, the guy still drops dead on the spot. Speak to Ost after
this and then follow him. You'll run into two more Niskaru and end up at
Brigand Hall Caverns.

____________________
The Heart of Sibun \__________________________
-----------------------------------------------
Summary:
- Talk to Ost Ordura
- Enter Brigand Hall Caverns
- Stop the cultists
- Finish Ost's mission
- Kill the Niskaru Tyrant
- Take the Heart of Sibun
- Return to Shieldring Keep and talk to Tine Delfric
-----------------------------------------------

After speaking with Ost Ordura, enter Brigand Hall Caverns with him to
investigate the Niskaru.

Right in the entrance, there is a skeleton with a bear trap in front of it.
After Ost is done talking to himself, speak to him. There will be lots of
traps in here, but should be no problem if your detect hidden skill is high
enough to detect/disarm traps. After Ost opens the door, your path will be
littered with spike traps.

After Ost tells you to flip the lever on the other side, jump down to your
left. There will be spike traps, bear traps, and even a swinging blade. Make
your way through. Near the end is a tripwire that triggers spinning blades.
Open the gate.

Once you reach the next area, a Niskaru will spawn. Loot the corpses; there's
also a chest behind crates and a weapon rack on the south side of this place.
Open the door. The wall straight ahead has a secret door. It leads to a room
with a weapon rack, a chest, two piles of treasure and two skeletons.

The path ahead has a few bear traps. The next area has some corpses to loot
and a weapon rack on the right side. The next area will have some mages. Kill
them and it will cause the barriers around the Niskaru to be released. Oops.
Backstabbed. Kill these Niskaru.

Looks like it's up to you to finish this mission. Check the left side of the
stairs for a chest. Open the gate and proceed. There are mines on the ground
here. Open another door and fight some more Fahrlangi-whatevers. A Niskaru
will run in too. This room contains a few corpses and three warded chests.
Watch out for two mines in the corners too. Move on.

Some dude will tell you to 'come forth'. You may want to save first, because
it's just so smart to listen to a Niskaru-summoning cultist. Oh, wait, he's
not talking to you. A big ugly Niskaru Tyrant will emerge. Like other
Tyrants, this one has a seizure-like extendable arm and likes to shoot
fireballs and tailwhip you, with charges if you're far away. Once you've
dealt with it, pick up the Heart of Sibun. There is a chest behind some pots
where the summoner was. There's is also a pile to loot near the front of the
path to the exit. You're done here; report back to Tine Delfric.

______________
Lock and Key \__________________________
-----------------------------------------
Summary:
- Talk to Tine Delfric
- Go to Helmguard Keep in Erathell
- Talk to Grian Shane
- Visit the Ancient Vault
- Speak to Gwyn Anwy
- Return to Helmguard Keep and speak to Grian Shane
- Talk to Gwyn and get the key, show the key to Grian
- Go to Tirin's Rest and find the locksmith
- Kill the mages and talk to the locksmith
- Go back to Helmguard Keep and tell Grian
-----------------------------------------

You need to go to another keep in Erathell to find out how the Heart of Sibun
was stolen. Once you're there, talk to the Castellan, Grian Shane about it.
He will tell you to visit the vaults. The Ancient Vault is located in the
southwest area of Tala-Rane. Once you're there, talk to Gwyn Anwy; she'll let
you in.

Oh, the inner door is open too. There's a bunch of those Fahrlangi freaks in
there. Kill them all. Before you return to Grian, make sure to loot all the
stuff in here. The bottom floor has three chests, one to the right past the
inner door, and two in the back. There's also a pile on the right side in the
back. The second floor has a secret door on the left side wall. Inside has a
chest and another pile. There are two piles in the very back of the second
floor. The right side has a door that needs to be unlocked and a spike trap
right behind it. Inside is a chest. There should be nothing else here so
return to Helmguard Keep.

Grian took precautions and has jailed Gwyn. Looks like she also forgot to
tell them about the key you guys found. Go to the jail cells and speak to
her. Get the key from her and show it to Grian. He'll tell you it's a copy.
Head to Tirin's Rest in Galafor to see some locksmith.

Enter the locksmith's house. You'll see that the fireplace hides a hidden
door. Enter the lab. More mages. Kill them and the locksmith will show up.
There are two chests on the left side and one near where the locksmith is.
Speak to him. Turns out some Pledgeshield had him make the copy. Go back to
Helmguard Keep to tell Grian.

_______________________
The House of No Doors \________________________
------------------------------------------------
Summary:
- Talk to Fenan
- Talk to Grian
- Talk to Elbin Meroch
- Go to the Customs House in Rathir
- Talk to the grill
- Enter the catacombs
- Find Harst
- Kill Harst and leave the Catacombs
- Speak to Gwyn in Rathir
------------------------------------------------

Grian will jail Fenan, so go to the jails again and talk to her. After
finding out who she gave the copy to, go back to talk to Grian. Head to
Tywili Coast and find Elbin Meroch. Now he tells you to go to the Customs
House in Rathir to get some password. The Customs House is just to the left
when you enter Rathir. Go down the stairs and talk to the grill. Tell him you
know about the meddler or whatever. A secret path will open nearby. Enter the
Catacombs.

There will be two Fahrlangi in the beginning. Smash the crates here to find a
chest behind the rock. Watch for some bear traps and rats. Go to the next
area and smash all the crates on the right to reach another chest. Some rats
will appear again.

Next area will contain more cultists. The northeastern corner has a pile of
rocks behind the crates. More rats and bear traps too.

Harst will be in the next room. You'll find out the artifacts are not here. A
Niskaru and some cultists will appear to fight against you with Mad Harst.
Harst just does what any other mages do; teleport around and throw spells
you. Once you're through with him, check southwest for a chest and another
chest on the way out right before the water. Watch for the bear trap in front
of this chest. There is a barely-discernable whirlpool in the right side of
the water too. Climb up the ladder. Jump down. Follow you quest marker and
speak to Gwyn.

____________________
The Isle of Eamonn \_________________________
----------------------------------------------
Summary:
- Speak to Captain Gonthorm
- Sail to the Isle of Eamonn
- Enter the fortress
- Learn about Besin's plan
- Go back to Shieldring Keep and talk to Delfric
----------------------------------------------

You need to head to the Isle of Eamonn. Speak to Gonthorm at the pier nearby.
Set sail whenever you're ready. Head right. Spiders and a Crudok will pop
out. In the next area, there are a few more spiders and two chests to their
right. there is a skeleton on the left side of the large fountain in front of
you, and two chests behind the fountain. The small area up north has a
skeleton and two spiders. The right area has a chest and an altar. Make your
way west to reach the castle. Take out the Fahrlangi and enter.

Fight off mages in here, and head to the very back behind the pillar between
the stairs to find a chest. Go up the stairs. The south side has an altar.
Head north. More mages will appear in the next area. There is a hidden door
on the wall to the right. Behind it contains three chests. Check the
southwest corner here for a chest behind a tilted pillar. Head west into an
open area. Kill the Fahrlangi here and check south for a chest. Check the
north wall for a hidden door. Inside are two Niskaru, two skeletons in cages,
and a chest. Go back and keep heading west.

The rest of this place is straightforward. When you reach the chapel,
Fahrlangi will appear. Take them out and another wave and a Niskaru will
spawn. After they're all gone, check the right side for a chest and go up to
the front. Learn about Besin's plans and then leave this place. Make sure
you've done everything you wanted here because you won't be coming back.

Go to Shieldring Keep and talk to Delfric.

___________________
The Mystic Hammer \_________________________
---------------------------------------------
Summary:
- Speak to Tine Delfric
- Go to Eagonn's Tomb
- Take the hammer remains
- Go to Ironfast Keep in Detyre
- Talk to Gwyn
- Go to the Hall of the Firstsworn
- Reforge the hammer
- Talk to Gwyn
---------------------------------------------

Delfric will promote you and give you a key so you can get into Eagonn's
Tomb. This key also opens a chest behind a hidden door in Shieldring, a chest
in Grian's room in Helmguard, and two chests in Ironfast.

The tomb is in Detyre, west of Alserund. Make you way there. When you enter,
there is a chest to your left and a chest behind the tomb. Search the tomb
for the hammer remains. Now you need to go to Ironfast Keep here in Detyre.
When you get there, find Gwyn and speak to her. Time to repair the hammer. Go
to the Hall of the Firstsworn, which is located on the opposite end of
Menetyre.

When you're inside, you must go left; the door in front is locked. Down the
hall there will be a chest to your left. There is a lone kobold here. Further
on there is a chest to your right before a group of kobolds. The large room
ahead will have more kobolds. Open the door.

Fight your way through a few more kobolds and then a troll will appear. After
killing this troll, go north to a room with kobolds and barghests. There is a
chest to the left. South just has a room with kobolds. Go west and you'll
find Gwyn's mother's corpse. You two will try to head into the Sacred Passage
only to be repelled. Oh, a fate barrier. Well good thing your character can
mess with fate. Go up to the door and fateshift it. I got a bug here where
even though I fateshifted the door open already, the quest was still stuck
there and I had to go back and fateshift it a second time. Make your way down
the hall and open the door and you'll reach the forge. Remake the hammer.
Talk to Gwyn to finish the quest, and before you leave, check the corners of
this room for two chests.

_____________________
The Mountain Prison \__________________________
------------------------------------------------
Summary:
- Go to Cloudcrest
- Talk to Gwyn
- Enter the Cloudcrest Passage
- Destroy Khamazandu's Crown
- Defeat Anru Besin
- Quest completes here if you agree to side with the Niskaru Lord
- Talk to Gwyn
- Go to the Hall of the Firstsworn
- Storyline Complete
------------------------------------------------

Make your way to Cloudcrest. Once you get there, talk to Gwyn and enter. On
the path to your right, there is a pile on the left side. The end will
contain a chest. Go back and go the other way.

Just some Fahrlangi in the next room. Keep going. There will be a chest to
your left where the mine tracks are. Go right into a room with some more
Fahrlangi and a chest. Go back and go south. Fight some more cultists, then
search for a pile of rock on the left. Nothing in the next area; keep going.
Search the left for a pile of rocks before you reach the opening. Fight some
mages and a Niskaru and go on.

You'll run into this weird thorn thing. Equip the Mystic Hammer and use it to
destroy it. Go on and your allies will hold the Fahrlangi back. Go left and
outside. Check the far left before the first crown out here for a skeleton.

Out here, you're basically going to be killing Niskaru between destroying the
crown. Look for a pile of rocks before the last crown. Save after you destroy
the last one. Go up to the cultists and Anru Besin will talk to you before
you fight.

Kill his Fahrlangi first. After a bit, he will summon Niskaru. He just does
what most mages do and teleport around throwing spells at you. Once he's
dead, Khamazandu will talk to you. Now you must decide whether to become his
instrument or refuse.

Agreeing to become his instrument will give you a different twist of fate
than refusing, but you will still get the achievement for finishing the
storyline. Also, if you side with the Niskaru Lord, you will fail any quest
that you have with Warsworn like quests from their contract boards. You will
become the enemy of the Warsworn and all Warsworn will attack you on sight.

The twist of fate from siding with the Niskaru Lord gives
+10% physical damage, +1 to might abilities, and +5% fire damage.

The twist of fate from refusing the Niskaru Lord gives


+1 to might abilities, +10% chance to critical hit Niskaru, and +6% stun
duration.

So make your choice. If you refuse, this quest will continue. If you agree to
become his instrument, you'll get another quest.

If you refuse, go talk to Gwyn who is behind you. She will tell you to meet
everyone else back at the Hall of the Firstsworn. Go back to the caves from
here. Go left and jump down the ledge. Check behind you after jumping down
the first ledge for a pile. Jump down the second ledge and exit this place.
Now go to the Hall of the Firstsworn and meet up with everyone else. Tine
Delfric will say a few words and then you will get the twist of fate:
Truesworn and the achievement. Congrats!

___________________
Khamazandu's Gift \_________________________
---------------------------------------------
Summary:
- Kill Gwyn
- Take the Helm from Besin if you haven't already
- Go to the Hall of the Firstsworn
- Kill all the Warsworn
- Go to the Warsworn Vault and take the Heart of Sibun
- Storyline Complete
---------------------------------------------

Gwyn will be behind you. Kill her. You can't fast travel here so go back the
way you came. Go left and jump down the ledge. Check behind you after jumping
down the first ledge for a pile. Jump down the second ledge and exit this
place. Now go to the Hall of the Firstsworn and kill all the Warsworn there.
Loot Grian Shane for the vault key. Now go back to the Ancient vault and take
the Heart of Sibun. This completes the storyline and you will get the twist
of fate: Forsworn, and the achievement.

**--------------------------**
|| ||
[FCTN3] || The Travelers ||
|| ||
**--------------------------**

__________________
The Guided Hands \__________________________
---------------------------------------------
Quest Giver: Grim Onwig

Location: Dalentarth > Path between Glendara & Lorca-Rane or the path
between Haxhi & The Sidhe

Summary:
- Talk to Grim Onwig
- Talk to Crilgarin
- Pray at the Hierophant Shrine
- Steal the three items
- Go back to Star Camp and speak to Crilgarin
---------------------------------------------

Grim Onwig will approach you and ask if you want to join the Travelers. If
you decline, he'll still be there, near the exits of Star Camp. Say yes to
start this faction's storyline.

Enter Star Camp and speak to Crilgarin, a Fae. Now go pray at the Heirophant
Shrine, which should be marked on your map and nearby. She will want you to
steal three items: a medallion, daggers, and some remains.

The guy with the medallion is in Didenhil's Three Lamps Inn. If you don't
want to get caught, best is to steal it from him while he's sleeping at
night. If you're lazy, just grab it off him in plain sight and run away/pay.

The remains are in St. Eadric's Mission in the Chapel. If you don't want to
get caught, simply rob the tomb when no one is in there. Otherwise, just take
it in front of their faces and run for it. After you have that, simply head
east and enter the Vorm Lodge to find the man with the last item. Now find
Gunnar Frode and speak to him. You can either pay him for the map containing
the location of the item or simply just steal his key off him and open his
footlocker upstairs for the map. The daggers are hidden in the northern area
of The Sidhe. Head there, and pick up your daggers. Return to Star Camp and
talk to Crilgarin to complete the quest.

_________________
The Silent Step \__________________________
--------------------------------------------
Summary:
- Talk to Crilgarin
- Pray at the Hierophant Shrine
- Meet with Aergase in The Sidhe
- Go to Arduath
- Kill Ametair for Buru's Boots
- Loot his body for the boots
- Return to Star Camp and talk to Crilgarin
--------------------------------------------

Crilgarin will tell you that you will be stealing an item from a Fae. Go pray
at the shrine to learn more about it. You are to meet a Fae named Aergase in
The Sidhe to learn where Ametair is. He has locked himself in Arduath which
is located north, so make your way there.

Open the door and step forward and Ametair will speak to you. After speaking
with him, the vines will open up the way. Run in and begin your right with
Ametair.

He uses faeblades, so he has that charging skill. As you take his health
down, he will move to the next area of the map until you kill him. The first
room he moves to contains a chest. The next area doesn't have anything. On
the way to the third area, watch out for one of those plant snappers on the
right. Ametair won't be at the third area, but on the right there is a chest.
Ametair will be waiting for you in the fourth and last area. Kill him here.
Loot his body for the boots and check the right for a chest. You're done
here. Return to Star Camp and talk to Crilgarin.

___________
Jailbreak \__________________________
--------------------------------------
Summary:
- Talk to Crilgarin
- Go to Ohn's Stand in Lorca-Rane
- Talk to Grim
- Get the Missives or break Grim out
- Return to Star Camp and speak to Crilgarin
--------------------------------------

Crilgarin tells you that Grim is missing and she wants you to find out what
happened. Go and enter Ohn's Stand in Lorca-Rane. You'll find Grim stuck
behind bars and gnomes all around. Talk to him. Now you can either get his
stuff and the key and break him out, or go get the Missives to buy your way
out with the gnomes. On the wall opposite of the right wall of Grim's prison
is a hidden door. Two chests lie behind it.

Now if you want to get the Missives, take the path right of Grim's cell and
go straight until you reach a platform. Jump down and follow the path. There
will be two chests in the room after the first jottun. Open the door and
watch out for spike traps on the floor. Go on and you'll reach an open area
with some chicken and three jottun. Check the left and right side for two
chests here. Continue and avoid more spike traps. The Missive will be in the
room to your right. There's also a chest on the other side of this room.
Follow the path; there'll be a few jottun. Flip the lever on the right to
open the gate. Now you need to see the gnomes to strike a deal. The gnomes
are no longer aggressive once you have the book. Now follow the instructions
in the next paragraph. It's basically the same without the killing and
fighting. Talk to the centurion and he will give you the key to the cell.
Follow the path past him, flip the lever to open the gate, and let Grim out.

If you want to bust Grim out, take the left path and go straight. Watch for
the spike traps. Fight some gnomes. Unlock a door on the left side for a
skeleton. Go into the next area, fight more gnomes, and unlock another gate
on the left for another skeleton. Head east to open a gate. Follow the path
and you'll reach a centurion. Kill him for the key. There are three chests
here. The center one will contain Grim's stuff and after you loot that, a few
gnomes will appear. Follow the path east, kill a lone gnome, and use the
lever on the right to open the gate and get Grim out of here. You can go the
Jottun way to grab chests and stuff after this, but the Missive will not be
there anymore.
Return to Star Camp and speak to Crilgarin to complete the quest.

____________________
Something Borrowed \________________________
---------------------------------------------
Summary:
- Talk to Crilgarin
- Go to Moon Camp in Erathell
- Talk to Irion
- Pray at the Hierophant Shrine
- Steal the three items in Rathir
- Return to Moon Camp and talk to Irion
---------------------------------------------

Crilgarin will tell you that your work is done here in Star Camp. She wants
you to go to the Moon Camp in Erathell and talk to the leader there for your
next job. Once there, talk to Irion. As usual, go pray at the shrine. You
need to steal three items again, all in Rathir.

The guy with the chalice is in the Seafoam Tavern in the Lower City. The only
way to get it from him is pickpocketing him so steal it when he's asleep if
you don't want to get caught.

Head to the Upper City and enter the Wyvyrn-Gifre House. Again, the only way
to get the ring is pickpocketing him so steal when he's asleep if you don't
want to pay a bounty.

The Temple of Lyria is also in the Upper City. Enter and Irion's wife, Maire,
will be there. You can either steal it off her or talk to her to buy it or
convince it off her.

Once you've got all the items, go back to Moon Camp and talk to Irion to
finish the quest.

_____________
Going Rogue \_________________________
---------------------------------------
Summary:
- Talk to Irion
- Pray at the Hierophant Shrine
- Go to Rithen
- Find the amulet
- Talk to Grim
- Release Phasmer from the curse
- Talk to Grim
---------------------------------------

Irion will tell you to pray at the Hierophant Shrine. Another Traveler named
Phasmer Humm will help you get this next item. After praying, Phasmer will
talk to you. Now meet up at Rithen, which is located in the northeastern part
of Tywili Coast.

Once you're in, Phasmer will speak to you. The first room you reach will have
some Freeman Deserters and a chest on the right. Phasmer will talk to you
again. Pull the lever ahead. Fight off some more Freeman. The next room will
be full of spike traps. Talk to Phasmer again. Pull the lever in this room.
Watch him run for it, haha. The next room has Freeman, two chests on the
right side and a chest on the left side. Head through the gate and you'll
meet up with Phasmer. Step on the other pressure plate to get that gate open.
He'll run in and loot the pile and get cursed. How nice of the hierophant to
leave that detail out.

You'll have to go on without him. Open the gate and go up the stairs. Get the
two chests in here and keep going up the stairs. Watch out for the traps.
There's one more chest once you get past the spinning blades. Pull the lever
to get the wall open and talk to Grim who is waiting for you. He'll give you
an item to free Phasmer from the curse. Go back to Phasmer and free him now.
The spinning blade traps will have turned off. After freeing Phasmer, speak
to Grim again.

________________
Mirror, Mirror \_________________________
------------------------------------------
Summary:
- Talk to Grim
- Go to the Blackened Hall
- Get Grim's stash
- Use Buru's Boots to get past the flame traps
- Get through the labyrinth
- Curse the Guardian
- Take the Glass of Ambient
- Talk to Grim
------------------------------------------

Grim wants you to go steal something to find the Missives again. Go to the
Blackened Hall, which is in the southeast corner of Tywili Coast.

Once in, pick up the stash Grim left for Buru's Boots. They are now
equippable. Do NOT put them on until you need to run past the traps. First
get the lorestone. Open the door.

Now put on the boots and make your way through the traps as fast as you can
since these boots will crumble in 18 seconds. You don't even need the shoes
to get past the traps though. If you can disarm traps, you can just disarm
your way through but that will take...a while. Once through, push the sigil
stone to turn off the traps.

This room contains some Niskaru. The south side has a chest. Open the door to
the west for a room full of traps and two chests. Just walk between the traps
and you will be fine. Go back and head east now.

After turning the corner on this hallway, check the right wall for a hidden
door. Behind is a chest. Continue and open the door. First thing you'll want
to do here in this room is loot the chest on the left. Soon it will be
blocked and inaccessible for...well forever. A wall will open up, and another
wall will close up where the chest was. Kill the niskaru and go down the path
that opens up.

The wall in front of you will open up to reveal a chest. Kill the Niskaru
here and loot it. Go east and then take a left so you are running towards a
wall. It will open up. The wall behind you will open up too so turn around
and go back for a chest before you go on. A stupid wall will block you, so
turn around. A path to your right has opened up. You will reach a small room
with nothing, so open the door and keep going. The wall will open up before
you. Niskaru will spawn here. Deal with them and then head south. The next
room contains a chest and some more Niskaru.

Fight through two more rooms of Niskaru, then save before you open the door.
The Guardian will appear. Beat its health down and plant the amulet on it.
Now remove the Tear of Mitharu from it. It should be frozen now. If you wait
too long or forget to remove the Tear, it will get back up with some health
back. There are two chests in the corners of this room. Take the Glass of
Ambient and backtrack out of here. Grim will be waiting for you at the
entrance. Talk to him to complete the quest.

_________________
Outside the Box \_________________________
-------------------------------------------
Summary:
- Go to Sun Camp in Detyre
- Talk to Argine
- Pray at the Hierophant Shrine
- Go to the Laboraties in Adessa
- Talk to or pickpocket Eloren Criet
- Go to the Adessa Armory
- Steal the jewelry box
- Go back to Sun Camp and talk to Argine
- Go to Motus Mining, break in, and use the Arrivus Engine
- Go back to Sun Camp and talk to Argine again
-------------------------------------------

Grim will tell you to pretend you don't suspect anything and to go to Sun
Camp in Detyre to talk to Argine and get more jobs. Sun Camp is located to
the very east of Apotyre.

Speak to Argine and she will tell you to go pray at the shrine. You are to
steal the Master's Pick. Go to Adessa and enter the Laboraties. Now you can
either ask Eloren Criet about it or pickpocket her for a note that tells you
it was confiscated. Head over to the Adessa Armory.

You will be charged for trespassing here in the Armory if you go too far,
which is where the box is. You can stealth your way to it or just run in and
grab it as fast as you can. If they catch you and you pay it off, they'll
kick you back outside. You'll get a note along with the box. Return to Argine
to find out what to do with the box.

Motus Mining is nearby, so just exit Sun Camp and walk there. Break into the
lab downstairs. You can either pickpocket the key or pick the lock.

There is a chest in the room to your left, and in the farther room on the
right. There are some Faer Gorta here but nothing else. The room with the
machine has a chest and some spike traps. Use the Arrivus Engine. Yay, we got
the box 'open' and now we have a uselessly broken pick. Go back to Argine to
tell her the good news.

______________________
Classic Misdirection \________________________
-----------------------------------------------
Summary:
- Pray at the Hierophant Shrine
- Go to Convict's Cavern
- Talk to Maun Cointaker
- Go to Snaketail Grotto
- Get the other two key parts
- Loot Maun's Horde
- Talk to Grim
-----------------------------------------------

Pray at the shrine and you'll be told to get some key from Maun Cointaker in
Convict's Cavern. Convict's Cavern is located nearby so leave Sun Camp and
walk there. Steal the key from the guard or pick the lock. Speak to Maun
there and he will give you part of the key. You need to go to Snaketail
Grotto to get the rest of the pieces from the bandits.

Once you enter, you'll see a bunch of corpses in the first room. There is a
chest to your right. In the next room to your left, there's a bunch of
bandits fighting each other. The north area of this room has a pile of rocks
and a pile. Go south to a dead end. There are some outlaws and a skeleton to
your right and a pile to your left. Now take the path that goes right and
follow it all the way to a door. Open it for a pile inside.

Backtrack and take the path that goes south, which should be blocked by some
crates. Take a left and open the door for another pile. Now go down the path
that is to the right of the door you just opened. There are a few bandits
here, a lootable mining cart and a chest. The chest contains part of the key.
Go back and head west now. You'll find more bandits fighting each other. The
door here is locked and is the door to Maun's Stash. Continue south. The next
room has more bandits and two chests, one which contains the last part of the
key.

Before you go back and open the locked door, head east to a dead end for a
skeleton and a chest. Now use the triple key to open the door. Loot the chest
for...a note. We just got trolled. Fail hierophant. Like before, Grim will be
waiting for you near the exit. Talk to complete this quest.

_______________________
The Purloined Letters \________________________
------------------------------------------------
Summary:
- Meet with Phasmer in Adessa's Livrarium
- Enter the Forbidden Halls and find the Missives
- Wrap the Missives and escape
- Go to the Hospitalis Quarters
- Talk to Grim
------------------------------------------------

Grim knows where the Missives are and he wants you to break in and steal it.
Go ahead and meet Phasmer in the Livrarium. Go down the grate behind Phasmer
when you're ready.

Go straight into a room with a bunch of bookcases and some sentries. Go left
into another room and kill the Forbidden Hall Keymaster for the key to the
door back in the previous room on the right. Head down to the very end of
this room for a chest before you go back to open the door.

Kill the sentries in this room and open the next door to proceed. You will
reach a large room with a pedestal in the center. Go through the door on the
left. Among all the crates, there are two chests in this room. Open the door
and follow the path into a room with rats. There is a chest in the south
behind a bunch of crates. Proceed through the path blocked by more crates.
Open the door and you should be in a room with two sleeping keymasters. Kill
or pickpocket them for vault keys. Use the lever to open the gate that goes
back to the room with the pedestal in the center. Unlock the gate.

Go down the path to the left to reach a room with a sentry and a chest. Go
back and go down the hall to the end to reach a room with another chest. Take
the path on the right, then make a left at the intersection to reach a room
with another chest. Turn around and head straight to reach a door. Open it to
reach a room with a chest. This chest can't be opened unless you light up all
the torches surrounding it. This is easy. Simply start with any torch, then
light them in a circle in a direction of your choosing. When you interact
with the very first torch you started with, all of them should be lit. The
spells on the chest will lift and loot it for another vault key. Unlock the
door on the left.

The last room contains the Missives and four chests, one in each corner of
the room. Take the book, then leave by making your way towards the marker on
the map. Killing any of the guards that show up after taking the book will
charge you with murder. Once out, go to the Hospitalis Quarters upstairs to
find Grim to complete the quest.

__________________
Thick as Thieves \________________________
-------------------------------------------
Summary:
- Meet Crilgarin in the Hierophant's Den
- Talk to Argine
- Talk to Crilgarin
- Get a bag of winds
- Use the bag of winds at the Sentry
- Frame Arigne or Grim
- Escape with whoever you sided with
- Storyline Complete
-------------------------------------------

Grim wants you to plant the book on Argine, who is the hierophant. Go to Sun
Camp and enter through the grave marked on your map.

Inside, Argine will talk to you and give you a key. Once your conversation is
done, the door will close behind her. Head north and there is a pile in
front. Ahead, Crilgarin will be waiting for you in a cranny on the right. She
tells you to get past the Sentry, you need a bag of winds.

The next room has a bunch of guards. The left side of this room also has a
chest and a weapon rack. Now, take the path that leads south. The next room
has more guards, a pile on the left side and a chest behind a wall on the
right side. Go up the stairs to continue.

This room has a guard who you need to loot for the bag of winds. There is
also a chest and three piles of treasure to loot here. Now go back to the
large room you first reached after Crilgarin and go east. You'll see the
Sentry, a big creepy face on the ceiling. Stand where the arrow is and use
the bag of winds in your inventory. The item will be under your consumables
item tab. The torches should go out and now you can proceed without alerting
guards.

The room will contain a chest. Now you must decide whether you want to side
with Grim or Argine. Argine is in the west (left) wing and Grim is in the
east (right) wing. You get a different twist of fate depending on who you
side with.

Side with Grim and plant the book on Argine to get The Chariot card which
gives +1 Finesse abilities and +6% piercing damage.

Siding with Argine and planting the book on Grim gives you the Temperance
card which also gives +1 Finesse abilities but gives +6% Evade chance instead
of piercing damage.

Once you take your pick, take out some guards in your way and then run up to
Argine/Grim and plant the book on them. Gnomes will start swarming in so jump
off the ledge nearby.

Follow the path to a door. Open it and when you reach a large room, check the
paths that go left and right for chests and stuff. Watch out for some
spinning blade traps though. After that, keep making your way through all the
guards and gnomes. Before you go up the stairs and get out of here for good,
look under the stairs for a chest. At the exit, whoever you sided with will
reward you with a set of Finesse armor and you will also get your twist of
fate and achievement. You have finished the Traveler's storyline!

**--------------------------**
|| ||
[FCTN4] || Scholia Arcana ||
|| ||
**--------------------------**

_______________
Trial by Fire \___________________________
-------------------------------------------
Quest Giver: Docent Augra Tenet

Location: Dalentarth > The Sidhe > Ysa > Scholia Arcana Embassy

Summary:
- Talk to Docent Augra Tenet
- Enter the Delving Hall
- Talk to Savant Engar
- Begin the trial
- Talk to the Sorceress
- Talk to Engar
-------------------------------------------

To begin this faction's storyline, go to Ysa in The Sidhe. Go to the Scholia


Arcana Embassy and talk to Augra Tenet inside. She will tell you that you
need to go through a trial, and to go to Delving Hall which is outside the
embassy just to the left to take the trial. Enter Delving Hall and make your
way to the end and talk to Engar. Stand in the center of the circle to begin
your trial.

This place look familiar? Take out the Faer Gorta, then look behind you for a
pile of rocks. Kill more Faer Gorta and proceed into the next room. Look,
it's the Well of Souls in its unblown-up glory. Take care of the Faer Gorta
here and go right. Check for a chest on the right side.

The second part will have Tuatha in it. Just to your right is an overturned
cart. Make your way down and it appears that there is someone else here.
Before you fight off the Tuatha surrounding this person, go into the water
and look for three whirlpools, one northeast and two to the west. Now go kill
the Tuatha and talk to the Sorceress.

You will appear back in Delving Hall. Looks like something blew up. Talk to
Engar who is kneeling nearby to complete the quest.

__________________
The Ruin of Aodh \___________________________
----------------------------------------------
Summary:
- Talk to Engar
- Go to the Ruin of Aodh
- Kill the possessed mage
- Loot the body for the Sun Stone
- Return to Engar
----------------------------------------------

The Ruins of Aodh is also located in The Sidhe. Follow your quest marker
there and enter. Go straight and sprites will appear. There is a skeleton in
the corner here. Watch out for fire mines scattered throughout this place.
The little area with the four mines in the center contains a chest on the
left. Keep going and you'll run into sprites, barghests, and priests of
vraekor. Go straight to open a door and behind will be some sprites and a
pile of rocks. The room on the left contains a skeleton. Take the right path
to proceed further.

Open the door to find sprites and barghest. The room after this has many fire
mines on the floor. You should be okay if you just run through the middle.
Down the hallway, there are doors to your right and left. Both rooms contains
more mines and chests.
The next room branches off in all directions. Enter the left room for a
chest, then the room straight ahead for another chest. Finally take the right
path. Fight some sprites and a barghest, then go through a hall riddled with
more mines. Loot the chest at the end.

Save before you enter the large room. One of the mages that was at your trial
seems to be possessed. Kill her, then loot the body for a sun stone of sorts.
Also loot the chests on the left and right side. Follow the path, open the
door and loot the chest on the right. Open a second door and leave loot
another chest. Return to Engar to complete this quest.

___________________
The Unquiet Bride \___________________________
-----------------------------------------------
Summary:
- Talk to Engar
- Go to Tala-Rane in Erathell and find your contact
- Kill the bandits
- Go to Mel Aglir in Kandria
- Talk to Patrick
- Check out Lerkara's room
- Take and read her journal
- Go to Tulan
- Find Lerkara and talk to her
- Kill Patrick
- Leave Tulan, go to The Raven and talk to Lerkara
- Return to Savant Engar in Rathir
-----------------------------------------------

Engar will tell you to meet a contact in Erathell. Use your quest marker to
make your way there to the contact. When you get there, talk to him and some
bandits will pop up. Kill them then speak to him again. Make your way to Mel
Aglir in eastern Kandria. Enter The Raven Inn and talk to Patrick. After
that, go upstairs and search the footlocker. Take her journal and then read
it. Now go to the cave of Tulan.

The entrance of this cave contains some bear traps. Take care of a bunch of
kobolds on your way through. Watch for more bear traps, especially in front
of reagents. When you reach a room that branches off in two directions, check
your left for a chest. Both paths lead to the same place, but the path on the
right also has a chest so I suggest you go that way. The chest will be on the
right side of the cave wall. Fight some more kobolds then watch out for some
poison mines. Jump down and fight off some Faer Gorta. Follow the path, open
the door, and you will find Lerkara stuck in a cage.

Speak to her and it turns out Patrick has reanimated his dead wife and has
been feeding villagers to her. Check the left of Lerkara's cell for a
lootable corpse, then the right side for a chest. Save if you want and
proceed to the next room to find Patrick and his undead wife.

Like Lerkara said, you should kill Patrick and just ignore his zombie wife,
as she will die when Patrick dies. She acts like how Sons of Laz act; runs at
you and swings a sword around. Patrick uses typical spells mages use. Of
course, you can kill his wife first if you wanna make him angry. Once you've
dealt with them, loot the two chests here. One should be right where Patrick
and his wife were, and one should be by the bed to the right. Exit Tulan and
you'll end up in Patrick's house. There is a warded and locked chest upstairs
with a bunch of gems if you want them. Exit, enter The Raven Inn, and talk to
Lerkara there.

You need to return to Engar now. He will be in Rathir in the Upper City.
Enter the Scholia Arcana here. Enter the Main Hall and talk to Engar to
finish the quest.

___________
Shardfall \___________________________
---------------------------------------
Summary:
- Talk to Engar
- Go to Emaire and talk to Anker Edmure
- Get a heart from a Paragon Barghest
- Equip the amulet and enter Shardfall
- Kill the possessed mage and loot the body
- Return to Engar
---------------------------------------
Engar will tell you to go to Emaire and find a guy named Anker. He will be in
the Edmure Home. Apparently Shardfall is so cold you need an amulet to stay
warm. He tells you he still needs a heart of a Paragon Barghest to make it so
go follow the quest marker to them and get a heart. Return to Anker and he'll
give you the amulet. Make your way to Shardfall in the Cradle of Summer,
equip the amulet, and go on in.

The barrier should disappear. After it's gone, you do not need to wear the
amulet anymore. Go on and sprites will spawn. Check the left of where they
spawned for a pile. As you proceed, watch out for ice mines. The wolves here
often run over them and get blown up themselves. When you reach a small area
with some water, check the left side for a pile. Keep following the path, and
where the glowing plants grow up there is another pile on the left. There are
a couple more ice mines on the floor. You should reach a room where sprites
spawn. Check the right for a pile but it is surrounded by mines. You will run
into a mountain troll in the next room. The area after the troll will have
some wolves, and a bear might come running in too. The left wall here has a
hidden door. There are two whirlpools here and two skeletons.

There are some more mines on the floor, and then you should find Donnel's
body. Loot his body. The left side contains a pile of rocks. Save and jump
off the ledge to find a man standing there. Oh it's that person possessing
bodies again.

All this person does is teleport, throw ice balls and summon sprites. Loot
the body after you kill him to get a Frost Stone. Check left of where you
jumped down from for a pile. Make your way south to find a skeleton. Jump
down and get out of Shardfall.

Talk to Anker who is outside and choose the Donnnel Cutty option to give him
Donnel's ring. After that, return to Rathir and talk to Engar. Engar won't be
there...but he will have left you a message.

_______________________
Lightning In A Bottle \_________________________
-------------------------------------------------
Summary:
- Go to Skycrown
- Find Engar
- Speak to Engar
- Find his body
- Kill possessed Engar and loot his body
- Talk to Eran in Rathir
-------------------------------------------------

Engar wants you to meet him at Skycrown mountain, south of Acatha.

The first room contains ettin, wolves, and lightning mines. Check the west
side of the room for a chest. More mines litter the hallways. You'll run into
more ettin, then into some sprites before the door. The next room contains a
chest and more sprites and mines. The last room contains another chest, and a
mine in front of the door.

Outside will be a bunch of ettin and wolves. Check the very north of this
area for a chest. Follow the wall south of the first chest to the east to
find another chest behind a wooden barricade. Check the southerneast most
corner for a chest. There is a chest near the jump point, and another chest
and skeleton under the first jump point. There is one more chest to the left
before you reach the peak.

Talk to Engar. He'll shoot himself off the peak and now you have to find his
body. Backtrack through the whole place. Once out, go to the spot marked on
your map to find Engar's body. His body flew... pretty far. Once you get
there, you'll find he's possessed. Kill him and loot his body for the Sun and
Storm Stone.

Return to the Scholia Arcana in Rathir and talk to Eran in the Main Hall.
Quest complete.

________________
A Crowded Mind \_________________________
------------------------------------------
Summary:
- Go see the Archsage
- Enter the Dreamworld
- Undo the possession
- Return and talk to the Archsage
------------------------------------------

The Archsage has requested you see him in his quarters. Go there and you'll
see him on the floor. Put your hands in the empty space and you'll enter the
Dreamworld. You need to stop her from possessing the Archsage entirely.

Down the path, dispel the chest labeled 'The Possession Begins'. Loot it and
keep going. Some leanashe will spawn. Kill them and unlock the chest here
called 'The Mantle Passes'. Take the north path, kill some ettin, and unlock
the chest here. head down the path to run to encounter Indifference. After a
little chat, kill the Niskaru that spawn and kill Indifference. Unlock and
loot the chest in the right corner. Backtrack and make your way south. Faer
Gorta will spawn. Defeat them and then loot the chest on the left. There are
also several skeletons. Keep going, cross an invisible bridge and you'll run
into Ambition and Sacrifice. After another short chat, defeat them and loot
the final chest here. Return to the Archsage in the beginning.

You have the choice of choosing Indifference or Discipline. Choosing


Indifference will give you a twist of fate that gives +1 to Sorcery Abilities
and +5% elemental damage. Discipline also gives +1 to Sorcery Abilities but
gives +5% elemental resistance instead.

You will appear back in the Archsage's Quarters. Go outside and speak to the
Archsage to complete the quest.

____________
Revelation \_________________________
--------------------------------------
Summary:
- Talk to the Archsage
- Place the three stones on the statues
- Talk to the Archsage
- Defeat Ciara Sydanus
- Talk to Eran Methneen
- Storyline Complete
--------------------------------------

After speaking to the Archsage, you need to place the three stones on the
statues south, east, and west. After placing all three, speak to the Archsage
again and Ciara Sydanus will appear. Talk to her then begin your battle.

She has the typical mage spells. She can also place fire runes on the floor
that explode on contact. She will summon possessed students and then faer
gorta. Once she is defeated, Eran will come to speak to you. You will become
the Archsage and get the achievement for finishing this faction's storyline!
Don't forget to check out the Archsage's Quarters; it has some chests and
stuff there.

**--------------------------**
|| ||
[FCTN5] || House of Sorrows ||
|| ||
**--------------------------**

__________________
The Sorrows Call \_________________________
--------------------------------------------
Quest Giver: Bisarane

Location: Klurikon > Path between Cursewood & The Midden

Summary:
- Talk to Bisarane
- Enter the Proving Halls
- Complete the trials
- Talk to Bisarane
--------------------------------------------

Bisarane will approach you at the little path between Cursewood and the
Midden. Should you refuse his offer, he will be sitting there waiting. Speak
to him and agree to begin this faction's storyline.

Go ahead and enter the Proving Halls in The Midden. Bisarane will talk to you
through crystals in this place. After you're done talking, a thresh and
boggarts will spawn. Defeat them and check the north area for a chest.
Proceed to the second area. A Fae will approach you and tell you monsters are
coming. Boggarts and an ettin will spawn. Kill them. Check north for a chest
then go to the third area. Bisarane will ask you why you did what you did.
After that, another thresh and boggarts will spawn. Check the east for a
pile.

On the way to the fourth area, check your left for a chest. Enter the room
and a Fae named Cadoroc tells you he's poisoned and he wants you to kill him.
The better option seems to agree to kill him; if you say no, he'll accuse you
of just letting him suffer. Loot the chest in this room and move on. Speak to
Bisarane through a crystal again. Alas, more thresh and boggart. Go to the
next room and you will see that Bisarane is physically there this time. Talk
to him to complete the quest. Check for a small path on the left for a chest
before you leave this place.

*Note: There is a skill trainer and a quest giver in the House of


Sorrows. It is recommended you use the trainer before you
progress any further in this faction's storyline. The quest
giver, Malthon, will still be available after finishing the
storyline but will be located elsewhere in the Midden.

____________________
Voices of the Dead \_________________________
----------------------------------------------
Summary:
- Talk to Bisarane
- Escort Taibreah
- Defend her from wild fae
- Go to Sioran Crypt
- Find & kill Cadoroc
- Return to Bisarane
- Talk to Taibreah
----------------------------------------------

Talk to Bisarane in the House of Sorrows. He wants you to bring Taibreah with
you to a corpse to find the wherabouts of Cadoroc. Exit the House of Sorrows
from the east end and she will be waiting for you outside. Speak to her to
begin. Basically, you follow her and fight off any monsters that appear. Once
she is done at the body, you have no need to escort her back. Instead, make
your way to Sioran Crypt in the Drowned Forest.

The first room has some sprites, and a hidden door on the left wall. You can
either take the regular path going north or take the path through the hidden
door; they will both lead to Cadoroc.

The first room contains a chest on the left and some spiders. There is
nothing else up to Cadoroc from here besides some more spiders. When you get
to Cadoroc, he will talk for a little, then you need to kill him. Some
spiders might show up too. Don't forget to loot the chest behind Cadoroc. If
you want you can go around in a whole circle to get loot. The room after
Cadoroc has spiders and one chest. The room after will contain sprites and
two chests. After that will be a large room with a thresh and boggarts. There
is also a chest in the southeast corner. The next room has a couple more
boggarts and a chest. Take the path going east. This leads to a room with a
shrine and a chest on the right. That's all here in Sioran Crypt so return to
Bisarane now.

When you get to the House of Sorrows, you will see there is smoke and Tibreah
on the ground outside the door. Speak to her.

_________________
A House Divided \_________________________
-------------------------------------------
Summary:
- Enter the Proving Halls
- Enter the House of Sorrows
- Talk to Bisarane
- Go to the Fallen Hall
- Find the three locks
- Find Saturnyn
- Return to Bisarane
-------------------------------------------

The door to the House of Sorrows is barred so you must go through the Proving
Halls again to get in. Go in and fight your way through the bolgan. Once
inside the House of Sorrows, locate Bisarane and talk to him. You can exit
through the front now. The Fallen Hall is located in the southeast area of
The Keening.

Fight your way throuh the Tuatha and just keep going straight until you see a
door close on some Tuatha. Taibreah will say that must be Saturnyn and that
to open the door we need to use three sigil stones.

The first one is directly to your right. The door will open and some Tuatha
will come out. The left of this room contains a chest. We need to find the
second sigil stone before we can proceed. Backtrack and head down the path to
your right or going east. A bunch of Tuatha, Faer Gorta, and a Prismere Troll
will show up. Once they're taken care of, check the right for a skeleton. Go
inside and use the sigil stone. Behind the fountain is a chest.

Backtrack to the long hallway. Go down the path that goes west now. The
barrier should fade. Make your way through the enemies. Open the door, kill
some more enemies and use the third and last sigil stone. Before you go back,
check the room for a chest.

Return to the now unlocked doors and make your way through the Tuatha that
show up. At the end, you will find...not Saturnyn. He will start a fight with
you. When he is at about half health, he will give you a message and leave.
This room has two chests and two skeletons. There is also a pile of rocks
right of where you came in from. The very back of this room also has a hidden
door. Inside contains two skeletons. Now return to Bisarane.

____________
The Eldest \_________________________
--------------------------------------
Summary:
- Go to Damalroc
- Get to the scales
- Find both of the Eldest
- Meet them in the center room
--------------------------------------

You must find these two Fae in Damalroc to find the location of the Sorrows.
Dalamroc is in Caeled Coast.

Once inside, there is a chest to your right. When you reach an


intersection, go left. Kill the sprites then check a corner of this room for
a pile of rocks. Then go down the west path and loot the chest at the end. Go
back to the intersection and take the right path this time. It looks just
like the left path; the first room also has a pile of rocks in a corner. The
west path leads to a room with a chest and another pile of rocks. Go back and
go straight into a room with murghan. There is a Stone of Autumn here under
the stairs.

Go up the stairs, unlock the door and you will reach the scales. There is a
chest in this room. The sigil stone in the center spawns murghan, which you
must kill on the scales, the two circles. Start with one of the circles and
kill all the murghan while you're on it. The door on the same side you killed
them on will open. Go in and talk to the Elder at the end. After that, go
back and use the sigil stone again and kill the murghan on the other side.
The second door will open and go speak to the second Elder.

In Alarane's room, there is a chest behind one of the tables.

The path left of the scale (Caelrod's side) has a pile of rocks on the left
side. There is also a chest in Calerod's room.

The two Elders will meet in the room that the doors open up to. Check a
corner for a chest. Once they meet at the center, they will speak to you and
you must pick one of them to come with you. It doesn't matter who you pick.

__________________
The Weeping King \_________________________
--------------------------------------------
Summary:
- Go to Sinsear
- Talk to the Eldest
- Find the votives
- solve the Crying Eyes puzzle
- Get the key
- Return to Bisarane
- Kill the attackers
--------------------------------------------

The Eldest you chose to accompany you in Sinsear will meet you there. Sinsear
is in the southern half of Caeled Coast.

You need to find three more votives to open the way to the key. Go straight
for a chest. Enter the room past the vines and the bog thresh here will have
the leaf votive. Now take the path that goes east. The flame champion sprite
here will have the votive of flame. Keep going south and go through this
watery place to find a banshaen that holds the last votive you need. Loot a
chest nearby and proceed.

First room has sprites and a chest. Head north on the path and there is a
pile of rocks at the corner. You will now reach the Crying Eyes. It's a
really easy puzzle; there are three faces. One by one, they will have water
flowing out of them. All you have to do is pull the things in the order the
eyes 'cry'. Don't forget to loot the chest left of the eyes. The next room
has a chest and the 'key'. After you obtain the branch, your Eldest buddy
will ditch you. Return to Bisarane by your lonesome self.

Great, we've been helping the enemy all along. Kill the attackers, and no,
the Eldest can't be saved. Taibreah will talk to you. She will bring you into
Esharra when you are ready.

___________________
Such Sweet Sorrow \__________________________
----------------------------------------------
Summary:
- Talk to Taibreah to enter Esharra
- Dispell the four energy nexus
- Confront Bisarne
- Kill Bisarane
- Talk to Taibreah and bear witness
----------------------------------------------

Have Taibreah bring you to Esharra. There are no chests here or anything, so
just follow your quest markers. Defeat Caelrod and the leanashe that spawn,
then dispell the first nexus. Next will be Alarane and a thresh. You will
fight Myrcyr again at the third nexus. Cadoroc will be at the final nexus.
Kill him, again. Go to Bisarane and fight.

He summons a lot of things, like Sorrows Tenders, Niskaru, and leanashe. He


teleports around like any other mage and uses dark energy blasts.

Once he's finished, Taibreah will speak to you and tell you she needs to stay
and contain the Sorrows. Watch her and you will appear back in The Midden by
the Gallows Tree. Take the staff on the rock. You have finished the House of
Sorrows storyline. You will get the achievement and the twist of fate: Child
of Autumn.

**--------------------------**
|| ||
[FCTN6] || House of Valor ||
|| ||
**--------------------------**

_______________
Earning Valor \_________________________
-----------------------------------------
Quest Giver: Jakin Madsen

Location: Detyre > Alserund > House of Valor

Summary:
- Talk to Jakin Madsen
- Head down to the pit and talk to Vigor
- Pick someone to fight with you and enter the arena
- Defeat your opponents
- Return to the pit and claim your reward from Jakin
- Go to the Gambling Den and talk to Jokull
-----------------------------------------

Talk the dude by the bulletin board named Jakin to start this faction's
storyline. Agree to join the Crows. This quest chain doesn't require much
traveling, as all occurs right there in the House of Valor area. When you're
ready for your first match, go down into the pit, which is right next to
Jakin.

Talk to Vigor, then pick who you want to fight with you: the warrior,
assassin, or mage. Again, like most npcs, they don't do much hurt but they
are still good for distractions, sometimes. Once you're ready, enter the
arena through a gate here.

You'll just be fighting a bunch of people mostly in these arena matches. None
of them should be difficult, as long as you don't let them all hound on you.
Once you kill your opponents, return to the pit.

"Where did you learn to fight like that? Prison?" - Aesa Alfarrin

Go back outside and claim your reward from Jakin. He say some dude named
Jokull wants to talk to you in the gambling den, so head on over. Talk to him
to finish this quest.

___________
Magic Men \_________________________
-------------------------------------
Summary:
- Talk to Jakin
- Pick your partner and enter the arena
- Defeat the mages
- Claim your reward from Jakin
-------------------------------------

Speak to Jakin to get to your second match. Your next match will be against
mages, who want you, as in, your body. Yup, things can't get any hotter than
fighting fire-wielding mages who want your body in Detyre.

"If you see them waving their arms around, kill them. Kill them as fast as
you can." - Vigor Broadshield

Anyways, when you're ready, just do what you did for the first match; pick
your buddy and enter the arena. Spell interruption is your friend here, so
use any AoEs you have to make things easier.

As usual, once they're all down, go to Jakin for your reward.

__________________
Simply Mercenary \________________________
-------------------------------------------
Summary:
- Talk to Jakin
- Pick your partner and enter the arena
- Defeat your opponents
- Claim your reward from Jakin
-------------------------------------------

Another battle right after. You'll be fighting against archers this time. You
know how to start the fight now. At least, I hope you do. Take your
opponents out however you see fit. You may want do use close combat though.
Once you're through with them, get your reward from Jakin.

________________________
A Valorous Proposition \________________________
-------------------------------------------------
Summary:
- Talk to Jakin
- Go to the champion's manor
- Talk to Tyr Magnus
- Talk to Jakin
- Kill your opponents
- Talk to Jakin
- Talk to Magnus
-------------------------------------------------

Talk to Jakin, and he will tell you that the champion wants to see you. His
house is just north of Jakin. Have a little chat with him. It doesn't matter
whether you agree or not; you'll have to do a fight alone anyways. Go back to
Jakin whenever you're ready to fight. Jokull will come up to you before you
begin to warn you. Enter the arena. Just more people, kill them. So many
rogues. Once you're done, get your reward from Jakin, then go to Tyr Magnus
to rub it in his face.

_________________________
A Viper For All Seasons \________________________
--------------------------------------------------
Summary:
- Talk to Jakin
- Defeat your opponents
- Talk to Jakin
--------------------------------------------------

Talk to Jakin. You'll be fighting a team of assorted classes. Pick your


teammate and deal with them as you see fit.

"This next fight's going to be easy. Booze! Fire! Those Vipers won't
know what hit them. But it'll be me." - Helga Swanwhite

After you beat the team, some surprise mages will come play with you. Kill
them too and then speak to Jakin.

_____________________
Meeting with Magnus \__________________________
------------------------------------------------
Summary:
- Talk to Jakin
- Go to the back of the stairs
- Deal with Cyrus
- Talk to Jakin
- Deal with Magnus's guards
- Enter the arena and kill the trolls
- Talk to Jakin
------------------------------------------------

Jakin tells you that Magnus wants to meet you behind the giant stone
staircase here. Head over there. That's not Magnus. Once you've dealt with
this Cyrus guy, run back and Jokull will talk to you. Speak to Jakin then
enter the arena to deal with the troll. Don't worry, your Crow buddies won't
die. Kill Magnus's guards then kill the trolls inside. Talk to Jakin after
this.

____________________
Championship Match \__________________________
-----------------------------------------------
Summary:
- Talk to Jakin
- Defeat Tyr Magnus
- Talk to Jakin
- Storyline Complete
-----------------------------------------------

Finally, you'll get to fight Tyr Magnus. Given that he's been using so many
dirty tricks, he shouldn't be that tough. Pick someone to fight with you and
let's take that champion title from him.

Magnus is a tanky guy. He'll be with a team of each class. Not much to say
besides this. Take the mage out first, then the rogue, then the warrior and
Magnus. In other words, take the squishies out first.

Talk to Jakin for your reward and a twist of fate: Undisputed Champion. You
have finished this faction's storyline! You now own the place; you have a
house here and you can also collect money from Jokull every now and then at
the top of the giant staircase.

----------------------88------------------------------88
----------------------88------------------------------88
88 88
88 88
88 88
**------------------------------**
|| ||
[SDE00] || Side Quests ||
|| ||
**------------------------------**

Side quests are listed in alphabetical order.


Dalentarth....................................[SDE01]
Erathell......................................[SDE02]
Detyre........................................[SDE03]
Klurikon......................................[SDE04]
Alabastra.....................................[SDE05]

**--------------------------**
|| ||
[SDE01] || Dalentarth ||
|| ||
**--------------------------**

Odarath.............................[SDE11]
Yolvan..............................[SDE21]
Glendara............................[SDE31]
Webwood.............................[SDE41]
Haxhi...............................[SDE51]
Ettinmere...........................[SDE61]
Lorca-Rane..........................[SDE71]
The Sidhe...........................[SDE81]
Ysa.................................[SDE91]

*-----------------*
| [SDE11] Odarath |
*-----------------*

__________________
Building Bridges \_________________________
--------------------------------------------
Quest Giver: Herc Adwold

Location: Dalentarth > West Odarath > Gorhart

Summary:
- Talk to Herc Adwold
- Talk to Aery
- Obtain a Greater Healing Potion
- Talk to Herc Adworld
- Go to the House of Ballads or the Warsworn
- Report the incident
- Talk to Herc Adwold
--------------------------------------------

He tells you to talk to some other Fae that he knows watches Gorhart like a
creeper up on a ledge. Go to the spot marked on your map and speak to Aery.
She says you should try a Greater Healing Potion. If you don't have one to
spare, you can steal one from the alchemist gnome's desk upstairs in Gorhart.
Once you have the potion, talk to Herc Adwold, he will be upstairs in the
Inn. Now you can either go to the House of Ballads or the Warsworn to get
this mess fixed up. I chose to go to the House of Ballads as you won't be
charged and they will not be angry. After reporting the attack, return to
Herc to finish this quest.

________________
Crisis of Faith \_________________________
------------------------------------------
Quest Giver: Father Dynwel

Location: Dalentarth > West Odarath > Gorhart

Summary:
- Talk to Father Dynwel
- Find Brother Egan
- Help him retrieve the Selkie Veil
- Talk to the 'Fae'
- Follow Egan back to the mission
- Talk to Father Dynwel
------------------------------------------

Father Dynwel wants you to find Brother Egan. He will be found north around a
camp fighting a boggart. Speak to him and he says he needs to retrieve some
artifact from a nearby cave. Follow him to Waterhall Down and go in with him.
Once inside, go right to find a pile. In the room with the boggarts, check
for another pile and a pile of rocks. Be careful in the water, it contains a
bunch of lightning mines. Egan will probably trigger some but don't worry
about him. There is also a skeleton and a whirlpool in the water. Sprites
will spawn in the next room. Besides the obvious pile in the center, check
the corner for another one. The next room will have more sprites spawning.
Check the left for two piles and the right for a pile of rocks.

The next room has the chest with the Selkie Veil. It is surrounded by
lightning mines. When you retrieve it, sprites will spawn. Check the left of
this room for a pile of rocks. Check the right for a chest and another pile
of rocks right by the chest. Follow Egan out of here and don't forget to loot
a chest to your right after you exit the cave before jumping down.

Follow him back to the area where you first found him and there will be two
Fa- no wait. Speak to them. You can persuade them that the veil is cursed
then you can keep it. Once you deal with these two alfar, talk to dimwit Egan
and follow him back to the mission. The mission will now be open. Talk to
Dynwel to finish the quest.

____________
Homecoming \_________________________
--------------------------------------
Prerequisites: Building Bridges

Quest Giver: Gizela Wulflac

Location: Dalentarth > West Odarath > Gorhart

Summary:
- Talk to Gizela Wulflac
- Find Camden's death notice on a corpse
- Talk to Gizela Wulflac
- Go to the Inn in Didenhil
- Talk to Camden
- Talk to Gizela
--------------------------------------

She wants you to find her husband. There is a corpse north of Gorhart that
has a note that says that her husband is dead. Give it to her and she will
refuse to believe it. She's right though, he's still alive somewhere. Camden
can be found in the Inn in Didenhil. Talk to him and you can either convince
him to go back to his wife or not. After that, return to Gizela to complete
the quest.

______________
Members Only \__________________________
-----------------------------------------
Prerequisites: A Crisis of Faith

Quest Giver: Sister Zelda

Location: Dalentarth > West Odarath > Gorhart

Summary:
- Talk to Sister Zelda
- Enter the Reliquary
- Steal the Ordination Tome
- Return to Sister Zelda
-----------------------------------------

Sister Zelda wants you to steal their Ordination Tome so that Father Dynwel
has no choice but to let her join. The book is downstairs in the Reliquary.
There's usually no one down there so it's quite easy to steal. Take it and
return to Sister Zelda to complete this short quest.

_________________
Out of the Past \_______________________
-----------------------------------------
Prerequisites: A Crisis of Faith

Quest Giver: Brother Delf

Location: Dalentarth > West Odarath > Gorhart

Summary:
- Talk to Brother Delf
- Get the other two daggers
- Go to Bloodstone Deep
- Talk to Red Idward
- Kill Red or kill Delf
- Return to Red or Delf
-----------------------------------------

Brother Delf wants you to take his dagger and two others and bring them to
Red to show the blood rite has been satisfied. Ugnar is usually found
sleeping outside by the Inn. Itran is near the Sunder Caverns in Haxhi. For
Ugnar, you can either fight him, convince him, or steal the dagger from him.
For Itran, head to the spot marked on your map and he will spawn. Attack him
until he stops and talks to you. If you one shot him, you'll be talking to a
corpse that says he intends to live. Anyways, you can either fight or pay him
for the dagger. Once you have all three daggers, go to Bloodstone Deep in
Glendara.

Take care of the Red Legion in the first room then check the right for a pile
of rocks. On the way to the intersection, there is another pile of rocks on
the left. The two paths going to the left both have chests at the end. The
second path going to the right has a hollow log at the end behind some
crates.

The final room has some more Red Legion. Kill them then talk to Red. You can
either side with Delf or Red. If you side with Delf, kill Red, and if you
side with Red, kill Delf. If you kill Red, don't forget to loot his body for
the daggers. Check his room for a chest before you leave. Once you've killed
whoever you needed to, go back to the other person to complete the quest.

____________________
Recipe For Trouble \________________________
---------------------------------------------
Quest Giver: Nanne Hanri

Location: Dalentarth > West Odarath > Gorhart

Summary:
- Talk to Nanne Hanri
- Go to Agnur Farhal
- Find and talk to Karth
- Kill Karth and the bandits
- Destroy all the crates
- Talk to Nanne
---------------------------------------------

Speak to Nanne the alchemist to begin. She wants you to find Karth in Agnur
Farhal. Go there and he should be right there in the beginning. Seems like he
tricked Nanne from the start. Some bandits will show up. Kill them all. Now
loot the chest behind the crates near where Karth was. Proceed to find more
Red Legion and two crates.

Keep going past two Red Legion. The path will branch off to the left and
right. Going right leads to a room full of brownies, two corpses, a chest,
and a pile of rocks. Going down the left path leads to a room with another
corpse, a pile of rocks, and a lorestone. The very southeast of the WHOLE map
of this place contains a pile of rocks, or the hall before you reach the
large room with stairs. The next room will have some Red Legion and two more
crates. Under the stairs is a chest and another lorestone. Exit this place
and check the right for a chest before jumping down.

There are six more crates, all of which are marked on your map. They are
located in several red legion camps. Destroy them all and then return to
Nanne to complete the quest.

_______________________
Red in Tooth and Claw \_______________________
-----------------------------------------------
Quest Giver: Ainmhi

Location: Dalentarth > East Odarath

Summary:
- Talk to Ainmhi
- Find the well
- Talk to Ainmhi
- Get Leechwood Bark
- Find and get water from the well
- Talk to Ainmhi
-----------------------------------------------

You can find Ainmhi dragging himself around in a circle in eastern Odarath.
He's a wolf cursed to be in a human form and he needs you to find a well.
Head to the area marked on your map. You'll see the sprites; kill them, but
the well will vanish. Go back and talk to Ainmhi about it. You need to get
leechwood bark, if you already have one, just go find the well. If you don't,
there should be a decent amount around here in Dalentarth. The well will
change spots every now and then so don't take too long. Once you're at the
well, use the leechwood on it and you'll receive some water. Head back to
Ainmhi to watch him turn back into a wolf and complete this quest.

__________________
Special Delivery \_________________________
--------------------------------------------
Summary:
- Travel to Gorhart
- Loot the Special Deliveries Chest
--------------------------------------------

This side quest isn't even really a quest. It's just a notice for you to pick
up your special items in a chest by the Inn in Gorhart. You'll have this if
you got items from the demo, the Mass Effect 3 demo, from pre-ordering the
game, or the downloadable content.

Anyhow, due to limited bag space in the beginning, I only recommend taking
out what you're going to use.

From Kingdoms of Amalur demo:


Note: Shepard's armor and Infernal Helm are Might armor.

- Infernal Helm

- Twinned Souls (chakram)

- Shepard's Helm
- Shepard's Cuirass
- Shepard's Gauntlets
- Shepard's Chausses
- Shepard's Greaves

- Twist of Fate: Confident (+5% Fire and Ice Resistance)

From Mass Effect 3 demo:


- Omniblades (dagger)

From Amazon pre-order:


Note: Fate weapons increase duration of Reckoning mode by 15%

- Dowsing Rod (lets you see all harvestable reagents on the map)

- Fate's Edge
- Fate's Brand
- Fate's Mallet
- Fate's Needles
- Fate's Curve
- Fate's Scours
- Fate's Arbor
- Fate's Eyes
- Fate's Stem

From Gamestop pre-order:


Note: Fate weapons increase duration of Reckoning mode by 15%

- Compass of Fate (increases the Persuasion skill)

- Fate's Edge
- Fate's Brand
- Fate's Mallet
- Fate's Needles
- Fate's Curve
- Fate's Scours
- Fate's Arbor
- Fate's Eyes
- Fate's Stem

- Vigilant Armor Set


- Pensive Armor Set
- Imminent Armor Set

- Twist of Fate: Harbinger (+2% exp during Reckoning mode)

From the Weapons & Armor Bundle Pack DLC:


Note: These armor sets and weapons level up with your character.

- The Valley Robes - The Mountain


- The Valley Cowl - The Tower
- The Valley Handwraps - The Beast
- The Valley Shoes - The Forge
- The Field
- The Running Man Armor - The Moon
- The Running Man Hood - The Wind
- The Running Man Gloves - The Night
- The Running Man Leggings - The Hunter
- The Running Man Boots - The Truth
- The Song
- The Guardian Cuirass - The Flame
- The Guardian Helm
- The Guardian Gauntlets
- The Guardian Chausses
- The Guardian Greaves

______________________
The Flame of Rhyderk \________________________
-----------------------------------------------
Cairns must be used at an Echo Stone to start the quest.
There is an Echo Stone in the House of Ballads, the Ballads Oratory,
the Ballads Library, and the Ballads Sanctuary in Ysa.

Cairn Location: Dalentarth > East Odarath > House of Ballads > Hall of
Accolades on the floor by the Echo Stone

Summary:
- Retrieve the blade
- Forge the blade
-----------------------------------------------

The blade is located just in front of Ohn's Stand, which is in the southwest
corner of Lorca-Rane. There's just a bunch of jottun around it. After getting
it, go to any forge and create it. The blade will be under Greatswords.

Whatever components you use will add on to this. Once you've made the blade,
the quest will be completed.

*----------------*
| [SDE21] Yolvan |
*----------------*
___________________
A Brutal Contract \________________________
--------------------------------------------
Quest Giver: Contract Board

Location: Dalentarth > Yolvan > Shieldring Keep

Summary:
- Talk to Declan Malus
- Kill all five mountain trolls
- Return to Declan
- Talk to Idwold in Shieldring Keep
--------------------------------------------

The former contract holder will be in Haxhi. Speak to him. You are to kill
five mountain trolls located all over Haxhi. They are all marked on your map.
Once they're all dead, return to Declan. After that, go talk to Idwold in
Shieldring Keep to complete the quest.

________________
Knowledge Lost \_________________________
------------------------------------------
Quest Giver: Oleander Sinclair

Location: Dalentarth > Yolvan

Summary:
- Talk to Oleander Sinclair
- Make the potion and give it to him
------------------------------------------

This guy's obviously a fake, but might as well. He needs a Minor Alchemist's
Art potion. If you already have one, you can give it to him rightt here, but
if you don't, you can make it with embereyes and sky blossoms. He will give
you the recipe for it too. The quest is completed once you give him the
potion.

______________
Rallying Cry \_________________________
----------------------------------------
Quest Giver: Contract Board

Location: Dalentarth > Yolvan > Shieldring Keep

Summary:
- Go to the camp in Ettinmere
- Kill the four ettin
- Talk to Idwold in Shieldring Keep
----------------------------------------

Head to the area marked on your map in Ettinmere. Examine the corpse and take
the Mission Brief. You are to kill four ettin that should now be marked on
your map. Once you've killed them all, return to Idwold to complete the
quest.

____________________
Reprisal, Reprised \_______________________
--------------------------------------------
Quest Giver: Penri Kell

Location: Dalentarth > Yolvan

Summary:
- Talk to Penri Kell
- Kill four antelope and loot their heads
- Talk to Penri
- Place the heads
- Kill the troll and loot the ring
- Talk to Penri
--------------------------------------------

Penri wants you to help her replay this Fae tale. First go around and kill
four antelope. It's easier to used ranged weapons or magic as they like to
run away. Once you've got four heads, talk to Penri again and she'll tell you
to place them. Once you place all four, a troll will appear. Kill it for the
ring and talk to Penri. You can persuade her to let you keep the ring if you
want.

_________________
Ungentle Beasts \________________________
------------------------------------------
Quest Giver: Contract Board

Location: Dalentarth > Yolvan > Shieldring Keep

Summary:
- Go to Overgrown Thicket
- Retrieve the book
- Talk to Idwold Freward
------------------------------------------

Overgrown Thicket is just west of Shieldring Keep. The first room contains
some kobold and a chest. The second room has barghest and another chest. The
final room has more kobold, three chests, and the book you're looking for.
Get the book and return to Idwold Freward in Shieldring Keep to complete the
quest.

*------------------*
| [SDE31] Glendara |
*------------------*
________________________
Brother Fallon's Beads \_______________________
------------------------------------------------
Prerequisites: Find Brother Fallon's body

Quest Giver: Brother Udo

Location: Dalentarth > Glendara > St. Hadwyn's Mission

Summary:
- Talk to Brother Udo
- Use the beads at each mission's shrine
------------------------------------------------

You can start this quest once you discover that Brother Fallon is dead. Talk
to Brother Udo. If you did not take the beads from Fallon's body, you must do
so. Now you need to use the beads at each mission's shrine. There are three
of them and should be marked on your map now. Each shrine adds +5% damage to
Niskaru to the beads. Once you've visited all three, the quest completes.

______________
Plagueshield \_________________________
----------------------------------------
Quest Giver: Astrid Frisk

Location: Dalentarth > Glendara > Didenhil

Summary:
- Talk to Astrid Frisk
- Find Brother Fallon
- Talk to Astrid
- Find the other two plagueshield
- Return to Astrid
----------------------------------------

Astrid needs more plagueshield but it turns out Brother Fallon hasn't showed
up. She needs you to find out what happened. Use your map marker to find him.
Looks like he got caught by bandits. Loot the cart for a plagueshield. Return
to Astrid to tell her the news. There are two more plaguehshield to be found.
One is on a bandit that will run through the forest to a camp. Only when you
follow him all the way to the camp will he become attackable. The last one is
up northwest lying on the floor. Bring them back to Astrid to complete the
quest.

Also, the beads you looted off Brother Fallon's body starts another quest by
talking to Brother Udo at St. Hadwyn's Mission which is in the northwest area
of Glendara.

___________________
The Natural Order \________________________
--------------------------------------------
Quest Giver: Kester Barclay

Location: Dalentarth > Glendara > Didenhil

Summary:
- Talk to Kester Barclay
- Go to Coilsbain Caverns
- Get rid of the jottun
- Encounter Balthasar
- Return to Kester
--------------------------------------------

It seems that the cause of all the boggarts is because there are jottun in
the cave they usually live in. Kester wants you to go to Coilsbain Caverns to
get rid of the jottun.

The first room has nothing. The second room has two jottun and a chest on the
left. Open the door for a chest. The large area after has two chests.
Boggarts will spawn; there's also a chest where they spawned. You'll run into
two more jottun. There is also a chest nearby. The next large room contains
three jottun and two chests to their left. The path past the room has a chest
on the left. Go through the door to go further in.
Inside, there is a chest to the right before you open the door. You will run
into a lone jottun. After through the long hallway you'll find the last two.
Enter the room behind the door and there's some dude there. You'll have no
idea what the heck he's talking about. If your persuasion is high enough, you
can troll him and say they allied. If you succeed, he will just teleport
away. If you do not persuade him, you will have to fight some monsters. Loot
the chest and get out of here. Return to Didenhil and talk to Kester to
finish.

*-----------------*
| [SDE41] Webwood |
*-----------------*
_______________
A Tangled Web \________________________
----------------------------------------
Quest Giver: Garaner Vernt

Location: Dalentarth > Webwood > Canneroc

Summary:
- Talk to Garaner Vernt
- Speak to him again outside of town
- Go to Shade River Caves
- Find Barten
- Go back to Canneroc and talk to Barten
----------------------------------------

After ridding the town of the spiders, talk to Garaner. He wants you to find
some people but first he wants to talk to you outside of town. Once he's on
the bridge, talk to him again. He wants you to make sure Barten's dead. You
can either say yes or no to his offer. After that, go to Shade River Caves.

Spiders will burst out of the floor in the first room. Check the tiny crevice
in the north of this room for a spider sac. When the path divides, go left
for a spider sac. Jump down from here and check left for a spider sac and a
skeleton. (You need a fire weapon or spell to get to them.) Follow the path
and there should be another spider sac on the right side after the spiders.
You should now run into Barten. Speak to him, then check the room for three
spider sacs and one more on your way out. (Again, you need fire weapons or
spells to reach two of the sacs.) Yeah, you could have found Barten faster by
going the right path the first time, but then you'd miss out on loot and
(more) sounds of spider sacs opening. I knew you wouldn't want that!

Go back to Canneroc and talk to Barten to finish the quest. You also get a
house here.

_____________________
Cutting the Threads \________________________
----------------------------------------------
Prerequisites: A Tangled Web

Quest Giver: Barten

Location: Dalentarth > Webwood > Canneroc

Summary:
- Talk to Barten
- Go to Castle Yolvan
- Find all five of the lorestones
- Talk to The Widow
----------------------------------------------

Barten wants you to go to Castle Yolvan to find a way to stop what's


happening in Webwood. When you get there, a Crudok will pop out. Looks like
you need another way to get in. To the left is a platform you can jump off of
into this suspicious pit. This quest requires you to activate all five
lorestones in the castle. You will literally land on the first one. The
second one is basically right there in your path too. When you reach the
intersection, go left to reach a locked door. Behind are rats, a chest, and a
spider sac. Go back to the intersection and go straight/north. The third
lorestone will be in the next room. Go up the stairs to find a chest. The
room after will have a spider sac on a table to your right and a few more
rats. The next room will have even more rats, a lorestone right up center and
a skeleton on the side. The second tiny room to your left has the fifth and
final lorestone.
After a moment, you'll hear a voice, and the locked gate nearby will open.
Before you reach the room there is a skeleton on the left. There is a spider
sac and skeleton on both the left and right side of this room. Speak to The
Widow. Once your short conversation is done, a ton of spiders will appear.
This quest is complete and you'll get a new one.

______________
Grim Harvest \_________________________
----------------------------------------
Quest Giver: Menri Togh

Location: Dalentarth > Webwood > Canneroc

Summary:
- Talk to Menri Togh
- Go to Togh Farm
- Search the corpses
- Confront Cartery Jayck
- Talk to Menri
----------------------------------------

Menri Togh wants you to go to her farm to find out what happened to her
parents. Once there, check the bodies for Jayck's knife. Cartery Jayck is
back in Canneroc so go back and speak to him. You can either kill him or
let him bribe you to keep quiet. After that, talk to Menri to complete the
quest.

___________________
The Widow's Wrath \________________________
--------------------------------------------
Prerequisites: A Tangled Web & Cutting the Threads

Location: Dalentarth > Webwood > Castle Yolvan

Summary:
- Escape Castle Yolvan
- Go back to Canneroc and fend off the spiders
- Talk to Barten
- Go to Cathrus
- Kill Canneroc's citizens or kill The Widow
- Return to Barten or The Widow
--------------------------------------------

You can kill all the spiders or just run straight out of the castle. When
you're near the exit, don't forget to loot a spider sac. Go back to Canneroc
and fend off the spiders. Barten will talk to you. Now you need to go to
Cathrus to stop The Widow.

She will be waiting for you at the entrance. You now have a choice to kill
the citizens of Canneroc or to kill the Widow.

If you decide to kill the people in Canneroc, you need to kill all 8 of
them. They will all be in the inn. You will fail any quests you have with
anyone in Canneroc. Once you kill all of them, go back to The Widow to
complete the quest. You'll get a crappy pair of faeblades.

If you decide to kill the Widow, proceed deeper into Cathrus. The path on the
right has a spider sac. You can't go any further this way as it is blocked.
Go the only way you can and spiders will appear. Burn down the web on the
right to reach a chest. You'll run into more spiders. After that, there will
be another web blocking your way on the left. Burn it down to reach a spider
sac. Right before the next room, check the left for another spider sac. As
expected, more spiders will appear. After that, burn another web down on the
left for a spider sac. After that, check the right for yet another sac. Take
care of the spiders in the next room and loot the sac on the left. Spiders
will show up in the hall after this.

You'll finally get to The Widow. There is a chest on the left. Talk to The
Widow. All she does pretty much is summon spiders and throw energy blasts at
you. Once she is dead, go back to Canneroc and talk to Barten to complete the
quest.

*---------------*
| [SDE51] Haxhi |
*---------------*
_______________________
Band of Brother Monks \________________________
------------------------------------------------
Quest Giver: Brother Padric's corpse

Location: Dalentarth > Haxhi > Splitrock Depths > Eastern Exit

Summary:
- Examine Padric's corpse and take the journal
- Go to Brother Holt
------------------------------------------------

The corpse can be found by a chest if you exit Splitrock Depths from the east
instead of the regular north exit. Take the journal on his body and bring it
to Brother Holt, who is at St. Eadric's Mission in The Sidhe.

_____________________
The Height of Crime \_________________________
-----------------------------------------------
Quest Giver: Stellan Reitan

Location: Dalentarth > Haxhi

Summary:
- Talk to Stellan Reitan
- Go to Splitrock Depths
- Find his friend and journal
- Return to Stellan
-----------------------------------------------

This gnome seems to be more concerned about his journal than his friend, but
ok. Splitrock Depths is just across the bridge near Stellan's camp. Go on in.

When the path splits up, go right. Some barghests will appear. Go to the dead
end where they spawned from for a skeleton. Go back, and go up a small ramp
on the right before the wooden planks for a chest. When the path branches off
again, check the end of the left path for a pile of rocks. Go up the stairs
and kill some faer gorta. Check the left of the top of the stairs for a pile
of rocks. Take the path going right. Kill some barghest then check the
western corner of this room for another pile of rocks. Go left to a room with
a few more barghest and a skeleton. Go back and keep heading south. There
will be some faer gorta here. There is a chest on the right.

You will reach the end of this place. Loot the gnome's body and check the
right for some random journal. On your way out, kill the leanashe. Return to
Stellan to finish the quest.

*Note: There is an exit on the far east that leads outside to a chest &
a corpse.

__________________________
The Treasures of Meropis \_______________________
--------------------------------------------------
Cairns must be used at an Echo Stone to start the quest.
There is an Echo Stone in the House of Ballads, the Ballads Oratory,
the Ballads Library, and the Ballads Sanctuary in Ysa.

Cairn Location: Dalentarth > Haxhi > Ballads Library > on the table by the
Echo Stone

Summary:
- Find the treasures
--------------------------------------------------

This is a straightforward quest. Just go to the areas marked on your map and
gather the treasures there. Once you've gotten all five, the quest will
self-complete. All of the treasures are found in water.

Glendara: Bag of Sand


Odarath: Shell
Lorca-Rane: Meropic Relic
Ettinmere: Coral Sliver
Ettinmere: Pearl

*-------------------*
| [SDE61] Ettinmere |
*-------------------*
________________
Imelda's Charm \_________________________
------------------------------------------
Prerequisites: The Fisherman's Bride

Quest Giver: Enconeg Holn

Location: Dalentarth > Ettinmere > Holnstead

Summary:
- Talk to Enconeg Holn
- Find and kill the ettin with the charm
- Return to Enconeg
------------------------------------------

Enconeg wants you to retrieve a charm that an ettin stole from his wife's
grave. The ettin will be walking around, and should be marked on your map.
Kill it, loot the charm and return to Enconeg to finish.

_____________________
Shadow of Enfamanir \_________________________
-----------------------------------------------
Cairns must be used at an Echo Stone to start the quest.
There is an Echo Stone in the House of Ballads, the Ballads Oratory,
the Ballads Library, and the Ballads Sanctuary in Ysa.

Cairn Location: Dalentarth > East Odarath > Ballads Oratory > in the back on
the floor by the Echo Stone

Summary:
- Slay Enfamnir
-----------------------------------------------

Enfamnir is in the southeast corner of The Sidhe. He's in a small area with a
lorestone. It will come out once you're there. It's just like any other
Niskaru Tyrant: fireballing, charging, spazzy claw smashing. Vulnerable to
ice. Once it's dead, the quest completes.

__________________
Shine and Shadow \_________________________
--------------------------------------------
Quest Giver: Avicenn Entelle

Location: Dalentarth > Ettinmere > Holnstead

Summary:
- Talk to Avicenn Entelle
- Go to Dellach
- Kill the ettin and retrieve Shine and Shadow
- Return to Avicenn
--------------------------------------------

This gnome wants you to get an artifact called Shine and Shadow from some
ettin in Dellach. They aren't very far in the ruins. After you go down the
stairs, go down the path on the right. The ettin in this room will have the
artifact. Claim it and return to Avicenn. He'll be disappointed that they're
only some daggers. You can convince him to let you keep them.

_______________________
The Fisherman's Bride \________________________
------------------------------------------------
Quest Giver: Enconeg Holn

Location: Dalentarth > Ettinmere > Holnstead

Summary:
- Talk to Enconeg Holn
- Clear the pier
- Save Enconeg and kill the leanashe
------------------------------------------------

This fisherman wants you to help him find his nymph. Kill the monsters marked
on the map. After you kill the ettin, Enconeg will show up in fancy clothes.
Looks like he's seeing things. You can either tell him he's delusional or let
him go on with his 'wedding'. His nymph turns out to be a leanashe. If you
tell him that it's his funeral, it really will be unless you save him. If you
do not save him, the quest fails. Once you've killed the leanashe, talk to
Enconeg to finish the quest. You can get another quest from him now.

*--------------------*
| [SDE71] Lorca-Rane |
*--------------------*
______
Lost \____________________________
-----------------------------------
Quest Giver: Jedda Kerning

Location: Dalentarth > Lorca-Rane

Summary:
- Talk to Jedda Kerning
- Find Turin's body and take the scroll
- Return to Jedda
-----------------------------------

Turin's body is near Brunuath. Loot his body for a sealed scroll. You can
open it if you want, it won't affect anything. Return to Jedda to complete
the quest.

______________
The Antelope \____________________________
-------------------------------------------
Quest Giver: Marga Sammoc

Location: Dalentarth > Lorca-Rane

Summary:
- Talk to Marga Sammoc
- Search the antelope meat for a silver necklace
- Talk to Oreyn Vilsar
- Return to Marga
-------------------------------------------

She says her lover has turned into an antelope. Time to find out what
happened to him. The quest marker will bring you to some bowl of antelope
meat with the necklace in it. Nearby, Oreyn will be in a cage. Hahaha. You
can either choose to let him out or not. Go back and talk to Marga to finish
the quest.

I believe this quest can also be done by first talking with Oreyn first but
it won't be much different than starting with Marga.

_______________
The Flowering \________________________
----------------------------------------
Quest Giver: Osduin

Location: Dalentarth > Lorca-Rane

Summary:
- Talk to Osduin
- Gather the seeds
- Talk to Osduin in Brunuath
- Place the seeds
- Stand on the center platform
- Kill the sprites
- Talk to Osduin
----------------------------------------

Osduin needs some help doing some flowering thing. If you ask him who
Boderill is, you can get a chance to persuade. He needs you to gather seeds,
which will be marked on your map. Once you get them all, return to Osduin,
who will now be in Brunuath for the next step. Plant the seeds. Step on the
center platform. A bunch of sprites will spawn so kill them all. Talk to
Osduin and he'll tell you that you were supposed to let the sprites kill you.
Oh. Sorry. Quest complete. Below I will run through the rest of Brunuath if
you want loots and stuff.

The east side of this room has a chest. Take the path that heads southeast.
The room will have some barghest and two piles. After that room there will be
a fae cache. The next room is empty. Take the path on the right. This room
has some more barghest. The south and west part of this room also contains
two piles. The northeast side of this room has a hidden door. Behind the door
are two chests and a fae cache. Take the path going east to reach a room with
two more barghest. The right has a pile and a skeleton. That is all here.

*-------------------*
| [SDE81] The Sidhe |
*-------------------*
_____________________
Aggressive Brownies \_________________________
-----------------------------------------------
Quest Giver: Sihtric Vorm

Location: Dalentarth > The Sidhe > Vorm Lodge

Summary:
- Talk to Sihtric Vorm
- Get rid of the brownies
- Return to Sihtric
-----------------------------------------------

Sihtric Vorm wants you to check out the Brownie problem. Go to the spot
marked on your map to find a cart with some corpses around it. Brownies will
appear. Kill them, then return to Sihtric to complete the quest.

______________________
Dangers of the Sidhe \________________________
-----------------------------------------------
Quest Giver: Arhaus Vorm

Location: Dalentarth > The Sidhe > Vorm Lodge

Summary:
- Talk to Arhaus Vorm
- Get Searstalk
- Return to Arhaus
-----------------------------------------------

Arhaus wants you to get searstalk for someone who was attacked by a thresh.
Go towards the place marked on your map for the searstalk, but watch out for
thresh. If you can fast travel to Arduath, it's very easy. Return to Arhaus
to complete the quest.

____________________
Hunting the Thresh \________________________
---------------------------------------------
Prerequisites: Dangers of the Sidhe

Quest Giver: Luca Soren

Location: Dalentarth > The Sidhe > Vorm Lodge

Summary:
- Talk to Luca Soren
- Kill the thresh
- Return to Luca Soren
---------------------------------------------

Talk to Luca Soren once she's recovered. You can kill the thresh that
attacked her. If you haven't fought a thresh before, here's the rundown: they
can shoot projectiles at you, and can also consecutively smash the ground to
bring roots towards you, which can lock you if you don't roll out. Once
you've killed it, return to Luca to finish the quest.

_________________
The Brownie Den \_________________________
-------------------------------------------
Prerequisites: Aggressive Brownies

Quest Giver: Sihtric Vorm

Location: Dalentarth > The Sidhe > Vorm Lodge

Summary:
- Talk to Sihtric Vorm
- Meet Sihtric at Rundamir
- Discover the cause of the brownie violence
- Kill the Crudok
-------------------------------------------

Sihtric is going to find out what exactly is causing the brownies to be so


aggressive. Meet him at the brownie den of Rundamir. Inside, he will tell you
it's a crudok that's causing all the brownie violence.

The first room contains some brownies, and a chest and pile of rocks to your
left. Go straight all the way to reach a chest at the end. Go back to the
first room and take the right/northwest path. Behind some brownies is a
chest. Go past a pool of poison. There should be another chest after the
pool. After that, the left will have a door and a chest behind it. You will
reach a room with bridges and brownies. The very west of this room contains a
pile of rocks. The next room will have more brownies and a chest on the
right.

The next room contains the crudok and some brownies. Crudoks basically spit
out this stuff that looks like swarms of flies. Once it is killed, Sihtric
will talk to you and the quest will be completed.

Check the room with the curdok for a pile of rocks. Take the north path. Some
brownies should come running at you from a left path. Go down this path and
open the door for a chest. The next room has brownies and a chest across the
bridge on the right. That is all in Rundamir.

*-------------*
| [SDE91] Ysa |
*-------------*
____________
Cureseeker \_______________________
------------------------------------
Cairns must be used at an Echo Stone to start the quest.
There is an Echo Stone in the House of Ballads, the Ballads Oratory,
the Ballads Library, and the Ballads Sanctuary in Ysa.

Cairn Location: Dalentarth > The Sidhe > Ysa > The Trellis > Ballads
Sanctuary

Summary:
- Plant 8 reagents around the Fae lands
------------------------------------

This quest is rather straightforward. You just go to every spot on the map
and plant something there. There are 8 in total. The quest completes itself
once you've planted all of them.

Gorhart: Black Cohosh Emaire: Ysa's Breath


Didenhil: Tindertwig Tirin's Rest: Sativa Stalks
Canneroc: Star Thistle Mel Aglir: Seaflax
Ayten: Cripplespore Whitestone: Scarwood Tree

_______________________
Oh, the Indignitaries \________________________
------------------------------------------------
Quest Giver: Squire Brio

Location: Dalentarth > The Sidhe > Ysa

Summary:
- Talk to Squire Brio
- Talk to all four dignitaries
- Return to Brio and give him the order
------------------------------------------------

You need to talk to all four dignitaries to see what order they would prefer
to see the king. After that, go back to Brio to give him the order you
believe should be best. If you get it wrong, the quest will fail. The correct
order is: Hartwen, Whenery, Setter, Gorrenet.

__________
One Drop \________________________
-----------------------------------
Quest Giver: Nomeron

Location: Dalentarth > The Sidhe > Ysa > The Trellis
Summary:
- Talk to Nomeron
- Collect water from all four pools
- Go to the Lyceum Grove and use the water lock
- Report back to Nomeron
-----------------------------------

Nomeron wants you to open a water lock, but it requires you have water from
four Sacred Pools. Interact with the little pots at each of the areas marked
on the map, then go to Lyceum Grove to use the water lock. Return to Nomeron
to complete the quest.

_____________________
Order of Operations \________________________
----------------------------------------------
Quest Giver: Jorum Quintus

Location: Dalentarth > The Sidhe > Ysa > Scholia Arcana Embassy

Summary:
- Talk to Jorum Quintus
- Find the three initiates
- Return to Jorum and tell him what happened
----------------------------------------------

Jorum wants you to go out into The Sidhe to find out what happened to three
initiates. They will be marked on the map. Once you've found them all, return
to Jorum to report what happened exactly, based on their journals. If you get
it wrong, the quest will fail. The correct answer is:
- Cassera organized the theft
- Bertran was murdered
- Beasts killed Aloren
Wow, they all died, just for a gem that gives +17% mana. Talk about sad.

__________
Uprising \________________________
-----------------------------------
Quest Giver: Mythany Keen

Location: Dalentarth > The Sidhe > Ysa

Summary:
- Talk to Mythany Keen
- Meet her at he worship circle at night
- Kill ambassador Brenner
- Get rid of the daggers
-----------------------------------

After speaking to her, you need to meet her at night at the worship circle to
find out more. The worship circle is the area with all the shrines. Speak to
her there and you find out she wants you to steal the daggers on Brenner and
dispose of them somehow. She only tells you to steal them but the quest tells
you to kill Brenner. Better safe than sorry so I just killed her when she was
all by her lonesome self walking behind that building. Junk the daggers,
salvage the daggers, or sell the daggers to some merchant. Once that is done,
talk to Mythany to complete this quest.

_______________
What Ales You \________________________
----------------------------------------
Quest Giver: Gertern Asker

Location: Dalentarth > The Sidhe > Ysa > Asker's Alley

Summary:
- Talk to Gertern Asker
- Talk to Jakasen in the Lyceum Grove
- Agree to test his potion
- Harvest the Bristletongue at The Font
- Return to Gertern
----------------------------------------

Gertern wants you to get some rare bristletongue seeds for his brew. He tells
you to go ask some apothecary named Jakasen in the Lyceum Grove. Ask Jakasen
and he says he'll tell you if you try some potion he has. You'll pass out
with only a hint of what Jakasen said. The plant is up at The Font. Harvest
it and return to Gertern to finish this quest.

**--------------------------**
|| ||
[SDE02] || Erathell ||
|| ||
**--------------------------**

The Wolds...........................[SDE12]
Forsaken Plain......................[SDE22]
Tala-Rane...........................[SDE32]
Cradle of Summer....................[SDE42]
Galafor.............................[SDE52]
Acatha..............................[SDE62]
Kandria.............................[SDE72]
Tywili Coast........................[SDE82]
Rathir..............................[SDE92]

*-------------------*
| [SDE12] The Wolds |
*-------------------*
_____________________
A Pilgrim's Setback \______________________
--------------------------------------------
Quest Giver: Contract Board

Location: Erathell > The Wolds > Helmgard Keep

Summary:
- Find the five scrolls
- Return to Hanrik Aulde
--------------------------------------------

Mull-Rane is north of Forsaken Plains. Once inside, you will be at an


intersection. Take the east/left path to find a secret door at the end.
Barghests will appear when you go inside and there are three chests and a
skeleton here. Now go back and take the path that heads south since the door
on the right is locked.

The kobolds in this path have one of the scrolls. Open the door and the
kobold behind will have another scroll. This room also has a pile of rocks.
After killing the kobold with the second scroll, a kobold with the third
scroll will show up shortly.

Now go down the path to your left, heading south. Open the door on the right
for a chest. Continue south, open the door and the room has a chest and
a lorestone. Go back to the room where you got the second and third scrolls
and open the northern door. You'll run into some random dude here, who is
involved in a different quest. Yes, that's right, we're having a nice walk in
the ruins.

Anyways, the northwest, left corner of this room has a pile of rocks. Open
the door to the left, near the pile of rocks. The end of the path has a chest
and a skeleton. Go back to the room with the guy and open the door to the
north. The last two scrolls are on the kobolds here. Open the door here and
there is a lorestone at the very end. Return to the room with the guy and
open the secret door on the right/east of this room, and get out of here.
Return to Hanrik for your reward.

________________
Castor's Wrath \_________________________
------------------------------------------
Quest Giver: Ayten Job Board

Location: Erathell > The Wolds > Ayten

Summary:
- Kill Castor Redhand
- Talk to Fynwick Iver
------------------------------------------

The board has a leaflet from Fynwick Iver, who wants some bandit leader dead.
Simply go to the place marked on your map, kill that Castor dude, then return
to Fynwick for your reward.
_________________
Ratofer's Pawns \________________________
------------------------------------------
Quest Giver: Ratofer

Location: Erathell > The Wolds > Ayten

Summary:
- Talk to Ratofer
- Sell his items one by one or buy them all at once
------------------------------------------

This vagrant wants you to help him sell some stuff to the people in Ayten.
You can either buy all his stuff right here and then for 1,100 gold, or take
each item one by one and sell them for a portion of the profit. I would just
buy them all at once so you don't need to go back to him every time. If you
decide to sell the items one by one, this quest will be completed once you've
sold the last item. If you decide to buy them all, this quest will be
complete and you will get a task to sell them.

_________________
Strict Accounts \__________________________
--------------------------------------------
Quest Giver: Sigra Thorin

Location: Erathell > The Wolds > Ayten

Summary:
- Get the five invoices
- Return to Sigra Thorin
--------------------------------------------

All you have to do is collect the five invoices marked on your map. You may
have to steal one or two of them. There is one lone invoice that is a little
far off near Helmgard Keep in Tala-Rane. When you've got all five, return to
Sigra Thorin.

_________________________
The Erathell's Blessing \______________________
------------------------------------------------
Quest Giver: Singing Nell

Location: Erathell > The Wolds > Ayten

Summary:
- Go to Ayten Circle
- Activate the stones from lowest to highest
- Return to Nell
------------------------------------------------

The order that you should activate the stones once you get to the circle is
Lowest, Low, Middle, High, Highest. Once that's done, you have a choice of
accepting a blessing. If you play them in the wrong order, Niskaru will
spawn. Return to Nell after you have played them in the correct order.

_______________________
The Waters of Madness \______________________
----------------------------------------------
Quest Giver: Arlette Rond

Location: Erathell > The Wolds > Ayten

Summary:
- Talk to Arlette Rond
- Enter Cranalt
- Find Jenniker
- Find the missing parts
- Repair the artifact
- Deactivate/configure the artifact
- Return to Arlette
----------------------------------------------

Talk to this delirious person. She'll tell you some dude poisoned the water
or something. You need to 'find Cranalt'. Cranalt isn't a person, but a cave.
Head over there and go in.
The first room will have some murghan surrounding some weird thing. But
first, examine the body, who is the Jenniker you're looking for. Take and
read the journal. You need to find some parts to fix that weird artifact. Get
the chest in this room then go right.

This room has more murghan, and a chest to the right. Go through the door and
you should be in a room with bridges and two murghan. Check the north of this
area for a chest. You need to go down the bridge into the water now, which
will give you a disease. You can use a Purification Potion to get immunity to
this for a little while.

Check the left while in the water for a chest. The door here is locked so
make a left and then another left to find a lever that opens the door. Go
through the door, kill the monsters and loot the chest for the first part.
Head south from this room and past some murghan to find a chest. Now go back
to the room with Jenniker's body and go left. The door here will be locked
too and needs a lever, which should be on the right.

Go right to some murghan and a chest. Go back and follow the path going
left/east. After some cave murghan, there should be a chest on a small path
to your left. Open the door to enter a room with another banshaen and
murghan. There are two chests in this room, one which contains the second
part.

Open the door to the west. The last room has two chests, one with the last
part right by the murghan, and one down south. Return to the artifact in the
beginning. Repair the artifact. You have a choice of deactivating the
artifact or picking one of the configurations. Choosing Sanguine or
Phlegmatic will require you to come back here later. Choosing Melancholic
will complete the quest but the two people at Rond Farm will die. Simply
deactivating the device completes the quest and those at Rond Farm will be
fine.

_____________
Vane's Luck \______________________
------------------------------------
Quest Giver: Contract Board

Location: Erathell > The Wolds > Helmgard Keep

Summary:
- Enter the Lucky Mine
- Kill Vane and take his armband
- Return to Hanrik Aulde
------------------------------------

Head to Lucky Mine and go inside. The first room will be flooded; check the
left area for two whirlpools. There is a platform sticking out of the water
with a skeleton on top. Once you're out of the water, you will see some
Freeman run off, deactivating some traps too. Head straight, then left into a
small room with a chest. Keep on following the north path. There is a pile of
rocks when the path turns right in the corner. On the path, there is also a
corpse. Shortly past the corpse to your right is a chest. The path that goes
right after this will have a minecart. Rocks will fall and block your path.
In the next room, a bunch of Freeman will appear. Check a corner of this room
for a chest. Go through the door and you should reach the room with Vane.
Kill him, along with a bunch of Freeman, then loot his armband.

After kiling Vane, open the door to the south. Rocks will fall and block a
path but I don't think there was anything there anyways. The left has a pile
of rocks. Check the path to the right for a corpse. Go back to the room that
Vane was in and head west. Open the door and some Freeman will appear. This
room has two chests in the corners. That's everything in Lucky Mine so head
back to Hanrik in Helmsgard Keep to finish this quest.

__________________
Wrest from Peace \_______________________
------------------------------------------
Quest Giver: Contract Board

Location: Erathell > The Wolds > Helmgard Keep

Summary:
- Loot the ring
- Return to Hanrik Aulde
------------------------------------------
The grave is up north in Forsaken Plains. There's just be a few brownies
around it. Take care of them and check the grave for the ring. Go back to
Hanrik in Helmgard Keep to finish the quest.

*------------------------*
| [SDE22] Forsaken Plain |
*------------------------*
______________
Buried Alive \_______________________
--------------------------------------
Quest Giver: Ommer Vogard

Location: Erathell > Forsaken Plain

Summary:
- Talk to Ommer Vogard
- Go to Orieator's Tomb
- Talk to Lyra
- Turn off the trap if you haven't already
- Return to Ommer
--------------------------------------

Ommer wants you to go find some woman, who he said was around the hills of
Orieator's Tomb, so head to the tomb and go inside.

There are two chests and a small moneybag in the first room. Open the door
and pull the trap lever behind you to stop the blades. You will find Lyra and
her friends in the next room. There is a chest behind them in this room. Talk
to Lyra. Tell her that you have turned off the traps already. If you do not,
you're going to have to go back and turn the traps back on and off, and
trigger some Faer Gorta on the way too. Once you've got the traps shut off,
return to Ommer Vogard to complete the quest.

__________________
Raising the Dead \_______________________
------------------------------------------
Quest Giver: Idwa Widfrond

Location: Erathell > Forsaken Plain

Summary:
- Talk to Idwa Widfrond
- Find Azo's grave
- Take the letter
- Confront Britt Hagni
- Talk to Idwa Widfrond
------------------------------------------

Basically you're going to run around the map checking the graves. There are
three graves marked on the map. If you're lazy and don't care for some loot,
Azo's grave is the one on the very bottom by Bitter Cove. Take the letter,
then make your way to Emaire to find this Britt Hagni. Talk to him and it
turns out he is actually Azo. You can either leave him alone in peace, tell
on him, or persuade him to give you his rings for your silence. You can
always tell him you'll leave him in peace...then pickpocket the rings. After
that, go back to Idwa. Now you can either give her his rings, tell her he's
gone, or that he's alive right here in Emaire.

_______________________
The Treasures of Culn \________________________
------------------------------------------------
Quest Giver: Lord Cras

Location: Erathell > Forsaken Plain > New Culn

Summary:
- Talk to Lord Cras
- Go to Bitter Cove and find the five treasures
- Return to Lord Cras
- Follow Urlik
- Persuade or kill Urlik
- Find Lord Cras in Rathir
- Let him go or send him to prison
------------------------------------------------
Lord Cras wants you to go to Bitter Cove to recover some of the Culn
villagers' treasures.

In the first room, the first treasure is in a chest behind some crates. Watch
out for the trip wire attached to the arrow launcher. There is also a pile of
rocks nearby. The path to the next room has a chest on the right, should be
hard to miss. The second room has some kobolds and the second treausure, a
painting. There's also a chest by the campfire. The room after has more
kobolds and a chest. Follow the path until you see a campfire to your right.
Kobolds will ambush you. The third treasure is in a chest near the campfire.
Watch for the bear trap in front of it. Follow the path until you see crates
and pots to your right. Disarm the tripwire and the fourth treasure is here.
The room after is full of kobolds. The fifth and final treasure is here, a
pot. Check the east wall and the south for a pile of rocks and a chest behind
a bear trap. That's everything here.

Return to Lord Cras. He says you can have one thing from his hoard and tells
you to follow some guy. Sounds fishy. Yep, he was ordered to kill you. Now
you can either persuade him not to or you can just kill him. If you decided
to kill him, you'll see from the letter on his body that he had a lover. How
cruel of you. Anyways, now you must find Lord Cras in Rathir. He will be at
the docks. Now you can either let him go for about 5000 Gold or bust him.
Someone who tried to kill me? I let him rot in prison, cause 5000 gold is
pocket change anyways!

____________________
They Walk Among Us \_______________________
--------------------------------------------
Quest Giver: Elrod Edman

Location: Erathell > Forsaken Plain

Summary:
- Talk to Elrod Edman
- Deal with the three spies
--------------------------------------------

Elrod Edman is just outside of Emaire. He tells you that he believes there
are three people that are spies for the Tuatha. You need to go see all three
of them, and either persuade to them to stop and shut up or kill them. Once
you've dealt with all three, return to Elrod to complete the quest.

_______________
Unlucky Charm \________________________
----------------------------------------
Quest Giver: Wane Emundas or Edwin Hoswig

Location: Erathell > Forsaken Plain > Emaire

Summary:
- Talk to Wane Emundas or Edwin Hoswig
- Find the robber
- Get the amulet
- Go to Syl and cleanse the amulet
- Return the amulet
----------------------------------------

You can start this quest by either talking to Wane Emundas or the man
dragging himself around who looks like he's almost had his throat cut.
They'll both tell you some amulet was stolen. Basically what happened was the
bleeding man and some other dude stole the amulet from Emundas, but then
Edwin got stabbed and robbed of what he robbed. Well, we need to find the guy
with the amulet. He can be found all the way up in the corner of the Cradle
of Summer.

Now you can either steal the amulet off him or just ask for it. He will give
it to you quite willingly, and once you have it you'll know why. You will now
get a load of curses on you that have about a one in five chance of
activating every time you hit an enemy. To cleanse the amulet, you need to go
to Syl, in the Cradle of Summer.

The curse actually hurts quite a bit because of how it triggers so often, so
watch your health when you're killing things in Syl. The first room has some
wolves, and two chests: one on the left and one also on the left after you go
up the ramp. The next room has more wolves, a corpse, and a chest on the
left. Now take the northwest path and it leads to two chests. Go back to the
previous room and head northeast. There is a chest in the next room with some
plant snappers. Some sprites will appear. Sprites will spawn in the room
after this too. Check this room (with the bridge) for a whirlpool and two
chests. After that, jump off the ledge in the southeast.

The room here has boggarts and a thresh, and can be painful if you trigger
the curse too many times. Once they're dealt with, loot the two chests in
this room and use the amulet on the pedestal to cleanse it. Go towards the
southern wall in this room and it will open up. Now you may either return to
Emundas or Edwin. Emundas will pay you in gold, while Edwin will give you
lockpicks, primsere lockpicks, and repair kits for it.

*-------------------*
| [SDE32] Tala-Rane |
*-------------------*
_______________________
Bell, Book and Candle \______________________
----------------------------------------------
Quest Giver: Faitir Scaith

Location: Erathell > Tala-Rane

Summary:
- Talk to Faitir Scaith
- GO to Dolve Wayle
- Defend Faitir while he rings the bell
- Kill the Scrivener
- Fend of the Faer Gorta while Faitir finds the codex
- Talk to the First Scaith
- Choose a side
- Kill the one whose side you didn't choose
- Speak to your ally
----------------------------------------------

Faitir needs three things to exile himself from his family. Follow him to
Dolve Wayle. Once inside, there is a chest in the corner with the camp. After
that, you will soon reach the bell. Kill the Faer Gorta while he rings the
bell. Now go to the library and kill the Scrivener. Kill the Faer Gorta while
he finds the Codex Scaith. Wha? He ADDED his name? Er, well time to find his
birth candle. But first, open the door at the southeast of this room and past
some traps is a skeleton at the end. Go back and follow Faitir again. Loot
the chest on the right. In the next room, there is a small moneybag behind
the shrine. The next room you will find the First Scaith. Talk to him that
Faitir was lying to you all along about the curse. Now you can choose to kill
Faitir or talk to him first. After you talk to him to find out the truth, you
need to decide whether to help the First Scaith or help Faitir. Either way,
after you've killed the one you didn't side with, and talked to your ally,
the quest will be completed. There is a chest on the east side of this room.
There is also a strongbox and a tomb here but they cannot be opened. Go back
the way you came. In the room with the shrine, go right. There should be a
locked door that your vault key you got will open. Inside are two chests, two
piles, and a small moneybag. Pull the lever on the east when you leave and
get out of here.

________________
Niahm's Labors \______________________
---------------------------------------
Quest Giver: Niahm Kent

Location: Erathell > Tala-Rane

Summary:
- Talk to Niahm Kent
- Kill the kobolds
- Return to Niahm
- Kill the crudok
- Go back to Niahm
- Kill the ettin
- Go back to Niahm
- Kill the jottun
- Return to Niahm
---------------------------------------

He wants you to do his dirty work for him. First are three kobolds, each
marked on the map. Once they're all dead, go back to Niahm for the next task.
Now you need to kill a crudok. Kill it and go back to Niahm for yet another
task. Kill the ettin, and go back to Niahm for a fourth task to kill a
jottun. After you kill the jottun, the quest is finally finished when you
talk to Niahm.

_______________________
The Aster Inheritance \______________________
----------------------------------------------
Quest Giver: Bodan Aster's Grave

Location: Erathell > Tala-Rane

Summary:
- Take the amulet from Bodan Aster's Grave
- Find the other amulet
- Merge the amulets
- Find all five strongboxes
----------------------------------------------

Note: I have marked Bodan Aster's Grave on my map for Tala-Rane on


GameFAQs.

Bodan Aster's Grave is located at the very south of Tala-Rane on the ledge
with the lorestone. Ettin should appear when you go up to that ledge. The
grave is in the cranny between the castle walls. Inspect it and take the
amulet to start this quest. You need to find a second amulet. Go to the spot
marked on the map to get the second amulet. Now you must merge the amulets
into a key. Go to the grave now marked on your map to merge the amulets. You
will now get a map and a key. Use the map in your inventory, or the locations
of the chests won't show. All five strongboxes will now be marked on your
map. Three are outside and two are inside, one in Dolve Wayle and one in
Corgan Hold.

The quest Bell, Book, and Candle requires you to go through Dolve Wayle so
instructions for that dungeon is under that quest. I will give a walkthrough
of Corgan Hold here.

Corgan Hold: The first room is a rectangular room with a bunch of kobolds.
The next room is a throne room where more kobolds will pop out. There are
three doors, west, north, east. They all end up in the same place but the
north/west ones also pass by two chests. The first room you reach will have
some kobolds. The next contains the two chests. You will reach a large room
with more kobolds. Open the gate in the north. It contains four chests and
the final aster strongbox. The quest should be complete.

*--------------------------*
| [SDE42] Cradle of Summer |
*--------------------------*
____________
Floodgates \_________________________
--------------------------------------
Quest Giver: Terenia

Location: Erathell > Cradle of Summer

Summary:
- Talk to Terenia
- Defend her from the wild Fae
- Talk to Terenia
--------------------------------------

To get the trigger for this quest, the message that something is wrong, you
need to activate all five Cradle of Summer lorestones. It appear it is
possible to get this quest from just activating the first Cradle of Summer
lorestone located north of Emaire.

You will get a message that something feels wrong, and then be teleported to
the Deep Slumber circle in the middle of the cradle. Terenia will talk to you
and you will have to defend her from waves of wild fae. Once they are all
dead, talk to her again and the quest will be completed.

________________
Rivener Tarsus \_______________________
----------------------------------------
Quest Giver: Lord Callor

Location: Erathell > Cradle of Summer > Deep Slumber


Summary:
- Talk to Lord Callor
- Retrieve the three staves
- Salvage the staves
- Reforge the weapon
----------------------------------------

You need to find three staves, made from the original weapon.

The God Fang is in Forsaken Plain > Emaire > Hagni Home. Just take it.

Dark Sliver is in Forsaken Plain > Mull-Rane on some random dude. Either
steal it or buy it off him. I have a walkthrough of Mull-Rane under a
different quest, A Pilgrim's Setback.

Crack of Dawn is on a Fae walking around in Forsaken Plain. Either steal it


or persuade it off her.

Once you have all three staves, salvage them at a forge and use the
components you get to make Rivener Tarsus, Ender's Fire, and Gloamfrost. You
may want to use better components for you will be keeping all three staves
when this quest is complete.

Return to Lord Callor to complete the quest and he will let you keep all of
the staves.

_______________
Sisterly Love \________________________
----------------------------------------
Quest Giver: Lila Janick

Location: Erathell > Cradle of Summer > Deep Slumber

Summary:
- Talk to Lila Janick
- Kill the spiders
- Talk to Lila Janick
----------------------------------------

All she wants you to do is kill some spiders so she can get some sativa
fibers. Easy enough. Once you've killed the spiders, talk to her again to
finish the quest. She will give you a discount on her potions and some
trainer in Emaire called Molly will be on discount too.

*-----------------*
| [SDE52] Galafor |
*-----------------*
_____________
Collections \__________________________
----------------------------------------
Quest Giver: Meyra Maun

Location: Erathell > Galafor > Tirin's Rest

Summary:
- Talk to Meyra Maun
- Take the purse to the Sanctuary
- Catch the thief
- Tell or not tell on him
----------------------------------------

Speak to Meyra Maun. Agree to donate gold and she'll ask you to bring the
purse to the Sanctuary since there's been a thief. At midnight in the game,
the thief will walk into the room. You can either tell or not tell on him.
The quest will complete after that.

__________________
Out of the Ruins \_________________________
--------------------------------------------
Quest Giver: Atheof Cergren

Location: Erathell > Galafor > Tirin's Rest

Summary:
- Talk to Atheof Cergren
- Go to Culn
- Talk to Bede
- Go to Virki
- Talk to Anela
- Close the three gates
- Go back to Tirin's Rest
- Talk to Atheof Cergen
--------------------------------------------

Atheof wants you to go to Culn to find out what happened to his daughter.
Head over to the ruins, fight off some Tuatha, and enter the basement. Talk
to the dude here. Make your way to Virki.

Once there, more Tuatha will show up. Go inside. Keep going straight once you
enter to reach a chest. Follow the path, and before the next room, check left
for a chest. The next room you will find Anela and Tuatha attacking her. Kill
the Tuatha and them speak to her. You now need to close three gates. Check
this room for a chest before you go.

Pick the locked door here. There is a chest on the left of the square room,
and a chest at the end of the room on the right with Faer Gorta. Return to
the previous room.

Go down the northeast path. The first room contains two Tuatha and two
chests. The next room has more Tuatha and a chest on the right. You will now
be in a cavern-like area. Go right. There are gates at both ends of both
paths, so close the two gates here. Go back and take the north/left path now.
The third gate is at the end. Check the right on the way to the gate for a
chest. Once all the gates are closed, exit this place and return to Tirin's
Rest. Talk to Atheof to complete the quest.

___________________________
The Valley of the Blessed \______________________
--------------------------------------------------
Quest Giver: Serabel Nareen

Location: Erathell > Galafor > Tirin's Rest

Summary:
- Talk to Serabel Nareen
- Go to Adarus Hollow
- Find the wand
- Return to the Nareens or the Lyria worshipper
--------------------------------------------------

They seem to have trouble farming here after it got burned down. Serabel
needs you to retrieve some wand from Adarus so they can farm there once
again.

When you are about to go into Adarus, a Lyria worshipper from Tirin's Rest
will approach you and say that you should bring the wand to her instead so
Priestess Corelon can destroy it. The people of Tirin's Rest appear to hate
refugees and Fae, so I'm just going to give the wand to the Nareens anyways.
Enter Adarus.

Right when you reach the first room, there is a chest to your left. Follow
the path to find another chest to your left. You will cross a bridge and run
into some boggarts. To your left is a pile of rocks. A little ahead is
another chest to your right. The next room contains a couple more sprites and
a chest on the left. The path on the way to the next room has a pile of rocks
in the corner of the turn. The room after is empty, but has a pile of rocks
on the left side. The last room has a thresh. Some boggarts will also appear
from behind. Loot the chest here for the wand.

Now return to either the Nareens or that Lyria worshipper who you met at the
entrance. Give them the wand to complete the quest.

________________
Tirin's Secret \_________________________
------------------------------------------
Quest Giver: Gwastl Brad

Location: Erathell > Galafor > Tirin's Rest

Summary:
- Talk to Gwastl Brad
- Investigate Burren Cove
- Talk to Adar
- Get the key and magic words
- Release Adar
------------------------------------------

Talk to Gwastl to find out the town's keeping something locked up in Burren's
Cove. Enter Burren Cove behind the town. Talk to Freynold Korrast and try to
get through the door. You can always just pick the lock. Last resort would be
to steal the key on Freynold. Once you're inside, check the right for a
chest, then another left of the cell. Talk to Adar the Fae in the cell. You
need Nil's key and some magic words of the priestess. Nearby, you will notice
a door to Tirin's Sanctuary. Go through, and up the stairs. Go to the second
floor and there is a table with a spellbook on it. Examine it to get the
magic words. Now go find Nil in the town, and pickpocket his key. Return to
Adar and release him to complete the quest.

*----------------*
| [SDE62] Acatha |
*----------------*
_________________
Derfel's Labors \_______________________
-----------------------------------------
Quest Giver: Derfel

Location: Erathell > Acatha > Derfel's House

Summary:
- Talk to Derfel
- Go to Lucky Mine and find the wine
- Return to Derfel
- Deliver the letter to Mattix Dace
- Retrieve Hellbane
- Get the Bloodstone, circlet, and rose
- Repair the Amrynthian Band
- Kill Keurig Shaster
- Talk to Derfel
-----------------------------------------

Derfel wants you to go find some kind of wine in Lucky Mine. I have covered
Lucky Mine in a previous quest called Vane's Luck. The wine is not very far
from the entrance. You will run into the chest that contains it as long as
you hug the left wall of this place. Go back to Derfel. He will now tell you
he'll give you treasure if you do seven more tasks for him. I will list the
tasks, and every time you finish one you must return to Derfel for the next
one until you do all of them.

Task 2 - Deliver letter to Mattix Dace


Task 3 - Retrieve Hellbane from a body
Task 4 - Get the Bloodstone
Task 5 - Get the Circlet
Task 6 - Get the Rose
Task 7 - Repair the Amrynthian Band
Task 8 - Kill Keurig Shaster

Task 2 and 3 are clear cut. Just go to your destination and back to Derfel.
For the Bloodstone, you can persuade him for half the price. For the circlet,
if you cannot dispel/unlock the chest, put the book Derfel gave you on the
bookshelf left of it and the chest will open. The flower is easy, simply
visit the grave and take it. Return to Derfel once task 4-6 is done for the
next task.

Go to Onarach: it is behind the town of Mel Aglir. Hendi will be there right
in the center and she will repair it for you easily. Onarach is a small
place, so might as well loot it up. The path on the right leads to some
boggarts and a fae cache. Behind Hendi is a chest. The left path leads to two
rooms - one with boggarts and a fae cache and another with more boggarts, a
fae cache, and a pile of rocks. Return to Derfel for your final task.

Your final task is easy, just kill some people who want Derfel dead. Once
you've taken care of them, talk to Derfel to complete the quest. You can now
open up his fireplace in his house to find a nice stash.

*-----------------*
| [SDE72] Kandria |
*-----------------*
__________________
The Best Defense \________________________
-------------------------------------------
Quest Giver: Corporal Ivar

Location: Erathell > Kandria > Tam's Wagon

Summary:
- Talk to Corporal Ivar
- Kill Connovar
- Return to Corporal Ivar
-------------------------------------------

Easy enough, just kill the bandit called Connover. He'll be surrounded by a
bunch of bandits and some jottun and wolves too. Once he's dead, go back to
Corporal Ivar for your reward.

___________________
The Lord Kandrian \_______________________
-------------------------------------------
Quest Giver: Eli Tems

Location: Erathell > Kandria > Mel Aglir

Summary:
- Talk to Eli Tems
- Enter Kandrian Keep
- Steal the ring
- Return to Eli Tems
- Place the ring on the altar
- Return to Eli Tems with the cursed ring
- Pick the door or go through Kandrian Cove
- Return the ring to the bedroom
- Go back to Eli Tems
-------------------------------------------

Head over to Kandrian Keep, down south. Waltz in and steal the ring. Return
to Eli Tems for the next step. You need to place the ring on an altar in
western Kandria. While it's on the altar, fend off some Faer Gorta. When it's
done, pick it up and go back to Eli Tems. Now you can either agree or decline
to go further with Eli's plan. If you say no the quest will probably fail.

You need to find a new way into Kandrian Keep. You can pick the now locked
gate, or go in through Kandrian Cove, marked on the map. I will be giving
instructions through the cove, as there is loot to be had.

There is a whirlpool on the right before you reach the large room. Swim all
the way right of the room for another whirlpool. The left contains a third
whirlpool and a chest. Follow the path out of the water to reach a room with
some kobolds. There is a pile of rocks left of where you entered the room and
a chest on the right. Follow the path to reach a chest and a ladder into
Kandrian Keep.

The guards inside will all be aggressive. You can sneak or fight your way to
Lord Kandrian's bedroom. Return the ring to the original spot and go back to
Eli to complete the quest.

_______________________
The Tinker's Daughter \_______________________
-----------------------------------------------
Quest Giver: Bardan Tam

Location: Erathell > Kandria > Tam's Wagon

Summary:
- Talk to Bardan Tam
- Go to Caer Tosai
- Find Julia
- Return to Bardan Tam
-----------------------------------------------

Julia is located in Caer Tosai, which is a little south from Tam's Wagon, so
head on there. It'l just be surrounded by a ton of bandits and jottun...

Inside, the first room just has some bandits. Go right/east and the corner of
the turn will have a pile of rocks. Go right down the short path for a chest.
The next room contains more bandits, a chest, and a weapon rack. After that,
go left/west, then at the intersection take the right to reach the room with
Julia. The room also contains two chests and a pile of rocks. Once you kill
the bandits in this room, Julia will speak to you, and go back to her father.
Before you leave, go to the western most part of this dungeon for a weapon
rack.

Return to Bardan Tam to complete the quest.

*----------------------*
| [SDE82] Tywili Coast |
*----------------------*
____________________
Deserter's Deserts \_______________________
--------------------------------------------
Quest Giver: Maedrigal Fenn

Location: Erathell > Tywili Coast

Summary:
- Talk to Maedrigal Fenn
- Recover the 5 bogstaunch from the freeman deserters
- Return to Maedrigal Fenn
--------------------------------------------

You simply need to find five groups of deserters and loot them for
bogstaunch. Once you've got all five, return to Maedrigal Fenn to complete
the quest.

_____________
Family Arms \_______________________
-------------------------------------
Quest Giver: Clyeth Arne

Location: Erathell > Tywili Coast

Summary:
- Talk to Clyeth Arne
- Get into Dolve Arne or turn Clyeth in
- Retrieve the staff and talisman
- Return to Clyeth Arne
-------------------------------------

Talk to Clyeth and he says he wants his staff and talisman that are still
inside of Dolve Arne. To get in there, you either need to steal an officer's
pass from one of the guards outside or talk to Anwyr Hedef to let you in. You
also have an option of turning in Clyeth for a bounty if you tell him you're
a friend of the family. Inside Dolve Arne, the staff and talisman are located
in the messy back area with all the rats and stuff. Once you've got them,
return to Clyeth. You can either tell him the staff and talisman were gone or
give them to him to finish the quest.

*----------------*
| [SDE92] Rathir |
*----------------*
_______________
A Page Turner \_______________________
---------------------------------------
Quest Giver: Idris Theonen

Location: Erathell > Tywili Coast > Rathir > Upper City > Scholia Arcana >
Library

Summary:
- Talk to Idris Theonen
- Go to the courtyard
- Follow the instructions in the book
- Return to Idris
---------------------------------------

Basically you are to go where the book tells you to. You need to open the
book everytime for the next step. Once you've done all the book has told you
to, return to Idris and he will ask you a question. The answer is the one
about observation. The quest will then be complete.
Locations the book tells you to go to:
- Rathir Bridge
- Mel Aglir
- Kandrian (monster ambush)

__________________
A Second To Duel \_______________________
------------------------------------------
Quest Giver: Walen Forstid

Location: Erathell > Tywili Coast > Rathir > Seafoam Tavern

Summary:
- Talk to Walen Forstid
- Go to the Lower Tunnels and find Gelphyne for the Rose-of-Shadows
- Go see Daltan Eames
- Poison Daltan's sword
- Return to Walen
- The Jeiber the ship name
- Meet for the duel
- Collect your reward
------------------------------------------

First, head to the lower tunnels and talk to Gelphyne for the Rose-of-
Shadows. You can either buy it off her or just steal it from her. Now go see
Walen's opponent, Daltan. Use the Rose-of-Shadows on his sword after talking
to him. Go back to Walen and he will tell you to tell Jeibir that his ship is
The Maid of Fortune. On your way there, Walen's mother will speak to you and
tell you not to let him escape and to tell Jeiber the ship name is
Ravenswing. When you talk to Jeiber, pick whichever one you want - to let
Walen escape or be sent to Klurikon. After that's done, go meet for the duel.
I find it funny that you can loot Walen after he 'dies'. Anyways, go claim
your reward, from his mother if you sent him on the ship Ravenswing.

___________
Bad Blood \_______________________
-----------------------------------
Quest Giver: Onfei Cather

Location: Erathell > Tywili Coast > Rathir > Upper City

Summary:
- Talk to Onfei Cather
- Talk to Coriana Anwon
- Obtain the Lapidus Root in Acatha
- Use the root on Mallion
- Talk to Onfei Cather
- Talk to Coriana Anwon
- Visit the apothecary
- Go to the city watch and talk to Favian Tyrn
- Go to Abergast's house
- Return to Coriana
-----------------------------------

Go ahead and go inside to talk to Lady Anwon. She needs you to get a plant in
Acatha. It's just sitting there outside so nothing hard. Return and use the
plant on Mallion once you have it. Mallion will talk to you and it appears he
drank poisoned wine. Talk to Onfei Cather then talk to Coriana. Now you must
go see the apothecary to identify the poison. Talk to Favian at the city
watch, the head over to Abergast's house. Inside, the left and right of the
first room has piles. Head towards the body and Einar Abergast will approach.
Talk with him a bit and he'll die too. Go to his bedroom for a chest. Return
to Coriana to complete the quest.

______________________
Every Sparrow Fallen \_______________________
----------------------------------------------
Quest Giver: Raf Klyr

Location: Erathell > Tywili Coast > Rathir

Summary:
- Go to the Lower Tunnels
- Talk to Selni
- Look for clues at the City Watch
- Examine the note on Sparrow murders or talk to the captain
- Find Orwin Dunn
- Kill Dunn and go back to the Sparrows
- Kill the captain and his guards
----------------------------------------------

In Rathir, you might run into a man with blood spewing out of him in the
Lower City. He's going to tell you that they've been betrayed and to find
someone named Selni. Then he drops dead. The Selni you are looking for will
be in the Lower Tunnels, at the very very end.

After you pass the people, check right of the path for a pile and a chest.
The next room contains three piles and a chest. The room after will have
spiders, a bear-trapped pile, and a spider sac. Take the path that goes
right. The corner of the turn has a pile. The next room has spiders, bear
traps, and a spider sac. The room after has some rats and a chest. Take a
left before you reach Selni to find a room with two chests and a pile of
rocks. A leanashe will pop out. The room Selni is in contains two chests.
Speak to her.

You are to go to the City Watch and look for clues. Go to the right room and
examine the note on Sparrow murders or talk to the captain. You now need to
find a man named Orwin Dunn. Once you talk to him, you'll find out it's been
the captain's doing. Kill Dunn and his lackeys, the go back to the Sparrows.
Kill the captain and his guards, then Selni will speak to you and the quest
is complete.

__________________
Good with Locks \_______________________
------------------------------------------
Quest Giver: Wyl Werrenir

Location: Erathell > Tywili Coast > Rathir

Summary:
- Talk to Wyl Werrenir
- Go to the Customs House and steal the ledger
- Return to Wyl Werrenir
------------------------------------------

All you need to do is go to the Customs House, enter their storage and steal
the ledger. You might as well just steal EVERYTHING here... right? Go back to
Wyl when you've got the ledger to complete the quest.

________________
Learning Curve \_______________________
----------------------------------------
Quest Giver: Telemachus Rasp

Location: Erathell > Tywili Coast > Rathir > Upper City > Scholia Arcana

Summary:
- Talk to Telemachus Rasp
- Go to Gloamthicket in Acatha
- Kill the banshaen priestess
- Return to Telemachus
----------------------------------------

You are to kill a banshaen priestess who has been killing initiates in
Gloamthicket. Make your way to Acatha and enter the Fae hollow.

Make your way left. There is a pile of rocks in the small cranny on the
right. The first room you reach has more murghan and a pile of rocks on the
west side. Open the door to enter a square area. Check the east and north
crannies for a pile of rocks and a chest. Watch out for a poison mine and a
plant snapper as you go west/left into the next room. This room has the
banshaen priestess you need to kill. There will also be a bunch of murghan.
Once they're dealt with, check around for a chest, and north for a pile of
rocks. Return to Telemachus to complete the quest.

_________________
Mixing Business \_______________________
-----------------------------------------
Quest Giver: Carasta Arawyn

Location: Erathell > Tywili Coast > Rathir > Officer's Hall
Summary:
- Talk to Carasta Arawyn
- Convince Gwalchmai to sign
- Return to Carasta Arawyn
-----------------------------------------

All you need to do is get Gwalchmai to sign the agreement. If you have more
than one Maybryn Wine, give him as many as you can before you ask him to
sign. Giving him two wines will be good enough to get him to sign. Three will
make him feel not so good and he won't want to look at the contract, but that
can be fixed just by giving him even more wine...if he keeps refusing, just
keep asking after every wine you give him. Once you've got it signed, go back
to Carasta to get your reward.

____________
The Orison \_______________________
------------------------------------
Quest Giver: Abelyra Seranon

Location: Erathell > Tywili Coast > Rathir > Upper City > Temple of Lyria

Summary:
- Talk to Abelyra Seranon
- Visit the three springs
- Return to Abelyra Seranon
- Deal with Nuer in the Lower Tunnels
- Return to Seranon and perform the giving
------------------------------------

Easy enough, visit the springs marked on your map, then return to Abelyra.
Your second task is to stop this guy called Nuer from spitting out nonsense.
He's in the lower tunnels and past the stairs, talking to people. You can get
the easy way out just by using persuasion, or use what Seranon told you. Once
he ups and leaves, return to Seranon. Now you are to perform the giving; you
can either give up experience, give an epic gem, or pay straight up in gold.
Once you do so, the quest is complete and you get a permanent buff of -5%
Mana Cost.

________________
Tidings of War \_______________________
----------------------------------------
Quest Giver: Rhiad Guth

Location: Erathell > Tywili Coast > Rathir

Summary:
- Talk to Rhiad Guth
- Deliver the notices
- Return to Rhiad
----------------------------------------

Simply deliver the four notices to the four people marked on your map in
Rathir. The only person who will object to it will be Afan Del, the dude in
the Lower Tunnels. You can persuade him. If you don't, you will have to chase
him for a little bit, but he'll give in and take it. Return to Rhaid for your
reward.

**--------------------------**
|| ||
[SDE03] || Detyre ||
|| ||
**--------------------------**

Alserund............................[SDE13]
The Red Marches.....................[SDE23]
The Hollowlands.....................[SDE33]
Menetyre............................[SDE43]
Apotyre.............................[SDE53]
Adessa..............................[SDE63]

*------------------*
| [SDE13] Alserund |
*------------------*
________________
Fellfire Bloom \________________________
-----------------------------------------
Prerequisite: Kidnapped

Quest Giver: Florion

Location: Detyre > Alserund > Cricle of Engard

Summary:
- Talk to Florion
- Go to Fellfire Pit
- Defeat the guardian
- Get the Fellfire Bloom
- Return to Florion
-----------------------------------------

Florion wants you to get another plant. Headover to Fellfire Pit in the
middle of Alserund.

Inside, take the left path to reach a room full of dead kobold. Some sprites
will appear. Further on, you'll reach live kobolds. The left side, before the
kobold's campfire, has a pile of rocks. There are also two chests. There is
another chest on the left down the path. The next room contains the guardian,
a Niskaru tyrant. Once it's dead, harvest the giant plant behind him. This
room also contains a pile of rocks and a hidden door to the right of the
rocks. Inside is a chest. Leave through the east path. The room has some
kobolds and a chest. At the fork, go north to find a room with some kobolds,
a chest, and a hollow log. Leave the area by going south and jumping down.
Return to Florion to complete the quest.

___________
Kidnapped \________________________
------------------------------------
Quest Giver: Frama Aedic or Florion

Location: Detyre > Alserund

Summary:
- Talk to Frama Aedic or Florion
- Go to the Caverns of Ingress
- Find the three sigil stones
- Defeat the thresh and pluck the Kora Petal
- Return to Florion
- Give the potion to Alard Aedic
------------------------------------

You can start this quest by either talking to Frama Aedic or Florion. If you
talk to Frama first, go speak to Florion next. It appears that Frama's
husband is cursed like the Narca fae. You need to go to the Caverns of
Ingress, activate waterfall, pillar, and tree sigil stones (that places
curses on you), and then defeat a thresh for a Kora Petal.

The first stone, by the waterfall is right down the path. Begin and the door
will open. The first room contains a chest in the center and a few boggarts.
Head down the center path to reach a room with leanashe and a chest on the
other side. Open the door to reach a room with some Narca. Go right, open
another door, and kill some brownies and a crudok. This room has a chest and
the second sigil stone. Fun, first it's -50% damage resistance, now it's -50%
damage. Head back to the room that had Narca and go down the south path. Open
the door to reach the last sigil stone and a chest. Now that you have all of
your debuffs, it's time to take on the thresh. Head to the last room to face
the thresh and some boggarts. Once it's dead, get the petal and return to
Florion. The curses will be gone. Florion will make you a potion for Alard.
Give it to him.

______________
The Crossing \________________________
---------------------------------------
Prerequisite: Kidnapped & Fellfire Bloom

Quest Giver: Florion

Location: Detyre > Alserund > Cricle of Engard

Summary:
- Talk to Florion
- Challenge Pura
- Go to Caer Elatha
- Speak with Maxen
- Talk to Halcyor and kill him
- Place the Fellfire Bloom
- Talk to Maxen
- Return to Florion
---------------------------------------

Florion needs you yet again. This time, he needs you to administer the bloom
you just got him. To get to the place you need, you have to go challenge Pura
and get an amulet from her. Once you have the amulet, enter Caer Elatha.

Inside, to your right is a chest. When you reach an intersection, check right
for another chest. The path on the left leads to a pile of rocks. Now speak
to Maxen. Once you unlock the door, check left for a chest and a leanashe.
Head south to reach a room with some sprites. The left and ride side of this
room contain a chest and a pile of rocks, both guarded by a plant snapper. Go
all the way south to reach a chest and watch out for the plant snapper on the
left. Go east, and check right for a pile of rocks guarded by another plant
snapper. Make your way up north to reach a room with a troll and boggarts.
Once they're dead, check the northwest corner of this room past some plant
snappers for a chest. Make your way east. Open the door to your left to find
a chest. Now enter the flooded area.

There is a whirlpool to your left, right, and a third one ahead. The island
on the right has a chest guarded by a plant snapper. Go on the island with
sprites to find some boggart corpses and a chest. Between these two islands
is a fourth whirlpool. The southeast island has a fae cache and a whirlpool
to the right of it. Continue to swim east and the right will have a small
passage leading to a cache. This room has a whirlpool to your left and three
to your right. There is a fae cache in the southernmost area of thisi room,
and another at the very north. Now speak to Halcyor. Looks like he was the
cause. You must kill him, then place the bloom. Once that is done, go back
and talk to Maxen again. After that, return to Florion to complete the quest.

Once this quest is done, all or most Narca mobs will now be passive.

*-------------------------*
| [SDE23] The Red Marches |
*-------------------------*
____________________
Her Righteous Fury \_______________________
--------------------------------------------
Prerequisites: Worth Fighting For

Quest Giver: Eathe Dunbert

Location: Detyre > The Red Marches > Galette

Summary:
- Talk to Eathe Dunbert
- Go to the Tomb of Fyragnos
- Follow Eathe
- Poison five bodies
- Talk to Eathe
--------------------------------------------

Your job is to poison the Testament's water with poisoned Testament bodies,
fun. Head over to the Tomb of Fyragnos, which you should have the key to from
the prerequisite quest, Worth Fighting For.

Inside the tomb, open the door and follow Eathe, leave the path on the right
for later. At the intersection, check the room on the left with some
Testaments for a pile. Watch the traps. Now go to the room on the right and
exit the place to find a chest and a lorestone on the cliff. Go back in, and
follow Eathe out another door. Now Testament followers will keep spawning
until you've poisoned five bodies with attacks/weapons/skills. Now talk to
Eathe to complete the quest. I will go through the rest of the tomb below. At
least, what is available to you without more keys.

Just saying again, watch out for fire and bear traps in the whole place. Open
the door to the east. Check behind the wall jutting out on the left for a
chest. Go down the western path to find some more Testament followers, a
skeleton, and a chest. Continue south and go down the right path and out the
door to an area outside with a chest on the right and a lorestone and
skeleton at the western end. Go back inside. You cannot go further in since
you don't have another key to open the door blocking your path.
______________________
His Brother's Keeper \_______________________
----------------------------------------------
Quest Giver: Colm Alba

Location: Detyre > The Red Marches > Galette

Summary:
- Talk to Colm Alba
- Go to the Tomb of Fyragnos
- Follow Colm
- Kill his brother
----------------------------------------------

Head to the Tomb of Fyragnos below. Follow Colm down the east path with rats.
Watch out for bear traps and fire runes. When you reach the room with
kobolds, go left for a pile before going down the stairs. The northwest
corner has a chest with a fire rune in front of it. The next room has some
Testament people, a pile, and a skeleton. Go down the long booby trapped
path, and check for a chest and a pile on the left. You two will head back
outside through the door and find Giran Alba. He can't be saved, so kill him.
Talk to Colm to complete the quest.

_________________
Into the Breach \________________________
------------------------------------------
Prerequisite: Worth Fighting For, Her Righteous Fury, His Brother's Keeper
quests

Location: Detyre > The Red Marches > Galette

Summary:
- Meet at Galette
- Go to the Tomb of Fyragnos
- Kill Fyragnos
------------------------------------------

Meet at camp for plans, then head over to the Tomb of Fyragnos for the third
time. You should be able to open the third door past the area you went for
Her Righteous Fury quest.

There should be nothing but traps on your way to the locked door, unless you
gave time for mobs to respawn. Now you need to pick someone to stay behind to
keep the door open. It doesn't matter who you choose, as long as it's not
yourself...

In this room, there is a pile in front of you, a chest to your left, and a
pile of rocks below the stairs. Head out the doors. Kill Fyragnos and the
extra Niskaru, it should be just like any other Niskaru Tyrant. Once it's
dead, talk to your allies to complete the quest. Check the back of this area
for a chest.

____________________
Worth Fighting For \_______________________
--------------------------------------------
Quest Giver: Hreid Amelthoe

Location: Detyre > The Red Marches > Galette

Summary:
- Talk to Hreid Amelthoe
- Go to Galette Tunnels
- Clear the Kobolds
- Find the right corpses
- Open the door
- Talk to Hreid
- Defend Hreid from the Testament
--------------------------------------------

Galette Tunnels are way below the town at the very bottom. Once inside, kill
the kobolds. Follow Hreid to the next room and clear this room too. There is
a chest on the right side and another on the left. Now Hreid will speak to
you a little then you guys will backtrack, since you've practically reached
the end of this tiny place. Now you need to find the right bodies. The right
ones are:
-Woman in plate armor in second room
-Man in chainmail armor near the very end
Once you've found both, go to the locked door in the first room. Use the
lever, input the sequence and the door will open. Talk to Hreid. Some
Testament people will show up so defend Hreid from them. Once they're dead,
Hreid will talk to you and the quest is complete.

*-------------------------*
| [SDE33] The Hollowlands |
*-------------------------*
__________________
Aron Excavations \________________________
-------------------------------------------
Prerequisites: Fae at the Mine, Bloodbane, and Miners in the Sand

Location: Detyre > The Hollowlands > Motus Mining Outpost

Summary:
- Visit the mine
- Visit the office
- Get all upgrades for the mine
- Get all upgrades for the office
-------------------------------------------

The office is a bit of a mess when you first visit it. You should have
already visited the mines because of a prerequisite quest.

You might want to take advantage of the fact that every chest/lootable things
in the office and mine respawn after every upgrade.

Talk to Vincent Helvern to upgrade your office, up to three times. Talk to


Bor Anjar to upgrade your mine, up to three times too. Once the office and
mine is fully upgraded, the quest will be completed.

___________
Bloodbane \_______________________
-----------------------------------
Quest Giver: Capstan Odvar

Location: Detyre > The Hollowlands > Motus Mining Outpost

Summary:
- Talk to Capstan Odvar
- Talk to Edgar Aron
- Kill brownies
- Kill Bloodbane
- Return to Capstan
-----------------------------------

Talk to Edgar Aron about the crudok, then go kill the brownies marked on your
map. Shortly afterwards, Bloodbane will pop out of the ground. Kill it, then
return to Capstan to complete the quest.

_________________
Fae at the Mine \_______________________
-----------------------------------------
Quest Giver: Apule Vire or Enser Garrou or Aurenda

Location: Detyre > The Hollowlands > Motus Mining Outpost

Summary:
- Talk to Apule Vire or Enser Garrou or Aurenda
- Find Aurenda's Light
- Go to Shadowthorn and return the jewel
- Talk to Enser
-----------------------------------------

The very beginning of the quest starts from Apule Vire, but all three of them
give the same quest. Speaking to Enser or Arenda to start the quest does not
make you miss out on much. Basically, Apule wants you to find Enser, who
wants you to check out what's up with Aurenda the Fae.

You need to find Aurenda's light, which is an item that can be found on a
nearby corpse. Now you need to go to Shadowthorn to return the gem to its
rightful place.

In Shadowthorn, take the first path going left to reach a chest with a plant
snapper. Go back then go all the way north for a pile of rocks. Take the path
leading east(right) for a chest. Now make your way down the northernmost path
that leads left/west. Check your left for a chest in the room. Up the ramp,
open the door of vines to reach another chest. Make your way north and open
another door of vines to find yet another chest. The door to your east/right
you must dispel before you can open it. After getting past it, you will be in
the room with Aurenda. Return the light. Loot the chest on your way out the
southern door of vines, jump down, and return to Enser.

____________________
Miners in the Sand \________________________
---------------------------------------------
Prerequisites: Fae at the Mine & Bloodbane

Quest Giver: Apule Vire

Location: Detyre > The Hollowlands > Motus Mining Outpost

Summary:
- Talk to Apule Vire
- Talk to Calovar
- Go to the Aron Excavations Mine
- Retrieve Calovar's light from Aron
- Free the five miners
- Return to Apule
- Return the relic to Calovar
---------------------------------------------

Head up and talk to Calovar after talking to Apule. Turns out it was all
Edgar Aron's doing with Calovar's light. Go to the Aron Excavations Mine.

This is a rather short and straightforward place. Talk to Edgar Aron at the
end, and whether you persuade him or not, he'll summon some sprites on you.
Kill them, then he will give up the gem to you. You can choose to kill him or
let him live. Before you leave, check the room for two mining carts and a
chest.

Now you must free five miners, all marked on your map. Once that is done,
return to Apule. You get a house here. Now return the relic to Calovar to
complete the quest.

_____________________
The Century Flowers \_______________________
---------------------------------------------
Quest Giver: Calovar

Location: Detyre > The Hollowlands

Summary:
- Talk to Calovar
- Make the three century flowers bloom
- Return to Calovar
---------------------------------------------

You simply need to visit three flowers and make them bloom. Make sure you
have a fire element weapon or spell. You need to cast/hit the plant with fire
before you are able to interact with it and make it bloom. Once you get all
three to bloom, return to Calovar to complete the quest.

*------------------*
| [SDE43] Menetyre |
*------------------*
__________________
A Master's Touch \________________________
-------------------------------------------
Prerequisites: Time of Need (you can get A Master's Touch without doing Time
of Need but you have to finish Time of Need to get this quest
done anyways so might as well)

Quest Giver: Gavroche Valle

Location: Detyre > Menetyre > Ironhold Keep


Summary:
- Talk to Gavroche Valle
- Talk to Efyr Dynnwel
- Get the Master's Tallow
- Talk to Efyr at Ironfast Keep
- Wait for him to forge the sword
-------------------------------------------

Gavroch wants to repair a sword, but he's inexperienced so he can't. He wants


you to ask some hermit smith, who, if you already did the quest Time of Need,
you have already met. Go ask Efyr about the sword. If he is injured, meaning
you did not do the Time of Need quest, you have to do it before he will agree
to help.

After Efyr agrees to mend the sword, you need to get Master's Tallow. (He
says it's in Hurvar's Doorsil but I also found one in Tearscotter Mines
while doing the Making Enemies quest, just follow your map marker.) If you
did the Making Enemies quest already, you should already have it from
Tearscotter Mine. If not, go there or to Hurvar's Doorsil and grab it. Now
head to Ironfast Keep and speak to Efyr, who should be there now. He will
forge the sword, give it to you, and the quest is complete.

________________
Making Enemies \________________________
-----------------------------------------
Quest Giver: Orsinian Paige

Location: Detyre > Menetyre

Summary:
- Talk to Orsinian Paige
- Go to Tearscotter Mine
- Steal the kobold's totem
- Return to Orsinian
- Kill the three jottun and plant the daggers
- Return to Orsinian
- Watch the battle until all kobolds or jottun are dead
- Join the battle and kill the rest
- Talk to Orsinian
-----------------------------------------

The first step Orsinian wants you to do is go to Tearscotter Mine and steal
the kobold's precious totem.

In the first room, check the left for a chest. Get past some kobolds, open
the door, and check for another chest on the left right before the wooden
walkway. There's another chest on the right, right after the wooden walkway.
Go down the path on the left. Kill some rats and head straight for a chest.
Continue west. Open the door in the next room and head down the path to reach
some kobolds, a mining cart, a chest, and a pile of rocks. Go back to the
previous room and head north into the water. There is a chest on the wooden
platform, and two whirlpools in the water. The next room contains the totem
you need and a chest (to a total of three) in every corner. Make your way out
down the east path. As you head south, check your left for one last chest.
Return to Orsinian.

He will give you three daggers that you need to plant in each of the jottun
you are told to kill. Kill the jottuns marked on your map and plant the
daggers into them. Once that is done, return to Orsinian. Now you get to
watch the battle until either all the kobolds or all the jottun are killed.
Obviously the kobolds are no match for the jottun. Jump down and finish them
off with the Warsworn. Speak to Orsinian to complete the quest.

_______________________
Running with Scalpels \_______________________
-----------------------------------------------
Quest Giver: Contract Board

Location: Detyre > Menetyre > Ironfast Keep

Summary:
- Talk to Adrith Deofrit
- Deliver to Vian Cervus in Adessa
-----------------------------------------------

Talk to Adrith to get the stuff you need to deliver. Then go ahead and head
to Adessa to deliver it to Vian Cervus. Quest is complete upon delivery.

_______________
Spider Season \_______________________
---------------------------------------
Quest Giver: Contract Board

Location: Detyre > Menetyre > Ironfast Keep

Summary:
- Kill spiders and get eight stingers
- Return to Adrith Deofrit
---------------------------------------

All you have to do is get eight stingers from spiders killed in Menetyre,
then return to Adrith for the reward.

______________
Time of Need \________________________
---------------------------------------
Quest Giver: Efyr Dynnwel

Location: Detyre > Menetyre

Summary:
- Talk to Efyr Dynnwel
- Get the three ingredients
- Return to Efyr Dynnwel
---------------------------------------

He needs you to get three things to treat his wound. This is just a simple
fetching quest with some monsters in the way. Once you have all three, return
to Efyr Dynnwel to complete the quest.

_____________________
Whereabouts Unknown \_______________________
---------------------------------------------
Quest Giver: Contract Board

Location: Detyre > Menetyre > Ironfast Keep

Summary:
- Find Eldric Orhelm
- Loot his staff
- Return to Adrith Deofrit
---------------------------------------------

Simply go to the spot marked on your map in Alserund and loot the body for
his staff. Return to Adrith for your reward.

*-----------------*
| [SDE53] Apotyre |
*-----------------*
___________
Bone Town \____________________________
----------------------------------------
Prerequisites: The Cynrics, The Darkvari, The Zungars

Quest Giver: Mayor Eswin Ealfhelm

Location: Detyre > Apotyre > Whitestone > Mayor's House

Summary:
- Talk to Mayor Eswin
- Go to Motus Mining Headquarters and steal the deed
- Go to Cynric Quarry
- Talk to Adath Skoria
- Return to Mayor Eswin
- Agree or decline to help Eswin
----------------------------------------

Mayor Eswin wants you to get the deed to Skoria Mine at the Motus Mining
Headquarters. The deed is on a bookshelf on the second floor. Take it and
return to Eswin. He wants you to go to Cynric Quarry, and you should have
been there before so just fast-travel. Adath Skoria will be sleeping in the
building. Speak to him. Now return to Eswin. You now have a choice to
continue helping Eswin, or to decline and help Adath Skoria. Either way, this
quest is complete and you will get a new quest, Opening a Vein.

______________
Missing Keys \________________________
---------------------------------------
Quest Giver: Lina Ardeen

Location: Detyre > Apotyre > Whitestone > Thirsty Wench

Summary:
- Talk to Lina Ardeen
- Open the passage door
- Open the villa door
- Open the cottage door
- Loot the chest
- Return to Lina
---------------------------------------

The key to the passage door in the mayor's house is upstairs in the armoire.
Inside the passage, there is a hollow log. The key to the villa is in a chest
on the first floor of the Motus Mining Headquarters. Remember that you can
always just pick the locks. The last lock you need to unlock is the door to
the cottage. The key to the cottage is on Vonne Gortan, a guard right here in
Whitestone. Inside, loot the chest for the thing Lina is looking for. Return
to Lina, who is now outside Sun Camp. Give her the document (and extract
money from her if you so desire) and the quest will be completed.

________________
Opening a Vein \___________________________
--------------------------------------------
Prerequisites: The Cynrics, The Darkvari, The Zungars, Bone Town

Location: Detyre > Apotyre > Whitestone > Mayor's House

Summary:
- Talk to Mayor Eswin or Adath (depends who you are siding with)
- Go to Skoria Mine and obtain a sample
- Return to whoever you sided with
- Kill Eswin/Adath
--------------------------------------------

If you are siding with the mayor, he will tell you to go to Skoria Mine and
get a sample. If you are siding with Adath Skoria, he, too, will tell you to
get the sample and give you his ring.

Enter Skoria Mine. There is a chest directly in front in the first room. Talk
to the man behind the gate. Either pay him or persuade him to let you through
if you are siding with the mayor. If you are siding with Adath, all you need
to do is show him Adath's ring.

In the room after you go through the gate, there are several Niskaru and a
chest. Go down the right path to reach a chest. Return to the room and head
north now. The next room just has Niskaru. The room after has even more and a
chest. Keep following the path and check left for another chest. There wil
now be a trail of corpses leading to the next room. This final room has two
chests, a mining cart, and a Niskaru tyrant. Kill it, then go south for a
chest. Make your way east and this room contains a chest and a mining cart.
The mining cart contains the sample you need. Return to whoever you're siding
with. Your final task is to kill the person you did not side with. Once that
is done, return to your ally and the quest is complete.

__________
Runaways \________________________
-----------------------------------
Quest Giver: Steg Darkvari

Location: Detyre > Apotyre > Whitestone

Summary:
- Talk to Steg Darkvari
- Steal the key
- Retrieve the nest egg
- Talk to Hrindi Zungar
- Talk to Steg Darkvari
-----------------------------------
You can buy, persuade, or steal the key off Beorn. Return to Steg, and he
tells you to retrieve some egg from Darkvari Mine and to bring his lover to
him later. I have already given a walkthrough of Darkvari Mine under The
Darkvari task quest if you want to look there for thorough instructions. The
egg is at the very end of the mine right by the jump point. Once you have it,
Hrindi Zungar will be waiting for you right outside the mine. You can say yes
or no, or persuade her not to do this to Steg. After you're done with her,
talk to Steg to complete the quest. He will let you keep the map, which
reveals the Darkvari hoards in Apotyre. The map will be under consumables, by
the way.

Note: If your detect hidden is high enough to see treasure, then the
map is pretty much useless.

_______________
The Messenger \_________________________
-----------------------------------------
Quest Giver: Squire Coran

Location: Detyre > Apotyre > Whitestone > Thirsty Wench

Summary:
- Talk to Squire Coran
- Deliver the death notices
- Return to Squire Coran
-----------------------------------------

Easy task, just deliver the four death notices to the designated people, then
return to Coran for your reward.

*----------------*
| [SDE63] Adessa |
*----------------*
_________________
A Silver Tongue \_________________________
-------------------------------------------
Quest Giver: Audern Reis

Location: Detyre > Apotyre > Adessa > The Isles

Summary:
- Talk to Audern Reis
- Find and talk to Scholar Nerenne
- Answer her questions
-------------------------------------------

You get to participate in a linguistics experiment. Go find Nerenne and she


will have you drink a potion and then ask you questions. The more you get
correct the better your end reward will be. Answer with these to get the best
reward:

Blfi mznv rh Xovzh Mvivmmv.


For nay is a shed gent.
Yzzzzhgoi

_________________
Applied Science \_________________________
-------------------------------------------
Prerequisites: New in Town, choose Feride Ouet as contact

Quest Giver: Feride Ouet

Location: Detyre > Apotyre > Adessa > Laboratories

Summary:
- Talk to Feride Ouet
- Go to the Adessa Mine
- Kill all the monsters
- Talk to Feride Ouet
-------------------------------------------

Meet Feride in the Adessa Mine. Inside, the first room has a chest on the far
end. Now go talk to Feride. He will start the experiment and all you have to
do is kill all the monsters. Once they're dead, talk to Feride. He will tell
you who's been watching you. Before you leave this mine, open the door to the
east. There is a mine cart to your right. Open another door to reach a room
with some rats. Check the left area for a small moneybag. Get past the
tripwire to the south to reach a chest and a bear trapped weapon rack.

___________________
Community Service \_________________________
---------------------------------------------
Prerequisites: New in Town, choose Feride Ouet as contact

Quest Giver: Reddle Mane

Location: Detyre > Apotyre > Adessa > Hospitalis Quarters

Summary:
- Talk to Reddle Mane
- Do two petitions
- Return to Reddle Mane
---------------------------------------------

You can no longer do this quest if you have done all the petitions after
completing the quest New in Town.

I'm guessing if you have already done the petitions on the wall here in
Hospitalis Quarters, Reddle Mane will just tell you what you wanted to know.
If not, the board with petitions is on the first floor and is pretty much
like a contract board. Get two of them done and Reddle will tell you who's
been keeping you under watch. The three possible petitions are Redistributing
Wealth, Delivering a Message, and Righting a Wrong, all which I have gone
through in their own section.

__________________
Executive Orders \__________________________
---------------------------------------------
Quest Giver: Loutre Gent

Location: Detyre > Apotyre > Adessa > Grand Bursars

Summary:
- Talk to Loutre Gent
- Find the handbook at Motus Mining Headquarters in Apotyre
- Deliver the handbook to Apule at the Motus Mining Outpost in
the Hollowlands
- Return to Loutre Gent
---------------------------------------------

The handbook is in a chest on the second floor of the Motus Mining


Headquarters. Now head to the Motus Mining Outpost in the Hollowlands and
give it to Apule. Return to Loutre Gent to complete the quest.

________________
Hand-Delivered \_________________________
------------------------------------------
Quest Giver: Prester's Path

Location: Detyre > Apotyre > Adessa > Hospitalis Quarters

Summary:
- Deliver the letter
- Talk to Abblier
------------------------------------------

Really easy quest, just deliver the letter to the guy in jail, and return to
Abblier.

_____________
New in Town \_________________________
---------------------------------------
Quest Giver: Decanus Bruten

Location: Detyre > Apotyre > Adessa > Sandstone Villa

Summary:
- Talk to Decanus Bruten
- Meet with a contact
- Help your contact
---------------------------------------
Speak to Bruten. You will get three letters, and you only need to choose one
person to speak to. You will get a different quest depending on which person
you talk to.

Courdan Passant - Return to Sender


Feride Ouet - Applied Science
Reddle Mane - Community Service

Applied Science is by far the easiest and fastest task. If you want to get
some additional side quests done, do Community Service. Note that the two
quests you chose not to do will be available to you after you complete your
chosen contact's quest, so you won't be missing out on any of them.

_____________
Paper Trail \_________________________
---------------------------------------
Quest Giver: Book on the table

Location: Detyre > Apotyre > Adessa > The Isles > Livrarium

Summary:
- Find all the books
---------------------------------------

You basically follow you map marker around collecting the books in the Adessa
set. The very last book leads you to the Persuasion skill book.

__________________
Return to Sender \_________________________
--------------------------------------------
Prerequisites: New in Town, choose Courdan Passant as contact

Quest Giver: Courdan Passant

Location: Detyre > Apotyre > Adessa > Domus Politica

Summary:
- Talk to Courdan Passant
- Find Parwen Well
- Find the letter
- Return to Courdan
- Talk to Airancourt
- Go back to Courdan
--------------------------------------------

You need to find the courier. She is in the Thirsty Wench in Whitestone.
Speak to her and convince her to give you her orders. Now go to Cynric Quarry
and pick up the letter lying outside. Return to Courdan Passant. Now go find
and talk to Scholar Airancourt. After that, go back to talk to Courdan again.

________________
Shipping Error \_________________________
------------------------------------------
Quest Giver: Prester's Path

Location: Detyre > Apotyre > Adessa > Hospitalis Quarters

Summary:
- Destroy the six crates
- Talk to Abblier
------------------------------------------

You'll be trespassing in the armory. If you really don't want to get caught,
use Phasewalk potions for complete invisibility. Destroy the crates marked on
your map, and return to Abblier for your reward.

______________________
The Tithes that Bind \_________________________
------------------------------------------------
Quest Giver: Prester's Path

Location: Detyre > Apotyre > Adessa > Hospitalis Quarters

Summary:
- Talk to the three merchants
- Talk to Abblier
------------------------------------------------

Talk to the three merchants and convince them to donate their excess gold.
Return to Abblier to get your reward.

_____________
Under Watch \_________________________
---------------------------------------
Prerequisites: New in Town, whichever quest your contact gave

Quest Giver: your contact

Location: Detyre > Apotyre > Adessa

Summary:
- Talk to Templar Jorielle
- Find Bruten
- Defeat Bruten and his henchmen
- Return to Templar Jorielle
---------------------------------------

Speak to Jorielle in the Domus Politica and find out that Bruten is not
someone that she hired. Go find Bruten. Defeat him and his henchmen and
return to Templar Jorielle to complete the quest.

**--------------------------**
|| ||
[SDE04] || Klurikon ||
|| ||
**--------------------------**

Cursewood...........................[SDE14]
The Midden..........................[SDE24]
Drowned Forest......................[SDE34]
The Keening.........................[SDE44]
Caeled Coast........................[SDE54]
Mel Senshir.........................[SDE64]

*-------------------*
| [SDE14] Cursewood |
*-------------------*
_________
Deadeye \_______________________
---------------------------------
Quest Giver: Elias Hurk

Location: Klurikon > Cursewood

Summary:
- Talk to Elias Hurk
- Enter Shattertier Mines
- Defeat Deadeye
- Return to Elias Hurk
---------------------------------

Go ahead and enter Shattertier Mines, right behind Elias. Once inside, check
the water for a whirlpool. The first room contains a bolgan, and a pile of
rocks behind it. At the corner of the turn is another pile of rocks. The room
after has a few brownies and yet another pile of rocks on the south side.
Under the jump point is a chest. The next area has some more bolgan and two
chests. Go down the west path to find Deadeye in a room with a mine cart and
two chests. Some bolgan will also show up. Head to the jump point, and loot
one last chest before you jump down and return to Elias.

_______________
Eyes and Ears \_______________________
---------------------------------------
Quest Giver: Captain Drefan

Location: Klurikon > Cursewood

Summary:
- Talk to Captain Drefan
- Find the three scouts
- Return to Captain Drefan
---------------------------------------

You need to find three scouts in Cursewood. Two are dead, and one is outside
a cave, who will give you another quest if you decide to help him. You don't
need to do that quest to complete this quest. Return to Captain Drefan after
you've found all three scouts.

*--------------------*
| [SDE24] The Midden |
*--------------------*
________________
A Time to Reap \________________________
-----------------------------------------
Quest Giver: Betheli Jons

Location: Klurikon > The Midden

Summary:
- Talk to Betheli Jons
- Go to Tinehil
- Reach the Headsman
- Confront the Headsman
- Return to Betheli Jons
-----------------------------------------

You will see the Headsman beating on some people. He will then talk to you
and challenge you to a fight. At about half health, he will tell you to go to
his hollow Tinehil to finish it. Betheli will run up to you and ask you to go
there and defeat him for he has been killing them for no reason. Go to
Tinehil. Speak to the Headsman, then begin making your way through the
hollow.

Go to the other side of the square path to reach a chest. Now go west into a
room with brownies and a fae cache in the corner. Make your way east into
another room with boggarts and another cache. Head north into the water and
check the left area for a whirlpool and a chest. Go back to the very right
side of the water and swim north and go through a door to reach a room with
spirtes and a fae cache. In the next room, check the very right for a chest.
After this you should run into the Headsman. If you persuade him, he will
just commit suicide. If you don't, you have to defeat him the old-fashioned
way. Once he's dead, check the right corner of this room for a cache, then
make your way south towards the jump points. Check for one last chest in the
room before the jump points, then head back to Betheli to complete the quest.

___________________
Elf's Best Friend \_________________________
---------------------------------------------
Quest Giver: Zanvil Whit

Location: Klurikon > The Midden

Summary:
- Talk to Zanvil Whit
- Follow the wolf
- Loot the body
- Return to Zanvil Whit
---------------------------------------------

All you need to do is follow the wolf to the body, loot the body, then return
to Zanvil Whit. You will need to kill any monsters that show up on the way or
the wolf will be distracted.

_____________
On The Hunt \_______________________
-------------------------------------
Quest Giver: Malthon

Location: Klurikon > The Midden > House of Sorrows (If you finished the
House of Sorrows faction quests, he will be at the far southeast
under a waterfall.)

Summary:
- Cremate the Newly Dead
- Go to Meathgra's Den and kill Meathgra
- Talk to Malthon
-------------------------------------
Malthon wants you to kill an ancient leanashe called Meathgra, but you must
make her go back to her den first. Go to each of the four points marked on
your map and cremate each body. After that, go to Meathgra's Den.

Meathgra's Den is a relatively small hollow. Meathgra will be right there in


the center, and is no different from other leanashe. The east room contains a
hollow log and Cydan's Cache. The southwest room contains a chest. The
southern area of the room Meathgra was in has a corpse.

*Note: I believe Cydan's Stash is only lootable after you complete


the main storyline.

Go outside and Malthon will be there. Talk to him to finish.

*------------------------*
| [SDE34] Drowned Forest |
*------------------------*
_______________________
Artifacts and Castles \_______________________
-----------------------------------------------
Quest Giver: Ariel Perien

Location: Klurikon > Drowned Forest

Summary:
- Talk to Ariel Perien
- Find Deod and get the pack
- Meet Ariel at Bonnlach
- Find the artifact
- Talk to Ariel
-----------------------------------------------

Deod can be found up north. Loot his body for Ariel's pack and meet Ariel at
Bonnlach. Talk to her again inside Bonnlach.

The first room contains some murghan and a banshaen. Check the south corner
for a chest. After opening the second door, check right for a chest. Another
banshaen will appear in the next room. Go up behind the throne for a chest,
and check below on the right for a hollow log. Go up the northwestern stairs
to find a room with murghan and a chest. The wall here has a hidden door.
Watch out for a spike trap behind it. The area behind it has two chests and
some more murghan. Return to the throne room and go up the northeast stairs
now. The first room contains a chest. Kill the lone murghan and open the door
that leads to the east. This room has a bunch of spike traps and a chest. Go
back and open another door just south of the door you just opened. The
passage leads to another chest. Continue south and open a third door. This
leads to the room with the artifact. Talk to Ariel to complete the quest.

________________
Spawning Pools \_______________________
----------------------------------------
Quest Giver: Sinon Carrag

Location: Klurikon > Drowned Forest

Summary:
- Talk to Sinon Carrag
- Kill all the banshaen and murghan
- Return to Sinon Carrag
----------------------------------------

All you have to do is kill the banshaen and murghan marked on your map, then
return to Sinon for your reward.

*---------------------*
| [SDE44] The Keening |
*---------------------*
___________________
True to the Cycle \_______________________
-------------------------------------------
Quest Giver: Liordran

Location: Klurikon > The Keening

Summary:
- Talk to Liordran
- Go to Rahnil
- Place the ring
- Return to Liordran
-------------------------------------------

Go to Rahnil. Inside, head straight to find two chests. Make your way west to
reach a room with a thresh. Check the north end of this room for a chest. Go
west to a room with boggarts and a chest. The room after contains more
boggarts, a thresh, and another chest. Sprites will appear in the next room.
Go up the ramp and to the left to place the ring. Head east into the last
room, which contains some barghest and a chest. Leave by using the jump point
and return to Liordran to finish the quest.

_________________________
Witch Knight of Ghennig \_______________________
-------------------------------------------------
Quest Giver: Audra Firan

Location: Klurikon > The Keening

Summary:
- Talk to Audra Firan
- Kill the jottun runelord for the key
- Return to Audra
- Go to Ghennig and talk to Audra
- Kill Khleran and his jottun
-------------------------------------------------

Go kill that runelord, then return to Audra and let her out. Now go to
Ghennig, which is just up the hill. Inside, speak to Audra again.

Go down the left path. Kill the lone jottun in the first room, then kill the
other jottun in the room after. Check this room for a chest. Open the gate to
the north to find a room with some more jottun and two chests. Now make your
way south. You will enter a room with a forge and jottun. Check the south
area for a chest, then return to the very first room of this place.

Now take the path going south. Make your way past a jottun and up the stairs
to reach a room with more jottun. Check the south side of the room for a
chest. The next room is where Khleran is. Kill him and his jottun, then Audra
will speak to you, completing the quest. Check the corner of this room for a
chest before you leave.

*----------------------*
| [SDE54] Caeled Coast |
*----------------------*
_______________
Brun the Bard \_______________________
---------------------------------------
Prerequisites: The Last Gastyr (can be done at the same time)

Quest Giver: Brun the Bard

Location: Klurikon > Caeled Coast > Odi's Camp

Summary:
- Talk to Brun the Bard
- Clear the bolgan
- Go to Castle Gastyr
- Find the letter
- Return to Brun
---------------------------------------

Clear the bolgan across the bridge. Once you kill them, Brun should run to
you. After that, clear the bolgan in front of Castle Gastyr and wait for Brun
again. One more time, clear the bolgan near the cliff and wait for him. Now
you need to find a letter, which is in Castle Gastyr.

If you did The Last Gastyr quest already, you probably have the letter. If
not, head to Castle Gastyr and you need to do The Last Gastyr with this
quest.

The first room has a few barghests. Check behind the rubble on the right for
a chest. Check the south of this area for another chest. Head east and you
will run into Hillared Gastyr, who gives you The Last Gastyr quest.
The first room past the door contains a bolgan, barghest, and a chest. The
next room has more bolgan and another chest. You will enter a large room with
a few more bolgan. The north rooms and the southwest room each all contain a
chest. However, the northwest and southeast rooms also have a prismere troll.
Going on, the next room has bolgan and barghest. There is also a chest in the
north and south side of this room. Pass the two doors on the right in the
hall, as you have no means of opening them yet. When you reach the next area,
check right for a chest. In the room after, kill some more bolgan and
barghest. Open the northeast gate for a chest. There isn't anything behind
the other gates. Proceed all the way south to reach a room with two chests
(and enemies). After that, go to the eastern room for a chest behind a door
to the south. Finally, make your way around to the room where Racinon is.
Kill him and his leanashe, then talk to Hillared to finish The Last Gastyr.
The room behind Racinon has two chests, one containing the letter if you are
also doing Brun the Bard quest. There is also one last chest on the west side
of the room with Racinon.

Return to Brun with the letter to complete the quest.

____________________
Ghosts of Seawatch \________________________
---------------------------------------------
Prerequisites: The Lost Squad (to get inside Castle Ansilla)

Quest Giver: Byrn Elgar

Location: Klurikon > Caeled Coast > Seawatch

Summary:
- Talk to Byrn Elgar
- Find Conni
- Find the dungeon key
- Release Conni
- Return to Byrn Elgar
- Find Erion Odi
- Talk to Private Cornall
- Return to Erion Odi
- Return to Bryn Elgar
- Find Astor Colliane
- Steal the dagger
- Return to Astor Colliane
- Return to Bryn Elgar
---------------------------------------------

Enter Castle Ansilla through the pipe behind Fynn. Once inside, go right
around the corner to find a chest. Make your way through some lone Tuatha to
reach a room with a few more Tuatha. Check a corner for a chest. The next
room has a bunch of Tuatha Priests and a chest. Conni is also here in a cage.
Talk to her and you will need to find the dungeon key.

If you are doing The Lost Squad quest, just follow the instructions under
that quest so you won't need to backtrack more than you need to.

The next room has Tuatha Soldiers and Private Gautliffe. Go east to the large
central courtyard, then go down the east path. The first room contains a
Tuatha and a chest. Make your way downstairs to the next room. This room has
the chest with the key. Return to Conni and let her out. This key also opens
the other locked gates, some which contain loot. Return to Bryn Elgar.

The next person you need to find is Erion Odi. Head over to Odi's Camp in
northern Caeled Coast. He wants you to find a replacement, so talk to Private
Cornall, who is nearby in this area. Persuade him to be a replacement. If you
fail to persuade him, keep trying until it succeeds. Return to Erion Odi to
tell him the news. Again, go back to Bryn Elgar.

The last person Byrn Elgar needs you to find is Astor Colliane, who is in Mel
Senshir. Speak to him and he simply wants you to steal a dagger off the worst
soldier ever. Return to him and he will go to Seawatch. Finally, go back to
Byrn Elgar for the last time to complete the quest and fully upgrade
Seawatch.

_________________________
The Blades and the Seal \_______________________
-------------------------------------------------
Quest Giver: Drewn Ansilla
Location: Klurikon > Caeled Coast > Ansilla's Camp

Summary:
- Talk to Drewn Ansilla
- Talk to Hillared Gastyr and get the key
- Go to Seawatch or Shining Labyrinth to retrieve the items
- Return to Drewn Ansilla
-------------------------------------------------

Go to Castle Gastyr and talk to Hillared Gastyr. She should be near the
entrance. If you did The Last Gastyr quest already, you must run all the way
to the last room to talk to her. Get the key from her somehow, easiest way
being able to pickpocket or persuade her. Now go to Seawatch and unlock the
chest marked on the map. Apparently, the Shining Labyrinth in Erathell's
Forsaken Plain also has an identical chest containing the quest items, though
it appears to be a mistake. Either way works, so choose one. I will be going
through Seawatch.

The first room has two bolgan, and two piles, one north and one south. Open
the door at the northeast corner and go down a bear trapped passage to reach
two more piles and a skeleton.

Go back and open the door at the southwest corner. This path is also bear
trapped. In this room you will find a chest, a pile, a moneybag, three
skeletons, and the chest with the blade and seal. There's also some guy here
who gives the quest The Ghosts of Seawatch. Return to Drewn to complete the
quest.

_____________________
The Lady's Children \_______________________
---------------------------------------------
Prerequisites: The Lost Squad (to get inside Castle Ansilla)

Quest Giver: Private Janara

Location: Klurikon > Caeled Coast > Ansilla's Camp

Summary:
- Talk to Private Janara
- Recover all five dolls
- Return to Janara
---------------------------------------------

Time to go hunting for dolls...Below are the locations:

- Ansilla's Camp, on a skeleton at the end of a hollow log


- On a tuatha in front of Castle Ansilla
- Seawatch, shelf at south end.
- Castle Ansilla, room south of courtyard, in a chest in southeast corner
- Castle Ansilla, in a chest in the throne room

Make sure to 'use' them all when you have them in your inventory before you
return to Janara. Each one contains a sagecraft gem.

_________________
The Last Gastyr \_______________________
-----------------------------------------
Quest Giver: Hillared Gastyr

Location: Klurikon > Caeled Coast > Castle Gastyr

Summary:
- Talk to Hillared Gastyr
- Get to the tower
- Kill Racinon
- Talk to Hillared Gastyr
-----------------------------------------

The first room past the door contains a bolgan, barghest, and a chest. The
next room has more bolgan and another chest. You will enter a large room with
a few more bolgan. The north rooms and the southwest room each all contain a
chest. However, the northwest and southeast rooms also have a prismere troll.
Going on, the next room has bolgan and barghest. There is also a chest in the
north and south side of this room. Pass the two doors on the right in the
hall, as you have no means of opening them yet. When you reach the next area,
check right for a chest. In the room after, kill some more bolgan and
barghest. Open the northeast gate for a chest. There isn't anything behind
the other gates. Proceed all the way south to reach a room with two chests
(and enemies). After that, go to the eastern room for a chest behind a door
to the south. Finally, make your way around to the room where Racinon is.
Kill him and his leanashe, then talk to Hillared to complete the quest. The
room behind Racinon has two chests, one containing the letter if you are also
doing Brun the Bard quest. There is also one last chest on the west side of
the room with Racinon.

________________
The Lost Squad \________________________
-----------------------------------------
Quest Giver: General Fynn

Location: Klurikon > Caeled Coast

Summary:
- Talk to General Fynn
- Enter Castle Ansilla through the pipe
- Find Private Gautliffe
- Open the throne room door
- Kill Ticneri
- Talk to Gautliffe
- Follow him to the cure
-----------------------------------------

Enter Castle Ansilla through the pipe behind Fynn. Once inside, go right
around the corner to find a chest. Make your way through some lone Tuatha to
reach a room with a few more Tuatha. Check a corner for a chest. The next
room has a bunch of Tuatha Priests and a chest. Conni is also here in a cage
for the quest Ghosts of Seawatch. The next room has Tuatha Soldiers and
Private Gautliffe. Speak to him. You now need to find the lever that opens
the throne room's door. Follow Gautliffe and you will be in the large central
courtyard.

Follow Private Gautliffe south. This room, unsurprisingly, has Tuatha. Check
the right, up the stairs, for a chest behind some pots. Follow Gautliffe to
the lever and pull it. Before you go, check the southeast corner of this area
for another chest.

Kill Ticneri and his Tuatha. He will cast the curse on you, however, and you
need to locate a cure. Before that, check this room for three chests.

Talk to Gautliffe about the cure then follow him to the east. The first room
contains a Tuatha and a chest. Make your way downstairs to the next room.
This room has the chest with the key. Return to Conni and let her out later.
This key also opens the other locked gates, some which contain loot. Make
your way further down. Dispel and loot the chest here for the cure. It is
under your quest items. Drink it then return to General Fynn to complete the
quest.

_____________________
Worthy of Chernobog \_______________________
---------------------------------------------
Quest Giver: Aloff the Hunter

Location: Klurikon > Caeled Coast

Summary:
- Talk to Aloff the Hunter
- Kill bolgans and get ten bolgan eyes
- Summon Chernobog
- Kill Chernobog
---------------------------------------------

There should be plenty of bolgan in Caeled Coast, so hunt enough until you
get ten eyes. Make your way to the shrine once you have ten eyes. You will
see Aloff's body there. Good game. Place the eyes and summon Chernobog. Kill
him to complete the quest.

*---------------------*
| [SDE64] Mel Senshir |
*---------------------*
_____________________
Malicious Practices \_______________________
---------------------------------------------
Quest Giver: Matrim Hawkins

Location: Klurikon > Cursewood > Mel Senshir > Hospital

Summary:
- Talk to Matrim Hawkins
- Investigate the Broken Tower
- Kill Coriala Scathe
- Return to Hawkins
---------------------------------------------

Head into the Broken Tower. At the end, there is a secret door to a basement.
Open the door to find a room with some corpses and a pile. In the next room,
you will run into Coriala Scathe. She's the one who have been cutting people
open. Kill her. Check the room for a pile, then return to Hawkins to complete
the quest.

_____________
Remembrance \_______________________
-------------------------------------
Quest Giver: Aedran Tyr

Location: Klurikon > Cursewood > Mel Senshir

Summary:
- Talk to Aedran Tyr
- Find the Varani warrior
-------------------------------------

Head out to Cursewood. You will find the body among a bunch of dead Tuatha.
Loot the body for the book and return to Aedran Tyr.

_______________
Rite of Honor \_______________________
---------------------------------------
Quest Giver: Bronwen Senn

Location: Klurikon > Cursewood > Mel Senshir

Summary:
- Talk to Bronwen Senn
- Fight the duels
---------------------------------------

All you do is fight with several npcs, the last one being Bronwen herself.
Speak to Bronwen after every duel to initiate the next one until the quest is
complete.

**--------------------------**
|| ||
[SDE05] || Alabastra ||
|| ||
**--------------------------**

High Fulgen.........................[SDE15]
Shadow Pass.........................[SDE25]
Twilight Pass.......................[SDE35]
Amaura..............................[SDE45]

*---------------------*
| [SDE15] High Fulgen |
*---------------------*
_____________
Bolgan Bane \_______________________
-------------------------------------
Quest Giver: Knave of Pride

Location: Alabastra > High Fulgen > Camp Moondown

Summary:
- Talk to the Knave of Pride
- Kill the three bolgan masters
- Return to the Knave of Pride
-------------------------------------
Kill the three bolgan masters marked on the map. Two are outside while one is
inside Glasspillar Caves. After killing them all, return to the Knave of
Pride to complete the quest.

_______________________
The Siege of Moondown \_______________________
-----------------------------------------------
Quest Giver: Captain Canwen

Location: Alabastra > High Fulgen > Camp Moondown

Summary:
- Talk to Captain Canwen
- Defend the camp
- Talk to Captain Canwen
- Go to Glasspillar Caves and find Colm
- Escort him to the exit
- Return to Captain Canwen
- Go to Whispering Caves
- Find Anella
- Talk to Anella
- Find the staff
- Defend Anella and talk to her
- Return to Captain Canwen
- Defend camp
- Talk to Canwen
- Find the mercenaries
- Get Gorem to go back to Camp Moondown
- Return to Captain Canwen
- Give them a speech
- Fend off the Tuatha
- Speak to Captain Canwen
-----------------------------------------------

Shortly after you agree to help, some Tuatha will attack the camp. Kill them,
then speak to Canwen again. Go to Glasspillar Caves.

The first room has some enemies and a weapon rack behind them. Take the path
going north. Check the corner of the turn for a chest. The next room has a
bunch of Tuatha and a chest in the north. There is another chest at the
corner of the turn. The next area has a lone bolgan and some mines. Take care
of the Tuatha that appear then check behind some crates on the right side of
the path for a chest. Colm is in the next room. There is a chest behind the
table to the left of Colm. Kill the Tuatha here then talk to Colm. Give him a
healing potion or lie to him. If you don't have a potion, and don't have the
ingredients or recipe to make one, you need to get one from Colm's Pack. Once
Colm is healed up, you need to escort him out. Take care of the bolgan in the
next room then check north behind the crates for a chest and Colm's Pack if
you didn't have to get the potion from it. On the way out, check for a
skeleton on the left of your path. Colm will get back on his own once you
reach the exit. Return to Captain Canwen.

Now you need to find the blacksmith, Anella. Go to the Whispering Caves.
Inside, go left, then make another left to find a chest with a fire mine in
front. Head south and jump off at the jump point. Under the jump point is a
whirlpool. Take a left, then check your right for another whirlpool. When you
enter the next room, Faer Gorta will spawn. Anella is in a cage here, so let
her out and talk to her. Looks like she was only here for some staff. Before
you follow her, check the room left of the path she is going down for a
chest, and then go south into the water for another chest and a whirlpool.
Follow her to the room and take the staff. Defend her from the Faer Gorta
then speak to her. She will meet you at the exit of this place. Check the
east of this current room for a chest with a fire mine in front of it. Go to
the area west of the jump point and check for a chest there, then check the
south side of the path parallel and below for another chest. Leave by going
north on the west side of this map. Some more Faer Gorta will spawn. Halfway
through the path, check left for a chest behind a tripwire. At the exit,
Anella will take the staff and return to camp. Go back and speak to Captain
Canwen.

More Tuatha will attack the camp. Kill them all, the talk to Canwen again.
She wants you to find the mercenaries that left. Once you reach their camp,
more Tuatha will show up. Kill them, then speak to Gorem. Pay, convince, or
do something for him to get him to go back to Camp Moondown. Return to
Canwen.
Finally, the last thing she wants you to do is give them a speech. Step up on
the platform. You get a load of persuasion attempts here. I must be pro,
failed to persuade at 95% on one of them the first try, then again on the
second try. Anyways, once you're done rallying them, go fight another wave of
Tuatha. Once they are dead, speak to Captain Canwen for the last time.

*---------------------*
| [SDE25] Shadow Pass |
*---------------------*
____________________
The Killing Ground \_______________________
--------------------------------------------
Quest Giver: Desiderus Trav

Location: Alabastra > Shadow Pass > Ariad Camp

Summary:
- Talk to Desiderus Trav
- Kill the sentry
- Talk to Desiderus
- Kill two more sentries
- Speak to Desiderus
- Meet him up ahead
- Kill the Tuatha commander
--------------------------------------------

Make your way up and around to the sentry; watch out for fire mines on the
way. Once the sentry is dead, jump down and talk to Desiderus again. Now you
need to kill two more sentries. Once they're both dead, talk to Desiderus
again. Meet him up ahead, then talk to him again. Finally, go kill the
commander and the quest will be complete.

*-----------------------*
| [SDE35] Twilight Pass |
*-----------------------*
________
Bareth \_______________________
--------------------------------
Quest Giver: Nel

Location: Alabastra > Twilight Pass > Echoing Light Mine

Summary:
- Open the cage
- Talk to Nel
- Find Bareth
- Find the charm
- Kill Cryamor
- Return to Nel
--------------------------------

You actually don't have to let her out of the cage to begin the quest, but
you might as well. Check the other cage for a corpse, and check behind the
large prismere crystals behind the cages for a skeleton.

Open the red prismere door, and follow the north path. Kill the lone Tuatha
and check west behind the crates for a chest. In the next room, kill the
Tuatha and examine Bareth's body. One of the cages contains a skeleton, which
you can loot without opening the door. Now go to the next room to get the
charm, which is in a glittering pile. If you wear the charm, murghan will not
attack you. Open the cage with the murghan to find a pile inside. Check the
southern area for a weapon rack. Open the red prismere door to reach the
final room. You can release the murghan in this room to help you distract and
fight. Kill Cryamor, then make your way back to Nel. Talk to her to complete
the quest.

*Note: The Erathi Glyph she gives you opens the Eventide Treasure in the
southern area of Twilight Pass. I actually had one before doing this
quest, one I pickpocketed from Astor Colliane during Ghosts of
Seawatch quest.

______
Esha \_______________________
------------------------------
Quest Giver: Esha
Location: Alabastra > Twilight Pass > Glowlode Mine

Summary:
- Talk to Esha
- Escort the survivors
- Talk to Esha
------------------------------

You are to escort the Fae through this mine. Right before the first room with
murghan, check left for a skeleton. Take care of more murghan in the next
room and check the far end for a whirlpool. Along the path to the next area,
check right for another whirlpool. Kill the banshaen in the next room and
check behind where it spawned for a skeleton. Before you follow the Fae out
the mine, go left to find a whirlpool on the path and at the end a lone
bolgan and two chests. While on your way to the exit, check for a chest and a
whirlpool. Once outside in Shadow Pass, talk to Esha to complete the quest.

______
Gask \_______________________
------------------------------
Quest Giver: Aluck

Location: Alabastra > Twilight Pass > Ashmoor

Summary:
- Talk to Aluck
- Kill the two witch knights
- Kill Gask
- Return to Aluck
------------------------------

This quest basically takes you through the whole pass and has you killing
everything, just like the quest in Shadow Pass.

Kill the witch knights marked on the map. After that, Gask is not far off.
Kill him too, then go back and speak to Aluck to complete the quest.

______
Ordo \_______________________
------------------------------
Quest Giver: Ordo

Location: Alabastra > Twilight Pass > Weconai

Summary:
- Open the cage
- Talk to Ordo
- Find the Fateweaver
- Defend Ordo
- Kill the fatewaver
------------------------------

First, open the cage by activating the sigil stone on the right. Speak to
Ordo. Now we begin to make our way through this place. Check the wall
opposite of the sigil stone for a hidden door that leads to a room with three
chests. The next room contains some murghan and banshaen. Check the right of
the stairs with the cripplespore for a chest. Head south. There is a
lorestone behind the wall in the northeast corner of this otherwise empty
room. Continue going south, then open a door that leads to a room with some
murghan. Kill some more murghan in the next circular area and check the right
for a chest.

Try to open the door at the end but it is warded and locked. Defend Ordo from
murghan while he tries to open it. Take your time killing the murghan as this
is a timed thing, and does not depend on how many murghan you kill. They will
keep spawning until the time is up. If you kill fast, you'll end up with a
huge pile of corpses. The room past the door contains some more murghan, and
has a whirlpool in the water at the north end. The final room has four
chests, two north and two south, and the person you are looking for. Speak to
her. Now you can choose to let her kill Ordo or not let her. If you let her
kill Ordo, you will FAIL the quest and you have to fight her after she kills
him anyways, so no, don't let her. After you kill her, Ordo will speak to you
and the quest is complete. Before the jump point out of this area, check the
right for a lorestone.
*----------------*
| [SDE45] Amaura |
*----------------*
_______________________
Heroes Shall Not Pass \_______________________
-----------------------------------------------
Prerequisites: Master Belne, Master Farraglen & Master Kiftal

Location: Alabastra > Amaura > Cann-Rane

Summary:
- Remove the magic barrier
- Kill Witch Knight Anira
- Return to Kiftal
-----------------------------------------------

The barrier is east of the room with Farraglen and Kiftal. Dispel it then
kill Anira and her Tuatha. Before returning to Kiftal, open the door to the
southeast to find a room with some Faer Gorta and five chests. Follow the
path north and to the left of the jump point is a hidden door. Behind it is a
chest. Return to Kiftal to complete the quest.

______________
Master Belne \_______________________
--------------------------------------
Quest Giver: Master Belne

Location: Alabastra > Amaura > Cann-Rane

Summary:
- Talk to Master Belne
- Kill the Tuatha Overlords upstairs
- Get the shattered weapon
- Return to Belne and choose a weapon
- Talk to Belne again
--------------------------------------

In the first room, check under the ruined stairs for a chest. Get rid of the
Tuatha here, then talk to Master Belne. He wants you to get a shattered
weapon from the Tuatha Overlords upstairs. Before you do that, check near
Belne for a weapon rack and chest. Also, the west side of this room has a
hidden door that leads to a room with a chest. Go upstairs and check the
blocked side of the stairs for a chest. Kill the Tuatha Overlords and loot
them for the shattered weapon. Return to Belne and he will craft a weapon of
your choosing. Speak with him again to get the weapon and complete the quest.
The next quest you should do is Master Farraglen, who was in the same room
with the Tuatha Overlords.

__________________
Master Farraglen \_______________________
------------------------------------------
Quest Giver: Master Farraglen

Location: Alabastra > Amaura > Cann-Rane

Summary:
- Talk to Master Farraglen
- Find the three raw prismere shards
- Return to Farraglen
------------------------------------------

Farraglen requires three raw prismere shards. Check the room he is in for two
chests; one right by the sagecrafting altar and one on the other side of the
room. Head down the south path, as the door leading east is locked. Check
under the stairs in this room for the first shard. Open the southern door to
find the second shard. Make your way east then north to find the chest with
the final shard to the left in the next room. Open the doors to the west to
return to Farraglen. The last person you need to speak to is Master Kiftal.

_______________
Master Kiftal \________________________
----------------------------------------
Prerequisites: Master Belne & Master Farraglen

Quest Giver: Master Kiftal


Location: Alabastra > Amaura > Cann-Rane

Summary:
- Talk to Master Kiftal
- Find the fungus
- Return to Kiftal
----------------------------------------

Head south to the room where we found the first prismere crystal for
Farraglen. Open the nothern door, and check left for a chest before going
outside. Use the two jump points on the left, and pick the fungus behind you.
Return to Kiftal.

----------------------88------------------------------88
----------------------88------------------------------88
88 88
88 88
88 88
**------------------------------**
|| ||
[TASK0] || Tasks ||
|| ||
**------------------------------**

Tasks are listed in alphabetical order.

Dalentarth....................................[TASK1]
Erathell......................................[TASK2]
Detyre........................................[TASK3]
Klurikon......................................[TASK4]
Alabastra.....................................[TASK5]

Most tasks are repeatable and will never disappear from your
quest log.

**--------------------------**
|| ||
[TASK1] || Dalentarth ||
|| ||
**--------------------------**

__________________
Gathering Flames \_______________________
------------------------------------------
Quest Giver: Murdoc Hain

Location: Dalentarth > Odarath > Didenhil > Craft Hall

Summary:
- Talk to Murdoc Hain
- Gather Tindertwig, Scarwood Bark, and Blazing Salve Potions
- Talk to Murdoc Hain
------------------------------------------

This is a repeatable side quest where you get money for turning the three
things in. You get 204 Gold per Tindertwig and Scarwood Bark. For a Blazing
Salve Potion, you get 612 Gold.

______________
Gossamer End \_________________________
----------------------------------------
Prerequisites: A Tangled Web

Quest Giver: Barten or Garaner

Location: Dalentarth > Webwood > Canneroc

Summary:
- Unlock and visit Gossamer End
- Talk to Billis Aideh for upgrades
- Get all the upgrades for Gossamer End
----------------------------------------

This task is obtained after finishing A Tangled Web. Barten or Garaner,


depending on if you agreed to Garaner or not, will give you the key to
Gossamer End. Visit the house. Now find Billis Aideh as he is the person you
talk to to upgrade your house here. Once you fully upgrade Gossamer End, this
quest is completed.

Dining Area - 918 Gold


Alchemy Workbench - 918 Gold
Attic - 918 Gold
Basement - 918 Gold
Expand Basement - 918 Gold
Expand Basement 2 - 918 Gold

_________________
Hair of the Dog \_________________________
-------------------------------------------
Quest Giver: Syllareta Vauner

Location: Dalentarth > Webwood > Vauner House

Summary:
- Talk to Syllareta Vauner
- Collect 15 poison glands
- Return to Syllareta
-------------------------------------------

All you have to do is kill spiders. They should always drop a gland so once
you get 15, return to Syllatera to finish this quest. She will then
occasionally give you anti-venom potions if you ask for it.

____________________
Keeper of the Keys \_______________________
--------------------------------------------
Quest Giver: Agraivin Hand

Location: Dalentarth > Star Camp

Summary:
- Talk to Agraivin Hand
- Bring him prison keys from Adessa, Rathir, and Mel Senshir
--------------------------------------------

Prison keys are stolen off guards that are outside or inside prisons. He will
pay you 6,000 Gold for each key.

______________
Long Overdue \__________________________
-----------------------------------------
Quest Giver: Brother Til's Collection

Location: Dalentarth > Gorhart > Reliquary

Summary:
- Collect all ten of Til's books
- Return the books to St. Odwig's
-----------------------------------------

Simply observe Brother Til's Collection in the Reliquary to get this task.
There are ten books in the whole collection. You may want to do this only
when you can get to Klurikon because the final book is there. They will all
be marked on your map.

Below are the locations of the book:

I Dalentarth > The Sidhe > Vorm Lodge


II Detyre > Apotyre > Whitestone > Mayor's House
III Dalentarth > Webwood > Canneroc > Vauner House
IV Dalentarth > Moon Camp
V Dalentarth > Didenhil > Luminitsa's Cottage
VI Rathir > Upper City > Scholia Arcana > Dormitory
VII Detyre > Apotyre > Adessa > The Isles > Livrarium
VIII Detyre > Apotyre > Adessa > The Isles > Livrarium
IX Erathell > Forsaken Plain > Emaire > Edmure Home
X Klurikon > Caeled Coast > Castle Ansilla
(Castle Ansilla requires The Lost Squad quest to enter.)

Once you have all ten books, return to St. Odwig's...it's felt like forever
since the last time I was there. Anyways, return the books to the bookshelf
and the quest will be complete.
___________________
Resting the Bones \_________________________
---------------------------------------------
Quest Giver: Silkfarmer Remains

Location: Dalentarth > Webwood

Summary:
- Find all six silkfarmer remains
- Bring them to the Ossuary in Canneroc
---------------------------------------------

You can begin this task by picking up any of the six remains on the map. Once
you gather all six remains, bring them to the Ossuary in Canneroc to complete
the quest.

_______________
Status Symbol \________________________
----------------------------------------
Quest Giver: Brit Codgan

Location: Dalentarth > The Sidhe > Ysa

Summary:
- Talk to Brit Codgan
- Forge Ysa Honor Brand Faeblades
- Bring them to Brit for money
----------------------------------------

There are Ysa Honor Brand faeblade parts all over Ysa in fae caches and
chests. Many of them would be considered stealing if you took them though.
You need a Ysa Honor brand blade and a Ysa Honor brand fulcrum to make each
one. Brit will pay you 488 Gold for each one.

**--------------------------**
|| ||
[TASK2] || Erathell ||
|| ||
**--------------------------**
_________________
Dangerous Games \_______________________
-----------------------------------------
Quest Giver: Lanus Davril

Location: Erathell > Tala-Rane

Summary:
- Kill 10 kobolds, 5 crudok, 3 ettin, and 3 jottun
- Return to Lanus
-----------------------------------------

Basically you kill a certain number of monsters so the potions he gives you
changes color. Once all four change color, return to him for payment. This
quest is repeatable, and he asks you if you want to do it again after each
turn in.

Note: Kills will only count if you kill it with weapons, and not a skill.

_____________
Life's Work \______________________
------------------------------------
Quest Giver: Odwald Bynothas

Location: Erathell > Forsaken Plain > Emaire

Summary:
- Talk to Odwald Bynothas
- Find all the notes
- Return to Odwald Bynothas
------------------------------------

He wants you to find all four notes on the Withering War. They are scattered
around Erahtell. Unfortunately they are not marked on the map.
Aewald's Notes - Rathir > Upper City > Scholia Arcana > Library
on a bookshelf

Dulstan's Notes - Forsaken Plain > Mull-Rane > Corpse behind hidden door

Kallas' Notes - campsite west of Mull-Rane, right next to a Windstone


in a Sack

Wildfrold's Notes - Rathir > Luminary Leaf on a bookshelf

Once you have all four, return to Odwald to complete the quest.

______________
Lyria's Lost \_______________________
--------------------------------------
Quest Giver: Seila Twayn

Location: Erathell > Tywili Coast > Rathir > Upper City > Temple of Lyria

Summary:
- Talk to Seila Twayn
- Bring her Relics
--------------------------------------

She pays 2,024 Gold for each Relic you bring her. Yes, the relics she is
looking for are those useless ones that didn't have any value, until now.

____________________
One Man's Trash... \________________________
---------------------------------------------
Prerequisites: Ratofer's Pawns

Location: Erathell > The Wolds > Ayten

Summary:
- Sell all four items you bought from Ratofer
---------------------------------------------

There are four people in Ayten who should be marked on the map who will buy
the items you bought off Ratofer. If you acidentally salvage the daggers or
something like (like I did once), you will fail this task. Once you've sold
all four items, the task is complete.

_______________
Rogue Harvest \________________________
----------------------------------------
Quest Giver: Ayten Job Board

Location: Erathell > The Wolds > Ayten

Summary:
- Collect Freeman Armbands
- Bring them to Fynwick Iver for money
----------------------------------------

Once you pick this task up, any Freeman bandit will have a good chance of
dropping an armband. Fynwick Iver will pay you 404 Gold for each one. How
many you turn in affects what he says, but not the payment.

____________________
Sartorial Splendor \_______________________
--------------------------------------------
Quest Giver: Vulgar Donnoh

Location: Erathell > Tywili Coast > Moon Camp

Summary:
- Talk to Vulgar Donnoh
- Bring him peasant clothes
--------------------------------------------

Bring him peasant clothes and he will pay you. He pays 404 Gold for each one.
Below are the things he takes:

- Farmer's Shoes - Peasant's Shoes


- Farmer's Trousers - Peasant's Trousers
- Farmer's Shirt - Peasant's Tunic

_____________________________
The Secret of the Fae Pools \___________________
-------------------------------------------------
Quest Giver: Kandir's Journal

Location: Erathell > Galafor

Summary:
- Examine Kandir's Journal
- Pick up all the stones
- Get the green stone
- Experiment with the urns
-------------------------------------------------

First examine the journal to get this task. Now get all three stones from the
urns. There is a green stone that is missing, and it is located in an
overturned cart in Tirin's Rest behind a building and can be reached by going
behind the forge. Here are the possible combinations that do something (from
northernmost urn to southernmost urn):

Explosion:
Green / Purple / Red
Red / Blue / Green
Blue / Purple / Red

Poison:
Red / Blue / Purple

Death's Touch blessing:


Green / Purple / Blue

Boggart + XP:
Purple / Red / Blue

Even when you get the boggart, the task won't complete, it'll just be here
forever.

**--------------------------**
|| ||
[TASK3] || Detyre ||
|| ||
**--------------------------**
_____________
Dinner Time \________________________
--------------------------------------
Quest Giver: Bera Grastar

Location: Detyre > Apotyre > Whitestone > Thirsty Wench

Summary:
- Talk to Bera Grastar
- Collect animal meat
- Return to Bera Grastar
--------------------------------------

It seems that only rats drop meat eligible for this task. Bera pays 674 Gold
for every rat meat you bring her.

_______________
Lab Assistant \__________________________
------------------------------------------
Quest Giver: Daedinnear

Location: Detyre > Apotyre > Adessa > Laboratories

Summary:
- Dispell the containers
- Talk to Daedinnaer
------------------------------------------

All you do is dispel these three containers on the second floor. Daedinnear
will pay you 30 Gold for each dispelled chest. This quest is repeatable.
_________________
Rock Collection \_______________________
-----------------------------------------
Quest Giver: Ruin Imas

Location: Detyre > Apotyre > Motus Mining Headquarters

Summary:
- Talk to Ruin Imas
- Find all five ores
- Return to Ruin Imas
-----------------------------------------

Below are the locations of all five ores:

Snaketail Grotto - southeast area in a minecart


Cynric Quarry - near end of mine, in a minecart
Darkvari Mine - very south of mine, in a chest (contains two ores)
Zungar Shaft - very north of mine, in a minecart

Once you have all five, return to Ruin Imas to complete the quest.

_________________
Sandstone Villa \_________________________
-------------------------------------------
Prerequisites: New in Town, Under Watch

Location: Detyre > Apotyre > Adessa

Summary:
- Talk to Suner Pome
- Fully upgrade Sandstone Villa
-------------------------------------------

Suner Pome in the Grand Bursars can upgrade Sandstone Villa for you. Once you
buy all upgrades, this quest completes itself.

_____________
The Cynrics \________________________
--------------------------------------
Quest Giver: The Bone Wall

Location: Detyre > Apotyre > Whitestone

Summary:
- Go to the Cynric Quarry
- Terminate the Cynric
- Return to Hera Orhelm in Whitestone
--------------------------------------

Note: You need to kill all the outlaws inside to complete this.

Enter the Cynric Quarry. At the first turn, check for a chest. The room after
has a chest on the right. In the next room, check inside the building for a
chest. The path after has a minecart on the right side. Go up north to find
one last chest. A few last Cynric will show up behind. Kill them, and then go
to Hera Orhelm to complete the quest.

______________
The Darkvari \________________________
---------------------------------------
Quest Giver: The Bone Wall

Location: Detyre > Apotyre > Whitestone

Summary:
- Go to the Darkvari Mine
- Terminate the Darkvari
- Return to Hera Orhelm in Whitestone
---------------------------------------

Note: You need to kill all the outlaws inside to complete this.

Enter Darkvari Mine. In the first room, check the water for a whirlpool.
Watch out for a tripwire right before the chest in the beginning of the next
room. At the intersection, head south. There is a chest behind the crates.
Loot the chest at the end and go back and head down the eastern path. Check
the corners for a minecart and a chest. This room should have had the last of
the Darvari. Return to Hera to complete the quest.

_____________
The Zungars \________________________
--------------------------------------
Quest Giver: The Bone Wall

Location: Detyre > Apotyre > Whitestone

Summary:
- Go to the Zungar Shaft
- Terminate the Zungar
- Return to Hera Orhelm in Whitestone
--------------------------------------

Note: You need to kill all the outlaws inside to complete this.

Enter the Zungar Shaft. There's a minecart to your left the moment you enter.
Go straight to the cliff for a chest. Go down the left path. Check the very
north of this room for a minecart. In the next room, open the door on the
left for a chest, and check for another chest among some crates after going
up the ramp. Follow the path and exit the area. Check your left for a chest
before jumping down. Return to Hera for your reward.

_______________
Tinker's Task \__________________________
------------------------------------------
Quest Giver: Harriset Donnel

Location: Detyre > Apotyre > Sun Camp


If you finished the Travelers storyline, he will be in
Detyre > Apotyre > Whitestone > Thirsty Wench

Summary:
- Collect Iron Components
- Talk to Harriset Donnel
------------------------------------------

Once you accept this, you'll always have it. Basically, he'll pay you if you
bring him any iron components. Basically any blacksmithing stuff that has the
word 'iron' in it is what he takes. He'll take all of it if you decide to
give it to him. He gives you 202 Gold for each one. Below is a list of iron
components.

Curved Iron Blades Iron Heel


Iron Blade Iron Plumb
Iron Brace Iron Shock Disc
Iron Flame Disc Large Iron Blade
Iron Frost Disc Small Iron Blades
Iron Guard

______________________
Whitestone Tarnished \_______________________
----------------------------------------------
Quest Giver: Read any of the Motus Mining reports

Location: Detyre > Apotyre

Summary:
- Find all four reports
----------------------------------------------

To begin this task, read any of the reports you have found in your inventory.
You need to find all four of them.

- Days 1-24 is found in a chest on the second floor of the Thirsty


Wench which is in Whitestone
- Days 25-44 is in Sun Camp on a bookshelf where the merchant is,
under the stalls
- Days 45-50 can be found in a dresser in a building across the
river from Snaketail Grotto
- Day 51 can be found on a corpse between Menetyre and Apotyre

Once you find all four, the quest will automatically complete.
**--------------------------**
|| ||
[TASK4] || Klurikon ||
|| ||
**--------------------------**
_____________
In Memoriam \________________________
--------------------------------------
Quest Giver: Kreger the Devout

Location: Klurikon > The Midden

Summary:
- Talk to Kreger the Devout
- Get earrings from bodies in the Midden
- Turn in earrings to Kreger
--------------------------------------

Earrings can be found on the many corpses strewn throughout the Midden. Bring
them to Kreger and he will pay you 1,252 Gold for each earring. My map of
The Midden has all corpses marked

Klurikon - The Midden:


http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63894

**--------------------------**
|| ||
[TASK5] || Alabastra ||
|| ||
**--------------------------**

No tasks available in Alabastra.

===============================================================================
4.
======================88==============================88=======================
88 88
88 88
88 88
**------------------------------**
|| ||
[SKL00] || Skills ||
|| ||
**------------------------------**

Alchemy.................................................[SKL01]
Blacksmithing...........................................[SKL02]
Detect Hidden...........................................[SKL03]
Dispelling..............................................[SKL04]
Lockpicking.............................................[SKL05]
Mercantile..............................................[SKL06]
Persuasion..............................................[SKL07]
Sagecraft...............................................[SKL08]
Stealth.................................................[SKL09]

----------------------88------------------------------88
----------------------88------------------------------88
88 88
88 88
88 88
**------------------------------**
|| ||
[SKL01] || Alchemy ||
|| ||
**------------------------------**

Every level increases your chance of successfully harvesting


reagents. You can find recipes by either buying them off NPCs or
experimenting. When experimenting, the game will not let you use
two of the same ingredients; don't worry about this, if, for example,
a potion needed two of ingredient A and one of ingredient B,
experimenting with one ingredient A and one ingredient B will result
in you discovering that potion. Below contains a chart of potions.
Level 1: A failed experiment now results in an Unstable Potion.
Level 2: -
Level 3: You can craft potions with three reagents. (Journeyman)
Level 4: -
Level 5: You can craft potions with four reagents. (Master)
Level 6: -
Level 7: -
Level 8: -
Level 9: -
Level 10: All alchemical recipes are discovered.

Potions of the same type do NOT stack. If you drink more than one
potion of the same kind, the last one you drank will be the effect
you get. Example: You drink a Master Alchemist's Art potion, then
drink a Minor Alchemist's Art potion. You will get +1 Alchemy, because
the Minor potion was the last one you drank of that potion type.

Effect Required Ingredients


Name (Minor/Greater/Master) (Minor/Greater/Master)
---------------------------------------------------------------------------

Alchemist's Art Increases Alchemy Skill Embereyes (1/2/2)


by (1/2/3) for 1 minute Sky Blossom (1/2/2)
Bloodroot (-/1/2)
Essence of Fate (-/-/1)

Assassin's Evasion Increases Stealth Skill Cripplespore Caps (1/2/2)


by (1/2/3) for 1 minute Sky Blossom (1/2/2)
Bloodroot (-/1/2)
Essence of Fate (-/-/1)

Blacksmith's Craft Increases Blacksmith Tindertwig (1/2/2)


Skill by (1/2/3) for Sky Blossom (1/2/2)
1 minute Bloodroot (-/1/2)
Essence of Fate (-/-/1)

Blazing Salve Increases the damage you Tindertwig (2/3/3)


do with fire-based Scarwood Bark (1/2/2)
attacks for 30 seconds Bloodroot (-/1/1)
+(10/20/30) Fire Damage Essence of Fate (-/-/1)
+(25/50/75)% Fire Damage

Bleeding Resistance Increases bleeding Scarlet Flowstone (2/2/2)


resistance by (25/50/75)% Ysa's Breath (1/2/2)
for 30 seconds Seaflax (-/1/1)
Essence of Fate (-/-/1)

Burning Sentinel (25/50/75)% chance to Tindertwig (2/3/3)


Burn enemies when Edelweiss (1/2/2)
attacked for 1 minute Seaflax (-/1/1)
Essence of Fate (-/-/1)

Current Stopper Decreases lightning Eel Petal (2/2/2)


damage by (25/50/75)% Ysa's Breath (1/2/2)
for 30 seconds Seaflax (-/1/1)
Essence of Fate (-/-/1)

Damage Boost Increases the damage of Star Thistle (3/4/-)


all your attacks by Sativa Fibers (3/4/-)
(15/20/-)% for 30 Scarwood Bark (2/3/-)
seconds Essence of Fate (-/1/-)
Note: Recipe for Master
potion does not seem to
exist as greater potion
is under master
difficulty.

Damage Deflection Decreases all damage Star Thistle (2/3/-)


received by (25/50/75)% Sativa Fibers (2/3/-)
for 30 seconds Ysa's Breath (1/2/-)
Note: Recipe for Master Essence of Fate (-/1/-)
potion does not seem to
exist as greater potion
is under master
difficulty.

Dispelling Boost Increases Dispelling Star Thistle (1/2/2)


Skill by (1/2/3) for Sky Blossom (1/2/2)
1 minute Bloodroot (-/1/2)
Essence of Fate (-/-/1)

Experience Booster Increases the XP you Prismere Dust (2/3/3)


recieve per kill by Leechwood Bark (1/2/2)
(10/15/20)% for 1 Bloodroot (-/1/2)
minute Essence of Fate (-/-/1)

Fate Potion Fills your Fate meter Essence of Fate (-/-/4)


to 100%

Force Potion Increases physical Scarwood Bark (2/3/3)


damage by (25/50/75)% Sativa Fibers (2/3/3)
for 30 seconds Bloodroot (-/1/2)
Essence of Fate (-/-/1)

Flameguard Decreases fire Tindertwig (2/2/2)


damage by (25/50/75)% Ysa's Breath (1/2/2)
for 30 seconds Seaflax (-/1/1)
Essence of Fate (-/-/1)

Flesh Eater Increases the damage you Leechwood Bark (2/3/3)


do with health absorption Black Cohosh (2/3/3)
attacks for 30 seconds Scarwood Bark (-/1/2)
+(10/15/20) Health Stolen Essence of Fate (-/-/1)
per Hit

Frostbite Increases the damage you White Flake (2/3/3)


do with ice-based Scarwood Bark (1/2/2)
attacks for 30 seconds Bloodroot (-/1/1)
+(10/20/30) Ice Damage Essence of Fate (-/-/1)
+(25/50/75)% Ice Damage

Frostguard Decreases ice damage White Flake (2/2/2)


by (25/50/75)% for Ysa's Breath (1/2/2)
30 seconds Seaflax (-/1/1)
Essence of Fate (-/-/1)

Freezing Sentinel (25/50/75)% chance to White Flake (2/3/3)


Freeze enemies when Edelweiss (1/2/2)
attacked for 1 minute Seaflax (-/1/1)
Essence of Fate (-/-/1)

Hardened Shell Increases your physical Ysa's Breath (2/3/3)


resistance by (25/50/75)% Sativa Fibers (2/3/3)
for 30 seconds Seaflax (-/1/2)
Essence of Fate (-/-/1)

Healing Potion Restores a (small/ Black Cohosh (2/3/3)


moderate/large) amount Embereyes (1/2/2)
of health Bloodroot (-/1/1)
Essence of Fate (-/-/1)

Health Regen Increase Health Regen Black Cohosh (2/3/3)


by (5/20/60) per Sec Scarlet Flowstone (1/2/2)
for 1 minute Bloodroot (-/1/1)
Essence of Fate (-/-/1)

Jeweled Shilelagh Increases Sagecraft White Flake (1/2/2)


Skill by (1/2/3) for Sky Blossom (1/2/2)
1 minute Bloodroot (-/1/2)
Essence of Fate (-/-/1)

Lightning Sentinel (25/50/75)% chance to Eel Petal (2/3/3)


Shock enemies when Edelweiss (1/2/2)
attacked for 1 minute Seaflax (-/1/1)
Essence of Fate (-/-/1)

Lightning Storm Increases the damage you Eel Petal (2/3/3)


do with lightning-based Scarwood Bark (1/2/2)
attacks for 30 seconds Bloodroot (-/1/1)
+(10/20/30) Lightning Essence of Fate (-/-/1)
Damage
+(25/50/75)% Lightning
Damage

Liquid Seduction Increases your chance Sky Blossom (1/-/-)


of persuading the Scarwood Bark (1/-/-)
opposite gender for Tindertwig (1/-/-)
30 seconds

Magebane Decreases all magic Star Thistle (2/3/3)


damage received by Ysa's Breath (2/3/3)
(25/50/75)% for 30 Seaflax (-/1/2)
seconds Essence of Fate (-/-/1)

Magic Amplification Increases all magic Star Thistle (2/3/3)


damage by (25/50/75)% Scarwood Bark (2/3/3)
for 30 seconds Bloodroot (-/1/2)
Essence of Fate (-/-/1)

Magic Precision Increases chance to Scarab Salts (2/3/3)


critical hit with magic Star Thistle (1/2/2)
by (10/15/30)% for Scarwood Bark (-/1/2)
15 seconds Essence of Fate (-/-/1)

Mana Potion Restores a (small/ Softscrabble Powder (2/3/3)


moderate/large) amount Embereyes (1/2/2)
of mana Bloodroot (-/1/1)
Essence of Fate (-/-/1)

Mana Regen Increases Mana Regen Softscrabble Powder (2/3/3)


by (2/16/32) per Sec Scarlet Flowstone (1/2/2)
for 1 minute Bloodroot (-/1/1)
Essence of Fate (-/-/1)

Mana Sap Increases the damage you Leechwood Bark (2/3/3)


do with mana absorption Softscrabble Powder (2/3/3)
attacks for 30 seconds Scarwood Bark (-/1/2)
+(10/15/20) Mana Stolen Essence of Fate (-/-/1)
per Hit

Merchant's Command Increases Mercantile Sativa Fibers (1/2/2)


Skill by (1/2/3) for Sky Blossom (1/2/2)
1 minute Bloodroot (-/1/2)
Essence of Fate (-/-/1)

Phasewalk Grants the user Star Thistle (-/2/2)


invisibility for Sky Blossom (-/2/2)
(10/15/-) seconds Cripplespore Caps (-/1/1)
Note: Recipe for Master Essence of Fate (-/-/1)
potion does not seem to
exist as greater potion
is under master
difficulty.

Piercing Serum Increases piercing Scarwood Bark (2/3/3)


damage by (25/50/75)% Ysa's Breath (1/3/3)
for 30 seconds Sativa Fibers (-/1/2)
Essence of Fate (-/-/1)

Precision Increases chance to Scarab Salts (2/3/3)


critical hit with Sativa Fibers (1/2/2)
physical attacks Scarwood Bark (-/1/2)
by (10/15/30)% for Essence of Fate (-/-/1)
30 seconds

Purification Potion Cures any diseases you Ysa's Breath (2/-/-)


have and grants disease Embereyes (2/-/-)
immunity for 15 minutes

Social Grace Increases Persuasion Leechwood Bark (1/2/2)


Skill by (1/2/3) for Sky Blossom (1/2/2)
1 minute Bloodroot (-/1/2)
Essence of Fate (-/-/1)

Sorceror's Increases mana pool Star Thistle (2/3/3)


Intelligence by a (small/moderate/ Softscrabble Powder (2/3/3)
large) amount for Bloodroot (-/1/1)
30 seconds Essence of Fate (-/-/1)

Serpent's Venom Increases damage done Cripplespore Caps (2/3/3)


with poison-based Scarwood Bark (1/2/2)
attacks for 30 seconds Bloodroot (-/1/1)
+(10/20/30) Poison Essence of Fate (-/-/1)
Damage
+(25/50/75)% Poison
Damage

Slashing Fury Increases bleeding Scarlet Flowstone (2/3/3)


damage attacks for Scarwood Bark (1/2/2)
30 seconds Bloodroot (-/1/1)
+(10/20/30) Bleeding Essence of Fate (-/-/1)
Damage
+(25/50/75)% Bleeding
Damage

Steeled Curtain Increases total armor Seaflax (2/2/2)


by (25/50/75)% for Ysa's Breath (1/2/2)
30 seconds Bloodroot (-/1/1)
Essence of Fate (-/-/1)

Thief's Cunning Increases Lockpicking Eel Petal (1/2/2)


Skill by (1/2/3) for Sky Blossom (1/2/2)
1 minute Bloodroot (-/1/2)
Essence of Fate (-/-/1)

Tracker's Draught Increases Detect Hidden Scarab Salts (1/2/2)


Skill by (1/2/3) for Sky Blossom (1/2/2)
1 minute Bloodroot (-/1/2)
Essence of Fate (-/-/1)

Venomguard Decreases poison damage Cripplespore Caps (2/2/2)


received by (25/50/75)% Ysa's Breath (1/2/2)
for 1 minute Seaflax (-/1/1)
Essence of Fate (-/-/1)

Warrior's Strength Increases your maximum Sativa Fibers (2/3/3)


health by a (small/ Black Cohosh (2/3/3)
moderate/large) amount Bloodroot (-/1/1)
for 30 seconds Essence of Fate (-/-/1)

Unstable Potion Random Effect Any combination of reagents


that do not match any of
the above recipes
(requires at least level 1
Alchemy skill)

----------------------88------------------------------88
----------------------88------------------------------88
88 88
88 88
88 88
**------------------------------**
|| ||
[SKL02] || Blacksmithing ||
|| ||
**------------------------------**

I recommend crafting your own equipment rather than using any


non-purple/yellow stuff. Crafted gear always have higher stats than
their uncrafted counterparts. For example, bought iron daggers
have 10 damage, while a crafted pair of white daggers would have
12 from just the blade, and then something else from the hilt. The
benefit from using non-crafted gear is that they may sometimes have
more than one gem socket, while crafted equipment only lets you add
one gem to your equipment and only if you have at least level 7
blacksmithing. Although the skills don't say, a few purple/yellow
equipment can be salvaged. Accessories (necklaces and rings) cannot
be crafted or salvaged at all.

Level 1: You can harvest components from some enemies in the world.
(Antelopes, Aurochs, Scuttlecrabs)
Level 2:
You can use three components when crafting equipment.
Level 3:
You can salvage infrequent (green) equipment.
Level 4:
You can use four components when crafting equipment.
Level 5:
-
Level 6:
You can salvage rare (blue) equipment.
Level 7:
You can use gems as components when crafting equipment.
(gem must be matching type, Epic gems only go on chest armor)
Level 8: -
Level 9: -
Level 10: You can create mastercrafted equipment.
(increased stats and an extra effect)

Below is the list of what components are used to make what.


It's not included under support components here, but a gem can also
be added to equipment for a bonus effect.

For Weapons:

Type Core Components Support Component


-------------------------------------------------------------------------

Longswords Blade & Hilt Rivets & Grip

Greatswords Large Blade & Hilt Grip & Bindings

Hammers Plumb & Shaft Grip & Bindings

Daggers Small Blade & Hilt Rivets & Bindings

Faeblades Curved Blade & Fulcrum Rivets & Grip

Longbows Limb & Fulcrum Rivets & Bindings

Staves Rod & Shaft Rivets & Bindings

Scepters Dowel & Handle Bindings & Grip

Chakrams Disc & Handle Bindings & Grip

-------------------------------------------------------------------------

For Warrior Armor:

Type Core Components Support Component


-------------------------------------------------------------------------

Helm Headdress & Rivets Lining & Bindings

Cuirass Chestpiece & Lining Rivets & String

Chausses Brace & Rivets String & Trim

Gauntlets Mitt & Grip Lining & Rivets

Greaves Heel & Lining Rivets & Bindings

Kite Shield Guard & Grip Rivets & Trim

-------------------------------------------------------------------------

For Rogue Armor:

Type Core Components Support Component


-------------------------------------------------------------------------

Cap Headdress & Trim Bindings & Grip

Armor Chestpiece & Lining Bindings & String

Leggings Brace & String Bindings & Grip

Gloves Mitt & Grip String & Bindings

Boots Heel & Trim Rivets & Bindings


Buckler Guard & Grip Rivets & Trim

-------------------------------------------------------------------------

For Mage Armor:

Type Core Components Support Component


-------------------------------------------------------------------------

Cowl Headdress & Lining Rivets & Bindings

Robes Cloth & Trim Bindings & String

Handwraps Mitt & Grip String & Bindings

Shoes Heel & Lining Bindings & Rivets

Talisman Guard & Grip Bindings & Trim

-------------------------------------------------------------------------

Most components have qualities. Below is lowest to highest quality:

Basic, Improved, Greater, Master, Flawless

The better the quality the greater the component's effect is.

Name Effect
-------------------------------------------------------------------------

Amplified Increases critical hit damage with physical

Arcane Increases damage with magic

Armored Increases % of Armor

Assailing Increases damage vs. lightly wounded targets

Bloodseeker's Increases chance to steal Health per hit

Butcher's Increases damage vs. Kobolds & Murghan

Charged Increases % of Lightning damage

Charge Ward Increases Lightning resistance

Clarity Increases chance to critical hit with physical

Damaging Increases damage

Displacing Increases physical resistance

Divine Increases % of Mana


(some components have a typo and is spelled 'Diving')

Enchanted Increases critical hit damage with magic

Energizing Increases Health and Mana Regen

Everlasting Increases damage resistance

Executioner's Increases damage vs. Humanoids

Expansive Increases experience gained

Fire Ward Increases Fire resistance

Flamed Increases % of Fire damage

Fortified Increases melee/ranged/magic block efficacy

Frost Ward Increases Ice resistance

Frosted Increases % of Ice damage


Hardened Increases Health

Illuminator's Increases damage vs. Niskaru

Immunity Increases Poison resistance

Infected Increases % of Poison damage

Magnifying Increases chance to critical hit

Mending Increases Bleeding resistance

Moonlight Increases damage at night

Mystic Increases chance to critical hit with magic

Piercing Increases piercing damage

Pillager's Increases damage vs. Beasts & Constructs

Prosperous Increases Gold drops

Rallying Increases % of physical damage

Ravenous Increases chance to steal Mana per hit

Reinforced Increases block efficacy

Restoring Increases Mana Regen

Rigid Increases Armor

Robust Increases Health and Mana

Sage Increases Mana

Sharpening Increases critical hit damage

Slaughtering Increases Bleeding damage

Strengthening Increases % of Health

Sunlight Increases damage during daytime

Sustaining Increases Health Regen

Tormenting Increases damage vs. heavily wounded targets

Warding Increases elemental resistance

-------------------------------------------------------------------------

Below are components with no quality. Scales, hair, gut, tendons, and
hide are from Antelope, Aurochs, and Scuttlecrabs.

Name Effect
-------------------------------------------------------------------------

Barbed Scales +20% Bleeding and Poison Resistance


(Trim)

Coarse Hair +11% Elemental Resistance


(String)

Coarse Hide +10% Health


(Lining)

Crude Fulcrum Weight +3 Physical Damage

Crude Hilt +3 Physical Damage

Dried Gut +5% Chance to Critical Hit


(Bindings)
Fine Hair +20% Elemental Resistance
(String)

Novice Strings +4 Armor

Rough Scales +5% Bleeding and Poison Resistance


(Trim)

Simple Bindings +5 Health

Simple Handle +3 Physical Damage

Simple Shaft +3 Physical Damage

Softened Hide +20% Health


(Lining)

Tangled Hair +5% Elemental Resistance


(String)

Tanned Hide +14% Health


(Lining)

Threadbare Lining +4 Armor

Weak Rivets +5 Health

Weak Tendons +3% Chance to Critical Hit


(Bindings)

Ysa Honor Brand Bindings Nothing

Ysa Honor Brand Fulcrum +5 Physical Damage

Ysa Honor Brand Grip Nothing

-------------------------------------------------------------------------

Finally, here is a list of prefixes and suffixes of non-crafted


equipment. When salvaging an item with these words in their names,
you have a chance of getting a component with the effect, but not
necessarily of the same quality.

Currently not in any specific order. May organize to make it easier


to read later. Feel free to provide me with any I'm missing.

Plenty/Fortune/Wealth
+4%/+9%/+12% Gold Drops

Expansion/Growth
+2%/+6% Experience Bonus

Squire's/Warrior's/Soldier's/Knight's/Cavalier's/Noble's/King's/
Emperor's
+5/+10/+20/+30/+45/+60/+80/+100 Health

Student's/Apprentice's/Prodigy's/Scholar's/Disciple's/Master's/
Savant's/Sage's
+5/+10/+20/+30/+45/+60/+80/+100 Mana

Hearty/Potent/Robust/Stout/Vigorious
+20/+30/+45/+60/+80 Health
+20/+30/+45/+60/+80 Increases Mana

Crusader's/Vindicator's/Paladin's/Templar's/Hero's
+10%/+12%/+14%/+17%/+20% Health

Diviner's/Mage's
+10%/+17% Mana

Leeching/Ravaging/Bloodthirst/Devouring/Bloodletting
15% Chance to Steal 5/10/15/20/25 Health per Hit

Voracity/Starvation/Ravening/Ferocity/Gluttony
15% Chance to Steal 5/10/15/20/25 Mana per Hit
Soothing/Sustaining/Revitalizing/Renewing/Regenerating
+0.1/+0.5/+1/+1.5/+2 Health Regen per Sec

Fostering/Restoring/Infusing/Rejuvanating
+0.5/+1/+1.5/+2 Mana Regen per Sec

Uniting/Reviving
+0.5/+1.5 Health Regen per Sec
+0.5/+1.5 Mana Regen per Sec

Brilliant/Radiant/Resplendent
+15%/+20%/+25% Mana Regen per Sec

Ardent/Fervent/Rabid/Zealous
+15/+30/+45/+60 Health
+0.1/+1/+1.5/+2 Health Regen per Sec

Adept/Wise
+45/+60 Mana
+1.5/+2 Mana Regen per Sec

Canny/Shrewd/Ingenious
-5%/-10%/-20% Mana Cost

Dilettante's/Universalist's
-15%/-20% Equip Requirements

Magus'/Archmagus'
+1/+2 to Sorcery Abilities

Hammerlord
+12% Physical Damage
+1 to Might Abilities
+12% Stun Duration

Renascent
+1.5 Health Regen per Sec
+1 to Might Abilities

Juggernaut's
+2 to Might Abilities

Trickster's/Spy's
+1/+2 to Finesse Abilities

Umbral/Shrouded
+15%/+20% Critical Hit Damage
+1/+1 to Finesse Abilities

Perfectionist
+12% Fire Damage
+12% Ice Damage
+12% Lightning Damage
+1 to Sorcery Abilities

Numbing/Frosted/Frigid/Chilled/Rimy/Frozen/Glacial/Arctic
3/4/6/9/13/17/21/30 Ice Damage
2/2/3/4/6/7/12/18 Freezing Damage over 2 seconds

Flurry/Sleet/Hail/Avalanche/Blizzard
+5%/+7%/+10%/+15%/+20% Ice Damage

Static/Conductive/Charged/Crackling/Surging/Jolting/Shocking/Electrifying
3/4/6/9/13/17/21/30 Lightning Damage
3/3/3/4/7/8/10/15 Shocking Damage over 10 seconds

Squall/Deluge/Gale/Storm
+5%/+7%/+10%/+15% Lightning Damage

Blasting
+10 Lightning Damage
+10% Stun Duration

Booming/Bewildering/Stupefying/Staggering
+5%/+14%/+20%/+30% Stun Duration
Distress/Horror
20%/30% Chance to Stun enemies when Attacked

Smoldering/Blistering/Burning/Searing/Incinerating/Scorching/Blazing
3/6/9/13/17/21/30 Fire Damage
3/4/5/8/10/13/20 Burning Damage over 7 seconds

Flame/Blaze/Wildfire/Inferno
+7%/+10%/+15%/+20% Fire Damage

Erosive/Decaying/Venomous/Infected/Putrefied/Corroding/Rotting
5/6/13/19/24/33/48 Poison Damage over 7 Seconds

Copperhead/Adder/Viper/Cobra
+7%/+11%/+15%/+20% Poison Damage

Bloodletting/Carnage/Hemorrhaging/Bloodshed/Slaughter
5/10/15/20/25 Bleeding Damage over 5 seconds

Flaying/Maiming/Eviscerating
+7%/+15%/+20% Bleeding Damage

Vile/Noxious
6/12 Bleeding Damage over 6 seconds
6/12 Poison Damage over 4 seconds

Strengthening/Rousing/Emboldening/Invigorating/Rallying/Bolstering/
Galvanizing
4/7/9/12/16/22/30 Physical Damage

Dismantling/Sundering/Eradicating/Annihilating/Obliterating
+3%/+7%/+10%/+20%/+35% Physical Damage

Bandit's/Seeker's/Ambusher's/Stalker's/Lancer's/Saboteur's
4/12/18/20/23/25 Piercing Damage

Puncturing/Perforation/Gouging/Skewering/Impaling
+5%/+7%/+10%/+15%/+20% Piercing Damage

Toothed/Pointed/Barbed/Spiked
+3%/+4%/+5%/+6% Chance to Critical Hit

Skill/Craft/Accuracy/Execution/Precision
+3%/+4%/+5%/+6%/+7% Chance to Critical Hit

Brutal/Ruthless/Savage/Cruel/Merciless
+5%/+8%/+12%/+18%/+25% Critical Hit Damage

Crippling/Overwhelming
+14%/+19% Damage

Gladiator/Warlord
+20%/+30% Damage
+6%/+8% Chance to Critical Hit

Luck/Omen/Balance/Efficiency
+3%/+4%/+5%/+6% Chance to Critical Hit with Physical

Breadth/Magnitude/Intensity/Amplitude
+7%/+9%/+12%/+15% Critical Hit Damage with Physical

Soothsayer/Sage/Mystic
+5%/+10%/+15% Damage with Magic

Prophecy/Mysticism/Wizardry/Lyria
+4%/+5%/+6%/+7% Chance to Critical Hit with Magic

Geyser/Wave/Torrent/Flood/Tsunami
+5%/+6%/+9%/+12%/+15% Critical Hit Damage with Magic

Precisionist
+8% Damage with Magic
+10% Chance to Critical Hit with Magic

Daybreak/Dawn/Morning/Light/Radiance
+5%/+7%/+10%/+15%/+20% Damage during Daytime
Dusk/Sunset/Twilight/Gloom/Night
+5%/+7%/+10%/+15%/20% Damage at Night

Invader's/Raider's/Assaulter's
+8%/+15%/+20% Damage vs. lightly wounded targets

Tyrant's
+15% of Damage vs. heavily wounded targets

Champion's/Conqueror's/Guardian's/Paragon's
+6%/+12%/+16%/+20% Damage vs. Niskaru

Pillager's/Ravager's/Marauder's/Despoiler's/Outlaw's
+6%/+8%/+12%/+16%/+20% Damage vs. Beasts and Constructs

Trapper's/Chaser's/Butcher's/Slaughterer's
+6%/+8%/+12%/+16% Damage vs. Kobolds and Murghan

Assassin's/Enforcer's/Widowmaker's
+6%/+16%/+20% Damage vs. Humanoids

Fury/Madness
+20%/+30% Damage
-10%/-15% Damage Resistance

Shifting/Phasing/Displacing/Tempering
+5%/+7%/+12%/+15% Physical Resistance

Sturdy/Rigid/Hardened/Shielded/Indestructible/Tempered/Enduring/Inpregnable
+5/+8/+11/+15/+19/+24/+29/+35 Armor

Superior/Sentinel/Major/Crowning/Flawless
+10%/+15%/+20%/+25%/+30% Armor

Perpetual/Timeless/Boundless
+10%/+16%/+20% Damage Resistance

Fire Shield/Fire Aversion/Fire Hindrance/Fire Attenuation/Fire Warding


+5%/+8%/+12%/+16%/+20% Fire Resistance

Combustion
10% Chance to Burn enemies when Attacked

Ice Shield/Ice Aversion/Ice Hindrance/Ice Attenuation/Ice Warding


+5%/+8%/+12%/+16%/+20% Ice Resistance

Cold/Freezing/Winter
5%/10%/15% Chance to Freeze enemies when Attacked

Lightning Shield/Lightning Averesion/Lightning Hindrance/


Lightning Attenuation/Lightning Warding
+5%/+8%/+12%/+16%/+20% Lightning Resistance

Storm's Cry/Storm's Bite/Storm's Rage


5%/10%/15% Chance to Shock enemies when Attacked

Protection/Refuge/Shelter/Haven/Sanctuary
+5%/+8%/+11%/+15%/+20% Elemental Resistance

Antivenin/Remedy/Elixir
+5%/+10%/+20% Poison Resistance

Mending/Conservation/Preservation/Clotting/Coagulation
+5%/+8%/+12%/+16%/+20% Bleeding Resistance

Rancidness/Putrefaction
10%/15% Chance to Poison enemies when Attacked

Hale/Hardy/Indominatable
+5%/+10%/+20% Bleeding Resistance
+5%/+10%/+20% Poison Resistance

Stalwart/Toughened/Unbreakable
+20%/+25%/+30% Block Efficacy
Fortified/Staunch/Inpenetrable/Unassailable
+15%/+20%/+25%/+30% Melee Block Efficacy
+15%/+20%/+25%/+30% Ranged Block Efficacy
+15%/+20%/+25%/+30% Magic Block Efficacy

----------------------88------------------------------88
----------------------88------------------------------88
88 88
88 88
88 88
**------------------------------**
|| ||
[SKL03] || Detect Hidden ||
|| ||
**------------------------------**

Basically lets you see more things on the map and increases the
amount of gold found. Every level increases the amount of gold found.
I noticed that the only thing this skill does not show are corpses
and skeletons.

Level 1: Enemies and other characters are displayed on the mini-map.


Level 2: Hidden treasures are displayed on the mini-map, and are
revealed if you go near them.
Level 3: Enemies' facing is displayed on the mini-map.
Level 4: You can disarm traps.
Level 5: Secret doors are displayed on the mini-map, and are revealed
if you go near them.
Level 6: -
Level 7: Traps are displayed on the mini-map.
Level 8: Traps can be disarmed and salvaged for components.
Level 9: -
Level 10: Lorestones and treasures are displayed on the mini-map.

----------------------88------------------------------88
----------------------88------------------------------88
88 88
88 88
88 88
**------------------------------**
|| ||
[SKL04] || Dispelling ||
|| ||
**------------------------------**

Dispelling wards can be pretty difficult without any points in this


skill if it's any harder than easy. Many harder difficulty wards do
A LOT of damage, sometimes enough to kill you. They also often curse
you. Every level in dispelling decreases the difficulty of wards.
It is always a good idea to save before you try to dispel something.
At level 10 dispelling, you have 66% chance of successfully auto-
dispelling a very hard ward. Anything easier should be 100% success.

There is an achievement for 50 SUCCESSFUL dispels. Auto-dispels do


count torwards this.

Level 1: -
Level 2: You can fail to dispel a ward once before it will explode.
Level 3: -
Level 4: Dark sigils are removed from wards.
Level 5: -
Level 6: -
Level 7: You can fail to dispel a ward twice before it will explode.
Level 8: -
Level 9: -
Level 10: Ward glyphs regenerate much more slowly.

----------------------88------------------------------88
----------------------88------------------------------88
88 88
88 88
88 88
**------------------------------**
|| ||
[SKL05] || Lockpicking ||
|| ||
**------------------------------**

Unlike dispelling wards, lockpicking in this game is extremely easy.


Forcing locks is useful if you want to save time. Also, I've had
failed to force locks before when it said I have 100% chance of success.
Successfully picking/forcing locks always use up one lockpick so
you should always be well-stocked on them. At level 10 lockpicking,
you have 66% chance of successfully forcing very hard locks. Every
level decreases the difficulty of picking locks.

There is an achievement for successfully picking 50 locks. Shouldn't


be hard.

Level 1: -
Level 2: -
Level 3: -
Level 4: You always succeed when forcing very easy locks.
Level 5: -
Level 6: -
Level 7: You always succeed when forcing easy locks.
Level 8: You always succeed when forcing average locks.
Level 9: -
Level 10: You always succeed when forcing hard locks.

----------------------88------------------------------88
----------------------88------------------------------88
88 88
88 88
88 88
**------------------------------**
|| ||
[SKL06] || Mercantile ||
|| ||
**------------------------------**

The higher your mercantile, the more you sell for and the less you
buy for. Due to the small bag space compared to the number of stuff
you will find on monsters and chests, you will probably be junking
many items. If you have at least level 3 mercantile, it will be worth
junking stuff you don't for money. Level 10 mercantile may not be as
useful unless you're lazy, as you can sell stolen goods at any of the
Traveler's camps: Star, Moon, and Sun Camp.

Level 1: -
Level 2: -
Level 3: You recover 15% of an item's gold value when you destroy it.
Level 4: -
Level 5: -
Level 6: You recover 30% of an item's gold value when you destroy it.
Level 7: -
Level 8: -
Level 9: -
Level 10: You can now sell stolen items at any merchant.

----------------------88------------------------------88
----------------------88------------------------------88
88 88
88 88
88 88
**------------------------------**
|| ||
[SKL07] || Persuasion ||
|| ||
**------------------------------**

Can make your life in this game easier like keeping special
items, avoiding fights, or speeding up a quest. It can also
decrease the amount of money you need to pay off your crimes.
No, the bribe cost reductions don't stack. Every level increases
your chance of success.

Level 1: Decreases bribe cost by 20%


Level 2: -
Level 3: Decreases bribe cost by 30%
Level 4: -
Level 5: -
Level 6: Decreases bribe cost by 40%
Level 7: -
Level 8: -
Level 9: -
Level 10: Decreases bribe cost by 50%

There is an achievement for 50 SUCCESSFUL persuasion attempts


so below is a list of persuasion chances.

Who: Encel
Where: Dalentarth > Allestar Glade > Allestar Tower
When: During Out of the Darkness quest (tutorial/main quest)

Who: Guran
Where: Dalentarth > Allestar Glade
When: Get rid of the bear attacking him

Who: Agarth
Where: Dalentarth > Allestar Glade
When: Into the Light quest (main quest)

Who: Alyn Shir


Where: Dalentarth > Yolvan > Arden's Hut
When: During Into the Light quest (main quest)

Who: Nyralim
Where: Dalentarth > The Sidhe > Caer Nyralim
When: During Old Friends, New Foes quest (main quest)

Who: Elund Carth


Where: Erathell > Tywili Coast > Rathir > Upper City
When: Breaking the Siege quest (main quest)

Who: Dren
Where: Klurikon > Caeled Coast
When: Pride Before A Fall quest (main quest)
Before you get the essence from Ventrinio and try to fight him
without it.

Who: Dren
Where: Klurikon > Caeled Coast
When: Pride Before A Fall quest (main quest)
After you have the essence.

Who: Dren
Where: Klurikon > Caeled Coast
When: Pride Before A Fall quest (main quest)
After you fight with Dren for a bit with the essence.

Who: Alyn Shir


Where: Alabastra > Amaura > Bhaile
When: Taking Vengeance quest (main quest)

Who: Bloody Bones


Where: Dalentarth > Ettinmere > Uduath
When: Ballad of Bloody Bones (House of Ballads faction quest)

Who: Gwyn Anwy


Where: Erathell > Tala-Rane > Helmguard Keep
When: Lock and Key (Warsworn faction quest)
When she is in jail.

Who: Gwyn Anwy


Where: Erathell > Tala-Rane > Helmguard Keep
When: Lock and Key (Warsworn faction quest)
Again, when she's in jail.

Who: Elbin Meroch


Where: Erathell > Tywili Coast
When: The House of No Doors (Warsworn faction quest)

Who: Window Grill


Where: Erathell > Tywili Coast > Rathir > Customs House
When: The House of No Doors (Warsworn faction quest)
Who: Anru Besin
Where: Detyre > The Hollowlands > Cloudcrest
When: The Mountain Prison (Warsworn faction quest)

Who: Ametair
Where: Dalentarth > The Sidhe > Arduath
When: The Silent Step (Travelers faction quest)

Who: Maire
Where: Erathell > Tywili Coast > Rathir > Upper City > Temple of Lyria
When: Something Borrowed (Travelers faction quest)

Who: Sorceress
Where: Dalentarth > The Sidhe > Ysa > Delving Hall > Trial of Initiation
When: Trial by Fire (Scholia Arcana faction quest)

Who: Bisarane's Voice


Where: Klurikon > The Midden > Proving Halls
When: The Sorrows Call (House of Sorrows faction quest)

Who: Cadoroc
Where: Klurikon > The Midden > Proving Halls
When: The Sorrows Call (House of Sorrows faction quest)

Who: Bisarane's Voice


Where: Klurikon > The Midden > Proving Halls
When: The Sorrows Call (House of Sorrows faction quest)
After dealing with the poisoned Fae.

Who: Cyrus Erlin


Where: Detyre > Alserund > House of Valor
When: Meeting with Magnus (House of Valor faction quest)

Who: Camden Wulflac


Where: Dalentarth > Glendara > Didenhil > Three Lamps Inn
When: Homecoming (Side Quest)

Who: Finna
Where: Dalentarth > Odarath
When: Crisis of Faith (Side Quest)

Who: Ugnar Odgray


Where: Dalentarth > Odarath > Gorhart
When: Out of the Past (Side Quest)

Who: Penri Kell


Where: Dalentarth > Yolvan
When: Reprisal, Reprised (Side Quest)

Who: Balthasar
Where: Dalentarth > Glendara > Didenhil > Coilsbain > Coilsbain Ruins
When: The Natural Order (Side Quest)

Who: Enconeg Holn


Where: Dalentarth > Ettinmere > Holnstead
When: The Fisherman's Bride (Side Quest)

Who: Avicenn Etelle


Where: Dalentarth > Ettinmere > Holnstead
When: Shine and Shadow (Side Quest)

Who: Osduin
Where: Dalentarth > Lorca-Rane
When: The Flowering (Side Quest)
You must ask him who Boderill is for the option to appear.

Who: Osduin
Where: Dalentarth > Lorca-Rane > Brunuath
When: The Flowering (Side Quest)
After you kill the sprites.

Who: Marga Sammoc


Where: Dalentarth > Lorca-Rane
When: The Antelope (Side Quest)

Who: Grand Faemage Gorrenet


Where: Dalentarth > The Sidhe > Ysa > Hall of Appointments
When: Oh, the Indignitaries (Side Quest)
Persuasion is only available to the first three you ask.

Who: Viscount Setter the Allseer


Where: Dalentarth > The Sidhe > Ysa
When: Oh, the Indignitaries (Side Quest)
Persuasion is only available to the first three you ask.

Who: Warlord Whenery


Where: Dalentarth > The Sidhe > Ysa > Asker's Alley
When: Oh, the Indignitaries (Side Quest)
Persuasion is only available to the first three you ask.

Who: Great Huntress Hartwen


Where: Dalentarth > The Sidhe > Ysa > The Trellis
When: Oh, the Indignitaries (Side Quest)
Persuasion is only available to the first three you ask.

Who: Faitir Scaith


Where: Erathell > Tala-Rane > Dolve Wayle
When: Bell, Book and Candle (Side Quest)
After ringing the bell.

Who: Faitir Scaith


Where: Erathell > Tala-Rane > Dolve Wayle
When: Bell, Book and Candle (Side Quest)
After finding the codex.

Who: Purta
Where: Erathell > Forsaken Plain
When: Rivener Tarsus (Side Quest)

Who: Anred Amfast


Where: Erathell > Forsaken Plain > Emaire
When: They Walk Among Us (Side Quest)

Who: Froma Tonwald


Where: Erathell > Forsaken Plain > New Culn
When: They Walk Among Us (Side Quest)

Who: Nag Fendar


Where: Erathell > Forsaken Plain > Refugee Camp
When: They Walk Among Us (Side Quest)

Who: Urlik
Where: Erathell > Forsaken Plain > New Culn
When: The Treasures of Culn (Side Quest)

Who: Britt Hagni


Where: Erathell > Forsaken Plain > Emaire
When: Raising The Dead (Side Quest)

Who: Atheof Cergren


Where: Erathell > Galafor > Tirin's Rest
When: When he asks you to help find his daughter.

Who: Gwastl Brad


Where: Erathell > Galafor > Tirin's Rest
When: When you ask him about the place being peaceful.

Who: Priestess Corelon


Where: Erathell > Galafor > Tirin's Rest
When: Talk to her.

Who: Freynold Korrast


Where: Erathell > Galafor > Burren Cove
When: Tirin's Secret (Side Quest)

Who: Priestess Corelon


Where: Erathell > Galafor > Tirin's Rest
When: After completing Tirin's Secret (Side Quest), talk to her.

Who: Kells Cafferty


Where: Erathell > Galafor > Tirin's Rest
When: Derfel's Labors (Side Quest)
Who: Selni Peliad
Where: Erathell > Tywili Coast > Rathir > Lower Tunnels
When: Every Sparrow Fallen (Side Quest)

Who: Afan Del


Where: Erathell > Tywili Coast > Rathir > Lower Tunnels
When: Tidings of War (Side Quest)

Who: Galen Gwalchmai


Where: Erathell > Tywili Coast > Rathir > Gwalchmai's Goods
When: Mixing Business (Side Quest)
After he's drunk and agrees to sign.

Who: Einar Abergast


Where: Erathell > Tywili Coast > Rathir > Abergast Residence
When: Bad Blood (Side Quest)

Who: Einar Abergast


Where: Erathell > Tywili Coast > Rathir > Abergast Residence
When: Bad Blood (Side Quest)
Second persuasion

Who: Nuer Bedlym


Where: Erathell > Tywili Coast > Rathir > Lower Tunnels
When: The Orison (Side Quest)

Who: Nuer Bedlym


Where: Erathell > Tywili Coast > Rathir > Lower Tunnels
When: The Orison (Side Quest)
Second persuasion, must be successful on first

Who: Nuer Bedlym


Where: Erathell > Tywili Coast > Rathir > Lower Tunnels
When: The Orison (Side Quest)
Third persuasion, must be succesful on second

Who: Hreid Amelthoe


Where: Detyre > The Red Marches > Galette
When: Talking to him about a treasure beneath Galette

Who: Giran Alba


Where: Detyre > The Red Marches
When: His Brother's Keeper (Side Quest)

Who: Edgar Aron


Where: Detyre > The Hollowlands > Aron Excavations Mine
When: Miners in the Sand (Side Quest)

Who: Thelgood Skoria


Where: Detyre > Apotyre > Skoria Mine
When: Opening a Vein (Side Quest)

Who: Mayor Eswin Ealfhelm


Where: Detyre > Apotyre > Whitestone > Mayor's House
When: Opening a Vein (Side Quest)
When Adath tells you to kill the mayor

Who: Beorn
Where: Detyre > Apotyre > Whitestone
When: Runaways (Side Quest)

Who: Hrindi Zungar


Where: Detyre > Apotyre
When: Runaways (Side Quest)

Who: Parwen Well


Where: Detyre > Apotyre > Whitestone > Thirsty Wench
When: Return to Sender (Side Quest)

Who: Parwen Well


Where: Detyre > Apotyre > Adessa > Hospitalis Quarters
When: When he asks you to do some work (and not doing them for the
quest New in Town)

Who: Renerit Vale


Where: Detyre > Apotyre > Adessa
When: The Tithes That Bind (Side Quest)

Who: Sari Cemble


Where: Detyre > Apotyre > Adessa
When: The Tithes That Bind (Side Quest)

Who: Driadore Sele


Where: Detyre > Apotyre > Adessa
When: The Tithes That Bind (Side Quest)

Who: The Headsman


Where: Klurikon > The Midden > Tinehil
When: A Time to Reap (Side Quest)

Who: Hillared Gastyr


Where: Klurikon > Caeled Coast > Castle Gastyr
When: The Blades and the Seal (Side Quest)

Who: Private Cornall


Where: Klurikon > Caeled Coast
When: Ghosts of Seawatch (Side Quest)

Who: Colm Bardan


Where: Alabastra > High Fulgen > Glasspillar Caves
When: The Siege of Moondown (Side Quest)

Who: Gorem Kane


Where: Alabastra > High Fulgen
When: The Siege of Moondown (Side Quest)

Who: Troops
Where: Alabastra > High Fulgen > Camp Moondown
When: The Siege of Moondown (Side Quest)
While you're giving your speech.

Who: Troops
Where: Alabastra > High Fulgen > Camp Moondown
When: The Siege of Moondown (Side Quest)
While you're giving your speech.

Who: Troops
Where: Alabastra > High Fulgen > Camp Moondown
When: The Siege of Moondown (Side Quest)
While you're giving your speech.

----------------------88------------------------------88
----------------------88------------------------------88
88 88
88 88
88 88
**------------------------------**
|| ||
[SKL08] || Sagecrafting ||
|| ||
**------------------------------**

Each level increases the chance of better quality shards dropping.


Means that asides from mobs, you have a higher chance of having
higher quality shards generating in chests and such when you enter
a new area. Cloudy shards are lowest quality, lambent the middle
quality, and pristine the highest quality. No, you cannot combine
two pristine shards to get something better because there is nothing
better: even if they show up in the list when combining shards.
There are seven different kinds of shards: Lightning, Fire, Ice, Magic,
Poison, Physical, and Protection.

Level 1: -
Level 2: You can create powerful gems using lambent quality shards.
Level 3: You can strengthen shards by combining two of the same
quality to get one of the next highest quality.
Level 4: -
Level 5: -
Level 6: You can create more powerful gems using pristine quality
shards.
Level 7: -
Level 8: You can craft epic gems.
Level 9: -
Level 10: You can remove gems from any socket at a Sagecraft Altar.

Below are lists of possible gems created for Weapon/Armor/Utility/Epic.


There are 10 different effects for weapon/armor/utility gems and
15 different effects for Epic gems, totalling 45 effects.

Weapon Gems
-----------
_____________________________________________________________________________

Gem of (Lightning/Thunder/Sparks/Tempest)
Effects:
(4/9/17/30) Lightning Damage
(3/4/8/15) Shocking Damage over 3 seconds
Combinations:
- Lightning + Lightning
- Lightning + Magic
Best:
- Pristine Lightning + Pristine Magic
_____________________________________________________________________________

Gem of (Fire/Conflagration/Combustion/Incineration)
Effects:
(4/9/17/30) Fire Damage
(3/5/10/20) Burning Damage over 6 seconds
Combinations:
- Fire + Fire
- Fire + Magic
Best:
- Pristine Fire + Pristine Magic
_____________________________________________________________________________

Gem of (Ice/Snow/Frost/Winter)
Effects:
(4/9/17/30) Ice Damage
(2/4/7/18) Freezing Damage over 2 seconds
Combinations:
- Ice + Ice
- Ice + Magic
Best:
- Pristine Ice + Pristine Magic
_____________________________________________________________________________

Gem of (Voracity/Ravening/Ferocity/Gluttony)
Effects:
15% Chance to Steal (5/15/20/25) Mana per Hit
Combinations:
- Lightning + Fire
- Fire + Ice
- Ice + Lightning
- Magic + Poison
- Magic + Magic
Best:
- Pristine Magic + Pristine Magic
_____________________________________________________________________________

Gem of (Leeching/Bloodthirst/Devouring/Bloodletting)
Effects:
15% Chance to Steal (5/15/20/25) Health per Hit
Combinations:
- Lightning + Poison
- Fire + Poison
- Ice + Poison
- Magic + Physical
Best:
- Pristine Magic + Pristine Physical
_____________________________________________________________________________

Gem of (Strengthening/Invigorating/Bolstering/Galvanizing)
Effects:
(5/9/16/30) Physical Damage
Combinations:
- Protection + Lightning
- Protection + Fire
- Protection + Ice
- Protection + Magic
- Physical + Physical
Best:
- Pristine Physical + Pristine Physical
_____________________________________________________________________________

Gem of (Carnage/Hemorrhaging/Slaughter)
Effects:
(5/15/20) Bleeding Damage over 5 seconds
Combinations:
- Physical + Lightning
- Physical + Fire
- Physical + Ice
Best:
- Pristine Physical + Pristine Lightning
- Pristine Physical + Pristine Fire
- Pristine Physical + Pristine Ice
_____________________________________________________________________________

(Scout's/Seeker's/Stalker's/Saboteur's) Gem
Effects:
(4/12/20/25) Piercing Damage
Combinations:
- Protection + Protection
- Protection + Physical
Best:
- Pristine Protection + Pristine Protection
_____________________________________________________________________________

Gem of (Justice/Magnitude/Amplitude)
Effects:
+(5/9/15)% Critical Hit Damage with Physical
Combinations:
- Protection + Poison
Best:
- Pristine Protection + Pristine Poison
_____________________________________________________________________________

Gem of (Decay/Venom/Purefaction/Rot)
Effects:
(6/13/24/48) Poison Damage over (5/6/6/7) seconds
Combinations:
- Poison + Poison
- Poison + Physical
Best:
- Pristine Poison + Pristine Physical
_____________________________________________________________________________

Armor Gems
----------
_____________________________________________________________________________

Gem of Ice (Shield/Aversion/Hindrance/Attenuation)


Effects:
+(5/12/15/20)% Ice Resistance
Combinations:
- Ice + Ice
- Ice + Magic
- Ice + Protection
- Ice + Physical
Best:
- Pristine Ice + Pristine Protection
_____________________________________________________________________________

Gem of Fire (Shield/Aversion/Hindrance/Attenuation)


Effects:
+(5/12/15/20)% Fire Resistance
Combinations:
- Fire + Fire
- Fire + Magic
- Fire + Protection
- Fire + Physical
Best:
- Pristine Fire + Pristine Protection
_____________________________________________________________________________

Gem of Lightning (Shield/Aversion/Hindrance/Attenuation)


Effects:
+(5/12/15/20)% Lightning Resistance
Combinations:
- Lightning + Lightning
- Lightning + Magic
- Lightning + Protection
- Lightning + Physical
Best:
- Pristine Lightning + Pristine Protection
_____________________________________________________________________________

Gem of (Refuge/Shelter/Haven)
Effects:
+(7/9/12)% Elemental Resistance
Combinations:
- Magic + Magic
- Magic + Protection
- Lightning + Fire
- Fire + Ice
- Ice + Lightning
Best:
- Pristine Magic + Pristine Protection
- Pristine Magic + Pristine Magic
_____________________________________________________________________________

(Superior/Exceptional/Flawless) Gem
Effects:
+(10/20/30)% Armor
Combinations:
- Protection + Protection
Best:
- Pristine Protection + Pristine Protection
_____________________________________________________________________________

Gem of (Shifting/Phasing/Displacing/Tempering)
Effects:
+(5/9/12/15)% Physical Resistance
Combinations:
- Physical + Physical
- Physical + Protection
Best:
- Pristine Physical + Pristine Protection
_____________________________________________________________________________

(Rigid/Shielded/Tempered/Inpregnable) Gem
Effects:
+(8/15/24/35) Armor
Combinations:
- Poison + Ice
- Poison + Fire
- Poison + Lightning
- Poison + Physical
- Poison + Magic
Best:
- Pristine Poison + Pristine Magic
- Pristine Poison + Pristine Physical
_____________________________________________________________________________

Gem of (Antivenin/Remedy/Elixir/Antidote)
Effects:
+(5/8/12/16)% Poison Resistance
Combinations:
- Poison + Poison
- Poison + Protection
Best:
- Pristine Poison + Pristine Protection
_____________________________________________________________________________

Gem of (Mending/Clotting/Coagulation)
Effects:
+(5/12/20)% Bleeding Resistance
Combinations:
- Physical + Magic
Best:
- Pristine Physical + Pristine Magic
_____________________________________________________________________________

Utility Gems
------------
_____________________________________________________________________________

(Diviner's/Augur's/Mage's/Oracle's) Gem
Effects:
+(10/14/17/20)% Mana
Combinations:
- Lightning + Lightning
- Fire + Fire
- Ice + Ice
- Magic + Magic
- Poison + Poison
Best:
- Pristine Magic + Pristine Magic
_____________________________________________________________________________

(Crusader's/Paladin's/Templar's/Hero's) Gem
Effects:
+(10/14/17/20)% Health
Combinations:
- Protection + Lightning
- Protection + Fire
- Protection + Ice
- Protection + Protection
Best:
- Pristine Protection + Pristine Protection
_____________________________________________________________________________

(Stimulating/Restoring/Infusing/Rejuvenating) Gem
Effects:
+(0.2/1/1.5/2) Mana Regen per Sec
Combinations:
- Lightning + Ice
- Ice + Fire
- Fire + Lightning
- Magic + Ice
- Magic + Fire
- Magic + Lightning
Best:
- Pristine Magic + Pristine Lightning
- Pristine Magic + Pristine Ice
- Pristine Magic + Pristine Fire
_____________________________________________________________________________

(Soothing/Revitalizing/Renewing/Regenerating) Gem
Effects:
+(0.1/1/1.5/2) Health Regen per Sec
Combinations:
- Physical + Protection
- Physical + Lightning
- Physical + Ice
- Physical + Fire
Best:
- Pristine Physical + Pristine Protection
_____________________________________________________________________________

(Assailant's/Invader's/Conqueror's) Gem
Effects:
+(5/11/20)% Damage vs. lightly wounded targets
Combinations:
- Physical + Physical
- Poison + Fire
Best:
- Pristine Physical + Pristine Physical
- Pristine Poison + Pristine Fire
_____________________________________________________________________________

(Bully's/Oppressor's/Tormentor's) Gem
Effects:
+(5/11/20)% Damage vs. heavily wounded targets
Combinations:
- Poison + Ice
Best:
- Pristine Poison + Pristine Ice
_____________________________________________________________________________

Gem of (Dawn/Light/Radiance)
Effects:
+(5/10/20)% Damage during Daytime
Combinations:
- Physical + Magic
Best:
- Pristine Physical + Pristine Magic
_____________________________________________________________________________

Gem of (Dusk/Gloom/Night)
Effects:
+(5/10/20)% Damage at Night
Combinations:
- Poison + Magic
Best:
- Pristine Poison + Pristine Magic
_____________________________________________________________________________

Gem of (Confusion/Disorientation/Stupefication)
Effects:
+(10/14/20)% Stun Duration
Combinations:
- Poison + Lightning
Best:
- Pristine Poison + Pristine Lightning
_____________________________________________________________________________

Gem of (Skill/Accuracy/Precision)
Effects:
+(3/5/7)% Chance to Critical Hit
Combinations:
- Poison + Physical
Best:
- Pristine Poison + Pristine Physical
_____________________________________________________________________________

Epic Gems
---------
_____________________________________________________________________________

Gem of (Icy Reprisal/Frozen Retribution/Winter's Vengeance)


Effects:
(50/60/75)% Chance to Freeze enemies when Attacked
Combinations:
- Ice + Ice
Best:
- Pristine Ice + Pristine Ice
_____________________________________________________________________________

Gem of (Fiery Reprisal/Infernal Retribution/Summer's Vengeance)


Effects:
(50/60/75)% Chance to Burn enemies when Attacked
Combinations:
- Fire + Fire
Best:
- Pristine Fire + Pristine Fire
_____________________________________________________________________________

Gem of (Shocking Reprisal/Electrifying Retribution/Tempest's Vengeance)


Effects:
(50/60/75)% Chance to Shock enemies when Attacked
Combinations:
- Lightning + Lightning
Best:
- Pristine Lightning + Pristine Lightning
_____________________________________________________________________________

Gem of (Arresting Reprisal/Debilitating Retribution/Paralyzing Vengeance)


Effects:
(40/50/60)% Chance to Stun enemies when Attacked
Combinations:
- Protection + Protection
Best:
- Pristine Protection + Pristine Protection
_____________________________________________________________________________

Gem of the (Infectious Reprisal/Pestilential Retribution/Plague's Vengeance)


Effects:
(50/60/75)% Chance to Poison enemies when Attacked
Combinations:
- Poison + Poison
Best:
- Pristine Poison + Pristine Poison
_____________________________________________________________________________

Gem of (Mystic Sonority/Magic Amplification/Magic Resonance)


Effects:
+(10/15/20)% Fire Damage
+(10/15/20)% Ice Damage
+(10/15/20)% Lightning Damage
Combinations:
- Lightning + Ice
- Ice + Fire
- Fire + Lightning
Best:
- Pristine Lightning + Pristine Ice
- Pristine Ice + Pristine Fire
- Pristine Fire + Pristine Lightning
_____________________________________________________________________________

Gem of (Attenuation/Mitigation/Unrivaled Vitality)


Effects:
+(25/35/50) Health
+(25/35/50) Mana
Combinations:
- Poison + Ice
- Poison + Fire
- Poison + Lightning
Best:
- Pristine Poison + Pristine Ice
- Pristine Poison + Pristine Fire
- Pristine Poison + Pristine Lightning
_____________________________________________________________________________

Gem of (Transfiguration/Reclamation/Abatement)
Effects:
-(10/15/20)% Mana Cost
Combinations:
- Magic + Ice
- Magic + Fire
- Magic + Lightning
Best:
- Pristine Magic + Pristine Ice
- Pristine Magic + Pristine Fire
- Pristine Magic + Pristine Lightning
_____________________________________________________________________________

(Magician's/Wizard's/Sorceror's) Gem
Effects:
+1 to (first 2/first 4/all) tiers of unlocked Sorcery Abilities
Combinations:
- Magic + Magic
Best:
- Pristine Magic + Pristine Magic
_____________________________________________________________________________

(Rascal's/Outlaw's/Rogue's) Gem
Effects:
+1 to (first 2/first 4/all) tiers of unlocked Finesse Abilities
Combinations:
- Magic + Poison
Best:
- Pristine Magic + Pristine Poison
_____________________________________________________________________________
(Scrapper's/Fighter's/Warrior's) Gem
Effects:
+1 to (first 2/first 4/all) tiers of unlocked Might Abilities
Combinations:
- Magic + Physical
Best:
- Pristine Magic + Pristine Physical
_____________________________________________________________________________

Gem of (Cultivation/Wisdom/Enlightenment)
Effects:
+1 to (first 2/first3/first 4) tiers of unlocked
Might/Finesse/Sorcery Abilities
Combinations:
- Magic + Protection
Best:
- Pristine Magic + Pristine Protection
_____________________________________________________________________________

Gem of the (Vanquisher/Conqueror/Subjugator)


Effects:
+(7/10/15)% Damage
+(5/7/10)% Damage Resistance
Combinations:
- Physical + Physical
Best:
- Pristine Physical + Pristine Physical
_____________________________________________________________________________

Gem of the (Attentive/Diligent/Assiduous/Enlightened)


Effects:
+(4/6/8/10)% Experience Bonus
Combinations:
- Protection + Poison
- Protection + Physical
Best:
- Pristine Protection + Pristine Physical
_____________________________________________________________________________

Gem of (Abundance/Affluence/Opulence)
Effects:
+(10/15/20)% Gold Drops
Combinations:
- Poison + Physical
Best:
- Pristine Poison + Pristine Physical
_____________________________________________________________________________

----------------------88------------------------------88
----------------------88------------------------------88
88 88
88 88
88 88
**------------------------------**
|| ||
[SKL09] || Stealth ||
|| ||
**------------------------------**

Useful skill if you focus on Finesse. Basically lets you stay


unnoticed for a long duration. If you're right smack in front of their
faces though, don't expect them to not notice you.

One-hit stealth kills are possible with daggers or faeblades. There


is an achievement for 20 successful backstabs. A kill in stealth will
only count towards this achievement if you get a fancy kill scene.

Can also help when pickpocketing people as they will notice you
more slowly which means you will usually have a higher chance of
successfully pickpocketing. There's also an achievement for successfully
pickpocketing at least 20 people.

Level 1: -5% Sight range on unaware NPCs while in stealth.


Level 2: -
Level 3: -10% Sight range on unaware NPCs while in stealth.
Level 4: -
Level 5: -15% Sight range on unaware NPCs while in stealth.
Level 6: -
Level 7: -20% Sight range on unaware NPCs while in stealth.
Level 8: -
Level 9: -30% Sight range on unaware NPCs while in stealth.
Level 10: -40% Sight range on unaware NPCs while in stealth.

===============================================================================
5.
======================88==============================88=======================
88 88
88 88
88 88
**------------------------------**
|| ||
[DSTNS] || Destinies ||
|| ||
**------------------------------**

As you put more points into your Might/Finesse/Sorcery trees, you


will unlock more destinies to use. You can change to any destiny
you have unlocked in your menu at any time. You can see all destinies
and their effects even though you have not unlocked them yet.

Fateless One
- Tier 0, does nothing and is what you start out with. Useless.

Jack-of-All-Trades
Requires an even distribution of points in all three trees.
Tier 1: Seeker
Tier 2: Wayfarer
Tier 3: Adventurer
Tier 4: Prodigy
Tier 5: Polymath
Tier 6: Universalist
- Mastery of Arms: Unlocks all Weapon Mastery Abilities
I'm guessing this means it maxes out all weapon masteries to
6, since just making them available is pointless as they do
not require anything in any other skill to be unlocked.

Might
Requires most points be spent in the Might tree.
Tier 1: Brawler
Tier 2: Fighter
Tier 3: Soldier
Tier 4: Warrior
Tier 5: Conqueror
Tier 6: Warlord
- Last Stand: Automatically resurrect with 20% Health when you
die. Health drains until an enemy is killed.

Finesse
Requires most points be spent in the Finesse tree.
Tier 1: Rogue
Tier 2: Scout
Tier 3: Hunter
Tier 4: Ranger
Tier 5: Assassin
Tier 6: Nightblade
- Assassination: 100% Chance to Critical Hit and 300% Critical
Hit Damage, you can tell when this is activated because you
get a buff icon.

Sorcery
Requires most points be spent in the Sorcery tree.
Tier 1: Acolyte
Tier 2: Initiate
Tier 3: Seer
Tier 4: Sage
Tier 5: Sorceror
Tier 6: Archmage
- Blink: Can teleport short distances instead of rolling; can
be used to pass through monsters blocking you. If it has an
element, it will also inflict that element on anything you
teleported through.
- Echoes of Fate: Chance to Spawn Fate Echo Ally per Kill.
Basically spheres that zap nearby enemies.

Might/Finesse
Requires even distribution of points in Might and Finesse
Tier 2: Duelist
Tier 3: Warden
Tier 4: Avenger
Tier 5: Slayer
Tier 6: Blademaster
- Cut Throat: +15% Physical Damage, +1% Chance to Steal Health,
and Gold Drops as 20% of damage dealt for 5 seconds when
striking fallen enemies. You can tell when this is in effect
by the shiny gold aura you will have.

Finesse/Sorcery
Requires even distribution of points in Finesse and Sorcery
Tier 2: Disciple
Tier 3: Arcanist
Tier 4: Warlock
Tier 5: Spellcloak
Tier 6: Shadowcaster
- Dread: Guaranteed to Critical Hit enemies in Panic. Basically
guarantees a critical hit when your enemies are trying to run
away or distracted by something such as being set on fire.
- Blink: Can teleport short distances instead of rolling; can
be used to pass through monsters blocking you. If it has an
element, it will also inflict that element on anything you
teleported through.

Might/Sorcery
Requires even distribution of points in Might and Sorcery
Tier 2: Guardian
Tier 3: Battlemage
Tier 4: Crusader
Tier 5: Paragon
Tier 6: Champion
- Blink: Can teleport short distances instead of rolling; can
be used to pass through monsters blocking you. If it has an
element, it will also inflict that element on anything you
teleported through.
- Harmonic Overload: Chance to produce elemental projectiles
per kill. Appears to have a rather low chance of happening,
but when it does, it is a random element that homes in on
a nearby foe.

===============================================================================
6.
======================88==============================88=======================
88 88
88 88
88 88
**------------------------------**
|| ||
[TWSTS] || Twists of Fate ||
|| ||
**------------------------------**

Twists of Fate are permanent boosts, usually acquired from completing


Main or Faction quests.

Child of Autumn
+5% Elemental Damage
+5% Damage vs. Fae
You are the last member of the House of Sorrows, forced to bear
witness to the end of one of the oldest institutions in the Faelands.

Confident
+5% Ice Resistance
+5% Fire Resistance
You follow your path with uncommon coolness and ease, rarely
letting your situation suffer from extremes.

Destiny Defiant
+5% Damage
+5% Damage Resistance
+10% Mana
+10% Health
You defeated Tirnoch and ended the Crystal War; the enormity of these
events will resound throughout Amalur forever. As a result of your
actions the world is now free from the constraints of merciless Fate.

Disciplined
+5% Elemental Resistance
+1 to Sorcery Abilities
Imbued with the tempered ambition of Archsage Caledus, you are
filled with a hardened resolve and feel capable of achieving any goal.

Fearless
+5% Elemental Damage
+1 to Sorcery Abilities
Imbued with the tempered indifference of Archsage Caledus, no foe
or challenge gives you pause.

Forsworn
+1 to Might Abilities
+10% Physical Damage
+5% Fire Damage
By accepting the Niskaru Lord Khazamandu's blessing atop Cloudcrest
Mountain, you became the scourge of the Warsworn, rather than their
champion.

Harbinger
+2% XP gain while in Reckoning Mode
Preternaturally aware of the motions of Fate, you not only alter
the destinies of your slain enemies but can absorb some of their
experience as well.

Iconoclast
+10% Damage with Faeblades
+6% Mana
+3% Chance to Steal 5 Health
You forever changed the songs of old by choosing to write your own
history, and become the new ruler of House of Ballads.

Siegebreaker
+4% Experience Bonus
+6% Damage
You changed the course of war and defeated the Greater Niskaru, Balor.
Songs of your bravery and heroism will be sung for generations.

Temperance
+1 to Finesse Abilities
+6% Evade Chance
Prudence is what is important. Not bravado, not chivalry. Pragmatism
is your ally in combat -- evading stronger foes and crippling them at
their weakest.

The Chariot
+1 to Finesse Abilities
+6% Piercing Damage
The stuff of legend among the Travelers, you use the shadows like
no other, staying out of sight and mind...until it is time to strike.

Truesworn
+1 to Might Abilities
+10% Chance to Critical Hit vs. Niskaru
+6% Stun Duration
By defeating Anru Besin and his Fahrlangi atop Cloudcrest Mountain,
you joined the ranks of the legendary heroes of the Warsworn.

Undisputed Champion
+5% Damage
+5% Damage Resistance
Despite all odds, you defeated the Champion of the Valor Arena and
claimed the title of Grand Champion as your own.

Unraveller
+5% Experience Bonus
You defeated Octienne and exposed his scheming, thereby proving
that unmaking the threads of Fate is often as important as measuring
and spinning them.

Unstoppable Force
+6% Physical Damage
+7% Gold
The Guardian of Pride, the invincible Dren, fell before your
indomitable power. You liberated the House of Pride and opened the
path to your final confrontation with Gadflow.

Unwritten One
+3% Experience Bonus
+5% Gold
You are truly a blank slate, able to choose your own destiny, as
witnessed and proclaimed by the High King Titarion himself.

===============================================================================
7.
======================88==============================88=======================
88 88
88 88
88 88
**------------------------------**
|| ||
[ACVMT] || Achievements ||
|| ||
**------------------------------**

I will only be putting the achievements that are in the game as I


do not have the Steam version. There are 50 achievements total in
the game. You don't get anything for getting them (if you play non-
Steam PC version).

Reborn
Finish the tutorial

No Destiny, All Determination


Finish The Coming Storm main quest

Turning The Tide


Finish Enemies in High Places main quest

Hero Of Mel Senshir


Finish Breaking the Siege main quest

Destiny Defiant
Finish the main storyline

Destiny Dominated
Finish the main storyline on Hard mode; you must start the game
on Hard, and play through the whole main questline without
ever changing the difficulty. The game even warns you that you
will miss out on this achievement if you change the difficulty
in the middle. Feel free to change after you've finish the
main story though.

House of Ballads
Finish the House of Ballads storyline

House of Sorrows
Finish the House of Sorrows storyline

Scholia Arcana
Finish the Scholia Arcana storyline

Travelers
Finish the Travelers storyline

Warsworn
Finish the Warsworn storyline

Reckoning Rampage
Kill at least five enemies with one Fateshift; this means
within the time of one Fateshift, you need to have at least five
enemies that you can use your finishing move on and use it on
one of them.
Niskaru Slayer
Kill 25 Niskaru; this shouldn't be a problem, there are tons that
show up during the main storyline.

Out Of Your League


Kill a mob four levels higher than you; easy way to get this is
have a game where you just finish the tutorial and in Gorhart.
Break in to the jail here, pull the lever to let the prisoners
out, and kill one of them before they escape. They may be four
levels higher but they're really weak because they have no armor
or weapons. Use a Fateshift if they run too fast for you.

Cleaning Up The Streets


Kill at least 50 bandits; there are a ton of Red Legion in the
beginning - plenty enough to get you this achievement. Freeman
and what nots also count toward this achievement.

Blades Of Glory
Acquired at least ten unique weapons - unique weapons are ones
with a purple name. You don't need to have ten on you at once. You
can get rid of them if you don't want them and they will still
count towards this achievement.

Foiled Again!
Parried 100 times - a parry is when you throw up your shield right
before an enemy strikes you, causing them to bounce back. You
can just farm parrys off of a melee mob until you get this.

Trapper
Killed 25 enemies with traps. The trap must do the finishing
blow so you might want to use them when the enemy is low on health.
The skills Frost Trap and Gambit in the finesse tree count towards
this achievement.

Riposte!
Landed 25 special attacks out of parry - basically means you
need to sucessfully strike an enemy with any of the following
skills amounting to a total of 25 times: Riposte (longsword),
Crushing Blow (hammer), Gut Thrust (greatsword), Punishment (daggers),
and Savage Wing (faeblades). These moves are only available
if you unlocked them and attack right after a parry with the
corresponding weapon.

Would You Like Fries With That?


Landed 100 complete attack chains - have a whole attack chain
land successfully on enemies at least 100 times; you can tell
a chain is finished when your character has a short delay after
your final hit.

Shock And Awe


Killed 100 enemies with skills - basically land killing blows on
enemies with anything that costs mana, but sustained skills like
Envenomed Edge do NOT count towards this. Traps DO count.

And Then There Were None


Killed 500 enemies with skills - same as the kill 100 one, except
400 more enemies. Read above.

Juggler
Land five consecutive hits on a launched enemy - there are some
skills that launches your enemy into the air when hit. You need
to hit them five more times before they fall back to the floor.
One way is to have a sword and a bow in your weapon slots, launch
the enemy into the air wtih the longsword, then quickly switch to
your bow to quickly sick five arrows into it. Easier is to use
the chakram move after a dodge. It will launch the enemy (if it's
not too big) into the air and cut it up, hitting way more than just
five times. Funny thing is that the Gambit traps work for this
too. I got this achievement when I threw down a bunch of the
mines and a Niskaru just flew all over the place because it landed
on so many.

Elixir of Fate
Made a potion with the essence of fate - you get a Fate Potion
recipe when you complete The Coming Storm main quest. It needs
four Essence of Fate to create. Master potions also require
essence of fate so take your pick.

It Didn't Explode!
Made a stable potion by experimenting - just find a successful
recipe while experimenting at an alchemy lab. You can look at
a recipe you already have and then just use those ingredients
in experiment.

Green Thumb
Harvest 10 of each type of reagent. Reagents bought from stores
and dropped from monsters do NOT count towards this. You have to
successfully harvest it from a plant, so having the Dowsing Rod
and high Alchemy skill is useful. There are 20 different plants
in the whole game. Most are easily obtained throughout the world
but a few ingredients may be found only in caves and dungeons.
White Flake and Scarab Salts:
- Shardfall in Erathell, Cradle of Summer
Essence of Fate plant locations:
- Ettinmere, one far left, must be swum to
- Erathell, in Acatha, one under the waterfall on very left,
hug the wall left of Gloamthicket and you'll find it
- Detyre, behind a hidden door on the path between the Hollowlands
and Menetyre
- Klurikon, path between the two halves of Caeled Coast
- Alabastra, path between High Fulgen and Shadow Pass
Prismere Dust locations:
- common/abundant in Bhaile (Alabastra)

Good As New
Repaired a piece of equipment - just use a repair kit on a weapon
or armor piece. Repair kits can be bought from merchants or
found in chests or on monsters.

Shop Class
Crafted a piece of equipment with blacksmithing - You don't need
any levels in blacksmithing to get this, as long as you have the
right parts to make a weapon or armor, you will get this.

Master Of The Forge


Crafted an item that uses all 5 forge components - you need at
least level 7 blacksmithing for this. The 5th component is a gem,
whose type depends on what you're making. Make sure you have
at least one of every component to get this.

Romancing The Gem


Crafted an Epic Gem - requires level 8 sagecrafting and then just
fuse together any two shards under the Epic Gem creation option
at a sagecrafting altar.

Diamond In The Rough


Crafted a Pristine Shard - you need level 3 sagecrafting for the
option to combine shards at a sagecrafting altar. You also need
two lambent shards of the same type. Combine them and you should
get a pristine shard of the same type and this achievement.

They Never Saw It Coming


Backstabbed 20 enemies - requires daggers or faeblades in stealth
mode and the backstab ability. Your backstab will only count if
it kills your target. You'll know it counts if you got a fancy
execution cutscene for using backstab.

Cartographer
Discovered 100 locations - basically find 100 places on the world
map that you can fast travel to. You'll just have to run around
a lot.

The Great Detective


Detected 25 hidden things - requires at least level 2 Detect Hidden.
I don't think you have to loot the rocks/logs/wells or open the
hidden doors to count towards this; just approach it so they shine
and it says you've discovered a hidden object. Then again, might
as well loot/open it no?

Loremaster
Find all lorestones - means you need to have touched all 75 lorestones
in the Faelands. Level 10 Detect Hidden makes this much much easier.
Look at Lorestone section for some more information.

Bookworm
Read 50 books - Just loot bookshelves for books. You can read them
without having to steal or take them. I don't think scrolls and such
count towards this. There are some merchants that sells books. One
in Adessa and one in Rathir.

Big Spender
Spent 200,000 gold - not very difficult as you'll accumulate
millions during your play, probably. Paying for Fateweavers and
Skill Trainers also count towards this achievement.

Five Finger Discount


Stole and fenced an item - you need level 10 mercantile to sell
stolen goods to regular merchant npcs, however, you can simply sell
a stolen item at any of the three Traveler camps. Easy.

Where's My Wallet?
Pickpocketed 20 times - You need to successfully pickpocket 20
different npcs; you can't get caught or it won't count. You can
pickpocket when you are in stealth mode and behind a npc.

Jailbreak
You broke out of jail - just get guards to stop you, go to some
jail, and then use a lockpick to open the gate and you should
have it.

A Life of Crime
Get caught commiting a crime 25 times - it should be pretty obvious
when you're caught. People will be calling for guards, and yes,
I believe you have to have the guards literally catch you too. It
means going on a murderous rampage won't work because there's no
one to stop you!

Crime Doesn't Pay


Spent over 10,000 gold in crime bribes - easier if you have no
points in persuasion skill, but you can just kill someone to get
a high fee. Pay a guard then you should have this if your bribes
paid totals to at least 10,000.

Some of This, Some of That


Unlocked a two-class hybrid destiny - unlock any card that is
under the might/finesse, might/sorcery, or finesse/sorcery tab
in Destinies.

It Is Your Destiny
Unlock a top tier destiny - a top tier destiny is rank 6, which
requires 109-111 ability points depending on what class destiny
you're going for.

Jack Of All Trades


Unlocked a Jack of All Trades destiny - distribute an even number
of points in all three ability trees and you will eventually
unlock one under might/finesse/sorcery tab in Destinies. The first
jack of all trades destiny only requires 2 in each so you can get
this at level 1, really.

Breaking And Entering


Picked 50 locks - you need to successfully open 50 chests, forcing
chests should also count towards this achievement.

Open Sesame
Dispelled 50 wards - means you can't let it blow up on you. I find
dispelling anything above average difficulty quite tedious when
you do not have any points in the dispelling skill. In the beginning,
easy difficulty was already hard enough for me. Easiest way to
get 50 is to save before you ever try to dispell something, which
you should do anyways because failing could kill you. If you have
high dispelling, you can simply auto-dispell and it will count.
Also, a gnome called Daedinnear in the Laboraties in Adessa gives
a repeatable task of dispelling chests on the second floor. You
can just repeating this quest for the achievement and some money.

A Wink And A Smile


Succeed at 50 persuasion attempts - you only get one chance to
persuade someone when you talk to them when the option to do so
shows up, so you better have high persuasion if you want this. At
level 10 persuasion, you usually have 95% chance of success, with
about 66% at lowest. Look at the persuasion skill section for
available persuasion chances.

Bull In A China Shop


Smashed 1,000 objects - there are crates, barrels, and pots all
over in this world. They all count towards this achievement. Easy
weapon to use to break many at once would be the chakram. Also,
the Customs House in Rathir has A TON of crates and highly
concentrated so it's a good place to farm them.

Streaker
You spoke to someone while not wearing clothes - you need to
take everything off, even your shield and accessories for good
measure. Talk to anyone and you should get this, despite the fact
that they don't ever acknowledge your nakedness like Skyrim does.

===============================================================================
8.
======================88==============================88=======================
88 88
88 88
88 88
**------------------------------**
|| ||
[LRSTN] || Lorestones ||
|| ||
**------------------------------**

Collecting all the lorestones in a set gives your character


permanent buffs, so just touch every single one you pass by. All
stones are located in their respective places by name except for
the four seasons; these are scattered throughout the whole world.
You can see what stones you have found under your Status and
replay/reread each story you've heard.

If you cannot find some stones, they are probably in dungeons or


caves. Some are outside on the map but are only accessible by going
through a dungeon/cave. There are also a few hidden behind secret
doors and such. Level 10 Detect Hidden skill will show lorestones
you haven't found on your map. There are a total of 75 lorestones.

I will only list lorestones that are harder to find or indoors


in a not-as-obvious place. Check out the maps section for links
to maps I've made available on GameFAQs. They also show lorestone
locations.

Gorguath: Behind a secret door

Dalentarth: Dalentarth > The Sidhe > Ysa


Dalentarth: Dalentarth > The Sidhe > Caer Nyralim

The Red Marches: Detyre > The Red Marches > Tomb of Fyragnos
(exit a door inside the tomb to reach the cliff with
the lorestone, requires a key from completing the
quest Worth Fighting For)
The Red Marches: Detyre > The Red Marches > Tomb of Fyragnos
(exit a door inside the tomb to reach the area with
the lorestone, requires a key from completing the
quests Worth Fighting For & Her Righteous Fury)

Fall: Erathell > Tywili Coast > Blackened Hall

Autumn: Dalentarth > Odarath > Angur Farhal


Autumn: Dalentarth > Odarath > Angur Farhal
Autumn: Erathell > Forsaken Plain > Mull-Rane
Autumn: Erathell > Forsaken Plain > Mull-Rane
Autumn: Klurikon > Cursewood > Foes' Hearth
Autumn: Klurikon > Caeled Coast > Damalroc
Autumn: Alabastra > Shadow Pass > Mordus-Torr
Autumn: Alabastra > Twilight Pass > Weconai
Autumn: Alabastra > Twilight Pass > Weconai

Winter: Alabastra > Bhaile

Type: Reward:
-------------------------------------------------------------------------

Odarath Nature's Primacy


+4% Damage with Melee vs. Humans

Yolvan Yolvan's Poison


+10% Poison Damage vs. Fae

Webwood Widow's Way


+6% Fire Damage

Ettinmere Farrara's Zeal


+3% Damage with Melee

Gorguath Sagrell's Wile


+6% Damage with Faeblades

Glendara Diden's Passion


+4% Health

Haxhi Heroes' Wisdom


+3% Chance to Critical Hit vs. Fae

The Sidhe Architect's Inspiration


+6% Mana

Summer's End Belmaid's Ingenuity


+6% Damage with Hammers

Dalentarth Oleyn's Will


+8% Poison Resistance

Castle Windemere Wencen's Love


+2% Chance to Critical Hit

The Wolds Fae Knowledge


+4% Health

Cradle of Summer Shaper's Touch


5% Chance to Steal 10 Mana per Hit

Tala-Rane Scavenger's Luck


+3% Gold Drops

Kandria Blood of Kings


+20% Bleeding Resistance

Galafor Mihari's Blessing


+20 Health

The Red Marches Fyragnos' Wish


+20% Burning Duration

Alserund Valor's Shield


+5% Armor

The Hollowlands Divine Sacrifice


+6% Fire Resistance

Menetyre Carver's Labor


+6% Armor

Apotyre Desert Survival


+4% Health

The Midden Sorrow's Benefit


+6% Bleeding Damage

Caeled Coast Hunter's Thoughts


+3% Damage with Ranged
Klurikon Humility
-10% Equip Requirements

Alabastra Anagnorisis
+4% Damage Resistance

Amaura Enlightenment
+6% Critical Hit Damage with Magic

Bhaile Nothingness
+10% Health & Mana

Spring Bayala's Spring


+3% Health & Mana

Summer Ysa's Summer


+1 Health Regen per Sec

Fall Athyll's Fall


+1 Mana Regen per Sec

Winter Gadflow's Winter


+10% Ice Resistance

===============================================================================
9.
======================88==============================88=======================
88 88
88 88
88 88
**------------------------------**
|| ||
[INVNT] || Items ||
|| ||
**------------------------------**

Weapons.................................................[WPN00]
Armor...................................................[AMR00]
Accessories.............................................[ACS00]
Consumables.............................................[CNSMB]
Other...................................................[MISCL]

----------------------88------------------------------88
----------------------88------------------------------88
88 88
88 88
88 88
**------------------------------**
|| ||
[WPN00] || Weapons ||
|| ||
**------------------------------**

Longswords.................................[WPN01]
Non-Unique.......................[NONW1]
Unique...........................[UNQW1]
Greatswords................................[WPN02]
Non-Unique.......................[NONW2]
Unique...........................[UNQW2]
Hammers....................................[WPN03]
Non-Unique.......................[NONW3]
Unique...........................[UNQW3]
Daggers....................................[WPN04]
Non-Unique.......................[NONW4]
Unique...........................[UNQW4]
Faeblades..................................[WPN05]
Non-Unique.......................[NONW5]
Unique...........................[UNQW5]
Bows.......................................[WPN06]
Non-Unique.......................[NONW6]
Unique...........................[UNQW6]
Staves.....................................[WPN07]
Non-Unique.......................[NONW7]
Unique...........................[UNQW7]
Scepters...................................[WPN08]
Non-Unique.......................[NONW8]
Unique...........................[UNQW8]
Chakrams...................................[WPN09]
Non-Unique.......................[NONW9]
Unique...........................[UNQW9]

Stats for items listed are based on WHITE weapons with no prefixes
or suffixes. Next section of guide contains prefixes and suffixes list.

Also, if a regular white item has sockets, it becomes GREEN (infrequent)


rarity. If a weapon is Crude ______, then it has lower level requirements
and lower total damage.If a weapon is Fine ______, then it has
higher level requirements and higher total damage.

Also, about unique gear: their damage/armor/requirements depends on what


level you are when you acquire them. However, they do have a cap. The
best way to determine how powerful a weapon is is by its durability.
Higher durability means more powerful in general. But alas, for example,
if you get a purple weapon at level 1, it would have been more powerful
if you had gotten it while you were level 2 or 3. Unique equipment does
NOT level up with you so once you get it, that's how it's going to
stay.

**--------------------------**
|| ||
[WPN01] || Longswords ||
|| ||
**--------------------------**

*--------------------*
| [NONW1] Non-Unique |
*--------------------*

[Rusty Longsword]
Stats:
Durability - 20
Total Damage - 9
7 Physical Damage
2 Piercing Damage

[Iron Longsword]
Stats:
Required Level - 1
Durability - 20
Total Damage - 15
11 Physical Damage
4 Piercing Damage

[Steel Longsword]
Stats:
Required Level - 3
Durability - 22
Total Damage - 29
21 Physical Damage
8 Piercing Damage

[Azurite Longsword]
Stats:
Required Level - 7
Durability - 24
Total Damage - 49
35 Physical Damage
14 Piercing Damage

[Sylvanite Longsword]
Stats:
Required Level - 12
Durability - 26
Total Damage - 78
56 Physical Damage
22 Piercing Damage
[Prismere Longsword]
Stats:
Required Level - 16
Durability - 28
Total Damage - 106
76 Physical Damage
30 Piercing Damage

[Hellbane]
Stats:
Durability - 25
Total Damage - 0
A sturdy, well-balanced blade, meant to be wielded with one hand.

[Belne's Sword of Ire]


Stats:
Durability - 48
Physical Damage
Piercing Damage
[1] Weapon Socket
[2] Utility Socket
This sword was crafted by Master Belne of the Ashmoor Clan, one of
the finiest weapon and armor shapers in the Winter Faelands.

*----------------*
| [UNQW1] Unique |
*----------------*

[Fate's Edge]
Stats:
Durability - 20
Physical Damage
Piercing Damage
+15% Reckoning Duration
A rare weapon finely tuned to the elusive threads of fate.

[The Beast]
Stats:
Durability - 25
Physical Damage
Piercing Damage
+5% Piercing Damage
Bleeding Damage over 5 seconds
The Beast is the destroyer. Often thought of as the card of
destruction, Fateweavers are quick to explain that The Beast
indicates change, rather than death. In the last several years,
The Beast has begun appearing in more readings than ever before.

[Vengal's Vengeance]
Stats:
Durability - 40
Physical Damage
Piercing Damage
+1 Mercantile
Vengal gave his daughter, Tavvy, this sword when he apprenticed
her with the Merchant's Guild. Now Lady Tavvy is a wealthy
merchant, fearsome in battle or bargain.

[Frostblade]
Stats:
Durability - 42
Physical Damage
Piercing Damage
Ice Damage
+Health
Freezing Damage over 3 seconds
Its owner and origin unknown, this blade was apparently forged
by a Ljosalfar smith, but enchanted by Varani mage-priests.

[Bloodhunter]
Stats:
Durability - 42
Physical Damage
Piercing Damage
Bleeding Damage over 5 seconds
+10% Chance to steal 5 Health per Hit
Travelers discovered this grotesque whimsy lying near a naked
child's body, surrounded by the hacked, bloody corpses of twelve
Warsworn dead.

[Almain Cutlass]
Stats:
Durability - 44
Physical Damage
Piercing Damage
+15% Damage vs. Alfar
An ancient, outsized, and battered cutlass, long out of fashion
among the Almain, but prized for its potent enchantments.

[Flameblade]
Stats:
Durability - 44
Physical Damage
Piercing Damage
Fire Damage
+5% Fire Damage
Burning Damage over 6 seconds
A gift from a noble to his bard, rewarding his shameless puffery
in praise of the noble's virtues and good looks.

[Bastion]
Stats:
Durability - 44
Physical Damage
Piercing Damage
+Health
+Mana
Won from a Varani in a House of Valor tournament, then
contemptuously tossed into the sea by the Tuatha victor.

[Hellbane]
Stats:
Durability - 46
Physical Damage
Piercing Damage
15% Chance to Steal 15 Health per Hit
+15% Damage vs. Niskaru
One of the legendary blades belonging to a Varani mercenary known
only as Three Swords. It is weathered and rusty with age.

[Haldebier's Blade]
Stats:
Durability - 46
Physical Damage
Piercing Damage
+Health
Bleeding Damage over 5 seconds
Weary of the Cycle, the champion of the Godstorm, Haldebier,
left this broken weapon as a token of his immortal spirit.

[Ferox]
Stats:
Durability - 46
Physical Damage
Piercing Damage
+10% Damage vs. lightly wounded targets
+15% Chance to Steal 15 Mana per Hit
+1 Detect Hidden
Necromantic enchantments and a brutal ornamental style suggest
this mysterious weapon comes from Adelia's Corthian Age.

[Warnir's Reward]
Stats:
Durability - 46
Physical Damage
Piercing Damage
+15% Gold Drops
+5% Experience Bonus
Carried by the Varani sea-rover, Bara Warnir. Lost when she fell
in battle against her treacherous brother, Tostig Warnir.

[Cessblade]
Stats:
Durability - 48
Physical Damage
Piercing Damage
+5% Poison Damage
Poison Damage over 5 seconds
Carried by Fae beaters in the Wild Hunt. Such potent enchantments are
usually reserved for Fae kings, queens, and archsages.

[Piercing Rapier]
Stats:
Durability - 48
Physical Damage
Piercing Damage
Rapiers are uncommon in the Faelands. This Ljosalfar model is
still heavy enough for a more aggressive slashing style.

[Dragonfang]
Stats:
Durability - 48
Physical Damage
Piercing Damage
+35% Fire Damage
Burning Damage over 7 seconds
15% Chance to Steal 25 Health per Hit
Recovered from a wrecked commerce raider, known only by its Ljosalfar
style and maker's mark, and by its named inscribed on the blade.

**--------------------------**
|| ||
[WPN02] || Greatswords ||
|| ||
**--------------------------**

*--------------------*
| [NONW2] Non-Unique |
*--------------------*

[Iron Greatsword]
Stats:
Required Level - 1
Durability - 20
Total Damage - 22
18 Physical Damage
4 Piercing Damage

[Steel Greatsword]
Stats:
Required Level - 3
Durability - 22
Total Damage - 43
35 Physical Damage
8 Piercing Damage

[Azurite Greatsword]
Stats:
Required Level - 7
Durability - 24
Total Damage - 73
59 Physical Damage
14 Piercing Damage

[Sylvanite Greatsword]
Stats:
Required Level - 12
Durability - 26
Total Damage - 116
94 Physical Damage
22 Piercing Damage

[Prismere Greatsword]
Stats:
Required Level - 16
Durability - 28
Total Damage - 156
126 Physical Damage
30 Piercing Damage

*----------------*
| [UNQW2] Unique |
*----------------*

[Fate's Brand]
Stats:
Durability - 20
Physical Damage
Piercing Damage
+15% Reckoning Duration
A rare weapon finely tuned to the elusive threads of fate.

[The Forge]
Stats:
Durability - 25
Physical Damage
Piercing Damage
Burning Damage over 5 seconds
+5% Chance to Steal 12 Health per Hit
The Forge is an instrument of change and its card reflects that.
Those fated with The Forge bring about change, or are themselves
changed, in sudden and often wide-reaching events.

[Righteous]
Stats:
Durability - 25
Physical Damage
Piercing Damage
Bleeding Damage over 10 seconds
A heavy-duty blade, meant to be wielded with two hands.

[Rhyderk]
Stats:
Durability - 28
Physical Damage
Piercing Damage
+5% Fire Damage
[1] Weapon Socket
Forged by Lord Sethe and lost, later recovered by Sir Airmer,
who defeated the bolgan and regained Dalentarth for the Summer
Court.

[Frostbite]
Stats:
Durability - 42
Physical Damage
Piercing Damage
+Health
Ice Damage
Freezing Damage over 5 seconds
Damp air forms as frost on the enchanted steel. With a Court of
Winter engraved blade and grip in classic Fae style.

[Fortune]
Stats:
Durability - 44
Physical Damage
Piercing Damage
+7% Gold Drops
+8% Chance to Critical Hit
The claymore wielded by Commander Ballegar brought great riches
to the Warsworn. It was lost in battle with the Jottun of Detyre.

[Stormbrand]
Stats:
Durability - 44
Physical Damage
Piercing Damage
+5% Lightning Damage
Lightning Damage
Shocking Damage over 5 seconds
A private project of a Court of Summer enchanter infatuated with
the ornamental styles of the Erathi ruins.
[Luxuria]
Stats:
Durability - 46
Physical Damage
Piercing Damage
+10% Chance to Critical Hit
+20% Stun Duration
+5% Chance to Stun
A heirloom of a noble Almain clan until it was lost by its owner
in the early battles of the Faelands War.

[Lifedrinker]
Stats:
Durability - 46
Physical Damage
Piercing Damage
Bleeding Damage over 5 seconds
+10% Chance to Steal 25 Health per Hit
The highest expression of the necromancer's art. Do not expect to
be received in polite society when carrying this weapon.

[Havoc]
Stats:
Durability - 46
Physical Damage
Piercing Damage
+10% Poison Damage
Poison Damage over 5 seconds
Oathblade Gorwin's company recovered this blade, but not his body,
after they were overrun defending Rathir early in the Crystal War.

[Gerstotad]
Stats:
Durability - 48
Physical Damage
Piercing Damage
+10% Chance to Stun
Meaning "doomed" in the Jottun tongue, this sword was created for
an elite Jottun mercenary guard captain. Exquisite craftmanship keeps
it light enough for smaller races.

[Scourgebane]
Stats:
Durability - 48
Physical Damage
Piercing Damage
+Health
Lightning Damage
Freezing Damage over 5 seconds
Gaudy and impractical in name and ornamentation, this sword is
surprisingly light, graceful, and impossibly sharp.

[Gentleman's Favor]
Stats:
Durability - 48
Physical Damage
Piercing Damage
+20% Health
+20% Physical Damage
+10% Piercing Damage
Bears the motto, 'Violence is the last, joyous resort of the
improvident planner,' engraved on the blade.

**--------------------------**
|| ||
[WPN03] || Hammers ||
|| ||
**--------------------------**

*--------------------*
| [NONW3] Non-Unique |
*--------------------*

[Iron Hammer]
Stats:
Required Level - 1
Durability - 20
Total Damage - 28
28 Physical Damage

[Steel Hammer]
Stats:
Required Level - 3
Durability - 22
Total Damage - 53
53 Physical Damage

[Azurite Hammer]
Stats:
Required Level - 7
Durability - 24
Total Damage - 89
89 Physical Damage

[Sylvanite Hammer]
Stats:
Required Level - 12
Durability - 26
Total Damage - 141
141 Physical Damage

[Prismere Hammer]
Stats:
Required Level - 16
Durability - 28
Total Damage - 190
190 Physical Damage

*----------------*
| [UNQW3] Unique |
*----------------*

[Fate's Mallet]
Stats:
Durability - 20
Physical Damage
+15% Reckoning Duration
A rare weapon finely tuned to the elusive threads of fate.

[The Mountain]
Stats:
Durability - 25
Physical Damage
+5% Physical Damage
+5% Stun Duration
The card of The Mountain indicates a Fate that will occur slowly and
quietly. The Fateweavers explain that those who are fated with the
card of The Mountain may sometimes not notice the change until it
is already moved through them.

[Earthgavel]
Stats:
Durability - 42
Physical Damage
+Health
+10% Chance to Stun
This hammer's history is a long one, dating back to its original
crafting by the Fae. Eventually the hammer traded places between
Fae giants and mortals alike.

[Thintri's Malus]
Stats:
Durability - 42
Physical Damage
+5% Lightning Damage
Lightning Damage
Shocking Damage over 5 seconds
This hammer was found by ettin on the summit of Skycrown mountain
during the Age of Deep Gloam. They revere it for supposedly housing
the spirit of their god.
[Mortrost]
Stats:
Durability - 42
Physical Damage
+10% Physical Damage
+25% Damage vs. Jottun and Ettin
The hammer of a mighty Ettin Chieftain. Its name translates roughly
to "Big Thumper."

[Boltrsledge]
Stats:
Durability - 44
Physical Damage
+5% Experience Bonus
+10% Stun Duration
An ancient heirloom of the Fortenmar Jottun, brought here by an
Almain hero, Hama Pot-Helm, in the early days of the Crystal War.

[Fjarell]
Stats:
Durability - 44
Physical Damage
+20% Stun Duration
+10% Chance to Stun
This Dvergan hammer was a gift to the Aster family shortly after the
founding of Rathir. Despite its age, it is unblemished.

[Corthian Mallet]
Stats:
Durability - 46
Physical Damage
+8% Chance to Critical Hit
+8% Critical Hit Damage
This greathammer belonged to the "Butcher of Corthis" General Mardalla
Hest. It has been stained with the blood of countless Raghosh and
Hironar.

[Heart of Ember]
Stats:
Durability - 46
Physical Damage
+5% Fire Damage
Fire Damage
Burning Damage over 5 seconds
This primitive weapon is the captured essence of the Obsidian Peaks.
Its enchantment protects the wielder from the molten rock that forms
the head of this greathammer.

[The Ouranos Maul]


Stats:
Durability - 46
Physical Damage
+5% Ice Damage
Ice Damage
Freezing Damage over 5 seconds
This was the weapon of Geera-Karud, the ettin shaman who first united
the giant clans of Jentilak. It was lost by the leader of the Ouranos
during the Kollossae uprising.

[Ward of the North]


Stats:
Durability - 48
Physical Damage
+Mana
Ice Damage
Freezing Damage over 5 seconds
This solid block of ice was found by Varani fisherman on the Icebrine
Coast. It has since changed hands various times, and is thought to
have been lost at sea after an attack by the notorious pirate Dead Kel.

[Fist of Kreios]
Stats:
Durability - 48
Physical Damage
+25% Stun Duration
+10% Chance to Stun
With this weapon, Kreios freed his people and established the Kollossae
as a separate nation. It is patterned after the mythical Titans'
warhammers.

[Nearth's Hammer]
Stats:
Durability - 48
Physical Damage
+15% Health
+15% Physical Damage
+15% Chance to Critical Hit
Used by Nearth, The Hammer of the House of Vengeance, to attempt to
kill his master. Finally, with his renouncement of his position the
hammer has been passed on.

[Mystic Hammer]
Stats:
Durability - 50
Physical Damage
+25% Damage vs. Niskaru
+20% Mana
A heavy two-handed maul, sacred to the Warsworn.

[Legacy's End]
Stats:
Durability - 50
Physical Damage
+20% Damage vs. heavily wounded targets
20% Chance to Steal 30 Health per Hit
Crafted by the Niskaru, this artifact of the Deep Gloam was discovered
underground. According to legend, it was feared by all, even the
mythical Erathi themselves.

**--------------------------**
|| ||
[WPN04] || Daggers ||
|| ||
**--------------------------**

*--------------------*
| [NONW4] Non-Unique |
*--------------------*

[Iron Daggers]
Stats:
Required Level - 1
Durability - 20
Total Damage - 10
5 Physical Damage
5 Piercing Damage

[Steel Daggers]
Stats:
Required Level - 3
Durability - 22
Total Damage - 18
9 Physical Damage
9 Piercing Damage

[Azurite Daggers]
Stats:
Required Level - 7
Durability - 24
Total Damage - 30
15 Physical Damage
15 Piercing Damage

[Sylvanite Daggers]
Stats:
Required Level - 12
Durability - 26
Total Damage - 48
24 Physical
24 Piercing
[Prismere Daggers]
Stats:
Required Level - 16
Durability - 28
Total Damage - 64
32 Physical Damage
32 Piercing Damage

[Draug's Toothpicks]
Stats:
Durability - 22
Physical Damage
Piercing Damage
These foul-smelling ceremonial daggers were said to be the
toothpicks of the fabled troll, Draug.

[Engraved Varani Daggers]


Stats:
Durability - 20
Physical Damage
Piercing Damage
Kierna Brenner, Varani ambassador to the Summer Court, encoded
details of the city's security arrangements in the blade's engravings.

[Ratofer's Daggers]
Stats:
Durability - 20
Physical Damage
Piercing Damage
[1] Weapon Socket
[1] Utility Socket
This pair of daggers belonged to Ratofer, a vagrant of Ayten.

[Belne's Daggers of Ire]


Stats:
Durability - 48
Physical Damage
Piercing Damage
[1] Weapon Socket
[2] Utility Socket
These daggers were crafted by Master Belne of the Ashmoor Clan, one of
the finiest weapon and armor shapers in the Winter Faelands.

*----------------*
| [UNQW4] Unique |
*----------------*

[Fate's Needles]
Stats:
Durability - 20
Physical Damage
Piercing Damage
+15% Reckoning Duration
A rare weapon finely tuned to the elusive threads of fate.

[Omniblades]
Stats:
Durability - 20
Physical Damage
Piercing Damage
Fire Damage
Burning Damage over 6 seconds
Matchless blades formed of a strange and mysterious magic, lost to
another time.

[The Night]
Stats:
Durability - 25
Physical Damage
Piercing Damage
+5% Damage at Night
+5% Critical Hit Damage
The card of The Night is considered by most Fateweavers to be an ill
omen, predicting death near to the one who pulls it. Although the
card can be an omen, it can also be a blessing, as death is sometimes
an agreeable end to a conflict.
[Spinning Tom's Blades]
Stats:
Durability - 42
Physical Damage
Piercing Damage
+4% Experience Bonus
Bleeding Damage over 5 seconds
Spinning Tom, the notorious Traveler, used these to open locks and
throats. None know how he met his end, but his legend lives on in
folklore.

[Shine and Shadow]


Stats:
Durability - 44
Physical Damage
Piercing Damage
Fire Damage during Daytime
Burning Damage over 3 seconds during Daytime
Ice Damage at Night
Freezing Damage over 5 seconds at Night
They are as two sides of a coin. Searing hot during the day, ghostly
cold at night.

[Claws of Astyl]
Stats:
Durability - 44
Physical Damage
Piercing Damage
+5% Ice Damage
+4% Gold Drops
Ice Damage
Freezing Damage over 5 seconds
Stolen from a Varani barrow, these deadly blades whisper softly
to their bearer of treasures hidden beyond the realms of mortal sight.

[Fangs of Aodh]
Stats:
Durability - 44
Physical Damage
Piercing Damage
Fire Damage
Burning Damage over 3 seconds
10% Chance to Steal 20 Health per Hit
Discovered, long-lost and broken, in a midden deep in Aodh, these daggers
were reforged, restored, and enchanted to order by a Tuatha assassin.

[Kezar's Vice]
Stats:
Durability - 46
Physical Damage
Piercing Damage
+10% Gold Drops
+15% Damage vs. heavily wounded targets
These elegant, showy blades belonged to the Varani merchant-princess
Kezar Ten-Fingers until she was betrayed by her most fabled vice,
gambling.

[Heartpins]
Stats:
Durability - 46
Physical Damage
Piercing Damage
+10% Chance to Critical Hit
+10% Critical Hit Damage
A play on words on 'hatpins', these daggers were concealed in the
elegant coiffure of famed Dokkalfar rogue and femme fatale, Moed
Syri.

[Mirrorknives]
Stats:
Durability - 46
Physical Damage
Piercing Damage
+5% Lightning Damage
Lightning Damage
Shocking Damage over 5 seconds
Crafted from Niskaru skin, these daggers grant the owner a persistent
preternatural sense of one's surroundings.

[Atropos and Veshani]


Stats:
Durability - 48
Physical Damage
Piercing Damage
Poison Damage over 6 seconds
15% Chance to Steal 30 Health per Hit
Named for a pair of fabled Dokkalfar demons of righteous vengeance, its
ornaments shred and aggravate the wounds they cause.

[Eyes of Tirnoch]
Stats:
Durability - 48
Physical Damage
Piercing Damage
Fire Damage
Burning Damage
Poison Damage
A powerful stab with this dagger will cripple ones foe with deadly
poisons.

**--------------------------**
|| ||
[WPN05] || Faeblades ||
|| ||
**--------------------------**

*--------------------*
| [NONW5] Non-Unique |
*--------------------*

[Iron Faeblades]
Stats:
Required Level - 1
Durability - 20
Total Damage - ?
? Physical Damage
? Piercing Damage

[Steel Faeblades]
Stats:
Required Level - 3
Durability - 22
Total Damage - 25
16 Physical Damage
9 Piercing Damage

[Azurite Faeblades]
Stats:
Required Level - 7
Durability - 24
Total Damage - 41
26 Physical Damage
15 Piercing Damage

[Sylvanite Faeblades]
Stats:
Required Level - 12
Durability - 26
Total Damage - 64
40 Physical Damage
24 Piercing Damage

[Prismere Faeblades]
Stats:
Required Level - 16
Durability - 28
Total Damage - 86
54 Physical Damage
32 Piercing Damage

[Iron Ysa Honor Brand]


Stats:
Durability - 20
Physical Damage
Piercing Damage
This dull but ornate Faeblade is meant as a ceremonial weapon,
one that is kept as a badge of office in the Gardens of Ysa.

*----------------*
| [UNQW5] Unique |
*----------------*

[Fate's Scours]
Stats:
Durability - 20
Physical Damage
Piercing Damage
+15% Reckoning Duration
A rare weapon finely tuned to the elusive threads of fate.

[The Wind]
Stats:
Durability - 25
Physical Damage
Piercing Damage
+5% Physical Damage
5% Chance to Steal 12 Health per Hit
The Wind rushes forward, changes things in ways that are barely able to
be perceived, and moves on. Those who draw The Wind are rarely able
to feel the touch of the Weave on their lives, although it has and will
change them.

[The Viper's Fangs]


Stats:
Durability - 42
Physical Damage
Piercing Damage
Poison Damage over 5 seconds
10% Chance to Steal 5 Health per Hit
"Treachery is a poison." - Fae proverb.

[The Shark's Fins]


Stats:
Durability - 44
Physical Damage
Piercing Damage
Bleeding Damage over 5 seconds
+10% Damage vs. Humanoids
"The greatest danger is barely seen." - Fae proverb.

[The Dragon's Spurs]


Stats:
Durability - 44
Physical Damage
Piercing Damage
+8% Chance to Critical Hit
+10% Damage vs. Niskaru
"Even myths leave bones." - Fae proverb.

[Faeblades of Song]
Stats:
Durability - 46
Physical Damage
Piercing Damage
+Health
+10% Physical Damage
+10% Stun Duration
Heirlooms of the House of Ballads, recently borne by its champion,
Sir Sagrell, these blades have slain with a storied grace and dignity.

[The Mantis's Legs]


Stats:
Durability - 46
Physical Damage
Piercing Damage
Lightning Damage
Shocking Damage over 5 seconds
"The prey is dead before the strike." - Fae proverb.

[The Salamander's Tail]


Stats:
Durability - 46
+5% Fire Damage
20 Fire Damage
12 Burning Damage over 5 seconds
"Fire separates, and renews." - Fae proverb.

[The Dove's Wings]


Stats:
Durability - 48
Physical Damage
Piercing Damage
Ice Damage
Freezing Damage over 5 seconds
10% Chance to Steal 28 Mana per Hit
"Winter brings peace and death." - Fae proverb.

[Cydan's Faeblades]
Stats:
Durability - 48
Physical Damage
Piercing Damage
+25% Damage vs. Bleeding targets
Bleeding Damage over 5 seconds
Winter Fae in design, the austere blades of Cydan the Outcast were
forged with stolen steel and avenged blood.

[The Lion's Claws]


Stats:
Durability - 48
Physical Damage
Piercing Damage
Bleeding Damage over 5 seconds
+15% Chance to Critical Hit
"Life is conflict." - Fae proverb.

[Demon Horns]
Stats:
Durability - 50
Physical Damage
Piercing Damage
Fire Damage
Burning Damage over 5 seconds
+15% Chance to Critical Hit
+15% Critical Hit Damage
"Beware the Demon." - Fae proverb.

**--------------------------**
|| ||
[WPN06] || Bows ||
|| ||
**--------------------------**

*--------------------*
| [NONW6] Non-Unique |
*--------------------*

[Birch Longbow]
Stats:
Required Level - 1
Durability - 20
Total Damage - 14
10 Physical Damage
4 Piercing Damage

[Elm Longbow]
Stats:
Required Level - 3
Durability - 22
Total Damage - 26
18 Physical Damage
8 Piercing Damage
[Oak Longbow]
Stats:
Required Level - 7
Durability - 24
Total Damage - 45
31 Physical Damage
14 Piercing Damage

[Ash Longbow]
Stats:
Required Level - 12
Durability - 26
Total Damage - 71
49 Physical Damage
22 Piercing Damage

[Ebony Longbow]
Stats:
Required Level - 16
Durability - 28
Total Damage - 96
66 Physical Damage
30 Piercing Damage

*----------------*
| [UNQW6] Unique |
*----------------*

[Fate's Curve]
Stats:
Durability - 20
Physical Damage
Piercing Damage
+15% Reckoning Duration
A rare weapon finely tuned to the elusive threads of fate.

[The Hunter]
Stats:
Durability - 25
Physical Damage
Piercing Damage
+2% Chance to Critical Hit
Poison Damage over 5 seconds
The Hunter is a card that is easy to misinterpret for many Fateweavers.
Often, The Hunter refers not to the one who pulls the card, but another
person or event in their lives. The Hunter is often thought to indicate
danger from an unknown source.

[Sylvan Order]
Stats:
Durability - 42
Physical Damage
Piercing Damage
Bleeding Damage over 5 seconds
Painted to resemble steel, decorated in the Summer Fae manner, the
eclectic style of this bow belies its simple, deadly enchantments.

[Breath of Vraekor]
Stats:
Durability - 42
Physical Damage
Piercing Damage
+5% Fire Damage
Fire Damage
Burning Damage over 5 seconds
This elegant bow is named for Vraekor, a vindicative fire spirit in
Fae lore.

[Keloren's Messenger]
Stats:
Durability - 44
Physical Damage
Piercing Damage
+5% Chance to Critical Hit
+5% Critical Hit Damage
Named in honor of Prince Keloren, a legendary Alfar general who
fought against the Durek during the Middle Kingdoms period.

[Merciless]
Stats:
Durability - 44
Physical Damage
Piercing Damage
Poison Damage over 5 seconds
+5% Poison Damage
A mild-mannered court dandy and master thief, Olma Volgard, used this
bow pinched from a Tuatha scout only when charm and stealth failed.

[Stormcaller]
Stats:
Durability - 46
Physical Damage
Piercing Damage
Poison Damage over 6 seconds
+5% Lightning Damage
Lightning Damage
Shocking Damage over 5 seconds
Like its creator, legendary Dokkalfar Archsage Gwin Olwy, Stormcaller
is sensitive to the Unseen.

[Hailstorm]
Stats:
Durability - 46
Physical Damage
Piercing Damage
+5% Ice Damage
Ice Damage
Freezing Damage over 5 seconds
This Ljosalfar bow from the Icebrine Coast was sent as a gift to
Rathir's Dokkalfar to aid them in their war with the Tuatha Deohn.

[Bow of D'nargel]
Stats:
Durability - 46
Physical Damage
Piercing Damage
+20% Damage vs. Beasts
+12% Chance to Critical Hit
Uncovered in the peat bogs of Klurikon, this bow of an unknown wood in
an unknown style by an unknown hand as no precedent in Amalur.

[Nature's Kiss]
Stats:
Durability - 48
Physical Damage
Piercing Damage
+5% Poison Damage
Poison Damage over 5 seconds
Nature-themed, Ljosalfar in ornament and enchantment, this bow may
come from the Alfar forest communities of the western Hessen Bay.

[Helius' Aim]
Stats:
Durability - 48
Physical Damage
Piercing Damage
+15% Damage during Daytime
Fire Damage
Burning Damage over 5 seconds
As lurid and gaudy as a stage weapon, this bow surprises the archer
with its supple overdraw and graceful pull.

[Sin]
Stats:
Durability - 50
Physical Damage
Piercing Damage
+12% Chance to Critical Hit
+12% Critical Hit Damage
Looted from a Tuatha assassin, Unseelie Fae in design, extravagant
in its deadliness, this bow is crafted for the one-shot kill.
[Lunala's Sight]
Stats:
Durability - 50
Physical Damage
Piercing Damage
+15% Chance to Critical Hit
+15% Critical Hit Damage
+15% Damage at Night
This bow is held in reverence by the worshippers of the Goddess of
the Moon for its deadliness at night.

**--------------------------**
|| ||
[WPN07] || Staves ||
|| ||
**--------------------------**

Staves ALWAYS have an element. Total Damage will be Ice/Lightning/Fire.


They only have one element, so the freezing/shocking/burning damage
only applies if the staff is ice/lightning/fire element, respectively.

*--------------------*
| [NONW7] Non-Unique |
*--------------------*

[Birch Staff]
Stats:
Required Level - 1
Durability - 20
Total Damage - 16/18/21
11 Elemental Damage
5 Freezing Damage over 6 seconds
7 Shocking Damage over 5 seconds
10 Burning Damage over 3 seconds

[Elm Staff]
Stats:
Required Level - 3
Durability - 22
Total Damage - 30/34/39
21 Elemental Damage
9 Freezing Damage over 6 seconds
13 Shocking Damage over 5 seconds
18 Burning Damage over 3 seconds

[Oak Staff]
Stats:
Required Level - 7
Durability - 24
Total Damage - 50/58/66
35 Elemental Damage
15 Freezing Damage over 6 seconds
23 Shocking Damage over 5 seconds
31 Burning Damage over 3 seconds

[Ash Staff]
Stats:
Required Level - 12
Durability - 26
Total Damage - 80/93/105
56 Elemental Damage
24 Freezing Damage over 6 seconds
37 Shocking Damage over 5 seconds
49 Burning Damage over 3 seconds

[Ebony Staff]
Stats:
Required Level - 16
Durability - 28
Total Damage - 108/125/142
76 Elemental Damage
32 Freezing Damage over 6 seconds
49 Shocking Damage over 5 seconds
66 Burning Damage over 3 seconds

[The God Fang]


Stats:
Durability - 20
Fire Damage
Burning Damage over 3 seconds

[Dark Sliver]
Stats:
Durability - 20
Lightning Damage
Shocking Damage over 5 seconds

[Crack of Dawn]
Stats:
Durability - 20
Elemental Damage
Freezing Damage over 6 seconds

[Gloamfrost]
Stats:
Durability - 25
Elemental Damage
Freezing Damage over 6 seconds
This ancient weapon was discovered near the Font, now located in
the Gardens of Ysa. It was believed to be the product of Niara,
the Lifesmith.

[Ender's Fire]
Stats:
Durability - 22
Fire Damage
Burning Damage over 3 seconds
This ancient weapon carved the canyons of the Forsaken Plain during
the Withering War. It was carried by Yaba and lost during Ohn's
Last Stand.

[Sinister]
Stats:
Durability - 25
Physical Damage
Fire Damage
Burning Damage over 3 seconds
A mystical staff, capable of blasting waves of elemental energy
from its tip.

[Belne's Staff of Ire]


Stats:
Durability - 48
Fire Damage
Burning Damage over 3 seconds
[1] Weapon Socket
This staff was crafted by Master Belne of the Ashmoor Clan, one of
the finiest weapon and armor shapers in the Winter Faelands.

*----------------*
| [UNQW7] Unique |
*----------------*

[Rivener Tarsus]
Stats:
Durability - 20
Lightning Damage
Shocking Damage over 10 seconds
+20% Shocking Damage
+20% Shocking Duration
This ancient weapon was wielded by Pan, a great Fae warrior and
general in the Withering War.

[Fate's Arbor]
Stats:
Durability - 20
Lightning Damage
Shocking Damage over 5 seconds
+15% Reckoning Duration
A rare weapon finely tuned to the elusive threads of fate.

[The Flame]
Stats:
Durability - 25
Physical Damage
Fire Damage
Burning Damage over 3 seconds
+Mana
+5% Damage with Magic
The Flame is a beacon, standing tall above others. Those of The Flame
draw the fates of others into their lives, for the better or for the
worse. The card of The Flame indicates one whose fate is bound to those
around them.

[Judgment]
Stats:
Durability - 25
Lightning Damage
Shocking Damage over 5 seconds
+10% Stun Duration
+10% Chance to Stun
So named for its ability to shock the unjust, this staff pulses with
energy throughout the entire length.

[Humble Staff]
Stats:
Durability - 40
Lightning Damage
Shocking Damage over 5 seconds
+5% Fire Damage
+5% Ice Damage
+5% Lightning Damage
+5% Gold Drops
This staff was carved by a wise old man as a reminder to his apprentice
that there is nothing more empty than pride.

[Tempest]
Stats:
Durability - 42
Lightning Damage
Shocking Damage over 5 seconds
10% Chance to Steal 10 Mana per Hit
The Ljosalfar enchanter, Fiona Caid, was the first volunteer to die
beside her Dokkalfar kin in the Faelands War, but her staff fights
on in her absence.

[Totem of the Wild]


Stats:
Durability - 44
Ice Damage
Freezing Damage over 6 seconds
+8% Experience Bonus
+10% Damage vs. Beasts
Ironically named after the modest walking-stick-war-club of the
Ljosalfar gentlemen, the carved wood of this staff is extravagantly
sheathed in gold leaf.

[Shillelagh]
Stats:
Durability - 44
Fire Damage
Burning Damage over 3 seconds
+5% Fire Damage
+Health
[1] Weapon Socket
A relic from the Heroic Age of the Fae, associated with followers of
King Ysa. Believed lost in the Battle of Glynn, a swimmer recently
discovered it in Ettinmere.

[Chaos Stem]
Stats:
Durability - 46
Fire Damage
Burning Damage over 3 seconds
+Health
+10% Chance to Stun
The burning vestiges of chaos are captured in the magic of this
enchanted staff.
[Ivory Staff]
Stats:
Durability - 46
Fire Damage
Burning Damage over 3 seconds
10% Chance to Steal 24 Health per Hit
The Ivory Staff is a family heirloom of House Anwon, dating back to
its founder, Ethel the Red.

[Coldspike]
Stats:
Durability - 46
Ice Damage
Freezing Damage over 6 seconds
+5% Ice Damage
Piercing Damage
The variety and extravagance of the enchantments link this staff to
the most ancient and traditional Fae workshops of the Court of Winter.

[Staff of Arne]
Stats:
Durability - 46
Lightning Damage
Shocking Damage over 5 seconds
Piercing Damage
+5% Bleeding Damage
Bleeding Damage over 5 seconds
The family heirloom of the Great House of the same name. It has
destroyed countless enemies of the Dokkalfar nobles.

[Pyromancer]
Stats:
Durability - 46
Fire Damage
Burning Damage over 3 seconds
+5% Fire Damage
This legendary weapon was painstakingly crafted by the mage Valfillian
Carr as the culmination of his research.

[Esharra's Song]
Stats:
Durability - 48
Lightning Damage
Burning Damage over 3 seconds
+2 Mana Regen per Sec
10% Chance to Steal 28 Mana per Hit
Lavish inlays and ornaments matched with deadly, masterful sorceries
are characteristics of magecraft from Ciara Sydanus' empire.

[Sorrow]
Stats:
Durability - 48
1Lightning Damage
Shocking Damage over 5 seconds
+5% Lightning Damage
One of the many 'Sorrows' of the House of Sorrows, similar black
prismere weapons, with different enchantments, all by the same
craftsman.

[Staff of the Ashen Prophet]


Stats:
Durability - 48
Ice Damage
Freezing Damage over 6 seconds
-10% Mana Costs
+12% Chance to Critical Hit
The Ashen Prophet was the Ljosalfar mage Cyrinda Bresail, founder of
the Order of Ash.

[Archsage's Light]
Stats:
Durability - 48
Fire Damage
Burning Damage over 3 seconds
+25% Damage vs. Niskaru
Long lost and forgotten, created by unknown Scholia Arcana enchanters
in the Rathir style for campaigning against Niskaru.

**--------------------------**
|| ||
[WPN08] || Sceptres ||
|| ||
**--------------------------**

Sceptres ALWAYS have an element. Total Damage will be Ice/Lightning/Fire.


They only have one element, so the freezing/shocking/burning damage
only applies if the sceptre is ice/lightning/fire element, respectively.

*--------------------*
| [NONW8] Non-Unique |
*--------------------*

[Birch Sceptre]
Stats:
Required Level - 1
Durability - 20
Total Damage - 11/12/13
7 Elemental Damage
4 Freezing Damage over 6 seconds
5 Shocking Damage over 5 seconds
6 Burning Damage over 3 seconds

[Elm Sceptre]
Stats:
Required Level - 3
Durability - 22
Total Damage - 21/22/23
13 Elemental Damage
8 Freezing Damage over 6 seconds
9 Shocking Damage over 5 seconds
10 Burning Damage over 3 seconds

[Oak Sceptre]
Stats:
Required Level - 7
Durability - 24
Total Damage - 37/38/41
23 Elemental Damage
14 Freezing Damage over 6 seconds
15 Shocking Damage over 5 seconds
18 Burning Damage over 3 seconds

[Ash Sceptre]
Stats:
Required Level - 12
Durability - 26
Total Damage - 59/61/65
37 Elemental Damage
22 Freezing Damage over 6 seconds
24 Shocking Damage over 5 seconds
28 Burning Damage over 3 seconds

[Ebony Sceptre]
Stats:
Required Level - 16
Durability - 28
Total Damage - 79/81/90
49 Elemental Damage
30 Freezing Damage over 6 seconds
32 Shocking Damage over 5 seconds
41 Burning Damage over 3 seconds

[Paling Wand]
Stats:
Durability - 24
Lightning Damage
Shocking Damage over 5 seconds
Found in the Fae Hollow of Galafor.

[Crude Birch Breath of Arba]


Stats:
Durability - 20
Lightning Damage
Shocking Damage over 5 seconds
A staff crafted by the Dokkalfar mage Arba. This staff is fabled to
posess great summoning powers and can only be wielded by one who can
hear its whispers.

*----------------*
| [UNQW8] Unique |
*----------------*

[Fate's Stem]
Stats:
Durability - 20
Ice Damage
Freezing Damage over 6 seconds
+15% Reckoning Duration
A rare weapon finely tuned to the elusive threads of fate.

[The Field]
Stats:
Durability - 25
Lightning Damage
Shocking Damage over 5 seconds
Burning Damage over 5 seconds during Daytime
Shocking Damage over 5 seconds at Night
The Field represents an open possibility. This is a card that rarely
appaers to most seeking the wisdom of Fateweavers. It indicates that
there is a choice to be made, and that the outcome of the reading
reflects only one branch of that choice.

[Apprentice]
Stats:
Durability - 42
Ice Damage
Freezing Damage over 6 seconds
+Mana
+4% Experience Bonus
The first piece forged by Rathir master-craftsman, Elwyn Avergawein,
its enchantments nonetheless exhibit his artistry.

[Desire]
Stats:
Durability - 44
Fire Damage
Burning Damage over 3 seconds
+Health
+5% Gold Drops
This sceptre's owner, Jeanne Yave, disappeared, but the sceptre
later surfaced in a Jottun treasure hoard in the high wastes south
of Detyre.

[Stormspirit]
Stats:
Durability - 44
Lightning Damage
Shocking Damage over 5 seconds
10% Chance to Steal 18 Mana per Hit
This delicate sceptre was made in the Court-of-Winter style for an
Almain healer and follower of Mitharu.

[Rei'zarf's Guidance]
Stats:
Durability - 46
Fire Damage
Burning Damage over 3 seconds
+5% Fire Damage
+10% Chance to Critical Hit
Rei'zarf, more comfortable in the lab than on campaign, found the
sceptre handy for heating alembics, often with dramatic effect.

[Serenity]
Stats:
Durability - 46
Ice Damage
Freezing Damage over 6 seconds
+Mana
+10% Chance to Stun
Recently found in forest litter in Dalentarth, this Fae sceptre is an
ancient Court of Summer design enchanted in old Court-of-Winter style.

[Khleran's Sceptre]
Stats:
Durability - 46
Fire Damage
Burning Damage over 3 seconds
22% Chance to Steal 10 Health per Hit
22% Chance to Steal 10 Mana per Hit
The sceptre of Witchknight Khleran, a powerful Tuatha known to have
tinkered with necromantic soceries.

[Khleran's Sceptre]
Stats:
Durability - 48
Fire Damage
Burning Damage over 3 seconds
30% Chance to Steal 20 Health per Hit
30% Chance to Steal 20 Mana per Hit
The sceptre of Witch Knight Khleran, a powerful Tuatha known to
have tinkered with necromantic sorceries.

[Mysrik's Demise]
Stats:
Durability - 48
Lightning Damage
Shocking Damage over 5 seconds
+5% Lightning Damage
-10% Mana Costs
Looted from a nameless Icebrine Coast barrow, the origins of this
weapon are obscure.

[Obsidian Sceptre]
Stats:
Durability - 48
Ice Damage
Freezing Damage over 6 seconds
+100 Health
+100 Mana
This unusual sceptre is the product of a Fae enchanter working in
materials traditionally associated with Varani smiths.

**--------------------------**
|| ||
[WPN09] || Chakrams ||
|| ||
**--------------------------**

Chakrams ALWAYS have an element. Total Damage will be Ice/Lightning/Fire.


They only have one element, so the freezing/shocking/burning damage
only applies if the chakram is ice/lightning/fire element, respectively.

*--------------------*
| [NONW9] Non-Unique |
*--------------------*

[Iron Chakrams]
Stats:
Required Level - 1
Durability - 20
Total Damage - 18/20/23
6 Physical Damage
6 Elemental Damage
6 Freezing Damage over 6 seconds
8 Shocking Damage over 5 seconds
11 Burning Damage over 3 seconds

[Steel Chakrams]
Stats:
Required Level - 3
Durability - 22
Total Damage - 21/27/??
10 Physical Damage
10 Elemental Damage
10 Freezing Damage over 6 seconds
16 Shocking Damage over 5 seconds
?? Burning Damage over 3 seconds

[Azurite Chakrams]
Stats:
Required Level - 7
Durability - 24
Total Damage - 54/62/71
18 Physical Damage
18 Elemental Damage
18 Freezing Damage over 6 seconds
26 Shocking Damage over 5 seconds
35 Burning Damage over 3 seconds

[Sylvanite Chakrams]
Stats:
Required Level - 12
Durability - 26
Total Damage - 84/96/112
28 Physical Damage
28 Elemental Damage
28 Freezing Damage over 6 seconds
40 Shocking Damage over 5 seconds
56 Burning Damage over 3 seconds

[Prismere Chakrams]
Stats:
Required Level - 16
Durability - 28
Total Damage - 111/128/150
37 Physical Damage
37 Elemental Damage
37 Freezing Damage over 6 seconds
54 Shocking Damage over 5 seconds
76 Burning Damage over 3 seconds

[Verdant Blades]
Stats:
Durability - 26
Physical Damage
Lightning Damage
Shocking Damage over 5 seconds
These two deadly blades were once wielded by Lady Clary Ansilla,
the ruler of the Caeled Coast.

*----------------*
| [UNQW9] Unique |
*----------------*

[Fate's Eyes]
Stats:
Durability - 20
Physical Damage
Lightning Damage
Shocking Damage over 5 seconds
+15% Reckoning Duration
A rare weapon finely tuned to the elusive threads of fate.

[Twinned Souls]
Stats:
Durability - 20
Physical Damage
Fire Damage
Burning Damage over 3 seconds
+10 Mana
+10 Health
Like perfect mirrors, these mysterious rings reflect the world around
them and amplify themselves according to its changes.

[The Song]
Stats:
Durability - 25
Physical Damage
Ice Damage
Freezing Damage over 6 seconds
+5% Health
5% Chance to Steal 12 Mana per Hit
The Song is often thought to be a card of hope and encouragement. In
truth, most Fateweavers read this card for what it is: an indication
that those fated of The Song will live a memorable, beautiful, and
short life.

[Rimescythe]
Stats:
Durability - 42
Physical Damage
Ice Damage
Freezing Damage over 6 seconds
+5% Ice Damage
+Mana
Forged by a Varani smith for Aloffa Rime-Kiss, a legendary explorer
and raider of the Frostbreak Sea.

[Dragon Eyes]
Stats:
Durability - 44
Physical Damage
Fire Damage
Burning Damage over 3 seconds
Piercing Damage
+10% Chance to Critical Hit
The alchemist Osa Dinbold had these made for his fieldwork, for
harvesting awkwardly placed specimens and discouraging hungry
predators.

[Stormscythe]
Stats:
Durability - 44
Physical Damage
Lightning Damage
Shocking Damage over 5 seconds
10% Chance to Steal 18 Mana per Hit
Ljosalfar chakrams redecorated and spellforged by an Almain master
enchanter.

[Crafter's Hands]
Stats:
Durability - 46
Physical Damage
Ice Damage
Freezing Damage over 6 seconds
+Health
+10% Chance to Critical Hit
Its creator, Maun Aevan, was a master of gemcraft and Scholia Arcana
Archsage as well as a noted tournament champion.

[Solstice]
Stats:
Durability - 46
Physical Damage
Fire Damage
Burning Damage over 3 seconds
Though it appears to be a Seelie Fae design with House of Summer
themes, Fae enchanters insist Solstice is unknown to Seelie bards.

[Allender's Edge]
Stats:
Durability - 46
Physical Damage
Fire Damage
Burning Damage over 3 seconds
+Mana
+20% Damage
These weapons confer upon the bearer the long-dead necromancer
Allender's lore concerning magical wards as well as his unwholesome
vitality.

[Katalepsis]
Stats:
Durability - 48
Physical Damage
Lightning Damage
Shocking Damage over 5 seconds
Piercing Damage
Bleeding Damage over 5 seconds
The name is a pun on the Kollossae word for 'insight', suggesting
the ease with which one's enemy's guts may be revealed to public view.

[Oristhimos]
Stats:
Durability - 48
Physical Damage
Ice Damage
Freezing Damage over 6 seconds
+15% Damage with Magic
+15% Ice Damage while at low Mana
Extreme examples of a style of enchanted chakrams favored by
Ljosalfar spellswords of the Icebrine Coast.

----------------------88------------------------------88
----------------------88------------------------------88
88 88
88 88
88 88
**------------------------------**
|| ||
[AMR00] || Armor ||
|| ||
**------------------------------**

Head.......................................[AMR01]
Non-Unique.......................[NONA1]
Unique...........................[UNQA1]
Chest......................................[AMR02]
Non-Unique.......................[NONA2]
Unique...........................[UNQA2]
Robes......................................[AMR03]
Non-Unique.......................[NONA3]
Unique...........................[UNQA3]
Hands......................................[AMR04]
Non-Unique.......................[NONA4]
Unique...........................[UNQA4]
Legs.......................................[AMR05]
Non-Unique.......................[NONA5]
Unique...........................[UNQA5]
Feet.......................................[AMR06]
Non-Unique.......................[NONA6]
Unique...........................[UNQA6]
Shields....................................[AMR07]
Non-Unique.......................[NONA7]
Unique...........................[UNQA7]
Sets.......................................[SET00]
Might Sets.......................[SET01]
Finesse Sets.....................[SET02]
Sorcery Sets.....................[SET03]

Will list Might, Finesse, then Sorcery armor in each category.


Stats for items listed are based on WHITE armors with no prefixes
or suffixes. Next section of guide contains prefixes and suffixes list.

Also, if a regular white item has sockets, it becomes GREEN (infrequent)


rarity. If an armor is Crude ______, then it has lower level requirements
and lower total armor.If an armor is Fine ______, then it has
higher level requirements and higher total armor.

Also, about unique gear: their damage/armor/requirements depends on what


level you are when you acquire them. However, they do have a cap. The
best way to determine how powerful a weapon is is by its durability.
Higher durability means more powerful in general. But alas, for example,
if you get a purple weapon at level 1, it would have been more powerful
if you had gotten it while you were level 2 or 3. Unique equipment does
NOT level up with you so once you get it, that's how it's going to
stay.

**--------------------------**
|| ||
[ARM01] || Head ||
|| ||
**--------------------------**

*--------------------*
| [NONA1] Non-Unique |
*--------------------*

[Iron Helm]
Stats:
Requirements - 1 Might
Durability - 20
Total Defense - 28
+5% Melee Block Efficacy

[Chainmail Helm]
Stats:
Requirements - 6 Might
Durability - 22
Total Defense - 28
+5% Melee Block Efficacy

[Steel Helm]
Stats:
Requirements - 12 Might
Durability - 24
Total Defense - 51
+5% Melee Block Efficacy

[Azurite Helm]
Stats:
Requirements - 19 Might
Durability - 26
Total Defense - 77
+5% Melee Block Efficacy

[Sylvanite Helm]
Stats:
Requirements - 28 Might
Durability - 28
Total Defense - 113
+5% Melee Block Efficacy

[Prismere Helm]
Stats:
Requirements - 40 Might
Durability - 30
Total Defense - 166
+5% Melee Block Efficacy

[Leather Hood]
Stats:
Requirements - 1 Finesse
Durability - 17
Total Defense - 11
+8% Critical Hit Damage

[Boiled Leather Hood]


Stats:
Requirements - 8 Finesse
Durability - 19
Total Defense - 27
+8% Critical Hit Damage

[Studded Leather Hood]


Stats:
Requirements - 18 Finesse
Durability - 21
Total Defense - 51
+8% Critical Hit Damage

[Trollhide Hood]
Stats:
Requirements - 28 Finesse
Durability - 24
Total Defense - 79
+8% Critical Hit Damage

[Dreadscale Hood]
Stats:
Requirements - 39 Finesse
Durability - 26
Total Defense - 114
+8% Critical Hit Damage

[Cotton Cowl]
Stats:
Requirements - 1 Sorcery
Durability - 15
Total Defense - 8
+15% Mana Regen per Sec

[Linen Cowl]
Stats:
Requirements - 8 Sorcery
Durability - 17
Total Defense - 18
+15% Mana Regen per Sec

[Silk Cowl]
Stats:
Requirements - 18 Sorcery
Durability - 18
Total Defense - 34
+15% Mana Regen per Sec

[Hexweave Cowl]
Stats:
Requirements - 28 Sorcery
Durability - 21
Total Defense - 52
+15% Mana Regen per Sec

[Spiritweave Cowl]
Stats:
Requirements - 39 Sorcery
Durability - 23
Total Defense - 74
+15% Mana Regen per Sec

[Cowl of the Maiden]


Stats:
Requirements - 21 Sorcery
Durability - 18
Total Defense - 40
+15% Mana Regen per Sec
A cowl belonging to the Matron of the Temple of Lyria, who watches
over the novices.

*----------------*
| [UNQA1] Unique |
*----------------*

[Infernal Helm]
Stats:
Type - Might
Durability - 22
+5% Melee Block Efficacy
Fire Damage
Blood runs hotter in the warrior who caps himself with this unusual
helm.

[Battlerage]
Stats:
Type - Might
Durability - 44
+5% Melee Block Efficacy
+10% Fire Damage
+Health
+1 Health Regen per Sec
Vraekor grants his most fervent followers a blessing of the fury
of fire in battle.
[Helm of the Coast]
Stats:
Type - Might
Durability - 46
+5% Melee Block Efficacy
+20% Damage with Longswords
+Armor
+10% Block Efficacy
An ancient God-Gift and tribal heirloom of early Varani settlers
in the Faelands.

[Crag]
Stats:
Type - Might
Durability - 46
+5% Melee Block Efficacy
+10% Piercing Damage
+Armor
+5% Physical Resistance
+6% Gold Drops
The Varani reaver Brond designed this helmet as a modern, more
practical version of a horned helm.

[Helm of Hideous Visage]


Stats:
Type - Might
Durability - 46
+5% Melee Block Efficacy
+15% Bleeding Resistance
+Health
+15% Stun Duration
The power of this enchanted helm is to reflect the hidden cruelty
within its wearer's deeper nature.

[Almain Great Helm]


Stats:
Type - Might
Durability - 48
+5% Melee Block Efficacy
+10% Block Efficacy
+15% Damage with Greatswords and Hammers
Extravagant enchantments and design perfection makes this an exemplar
of the Almain armorer's craft.

[Respendant Helm]
Stats:
Type - Might
Durability - 50
+5% Melee Block Efficacy
+20% Physical Resistance
+3 Health Regen per Sec
+2 Mana Regen per Sec
+15% Damage during Daytime
Enchantments bestow the blessings of Helius upon the health and
vitality of the wearer.

[Shadow of the Ariad]


Stats:
Type - Finesse
Durability - 41
+8% Critical Hit Damage
+5% Chance to Critical Hit with Melee
+15% Bleeding Damage
+Health
+Mana
The Ariad are the elite scouts and skirmishers of the Alfar army.
This hood is styled to instill fear, but with a Dokkalfar elegance.

[Kentigan's Shadow]
Stats:
Type - Finesse
Durability - 44
+8% Critical Hit Damage
+15% Physical Damage
+10% Gold Drops
+10% Experience Bonus
The popular Valor Arena contestant's personal effects were auctioned
after his death, with proceeds going to his widow and children.

[Vindicator's Cap]
Stats:
Type - Finesse
Durability - 44
+8% Critical Hit Damage
+10% Chance to Critical Hit with Ranged
+15% Poison Damage
+10% Poison Resistance
Awarded to a brave squire who risked her life to rescue a noble's
son and heir from a savage thresh.

[Enkindler]
Stats:
Type - Finesse
Durability - 46
+8% Critical Hit Damage
5% Chance to Burn enemies on Attack
+2 Health Regen per Sec
+2 Mana Regen per Sec
A protective headpiece that restores a wounded wearer's vitality.

[Watcher's Hood]
Stats:
Type - Finesse
Durability - 48
+8% Critical Hit Damage
+15% Damage with Edged Weapons
+10% Poison Damage
+10% Chance to Critical Hit
+5% Chance to Evade
A late Middle Kingdoms relic of the Eye of Lyria, thought to be lost
in the Year of Waking Knives in Rathir's early Arcana.

[Selkie Veil]
Stats:
Type - Sorcery
Durability - 37
+15% Mana Regen per Sec
+15% Mana Stolen per Hit
10% Chance to Steal 1 Mana per Hit
-10% Mana Costs
An enchanted creature of the Northern Isles was said to feed on mana
reflected from mortals attracted to the Arcane Veil.

[Nai'mee'an Cowl]
Stats:
Type - Sorcery
Durability - 38
+15% Mana Regen per Sec
+10% Fire Damage
+10% Ice Damage
+10% Lightning Damage
+Armor
+5% Elemental Resistance
+Health
A Ljosalfar design patterned and lavishly enchanted based on ancient
Erathi relics.

[Uriel's Vision]
Stats:
Type - Sorcery
Durability - 41
+15% Mana Regen per Sec
+8% Fire Damage
+8% Ice Damage
+8% Lightning Damage
+15% Status Effect Durations
+2 Mana Regen per Sec
-10% Mana Costs
A Fae sorcerer helped the tournament spellsword Uriel Brugnar
create this cowl to support his aggressive spellcasting style.
[Crown of Glory]
Stats:
Type - Sorcery
Durability - 43
+15% Mana Regen per Sec
+10% Piercing Resistance
+Mana
+10% Stun Duration
The crown's owner was murdered by an enterprising apprentice who
stole the crown and turned its potent enchantments on its creator.

[Crown of the Weeping King]


Stats:
Type - Sorcery
Durability - 43
+15% Mana Regen per Sec
+10% Piercing Resistance
+15% Elemental Resistance
+8% Chance to Critical Hit with Magic
+8% Critical Hit Damage with Magic
Regalia of the founder of the House of Sorrows.

**--------------------------**
|| ||
[ARM02] || Chest ||
|| ||
**--------------------------**

*--------------------*
| [NONA2] Non-Unique |
*--------------------*

[Dented Cuirass]
Stats:
Durability - 30
Total Defense - 12
+10% Melee Block Efficacy

[Iron Cuirass]
Stats:
Requirements - 1 Might
Durability - 20
Total Defense - 30
+10% Melee Block Efficacy

[Chainmail Cuirass]
Stats:
Requirements - 6 Might
Durability - 22
Total Defense - 57
+10% Melee Block Efficacy

[Steel Cuirass]
Stats:
Requirements - 12 Might
Durability - 24
Total Defense - ??
+10% Melee Block Efficacy

[Azurite Cuirass]
Stats:
Requirements - 19 Might
Durability - 26
Total Defense - 154
+10% Melee Block Efficacy

[Sylvanite Cuirass]
Stats:
Requirements - 28 Might
Durability - 28
Total Defense - 226
+10% Melee Block Efficacy

[Prismere Cuirass]
Stats:
Requirements - 40 Might
Durability - 30
Total Defense - 332
+10% Melee Block Efficacy

[Battered Armor]
Stats:
Durability - 17
Total Defense - 10
+12% Critical Hit Damage

[Leather Armor]
Stats:
Requirements - 1 Finesse
Durability - 17
Total Defense - 22
+12% Critical Hit Damage

[Boiled Leather Armor]


Stats:
Requirements - 8 Finesse
Durability - 19
Total Defense - 53
+12% Critical Hit Damage

[Studded Leather Armor]


Stats:
Requirements - 18 Finesse
Durability - 21
Total Defense - 103
+12% Critical Hit Damage

[Trollhide Armor]
Stats:
Requirements - 28 Finesse
Durability - 24
Total Defense - 159
+12% Critical Hit Damage

[Dreadscale Armor]
Stats:
Requirements - 39 Finesse
Durability - 26
Total Defense - 227
+12% Critical Hit Damage

[Farmer's Shirt]
Stats:
Durability - 10
Total Defense - 7
A simple cloth tunic, offering little protection but suitable for
daily work in the fields.

[Peasant's Tunic]
Stats:
Durability - 10
Total Defense - 7
A simple cloth tunic, offering little protection but suitable for
daily work in the fields.

[Tattered Shirt]
Stats:
Durability - 10
Total Defense - 3
A ragged and bloodstained tunic, ripped and torn in various places.

*----------------*
| [UNQA2] Unique |
*----------------*

[Brimstone Cuirass]
Stats:
Type - Might
Durability - 48
+10% Melee Block Efficacy
+15% Fire Damage
+15% Fire Resistance
+Mana
Dust from volcanic clinkers is alchemically alloyed into the
enchanted steel of this cuirass.

[Hauberk of the Tormentor]


Stats:
Type - Might
Durability - 50
+10% Melee Block Efficacy
+5% Piercing Damage
+5% Bleeding Damage
+10% Chance to Steal Health
Witches of the North bound blood-hungry spirits into this armor.

[Whirlwind Breastplate]
Stats:
Type - Might
Durability - 50
+10% Melee Block Efficacy
+Armor
+10% Chance to Critical Hit with Melee
+10% Critical Hit Damage with Melee
Massive, but feather-light and graceful, this armor frees the warrior
to perfectly time and target his attacks.

[Gentleman's Courtesy]
Stats:
Type - Might
Durability - 50
+10% Melee Block Efficacy
+15% Damage
+Health
A breastplate once belonging to the former mortal Champion of the
House of Valor, Hroth Magnus.

[Conqueror's Plate]
Stats:
Type - Might
Durability - 52
+10% Melee Block Efficacy
+20% Health Stolen per Hit
+10% Chance to Steal Health
+3 Health Regen per Sec
Enchanted by the House of Valor to aid warriors wounded in battle.

[Stormseeker]
Stats:
Type - Finesse
Durability - 41
+12% Critical Hit Damage
+8% Lightning Damage
+Health
+8% Chance to Critical Hit
Alfar light skirmishing armor allows maximum freedom of movement and
is often fortified by minor enchantments.

[Malach's Vest]
Stats:
Type - Finesse
Durability - 44
+12% Critical Hit Damage
+1 Health Regen per Sec
+1 Mana Regen per Sec
The Fae bard Malach plucked countless chickens and lutes from his
fabled vest...a reference to this chestpiece's generous enchantments.

[Serpentskin Tunic]
Stats:
Type - Finesse
Durability - 46
+12% Critical Hit Damage
+8% Fire Damage
+8% Ice Damage
+8% Lightning Damage
+15% Poison Damage
+15% Poison Resistance
Serpents don't have skin like supple, woven steel. But whatever this
is, it is unnaturally magical and unnaturally durable.

**--------------------------**
|| ||
[ARM03] || Robes ||
|| ||
**--------------------------**

Robes replace both your chest and leg armor, so cloth sets only have
four pieces instead of five.

*--------------------*
| [NONA3] Non-Unique |
*--------------------*

[Torn Robes]
Stats:
Durability - 20
Total Defense - 15
+30% Mana Regen per Sec

[Cotton Robes]
Stats:
Requirements - 1 Sorcery
Durability - 15
Total Defense - 23
+30% Mana Regen per Sec

[Linen Robes]
Stats:
Requirements - 8 Sorcery
Durability - 17
Total Defense - 53
+30% Mana Regen per Sec

[Silk Robes]
Stats:
Requirements - 18 Sorcery
Durability - 18
Total Defense - 101
+30% Mana Regen per Sec

[Hexweave Robes]
Stats:
Requirements - 28 Sorcery
Durability - 21
Total Defense - 155
+30% Mana Regen per Sec

[Spiritweave Robes]
Stats:
Requirements - 39 Sorcery
Durability - 23
Total Defense - 221
+30% Mana Regen per Sec

*----------------*
| [UNQA3] Unique |
*----------------*

[Frostrobes]
Stats:
Type - Sorcery
Durability - 38
+30% Mana Regen per Sec
+10% Ice Damage
+10% Freezing Duration
+10% Ice Resistance
+Mana
A modern, elegant and ornamental version of a traditional Varana
war priest robe.

[Death's Vestments]
Stats:
Type - Sorcery
Durability - 41
+30% Mana Regen per Sec
+30% Damage vs. heavily wounded targets
+20% Chance to Critical Hit vs. heavily wounded targets
+10% Health
+15% Mana
An enchanted tunic dedicated to Belen, the God of Death.

[Celestial Fury]
Stats:
Type - Sorcery
Durability - 41
+30% Mana Regen per Sec
+18% Fire Damage
+15% Mana Stolen per Hit
+10% Chance to Steal Mana
The tunic's former owner, noted pyromaniac Haki the Baker, said,
'Let's play with matches? If something catches? Let's let it burn.'

**--------------------------**
|| ||
[ARM04] || Hands ||
|| ||
**--------------------------**

*--------------------*
| [NONA4] Non-Unique |
*--------------------*

[Rusty Gauntlets]
Stats:
Durability - 30
Total Defense - 5
+5% Melee Block Efficacy

[Iron Gauntlets]
Stats:
Requirements - 1 Might
Durability - 20
Total Defense - 8
+5% Melee Block Efficacy

[Chainmail Gauntlets]
Stats:
Requirements - 6 Might
Durability - 22
Total Defense - 14
+5% Melee Block Efficacy

[Steel Gauntlets]
Stats:
Requirements - 12 Might
Durability - 24
Total Defense - ??
+5% Melee Block Efficacy

[Azurite Gauntlets]
Stats:
Requirements - 19 Might
Durability - 26
Total Defense - 39
+5% Melee Block Efficacy

[Sylvanite Gauntlets]
Stats:
Requirements - 28 Might
Durability - 28
Total Defense - 56
+5% Melee Block Efficacy

[Prismere Gauntlets]
Stats:
Requirements - 40 Might
Durability - 30
Total Defense - 83
+5% Melee Block Efficacy
[Torn Gloves]
Stats:
Durability - 17
Total Defense - 3
+5% Critical Hit Damage

[Leather Gloves]
Stats:
Requirements - 1 Finesse
Durability - 17
Total Defense - 6
+5% Critical Hit Damage

[Boiled Leather Gloves]


Stats:
Requirements - 8 Finesse
Durability - 19
Total Defense - 13
+5% Critical Hit Damage

[Studded Leather Gloves]


Stats:
Requirements - 18 Finesse
Durability - 21
Total Defense - 26
+5% Critical Hit Damage

[Trollhide Gloves]
Stats:
Requirements - 28 Finesse
Durability - 24
Total Defense - 40
+5% Critical Hit Damage

[Dreadscale Gloves]
Stats:
Requirements - 39 Finesse
Durability - 26
Total Defense - 57
+5% Critical Hit Damage

[Worn Handwraps]
Stats:
Durability - 13
Total Defense - 2
+10% Mana Regen per Sec

[Cotton Handwraps]
Stats:
Requirements - 1 Sorcery
Durability - 15
Total Defense - 4
+10% Mana Regen per Sec

[Linen Handwraps]
Stats:
Requirements - 8 Sorcery
Durability - 17
Total Defense - 9
+10% Mana Regen per Sec

[Silk Handwraps]
Stats:
Requirements - 18 Sorcery
Durability - 18
Total Defense - 9
+10% Mana Regen per Sec

[Hexweave Handwraps]
Stats:
Requirements - 28 Sorcery
Durability - 21
Total Defense - 26
+10% Mana Regen per Sec
[Spiritweave Handwraps]
Stats:
Requirements - 39 Sorcery
Durability - 23
Total Defense - 37
+10% Mana Regen per Sec

*----------------*
| [UNQA4] Unique |
*----------------*

[Farak's Pummelers]
Stats:
Type - Might
Durability - 48
+5% Melee Block Efficacy
+10% Physical Resistance
+Health
+15% Stun Duration
A smith named Farak crafted these gauntlets for his liege lord as
a gift for his wedding anniversary.

[Gauntlets of Jottun Strength]


Stats:
Type - Might
Durability - 48
+5% Melee Block Efficacy
+10% Physical Damage
+Armor
+10% Health
Jottun Runecrafters bind healing magics into gauntlets to protect
their reckless, battle-mad warriors.

[Gauntlets of Arland]
Stats:
Type - Might
Durability - 48
+5% Melee Block Efficacy
+16% Damage with Hammers
+15% Armor
+18% Health
Foregoing a shield for a two-handed hammer, Arland needed armor with
the strongest possible protective enchantments.

[Dokkalfar Shadowgrips]
Stats:
Type - Finesse
Durability - 41
+10% Critical Hit Damage
+8% Chance to Critical Hit
+1 Stealth
These are professionally crafted and enchanted versions of Dokkalfar
improvised battlewraps for brawling and informal honor challenges.

[Silkfarmer Gloves]
Stats:
Type - Finesse
Durability - 41
+5% Critical Hit Damage
+8% Poison Damage
+10% Poison Resistance
+15% Health
+5% Experience Bonus
Enchanted gloves crafted from Webwood spider silk.

[Death's Touch]
Stats:
Type - Finesse
Durability - 46
+5% Critical Hit Damage
+15% Poison Damage
+10% Poison Resistance
A magical set of gloves employed by Gorwed the Assassin, invested
with protective and poison enchantments.

[Dirgesinger Gloves]
Stats:
Type - Finesse
Durability - 48
+5% Critical Hit Damage
+30% Bleeding Damage
+5% Health Stolen per Hit
+10% Chance to Steal Health
+8% Gold Drops
'Dirgesinger' is the fabled assassin who betrayed and murdered dozens
of his brethren before disappearing into thin air.

[Gem Cutting Handwraps]


Stats:
Type - Sorcery
Durability - 18
+1 Sagecraft
+5% Fire Damage
+5% Ice Damage
+5% Lightning Damage
Crafted with care, these handwraps were fashioned by the sagecrafter
Anker Edmure for his assistant, Donnel. After Donnel was killed by
Gwar Gwydern, Edmure gave these gloves to another.

[Burning Grasp]
Stats:
Type - Sorcery
Durability - 41
+10% Mana Regen per Sec
10% Chance to Burn enemies when Attacked
+10% Fire Damage
+Mana
Cloth handwraps, magically attuned to feed the wearer's mana pool
and reservoirs of elemental fire.

[Mik'hail's Resplendant Gloves]


Stats:
Type - Sorcery
Durability - 41
+10% Mana Regen per Sec
+15% Chance to Critical Hit with Magic
+Armor
+10% Elemental Resistance
Powerful augmentations created by an outlaw Ljosalfar sorceress
for the Southern pirate and commerce raider, Mik'Hail Gaudi.

[Pyromancer's Handwraps]
Stats:
Type - Sorcery
Durability - 43
+10% Mana Regen per Sec
+20% Fire Damage
+10% Chance to Steal Mana
'Fire is not funny', insists Pyromancer Louisa Ealan. 'It is
indecent to point and giggle as your burning foes writhe in torment.'

**--------------------------**
|| ||
[ARM05] || Legs ||
|| ||
**--------------------------**

*--------------------*
| [NONA5] Non-Unique |
*--------------------*

[Rusty Legplates]
Stats:
Durability - 30
Total Defense - 8
+5% Melee Block Efficacy

[Iron Chausses]
Stats:
Requirements - 1 Might
Durability - 20
Total Defense - 15
+5% Melee Block Efficacy

[Chainmail Chausses]
Stats:
Requirements - 6 Might
Durability - 22
Total Defense - 28
+5% Melee Block Efficacy

[Steel Chausses]
Stats:
Requirements - 12 Might
Durability - 24
Total Defense - 51
+5% Melee Block Efficacy

[Azurite Chausses]
Stats:
Requirements - 19 Might
Durability - 26
Total Defense - 77
+5% Melee Block Efficacy

[Sylvanite Chausses]
Stats:
Requirements - 28 Might
Durability - 28
Total Defense - 113
+5% Melee Block Efficacy

[Prismere Chausses]
Stats:
Requirements - 40 Might
Durability - 30
Total Defense - 166
+5% Melee Block Efficacy

[Worn Leggings]
Stats:
Durability - 17
Total Defense - 6
+5% Critical Hit Damage

[Leather Leggings]
Stats:
Requirements - 1 Finesse
Durability - 17
Total Defense - 11
+5% Critical Hit Damage

[Boiled Leather Leggings]


Stats:
Requirements - 8 Finesse
Durability - 19
Total Defense - 27
+5% Critical Hit Damage

[Studded Leather Leggings]


Stats:
Requirements - 18 Finesse
Durability - 21
Total Defense - 51
+5% Critical Hit Damage

[Trollhide Leggings]
Stats:
Requirements - 28 Finesse
Durability - 24
Total Defense - 79
+5% Critical Hit Damage

[Dreadscale Leggings]
Stats:
Requirements - 39 Finesse
Durability - 26
Total Defense - 114
+5% Critical Hit Damage

[Farmer's Trousers]
Stats:
Durability - 10
Total Defense - 3
Simple woolen pants.

[Peasant's Trousers]
Stats:
Durability - 10
Total Defense - 3
Simple woolen pants.

[Ragged Leggings]
Stats:
Durability - 7
Total Defense - 2
A torn and tattered pair of trousers.

*----------------*
| [UNQA5] Unique |
*----------------*

[Legplates of Kronash]
Stats:
Type - Might
Durability - 42
+5% Melee Block Efficacy
+8 Armor
+5% Lightning Resistance
+Health
Enchantments on these leggings invoke Ohnshan's protection from threats
of lightning from storms and storm-born creatures.

[Chivalric Chausses]
Stats:
Type - Might
Durability - 48
+5% Melee Block Efficacy
+20% Damage with Melee
+Armor
+5% Experience Bonus
Extravagantly enchanted, thought to be of Archaic Fae design from the
storied Age of Heroes.

[Double-Plated Chausses]
Stats:
Type - Might
Durability - 48
+13% Melee Block Efficacy
+8% Armor
+10% Health
+8% Ranged Block Efficacy
+8% Magic Block Efficacy
Double-plated and double-enchanted by Jottun Runecrafters, resized
for lesser mortals.

[Reinforced Chausses]
Stats:
Type - Might
Durability - 48
+5% Melee Block Efficacy
+Armor
+10% Physical Resistance
+Health
Caria Eiren, a Dokkalfar warrior, charged into battle bare-chested,
relying solely on enchanted armors below her waist.

[Birkita Chausses]
Stats:
Type - Might
Durability - 48
+5% Melee Block Efficacy
+10% Fire Damage
+10% Ice Damage
+10% Lightning Damage
+15% Health
+15% Mana
Formerly possessed by the Warrior-Mage, Brice. Jokull acquired these
after Brice's defeat.

[Archer's Leggings]
Stats:
Type - Finesse
Durability - 39
+5% Critical Hit Damage
+8% Damage with Ranged
+8% Piercing Damage
+Armor
Leggings suited for hunting the most dangerous game.

[Bowie's Leggings]
Stats:
Type - Finesse
Durability - 44
+5% Critical Hit Damage
+10% Physical Damage
+1 Lockpicking
+5% Gold Drops
Bowie was a common thief who rose to become the chief agent and
enforcer for the Hand of Lyria in pre-Arcane Age Rathir.

[Kentigan's Respite]
Stats:
Type - Finesse
Durability - 46
+5% Critical Hit Damage
+10% Armor
+15% Bleeding Resistance
+5% Gold Drops
+5% Experience Bonus
The popular Valor Arena contestant's person effects were auctioned
after his death, with proceeds going to his wife and children.

[Bladedancer's Leggings]
Stats:
Type - Finesse
Durability - 48
+5% Critical Hit Damage
+15% Damage with Daggers and Faeblades
+10% Chance to Critical Hit with Daggers and Faeblades
+10% Critical Hit Damage with Daggers and Faeblades
The title 'Bladedancer' has been associated with the enforcers
of several Traveler Hierophants in recent years.

**--------------------------**
|| ||
[ARM06] || Feet ||
|| ||
**--------------------------**

*--------------------*
| [NONA6] Non-Unique |
*--------------------*

[Flimsy Greaves]
Stats:
Durability - 30
Total Defense - 5
+5% Melee Block Efficacy

[Iron Greaves]
Stats:
Requirements - 1 Might
Durability - 20
Total Defense - 8
+5% Melee Block Efficacy

[Chainmail Greaves]
Stats:
Requirements - 8 Might
Durability - 22
Total Defense - ??
+5% Melee Block Efficacy

[Steel Greaves]
Stats:
Requirements - 12 Might
Durability - 24
Total Defense - 25
+5% Melee Block Efficacy

[Azurite Greaves]
Stats:
Requirements - 19 Might
Durability - 26
Total Defense - 39
+5% Melee Block Efficacy

[Sylvanite Greaves]
Stats:
Requirements - 28 Might
Durability - 28
Total Defense - 56
+5% Melee Block Efficacy

[Prismere Greaves]
Stats:
Requirements - 40 Might
Durability - 30
Total Defense - 83
+5% Melee Block Efficacy

[Old Boots]
Stats:
Durability - 17
Total Defense - 3
+5% Critical Hit Damage

[Leather Boots]
Stats:
Requirements - 1 Finesse
Durability - 17
Total Defense - 6
+5% Critical Hit Damage

[Boiled Leather Boots]


Stats:
Requirements - 8 Finesse
Durability - 19
Total Defense - 13
+5% Critical Hit Damage

[Studded Leather Boots]


Stats:
Requirements - 18 Finesse
Durability - 21
Total Defense - 26
+5% Critical Hit Damage

[Trollhide Boots]
Stats:
Requirements - 28 Finesse
Durability - 24
Total Defense - 40
+5% Critical Hit Damage

[Dreadscale Boots]
Stats:
Requirements - 39 Finesse
Durability - 26
Total Defense - 57
+5% Critical Hit Damage

[Old Shoes]
Stats:
Durability - 20
Total Defense - 2
+10% Mana Regen per Sec

[Cotton Shoes]
Stats:
Requirements - 1 Sorcery
Durability - 15
Total Defense - 4
+10% Mana Regen per Sec

[Linen Shoes]
Stats:
Requirements - 8 Sorcery
Durability - 17
Total Defense - 9
+10% Mana Regen per Sec

[Silk Shoes]
Stats:
Requirements - 18 Sorcery
Durability - 18
Total Defense - 17
+10% Mana Regen per Sec

[Hexweave Shoes]
Stats:
Requirements - 28 Sorcery
Durability - 21
Total Defense - 26
+10% Mana Regen per Sec

[Spiritweave Shoes]
Stats:
Requirements - 39 Sorcery
Durability - 23
Total Defense - 37
+10% Mana Regen per Sec

[Farmer's shoes]
Stats:
Durability - 10
Total Defense - 2
Non-descript leather footwear, not suitable for battle.

[Peasant's Shoes]
Stats:
Durability - 10
Total Defense - 2
Non-descript leather footwear, not suitable for battle.

[Buru's Boots]
Stats:
Durability - 25
Total Defense - 0
Once cursed to make the wearer invisible and untouchable, these
worn boots seem to be all but ruined. Some faint magical energy
can be sensed around them, however -- it is likely they will not
last long.

*----------------*
| [UNQA6] Unique |
*----------------*

[Vasil's War Boots]


Stats:
Type - Might
Durability - 42
+5% Melee Block Efficacy
+5% Elemental Resistance
+5% Bleeding Resistance
+5% Poison Resistance
A Varani princeling had these boots crafted to protect his
witchhunters.

[Grounded Boots]
Stats:
Type - Might
Durability - 44
+5% Melee Block Efficacy
+Armor
+8% Elemental Resistance
+8% Bleeding Resistance
The Warsworn prize such boots for the protection they provide
against sorcerous foes.

[Ardent Greaves]
Stats:
Type - Might
Durability - 46
+5% Melee Block Efficacy
+Health
+2 Health Regen per Sec
+Mana
+1 Mana Regen per Sec
Ardent enchantments are common among the initiates of the Thyrdon
hero cults.

[Bone Greaves]
Stats:
Type - Might
Durability - 48
+5% Melee Block Efficacy
+15% Piercing Damage
+15% Bleeding Damage
+Armor
+Health
So-called because they were recovered by Dokkalfar border rangers
after an encounter with Faer Gorta.

[Earthcrushers]
Stats:
Type - Might
Durability - 48
+5% Melee Block Efficacy
+15% Health
+10% Stun Duration
+10% Chance to Stun
Named for a Jottun Hero said to dance in battle like a capering
jester, crushing the stone beneath him into gravel.

[Unwavering Greaves]
Stats:
Type - Might
Durability - 48
+5% Melee Block Efficacy
+8% Chance to Critical Hit with Edged Weapons
+15% Critical Hit Damage with Edged Weapons
+Armor
+10% Bleeding Resistance
Galeron the Great, a master duelist, used this enchanted footgear
to improve his balance on all surfaces.

[Wicked Sabatons]
Stats:
Type - Might
Durability - 50
+5% Melee Block Efficacy
+18% Physical Damage
+10% Health Stolen per Hit
+10% Chance to Steal Health
Generous, brutal enchantments make these leg-armors a delight for
the most blood-thirsty of warriors.

[Ardra's Greaves]
Stats:
Type - Might
Durability - 50
+15% Melee Block Efficacy
+10% Physical Damage
+10% Armor
+5% Experience Bonus
+10% Ranged Block Efficacy
+10% Magic Block Efficacy
Ardra was a powerful warrior slain in a Valor Arena match by
Tyr Magnus.

[Ellisan Boots]
Stats:
Type - Finesse
Durability - 41
+5% Critical Hit Damage
+10% Damage with Daggers and Faeblades
+Armor
+5% Experience Bonus
The Almain master weaponmaker Ellisan makes and enchants these
remarkable boots for the militia of his town.

[Assassin's Boots]
Stats:
Type - Finesse
Durability - 46
+5% Critical Hit Damage
+15% Damage with Ranged
+15% Damage with Daggers
+10% Bleeding Damage
The master Almain assassin, Gedrick, wore these boots when contracted
to eliminate inconvenient noble nuisances.

[Reaper's Boots]
Stats:
Type - Finesse
Durability - 48
+5% Critical Hit Damage
+Armor
+20% Piercing Resistance
+Health
+10% Chance to Critical Hit
Assassin's boots named for Belen's herald and messenger.

[Sandals of Hama'verk]
Stats:
Type - Sorcery
Durability - 37
+10% Mana Regen per Sec
+Armor
+Mana
+5% Experience Bonus
Footgear lavishly enchanted to enhance the battle readiness of a
novice war mage.

[Boots of Lightning Speed]


Stats:
Type - Sorcery
Durability - 41
+10% Mana Regen per Sec
+15% Lightning Damage
+18% Ice Resistance
+1 Mana Regen per Sec
Created by Ljosalfar enchanters for the late Queen of Storms.

[Whisperskin Sandals]
Stats:
Type - Sorcery
Durability - 41
+10% Mana Regen per Sec
+10% Fire Damage
+10% Ice Damage
+10% Lightning Damage
+10% Bleeding Resistance
+15% Mana
+1 Mana Regen per Sec
Created for the Crossing Keepers, an ancient order of Fae journeymen
that protect the secret sources of Fae magic in Amalur.

**--------------------------**
|| ||
[ARM07] || Shields ||
|| ||
**--------------------------**

Kite Shield = Might


Buckler = Finesse
Talisman = Sorcery (talismans appear to have Ice/Lightning/Fire
element but I don't know if it actually matters.)

*--------------------*
| [NONA7] Non-Unique |
*--------------------*

[Crude Iron Shield]


Stats:
Durability - 20
Total Defense - 11
Blocks 6 Damage

A worn old shield of very poor quality.

[Iron Kite Shield]


Stats:
Requirements - 1 Might
Durability - 20
Total Defense - 15
Blocks 7 Damage

[Steel Kite Shield]


Stats:
Requirements - 8 Might
Durability - 23
Total Defense - 37
Blocks 11 Damage

[Azurite Kite Shield]


Stats:
Requirements - 18 Might
Durability - 26
Total Defense - 73
Blocks 22 Damage

[Sylvanite Kite Shield]


Stats:
Requirements - 28 Might
Durability - 29
Total Defense - 113
Blocks 39 Damage

[Prismere Kite Shield]


Stats:
Requirements - 39 Might
Durability - 32
Total Defense - 162
Blocks 69 Damage

[Elm Buckler]
Stats:
Requirements - 8 Finesse
Durability - 19
Total Defense - 27
Blocks 9 Damage

[Birch Buckler]
Stats:
Requirements - 1 Finesse
Durability - 17
Total Defense - 11
Blocks 6 Damage

[Oak Buckler]
Stats:
Requirements - 18 Finesse
Durability - 21
Total Defense - 51
Blocks 18 Damage

[Ash Buckler]
Stats:
Requirements - 28 Finesse
Durability - 24
Total Defense - 79
Blocks 33 Damage

[Ebony Buckler]
Stats:
Requirements - 39 Finesse
Durability - 26
Total Defense - 114
Blocks 57 Damage

[Copper Talisman]
Stats:
Requirements - 1 Sorcery
Durability - 15
Total Defense - 8
Blocks 4 Damage
+10% Elemental Resistance

[Bronze Talisman]
Stats:
Requirements - 8 Sorcery
Durability - 17
Total Defense - 18
Blocks 7 Damage
+10% Elemental Resistance

[Silver Talisman]
Stats:
Requirements - 18 Sorcery
Durability - 18
Total Defense - 34
Blocks 15 Damage
+10% Elemental Resistance

[Gold Talisman]
Stats:
Requirements - 28 Sorcery
Durability - 21
Total Defense - 52
Blocks 26 Damage
+10% Elemental Resistance

[Platinum Talisman]
Stats:
Requirements - 39 Sorcery
Durability - 23
Total Defense - 74
Blocks 46 Damage
+10% Elemental Resistance

*----------------*
| [UNQA7] Unique |
*----------------*

Requirements on Unique shields appear to change based on level;


Requirements increase as your base level increases.

[The Tower]
Stats:
Type - Might
Durability - 30
Blocks Damage
+5% Physical Damage
+5% Elemental Resistance
+5% Mana
The Tower encourages the Fated to gain a new perspective on their
lives. This card often links to other cards, indicating to the
Fateweaver that the reading may not be as it seems on the surface.

[Aegis of Ahn'Vas]
Stats:
Type - Might
Durability - 43
Blocks Damage
+Armor
+Health
+Mana
Dedicated to Aedwinna Ahn'Vas, a pioneering student of the Order of
the Ash, and patron of Almain sorcery during the flowering of human
magic in the Age of Arcane.

[Stonewall]
Stats:
Type - Might
Durability - 46
Blocks Damage
+Armor
+10% Piercing Resistance
+20% Melee Block Efficacy
+20% Ranged Block Efficacy
+20% Magic Block Efficacy
A truly massive shield believed to have been wielded by an Almain
knight who crafted it from a small piece of stone from his lord's
castle.

[House of Ballads Shield]


Stats:
Type - Might
Durability - 46
Blocks Damage
+10% Piercing Resistance
+Health
+Mana
+25% Melee Block Efficacy
+25% Ranged Block Efficacy
+25% Magic Block Efficacy
An ornate kite shield, emblazoned with the harp emblem of the
House of Ballads.

[Brimstone Barrier]
Stats:
Type - Might
Durability - 49
Blocks Damage
3% Chance to Burn enemies when Blocking
+15% Fire Resistance
Cut from the side of a volcano this shield was forged by a Varani
man who loved exploring.

[Crystalline Barrier]
Stats:
Type - Might
Durability - 52
Blocks Damage
5% Chance to Freeze enemies when Blocking
+20% Piercing Resistance
+20% Ice Resistance
This massive shield, carved from a single crystal from the eastern
hills of Klurikon, looks fragile, but is reinforced by powerful
sorceries.

[Crystalline Barrier]
Stats:
Type - Might
Durability - 52
Blocks Damage
5% Chance to Freeze enemies when Blocking
+20% Piercing Resistance
+20% Ice Resistance
This massive shield, carved from a single crystal from the eastern
hills of Klurikon, looks fragile, but is reinforced by powerful
sorceries.

[Winter's Respite]
Stats:
Type - Might
Durability - 54
Blocks Damage
+Armor
+35% Ice Resistance
This shield, sent as a gift to Rathir on the eve of the Elf-Fae War,
is one of only a few tokens of support from the Wild Alfar to their
Dokkalfar kin.

[The Moon]
Stats:
Type - Finesse
Durability - 25
Blocks Damage
+10% Critical Hit Damage with Melee
+Health
Those fated of The Moon cast light into the darkness, revealing
the truths that most are afraid to face.

[Fae Summer Shield]


Stats:
Type - Finesse
Durability - 39
Blocks Damage
+Armor
+5% Elemental Resistance
Against the Dark / Against the Light / Shield me, Sun / from Winter's
Night

[Orieator's Shield]
Stats:
Type - Finesse
Durability - 44
Blocks Damage
+Armor
+Health
+1 Persuasion
This shield's decorations honor the allied races in Orieator's
Dokkalfar army: the Almain Gold Order, the Ljosalfar Lyrian Grace,
and the Crooked Balance of the Varani.

[Shield of Ambient]
Stats:
Type - Finesse
Durability - 44
Blocks Damage
+1 to Finesse Abilities
+20% Melee Block Efficacy
+20% Ranged Block Efficacy
+20% Magic Block Efficacy
Gnome antiquarian Huon Seles only recently recognized that his Erathi
artifact, apparently just a wall ornament, was actually designed for
use as a skirmisher's shield.

[Shield of Balance]
Stats:
Type - Finesse
Durability - 44
Blocks Damage
+1 to Might Abilities
+1 Finesse Abilities
+1 to Sorcery Abilities
From an obscure Varani chieftain's unmarked barrow on the Erathell
coast. The shield's design refects Varani beliefs about life's
fateful balance of good and bad luck.

[Bran Manan's Shield]


Stats:
Type - Finesse
Durability - 46
Blocks Damage
+20% Ice Resistance
+Mana
Reputedly the young Prince Bran's shield, found in a cave on the
Icebrine Coast, possibly lost when his ship foundered when he and
his people first arrived.

[The Truth]
Stats:
Type - Sorcery
Durability - 20
Blocks Damage
+10% Elemental Resistance
+5% Physical Resistance
+5% Damage with Magic
+5% Health
The card of The Truth is inscribed with a line written in ancient
Dverga: "Those who tell the truth shall die, those who tell the
truth shall live forever." The meaning of this passage is unknown and
hotly debated among Fateweavers.

[Mindshield]
Stats:
Type - Sorcery
Durability - 37
Blocks Damage
+10% Elemental Resistance
+5% Fire Resistance
+Mana
The Ljosalfar enchanter, Vonne Menia, claims this shield wards against
subtle magical assaults and invasions, though she offers no test to
prove this claim.

[Talisman of Arne]
Stats:
Type - Sorcery
Durability - 41
Blocks Damage
+10% Elemental Resistance
3% Chance to Freeze enemies when Blocking
+20% Ice Resistance
+Mana
From a stranger in the woods, the child Arne received this talisman.
When he died, a great sorceror, he gave it in turn to a small child,
who was soon eaten by a bear.

[Soul Lens]
Stats:
Type - Sorcery
Durability - 43
Blocks Damage
+10% Elemental Resistance
5% Chance to Burn enemies when Blocking
A heavily enchanted piece of the Well of Souls, this talisman collects
the life-force of enemies and turns it against them.

[Sorrows Talisman]
Stats:
Type - Sorcery
Durability - 43
Blocks Damage
+10% Elemental Resistance
+1 to Sorcery Abilities
+25% Damage Resistance at Night
+Health at Night
This blessed artifact bears enchantments 'spun from the tears of
the Weeping King for his faithful followers.'

**--------------------------**
|| ||
[SET00] || Sets ||
|| ||
**--------------------------**

Might Sets.......................[SET01]
Finesse Sets.....................[SET02]
Sorcery Sets.....................[SET03]

Like unique equipment, the stats of pieces from sets also depend on
your level. The higher your level the higher its overall damage/defense
and requirements.

*--------------------*
| [SET01] Might Sets |
*--------------------*
_____________________________________________________________________________

[Vigilant Helm]
Durability - 20
+5% Melee Block Efficacy
+0.1 Health Regen per Sec

[Vigilant Cuirass]
Durability - 20
+10% Melee Block Efficacy
+10 Health

[Vigilant Gauntlets]
Durability - 20
+5% Melee Block Efficacy
+2 Physical Damage

[Vigilant Chausses]
Durability - 20
+5% Melee Block Efficacy
+5% Physical Resistance
+5% Piercing Resistance

[Vigilant Greaves]
Durability - 20
+5% Melee Block Efficacy
+2 Armor

Set Bonus:
[2] +10% Stun Duration
[3] +15 Mana
[4] +5% Experience Bonus in Reckoning Mode

_____________________________________________________________________________

[Shepard's Helm]
Durability - 20
+5% Melee Block Efficacy
+10 Health

[Shepard's Cuirass]
Durability - 20
+10% Melee Block Efficacy
+0.1 Health Regen per Sec

[Shepard's Gauntlets]
Durability - 20
+5% Melee Block Efficacy
+5% Chance to Critical Hit

[Shepard's Chausses]
Durability - 20
+5% Melee Block Efficacy
+5% Stun Duration

[Shepard's Greaves]
Durability - 20
+5% Melee Block Efficacy
+5% Physical Resistance
+5% Piercing Resistance

Set Bonus:
[2] +10 Armor
[3] +0.1 Health Regen per Sec
[3] +1 Mana Regen per Sec
[4] +10% Elemental Resistance

Fabled armor of the legendary Shepard, Commander of the Warsworn


after Ballegar.

_____________________________________________________________________________

[The Guardian Helm]


Durability - 30
+5% Melee Block Efficacy
+5% Armor
[The Guardian Cuirass]
Durability - 30
+10% Melee Block Efficacy
+20 Health

[The Guardian Gauntlets]


Durability - 30
+5% Melee Block Efficacy
+5% Stun Duration

[The Guardian Chausses]


Durability - 30
+5% Melee Block Efficacy
+4% Elemental Resistance

[The Guardian Greaves]


Durability - 30
+5% Melee Block Efficacy
+5% Physical Resistance

Set Bonus:
[2] +10% Block Efficacy
[3] +10% Piercing Resistance

The Guardian is the card of faith, truth, and those that stand against
adversity. Those mortals fated with the image of The Guardian will
stand against their foes to the end.

_____________________________________________________________________________

[Ceremonial Helm]
Durability - 42
+5% Melee Block Efficacy
+5% Fire Resistance

[Ceremonail Cuirass]
Durability - 42
+10% Melee Block Efficacy
+4 Armor

[Ceremonial Gauntlets]
Durability - 42
+5% Melee Block Efficacy
+10 Health

[Ceremonial Chausses]
Durability - 42
+5% Melee Block Efficacy
+10 Mana

[Ceremonial Greaves]
Durability - 42
+5% Melee Block Efficacy
+5% Bleeding Resistance

Set Bonus:
[2] +10% Melee Block Efficacy
[2] +10% Ranged Block Efficacy
[2] +10% Magic Block Efficacy
[3] +10 Armor
[4] +25 Health

Belonged to Eswin Earic, a noted mercenary captain and tournament


champion, his first full dress rig. Captain Earic was lost on a raid
in Klurikon.

_____________________________________________________________________________

[Belen's Helm]
Durability - 44
+5% Melee Block Efficacy
+8% Damage

[Belen's Cuirass]
Durability - 44
+10% Melee Block Efficacy
+5% Chance to Stun

[Belen's Chausses]
Durability - 44
+5% Melee Block Efficacy
+6% Piercing Resistance

[Belen's Greaves]
Durability - 44
+5% Melee Block Efficacy
+10% Lightning Resistance

Set Bonus:
[2] +10% Fire Damage
[2] +10% Ice Damage
[2] +10% Lightning Damage
[3] +15% Stun Duration
[4] +15% Piercing Damage

Haeste Aedring, an honored bailiff and reeve, received this armor set
from her patroness, Lady Gudwulf, a fervent follower of Belen.

_____________________________________________________________________________

[Thyrdon's Helm of War]


Durability - 44
+5% Melee Block Efficacy
+10% Damage vs. Tuatha

[Thyrdon's Cuirass of War]


Durability - 44
+10% Melee Block Efficacy
+12% Stun Duration

[Thyrdon's Gauntlets of War]


Durability - 44
+5% Melee Block Efficacy
+25 Health

[Thyrdon's Chausses of War]


Durability - 44
+5% Melee Block Efficacy
+10% Bleeding Resistance

[Thyrdon's Greaves of War]


Durability - 44
+5% Melee Block Efficacy
+20 Mana

Set Bonus:
[2] +15% Chance to Stun
[3] +15% Piercing Resistance
[4] +15% Physical Damage

Onwer Brond, follower of Thyrdon, wore this armor in House of Valor


tournaments. He died at the age of 73 when the Tuatha laid siege to
Rathir.

_____________________________________________________________________________

[Helm of the Martyr]


Durability - 46
+5% Melee Block Efficacy
+12% Damage vs. Jottun and Ettin

[Gauntlets of the Martyr]


Durability - 46
+5% Melee Block Efficacy
+8% Chance to Critical Hit with Melee

[Cuirass of the Martyr]


Durability - 46
+10% Melee Block Efficacy
+10% Physical Resistance
[Chausses of the Martyr]
Durability - 46
+5% Melee Block Efficacy
+10% Critical Hit Damage with Melee

[Greaves of the Martyr]


Durability - 46
+5% Melee Block Efficacy
+24 Armor

Set Bonus:
[2] +15% Chance to Stun
[3] +25% Stun Duration
[4] +15% Damage with Longswords and Hammers

Reann Helgi, a Mitharan Crusader, wore this blessed armor, slaying


eleven ettins before she fell defending Ettinmere homesteaders.

_____________________________________________________________________________

[Helm of the Legion]


Durability - 46
+5% Melee Block Efficacy
+50 Health

[Cuirass of the Legion]


Durability - 46
+10% Melee Block Efficacy
+20 Armor

[Chausses of the Legion]


Durability - 46
+5% Melee Block Efficacy
+12% Fire Resistance

[Greaves of the Legion]


Durability - 46
+5% Melee Block Efficacy
+10% Fire Damage

Set Bonus:
[2] +10% Melee Block Efficacy
[2] +10% Ranged Block Efficacy
[2] +10% Magic Block Efficacy
[3] +2 to Might Abilities
[4] +15% Physical Resistance

Keloren's Legion is renowned as the elite shock-troops of the Alfar


army. This helm belonged to the Captain of the Legion who died in
battle against the Tuatha.

_____________________________________________________________________________

[Helm of Bolgans' Bane]


Durability - 48
+5% Melee Block Efficacy
+15% Physical Damage
A sturdy helmet, designed for maximum protection.

[Cuirass of Bolgans' Bane]


Durability - 48
+10% Melee Block Efficacy
+15% Damage vs. Jottun and Ettin
A heavy metal breastplate, designed for maximum protection.

[Gauntlets of Bolgans' Bane]


Durability - 48
+5% Melee Block Efficacy
+8% Chance to Critical Hit
A pair of heavy gauntlets, designed for maximum protection.

[Chausses of Bolgans' Bane]


Durability - 48
+5% Melee Block Efficacy
+10% Health
A pair of leg-protecting chausses, designed for maximum protection.
[Greaves of Bolgans' Bane]
Durability - 48
+5% Melee Block Efficacy
+10% Mana
A pair of heavy foot-protecting greaves, designed for maximum protection.

Set Bonus:
[2] +15% Critical Hit Damage
[3] +15% Melee Block Efficacy
[3] +15% Ranged Block Efficacy
[3] +15% Magic Block Efficacy
[4] +2 to Might Abilities

_____________________________________________________________________________

[Helm of the Faehunter]


Durability - 48
+5% Melee Block Efficacy
+25 Armor

[Cuirass of the Faehunter]


Durability - 48
+10% Melee Block Efficacy
+1 Stealth

[Chausses of the Faehunter]


Durability - 48
+5% Melee Block Efficacy
+10% Chance to Stun

[Gauntlets of the Faehunter]


Durability - 48
+5% Melee Block Efficacy
+10% Elemental Resistance

[Greaves of the Faehunter]


Durability - 48
+5% Melee Block Efficacy
+5% Critical Hit Damage

Set Bonus:
[2] +10% Melee Block Efficacy
[2] +10% Ranged Block Efficacy
[2] +10% Magic Block Efficacy
[3] +2 to Might Abilities
[4] +25% Physical Damage

Anshelm Faehunter swore to hunt the 'godless Fae' to extinction.


The Fae, admiring his courage and armor, cheerfully slew him from
ambush.

_____________________________________________________________________________

[Helm of Ward Rede]


Durability - 48
+5% Melee Block Efficacy
+5% Chance to Steal Health

[Lewy Tun's Gauntlets]


Durability - 48
+5% Melee Block Efficacy
+10% Physical Damage

[Cuirass of N'gatan]
Durability - 48
+10% Melee Block Efficacy
+50 Health

[Chausses of Rell-Suggs]
Durability - 48
+5% Melee Block Efficacy
+20% Health Stolen per Hit

[Greaves of Har'bah]
Durability - 48
+5% Melee Block Efficacy
+26 Armor

Set Bonus:
[2] +15% Armor
[3] +25% Mana
[4] +2 to Might Abilities

Assembled from the dead of Rathir's Raven Guard. Restored in 'blood


and gold' by the Hand's workshops in tribute to Rathir's defenders.

_____________________________________________________________________________

[Gauntlets of Helius]
Durability - 48
+5% Melee Block Efficacy
+10% Chance to Stun

[Chausses of Helius]
Durability - 48
+5% Melee Block Efficacy
+12% Stun Duration

[Greaves of Helius]
Durability - 48
+5% Melee Block Efficacy
+50 Health

Set Bonus:
[2] +15% Damage during Daytime
[3] +2 Health Regen per Sec
[4] +15% Physical Damage

Received after a vigil and vision at a Helius shrine by Beril Diara,


a hero and a martyr of the early defense of Erathell in the Faelands
War.

_____________________________________________________________________________

[Corthian Helm]
Durability - 48
+5% Melee Block Efficacy
+15% Piercing Damage

[Corthian Cuirass]
Durability - 48
+10% Melee Block Efficacy
+15% Bleeding Resistance

[Corthian Gauntlets]
Durability - 48
+5% Melee Block Efficacy
+15% Ice Damage

[Corthian Chausses]
Durability - 48
+5% Melee Block Efficacy
+16% Fire Resistance

[Corthian Greaves]
Durability - 48
+5% Melee Block Efficacy
+30 Mana

Set Bonus:
[2] +20% Bleeding Resistance
[3] +20% Piercing Resistance
[4] +15% Elemental Resistance

Brought from distant lands by war and trade, this piece of armor is a
remnant of the once mighty Corthian Empire.

_____________________________________________________________________________

[Stern Helm]
Durability - 48
+5% Melee Block Efficacy
+1 Health Regen per Sec

[Seeker's Plate]
Durability - 48
+10% Melee Block Efficacy
+1 Mana Regen per Sec

[Auspice Gauntlets]
Durability - 48
+5% Melee Block Efficacy
+15% Physical Damage

[Dauntless Chausses]
Durability - 48
+5% Melee Block Efficacy
+1 to Might Abilities

[Blazoned Boots]
Durability - 48
+5% Melee Block Efficacy
+10% Armor

Set Bonus:
[2] +15% Armor
[3] +20% Physical Resistance
[4] +15% Elemental Resistance

This ancient armor carries the marks and deeds of Warsworn heroes
gone before. Their watchful spirits guide and protect the wearer
in battle.

_____________________________________________________________________________

[Gaea's Helm]
Durability - 50
+5% Melee Block Efficacy
+20% Lightning Resistance

[Gaea's Cuirass]
Durability - 50
+10% Melee Block Efficacy
+20% Lightning Damage

[Gaea's Gauntlets]
Durability - 50
+5% Melee Block Efficacy
+15% Chance to Steal Health

[Gaea's Chausses]
Durability - 50
+5% Melee Block Efficacy
+10% Chance to Steal Health

[Gaea's Greaves]
Durability - 50
+5% Melee Block Efficacy
+10% Health Stolen per Hit

Set Bonus:
[2] +25% Chance to Stun
[3] +15% Stun Duration
[4] +30 Armor

Blessed with this armor by Gaea, Olley Advar was later struck and
killed by lightning, suggesting he was a disappointment to his patron.

_____________________________________________________________________________

[Wrath's Helm]
Durability - 48
+5% Melee Block Efficacy
+20% Armor

[Vengeance's Cuirass]
Durability - 50
+20% Melee Block Efficacy
+10% Ranged Block Efficacy
+10% Magic Block Efficacy

[Reprisal's Gauntlets]
Durability - 48
+5% Melee Block Efficacy
+10% Mana

[Vindication's Chausses]
Durability - 48
+5% Melee Block Efficacy
+15% Health

[Retribution's Greaves]
Durability - 48
+5% Melee Block Efficacy
+15% Ice Resistance

Set Bonus:
[2] +15% Physical Damage
[3] +15% Elemental Resistance
[4] 25 Ice Damage

First claimed by the Hoolgan the Hungry from the corpse of an unnamed
foe, the stone and steel plates of this armor were painted with blood
every night for six months. The fae spirals have since worn away, but
now it greedily drinks any blood spilled by its master or their victims.

_____________________________________________________________________________

[Helm of the Crucible]


Durability - 50
+5% Melee Block Efficacy
+2 Health Regen per Sec

[Cuirass of (the) Crucible]


Durability - 50
+10% Melee Block Efficacy
+30 Armor

[Chausses of the Crucible]


Durability - 50
+5% Melee Block Efficacy
+18% Lightning Damage

[Gauntlets of the Crucible]


Durability - 50
+5% Melee Block Efficacy
+20% Bleeding Damage

[Greaves of the Crucible]


Durability - 50
+5% Melee Block Efficacy
+2 Health Regen per Sec

Set Bonus:
[2] +25 Armor
[3] +25% Bleeding Damage
[4] +15% Piercing Damage

Thera Adwoldas commissioned this from her beloved companion, the


Dokkalfar master armorer, Neri Conyr.

_____________________________________________________________________________

[Kerrod's Helm]
Durability - 50
+5% Melee Block Efficacy
+80 Mana

[Kerrod's Cuirass]
Durability - 50
+10% Melee Block Efficacy
+80 Health
[Kerrod's Chausses]
Durability - 50
+5% Melee Block Efficacy
+12% Chance to Stun

[Kerrod's Gauntlets]
Durability - 50
+5% Melee Block Efficacy
+15% Physical Resistance

[Kerrod's Greaves]
Durability - 50
+5% Melee Block Efficacy
+8% Chance to Critical Hit

Set Bonus:
[2] +15% Critical Hit Damage
[3] +25% Stun Duration
[4] +35 Armor

Though Kerrod Graine copied a popular tournament design, his


enchantments are improvements in every way upon the original.

_____________________________________________________________________________

[Eagonn's Crested Helm]


Durability - 52
+5% Melee Block Efficacy
+25% Damage vs. Demons

[Eagonn's Cuirass]
Durability - 52
+10% Melee Block Efficacy
+90% Mana

[Eagonn's Chausses]
Durability - 52
+5% Melee Block Efficacy
+20% Fire Resistance

[Eagonn's Gauntlets]
Durability - 52
+5% Melee Block Efficacy
+20% Physical Resistance

[Eagonn's Greaves]
Durability - 52
+5% Melee Block Efficacy
+18% Chance to Stun

Set Bonus:
[2] +20% Fire Damage
[3] +15% Elemental Resistance
[4] +20% Bleeding Resistance

Prince Eagonn, son of a great king, first of the Warsworn, was among
the mightiest demon hunters in recorded history.

_____________________________________________________________________________

Helm & Chest = Might


Gloves & Shoes = Finesse
Legwear = Sorcery

[Kas-ti's Helm]
Durability - 46
+5% Melee Block Efficacy
+10% Fire Resistance
+10% Ice Resistance
+10% Lightning Resistance
+30 Health
This armor belonged to a mystical female warrior with an uncanny
mastery over the elements.

[Tinniat's Hauberk]
Durability - 48
+10% Melee Block Efficacy
+18% Fire Damage
+35 Health
+2 Health Regen per Sec
Tinniat, a battle-priest of Vreakor, drew fire from the earth and
air to rend his enemies and mend his wounds.

[Flint's Hunting Gloves]


Durability - 44
+5% Critical Hit Damage
+15% Damage with Ranged
+10% Piercing Damage
+10% Health
An Almain prince's huntmaster, Flint Aegan died protecting his noble
lord from an assassin's arrow during a family hunting expedition.

[Ergel's Luxurious Legwear]


Durability - 24
+15% Mana Regen per Sec
+2 Dispelling
Magnificent pantaloons, stitched together from cloth-of-gold.

[Dirge's Dancing Shoes]


Durability - 44
+5% Critical Hit Damage
+15% Poison Damage
+15% Poison Resistance
+50 Health
+8% Gold Drops
The Dokkalfar bard, Dirge Gwyngud, lost her reputation, her life, and
these boots trying to wrinkle the honor of a Ljosalfar Justicar.

Set Bonus:
[2] +10% Damage Resistance
[3] +10% Damage
[4] +10% Status Effect Durations
[5] +1 to Might Abilities
[5] +1 to Finesse Abilities
[5] +1 to Sorcery Abilities

_____________________________________________________________________________

*----------------------*
| [SET02] Finesse Sets |
*----------------------*

_____________________________________________________________________________

[Imminent Cap]
Durability - 17
+8% Critical Hit Damage
+0.5 Mana Regen per Sec

[Imminent Vest]
Durability - 17
+12% Critical Hit Damage
+5% Chance to Evade

[Imminent Gloves]
Durability - 17
+10% Critical Hit Damage

[Imminent Leggings]
Durability - 17
+5% Critical Hit Damage
+0.1 Health Regen per Sec

[Imminent Boots]
Durability - 17
+5% Critical Hit Damage
+5% Chance to Critical Hit

Set Bonus:
[2] +10% Bleeding Damage
[2] +10% Bleeding Duration
[3] +2 Stealth
[4] +5% Experience Bonus in Reckoning Mode

_____________________________________________________________________________

[The Running Man Hood]


Durability - 25
+8% Critical Hit Damage
+5% Physical Resistance

[The Running Man Armor]


Durability - 25
+12% Critical Hit Damage
+5% Armor

[The Running Man Leggings]


Durability - 25
+5% Critical Hit Damage
+15% Fire Resistance

[The Running Man Gloves]


Durability - 25
+5% Critical Hit Damage
+5% Poison Resistance

[The Running Man Boots]


Durability - 25
+5% Critical Hit Damage
+5% Damage Resistance while Dodging

Set Bonus:
[2] +10% Health
[3] +10% Critical Hit Damage with Melee

The Running Man is a card of desperation. It, like the armor crafted in
its name, indicates someone in need of safety and security. The Circle
of Therosin believed that the Running Man also indicated a fate that
could be changed.

_____________________________________________________________________________

[Perfidious Cap]
Durability - 39
+8% Critical Hit Damage
+20 Health

[Perfidious Armor]
Durability - 39
+12% Critical Hit Damage
+5% Fire Resistance

[Perfidious Gloves]
Durability - 39
+5% Critical Hit Damage
+1 Lockpicking

[Perfidious Leggings]
Durability - 39
+5% Critical Hit Damage
+1 Stealth

[Perfidious Boots]
Durability - 39
+5% Critical Hit Damage
+17% Mana

Set Bonus:
[2] +2 to Finesse Abilities
[3] +1 Mana Regen per Sec
[4] +8% Elemental Resistance

A rival clan gifted Lord Amberwood with armor for his private guard.
Then similarly dressed assassins slew Amberwood and his whole family.

_____________________________________________________________________________

[Mercenary's Cap]
Durability - 39
+8% Critical Hit Damage
+6% Gold Drops

[Mercenary's Armor]
Durability - 39
+12% Critical Hit Damage
+6% Experience Bonus

[Mercenary's Gloves]
Durability - 39
+5% Critical Hit Damage
+10% Damage with Ranged

[Mercenary's Leggings]
Durability - 39
+5% Critical Hit Damage
+10% Lightning Resistance

[Mercenary's Boots]
Durability - 39
+5% Critical Hit Damage
+1 to Finesse Abilities

Set Bonus:
[2] +2 Stealth
[3] +2 Lockpicking
[4] +15% Chance to Critical Hit

Sparing no expense, lords prefer their mercenaries arrayed in stylish,


distinctive armors as testament to their noble wealth and taste.

_____________________________________________________________________________

[Captain's Fine Cap]


Durability - 41
+8% Critical Hit Damage
+15% Damage while at low Health

[Captain's Armor]
Durability - 41
+12% Critical Hit Damage
+18 Armor

[Captain's Leggings]
Durability - 41
+13% Critical Hit Damage

[Captain's Gloves]
Durability - 41
+5% Critical Hit Damage
+5% Chance to Critical Hit

[Captain's Boots]
Durability - 41
+5% Critical Hit Damage
+1 Stealth

Set Bonus:
[2] +20% Health
[3] +20% Mana
[4] +2 to Finesse Abilities

Captain Gidian Kylaras fell defending his small Dalentarth garrison


from attacking Tuatha. The captain's spirit and courage survives in
his armor.

_____________________________________________________________________________

[Vekreth's Cap]
Durability - 41
+8% Critical Hit Damage
+20% Physical Damage vs. Heavily Wounded Targets

[Vekreth's Armor]
Durability - 41
+12% Critical Hit Damage
+16% Physical Resistance while at low Health

[Vekreth's Gloves]
Durability - 41
+13% Critical Hit Damage

[Vekreth's Leggings]
+5% Critical Hit Damage
+22 Armor

[Vekreth's Boots]
Durability - 41
+5% Critical Hit Damage
+5% Melee Block Efficacy
+5% Ranged Block Efficacy
+5% Magic Block Efficacy

Set Bonus:
[2] +15% Critical Hit Damage
[3] +2 to Finesse Abilities
[4] +25% Health

'My might is my right,' say Vekreth's followers. They are proud and
disciplined, united in despising weakness, casually brutal in pursuit
of their own interests.

_____________________________________________________________________________

[Cap of Proletary]
Durability - 44
+8% Critical Hit Damage
+20% Fire Resistance

[Brewmaster's Harness]
Durability - 44
+12% Critical Hit Damage
+10% Physical Resistance

[Gloves of Ozzie]
Durability - 44
+5% Critical Hit Damage
+1 Mana Regen per Sec

[Leggings of Beacons]
Durability - 44
+5% Critical Hit Damage
+23% Poison Resistance

[Boots of the Zodiac]


Durability - 44
+5% Critical Hit Damage
+28 Armor

Set Bonus:
[2] +2 to Finesse Abilities
[3] +25% Poison Damage
[4] +25% Damage with Bows

A gift from a Massariol Brewmaster, aged in a cask of mead, this


armor radiates magical power and sweet, potent fumes of fermented
honey.

_____________________________________________________________________________

[Lunala's Cap]
Durability - 44
+8% Critical Hit Damage
+10% Physical Resistance

[Lunala's Armor]
Durability - 44
+12% Critical Hit Damage
+7% Elemental Resistance

[Lunala's Leggings]
Durability - 44
+5% Critical Hit Damage
+24 Armor

[Lunala's Gloves]
Durability - 44
+5% Critical Hit Damage
+10% Chance to Critical Hit

[Lunala's Boots]
Durability - 44
+5% Critical Hit Damage
+18% Fire Resistance

Set Bonus:
[2] +15% Damage Resistance
[2] +20% Critical Hit Damage
[3] +15% Melee Block Efficacy
[3] +15% Ranged Block Efficacy
[3] +15% Magic Block Efficacy
[4] +15% Chance to Stun

Standing over her murdered husband, Allyn prayed to the moon for
justice. Beneath her beloved's corpse she discovered this enchanted
armor.

Standing over the corpse of her now deceased husband Allyn, a Varani
woman, wept tears upon the ground. Staring up at the full moon as it
reached its zenith in the sky Allyn prayed to Lunala for strength in
her darkest hour. For twenty-four hours until the moon reached its
zenith once again she prayed on as her husband's body was taken from
the field. Once done she turned to head back to town when a sparkle
of light in the bushes nearby caught her attention.

_____________________________________________________________________________

[Cap of the Wanderer]


Durability - 44
+8% Critical Hit Damage
+8% Chance to Critical Hit

[Armor of the Wanderer]


Durability - 44
+20% Critical Hit Damage

[Gloves of the Wanderer]


Durability - 44
+5% Critical Hit Damage
-20% Equip Requirements

[Leggings of the Wanderer]


+5% Critical Hit Damage
+1 Lockpicking

[Boot of the Wanderer]


+5% Critical Hit Damage
+12% Elemental Resistance

Set Bonus:
[2] +15% Poison Damage
[3] +20% Bleeding Resistance
[4] +2 to Finesse Abilities

Surrounded by foes, Corin hid in a cave, where he found this armor.


In his new-found armor, Corin faced his enemies, and they died.

_____________________________________________________________________________

[Magnon's Cap]
Durability - 46
+8% Critical Hit Damage
+90 Health

[Magnon's Armor]
Durability - 46
+12% Critical Hit Damage
+75 Mana

[Magnon's Gloves]
Durability - 46
+5% Critical Hit Damage
+8% Chance to Critical Hit

[Magnon's Leggings]
Durability - 46
+15% Critical Hit Damage

[Magnon's Boots]
Durability - 46
+5% Critical Hit Damage
+20% Lightning Resistance

Set Bonus:
[2] +15% Lightning Damage
[3] +2 Health Regen per Sec
[4] +15% Damage

All that remains of the Almain warlord, Magnon, is armor stripped from
his corpse and worn thereafter by foes of cruel tyranny.

_____________________________________________________________________________

[Armor of Justice]
Durability - 46
+12% Critical Hit Damage
+8% Chance to Critical Hit

[Gloves of Justice]
Durability - 46
+5% Critical Hit Damage
+20% Poison Damage

[Leggings of Justice]
Durability - 46
+5% Critical Hit Damage
+32 Armor

[Boots of Justice]
Durability - 46
+5% Critical Hit Damage
+1 Stealth

Set Bonus:
[2] +25% Damage Resistance
[2] +15% Health Stolen per Hit
[3] +15% Critical Hit Damage
[4] +30% Bleeding Resistance

In Dalentarth, Emmery fell into a deep sleep. He awoke wearing this


Fae-forged armor, half-smothered in the blood of slain Brownies.

_____________________________________________________________________________

[Shadowskin Cowl]
Durability - 46
+8% Critical Hit Damage
+1 Stealth

[Shadowskin Vest]
Durability - 46
+32% Critical Hit Damage

[Shadowskin Gloves]
Durability - 46
+5% Critical Hit Damage
+15% Fire Resistance

[Shadowskin Leggings]
Durability - 46
+5% Critical Hit Damage
+18% Mana
[Shadowskin Boots]
Durability - 46
+5% Critical Hit Damage
+10% Gold Drops

Set Bonus:
[2] +15% Chance to Critical Hit
[3] +25% Fire Damage
[4] +10% Experience Bonus

Crafted from scraps of the Shroud of Omission, this armor causes


the wearer to slip beneath the notice of nearby observers.

_____________________________________________________________________________

[Cap of the Ascendant]


Durability - 48
+8% Critical Hit Damage
+1 Health Regen per Sec

[Armor of the Ascendant]


Durability - 48
+12% Critical Hit Damage
+35 Armor

[Gloves of the Ascendant]


Durability - 48
+5% Critical Hit Damage
+10% Chance to Critical Hit

[Leggings of the Ascendant]


Durability - 48
+5% Critical Hit Damage
+15% Chance to Stun

[Boots of the Ascendant]


Durability - 48
+5% Critical Hit Damage
+15% Melee Block Efficacy
+15% Ranged Block Efficacy
+15% Magic Block Efficacy

Set Bonus:
[2] +15% Stun Duration
[3] +30% Health
[4] +15% Chance to Critical Hit

Legends say his armor is all that remained behind when the gods
transported a worthy hero directly into the sky to shimmer like a star.

_____________________________________________________________________________

Helm & Chest = Might


Gloves & Shoes = Finesse
Legwear = Sorcery

[Kas-ti's Helm]
Durability - 46
+5% Melee Block Efficacy
+10% Fire Resistance
+10% Ice Resistance
+10% Lightning Resistance
+30 Health
This armor belonged to a mystical female warrior with an uncanny
mastery over the elements.

[Tinniat's Hauberk]
Durability - 48
+10% Melee Block Efficacy
+18% Fire Damage
+35 Health
+2 Health Regen per Sec
Tinniat, a battle-priest of Vreakor, drew fire from the earth and
air to rend his enemies and mend his wounds.

[Flint's Hunting Gloves]


Durability - 44
+5% Critical Hit Damage
+15% Damage with Ranged
+10% Piercing Damage
+10% Health
An Almain prince's huntmaster, Flint Aegan died protecting his noble
lord from an assassin's arrow during a family hunting expedition.

[Ergel's Luxurious Legwear]


Durability - 24
+15% Mana Regen per Sec
+2 Dispelling
Magnificent pantaloons, stitched together from cloth-of-gold.

[Dirge's Dancing Shoes]


Durability - 44
+5% Critical Hit Damage
+15% Poison Damage
+15% Poison Resistance
+50 Health
+8% Gold Drops
The Dokkalfar bard, Dirge Gwyngud, lost her reputation, her life, and
these boots trying to wrinkle the honor of a Ljosalfar Justicar.

Set Bonus:
[2] +10% Damage Resistance
[3] +10% Damage
[4] +10% Status Effect Durations
[5] +1 to Might Abilities
[5] +1 to Finesse Abilities
[5] +1 to Sorcery Abilities

_____________________________________________________________________________

*----------------------*
| [SET03] Sorcery Sets |
*----------------------*

_____________________________________________________________________________

[Pensive Cowl]
Durability - 15
+15% Mana Regen per Sec
+4 Mana

[Pensive Robes]
Durability - 15
+30% Mana Regen per Sec
+5% Chance to Critical Hit with Magic

[Pensive Handwraps]
Durability - 15
+10% Mana Regen per Sec
-10% Mana Costs

[Pensive Shoes]
Durability - 15
+10% Mana Regen per Sec
+0.5 Mana Regen per Sec

Set Bonus:
[2] +10% Ice Damage
[3] +14 Mana
[4] +5% Experience Bonus in Reckoning Mode

_____________________________________________________________________________

[The Valley Cowl]


Durability - 20
+15% Mana Regen per Sec
-5% Mana Costs

[The Valley Robes]


Durability - 20
+30% Mana Regen per Sec
+20 Health
[The Valley Handwraps]
Durability - 20
+10% Mana Regen per Sec
+5% Critical Hit Damage with Magic

[The Valley Shoes]


Durability - 20
+10% Mana Regen per Sec
+5% Lightning Damage

Set Bonus:
[2] +10% Elemental Resistance
[3] +1 Mana Regen per Sec

The Valley represents a division in the lives of those fated with


this card. For better or for worse, the challenges ahead will split
them in two directions. Usually, this is metaphorical.

_____________________________________________________________________________

[Frostweave Cowl]
Durability - 37
+15% Mana Regen per Sec
+20 Mana

[Frostweave Robes]
Durability - 37
+30% Mana Regen per Sec
+17 Health

[Frostweave Handwraps]
Durability - 37
+10% Mana Regen per Sec
+5% Physical Resistance

[Frostweave Shoes]
Durability - 37
+10% Mana Regen per Sec
+5% Elemental Resistance

Set Bonus:
[2] +1 Mana Regen per Sec
[3] +2 Health Regen per Sec
[4] +12 Armor

The Order of Ash has prescribed enchanted armors like this as standard
starting kit for apprentice spellcasters.

_____________________________________________________________________________

[Cowl of Sorrows]
Durability - 38
+15% Mana Regen per Sec
+1 Mana Regen per Sec

[Robes of Sorrow]
Durability - 38
+30% Mana Regen per Sec
+1 Health Regen per Sec

[Gloves of Sorrow]
Durability - 38
+10% Mana Regen per Sec
-20% Mana Costs

[Sandals of Sorrow]
Durability - 38
+10% Mana Regen per Sec
+10% Health

Set Bonus:
[2] +15% Fire Damage
[2] +15% Ice Damage
[2] +15% Lightning Damage
[3] +2 to Sorcery Abilities
[4] +15% Elemental Resistance

The Weeping King's followers enlisted these relics in their crusade


against the despair threatening to overwhelm the House of Sorrows.

_____________________________________________________________________________

[Vraekor's Cowl]
Durability - 38
+15% Mana Regen per Sec
+10% Lightning Damage

[Vraekor's Robes]
Durability - 38
+30% Mana Regen per Sec
+15% Lightning Resistance

[Vraekor's Handwraps]
Durability - 38
+10% Mana Regen per Sec
+10% Ice Damage

[Vraekor's Shoes]
Durability - 38
+10% Mana Regen per Sec
+15% Ice Resistance

Set Bonus:
[2] +25% Mana
[3] +20% Health
[4] +15% Elemental Resistance

Elemental spellcasters and Bassawin war-priests worship Vraekor,


god of fire, in search of his arcane secrets.

_____________________________________________________________________________

[Harbinger's Cowl]
Durability - 41
+15% Mana Regen per Sec
+10% Fire Damage
+10% Ice Damage
+10% Lightning Damage

[Harbinger's Vestments]
Durability - 41
+30% Mana Regen per Sec
+10% Elemental Resistance

[Harbinger's Handwraps]
Durability - 38
+10% Mana Regen per Sec
+45 Mana

[Harbinger's Shoes]
Durability - 41
+10% Mana Regen per Sec
+24 Armor

Set Bonus:
[2] +2 to Sorcery Abilities
[3] +2 Mana Regen per Sec
[4] +25% Physical Resistance

These enchanted garments belonged to Garvin Dulac. Once a lowly


scribe, his fortunes changed when he became the first human to
command the elements.

_____________________________________________________________________________

[Arcanist's Cowl]
Durability - 41
+15% Mana Regen per Sec
+16% Fire Damage

[Arcanist's Robe]
Durability - 41
+30% Mana Regen per Sec
+1 to Sorcery abilities

[Arcanist's Handwraps]
Durability - 41
+10% Mana Regen per Sec

[Arcanist's Shoes]
Durability - 43
+10% Mana Regen per Sec
+10% Chance to Stun

Set Bonus:
[2] +25% Fire Damage
[3] +15% Elemental Resistance
[4] +25% Mana

The Scholia Arcana occasionally honors the most respectable and


accomplished spellcasters with enchanted relics like these.

_____________________________________________________________________________

[Tuatha Cowl]
Durability - 41
+15% Mana Regen per Sec

[Tuatha Robes]
Durability - 41
+30% Mana Regen per Sec

[Tuatha Handwraps]
Durability - 41
+10% Mana Regen per Sec

[Tuatha Shoes]
Durability - 45
+10% Mana Regen per Sec

Set Bonus:
[2] +20% Elemental Resistance
[3] +25% Mana
[4] +2 Mana Regen per Sec

King Gadflow dresses Tuatha Deohn mages uniformly in these


sumptuous, prismere-studded enchanted garments.

_____________________________________________________________________________

[Lachlan's Cowl]
Durability - 41
+15% Mana Regen per Sec
+15% Fire Damage

[Lachlan's Robe]
Durability - 41
+30% Mana Regen per Sec
+18% Fire Resistance

[Lachlan's Handwraps]
Durability - 41
+10% Mana Regen per Sec
+2 Health Regen per Sec

[Lachlan's Shoes]
Durability - 41
+10% Mana Regen per Sec
+1 Mana Regen per Sec

Set Bonus:
[2] +25% Mana
[3] +20% Fire Damage
[3] +20% Ice Damage
[3] +20% Lightning Damage
[4] 10% Chance to Burn enemies when Attacked
'I have mastered all Vraekor's secrets,' Lachlan boasted. These relics
were found unmarked among his ashes. The gods will not be mocked.

_____________________________________________________________________________

[House of Ballads Hood]


Durability - 41
+15% Mana Regen per Sec
+10% Health
This hood is known as the "Will of Keozai" in honor of the Ring of
Keozai. They are worn by House of Ballads Knights, guardians of ancient
secrets beyond mortal understanding.

[House of Ballads Robes]


Durability - 41
+30% Mana Regen per Sec
+10% Mana
These robes are known as the "Heart of Keozai" in honor of the Ring of
Keozai. They are worn by House of Ballads Knights, guardians of ancient
secrets beyond mortal understanding.

[House of Ballads Gloves]


Durability - 41
+10% Mana Regen per Sec
+15% Chance to Critical Hit with Magic
These gloves are known as the "Hands of Keozai" in honor of the Ring
of Keozai. They are worn by House of Ballads Knights, guardians of
ancient secrets beyond mortal understanding.

[House of Ballads Slippers]


Durability - 41
+10% Mana Regen per Sec
+10% Armor
These slippers are known as the "Speed of Keozai" in honor of the Ring
of Keozai. They are worn by House of Ballads Knights, guardians of
ancient secrets beyond mortal understanding.

Set Bonus:
[2] +15% Critical Hit Damage with Magic
[3] +10% Melee Block Efficacy
[3] +10% Ranged Block Efficacy
[3] +10% Magic Block Efficacy
[4] +15% Health

_____________________________________________________________________________

[Cowl of the Dark Empyrean]


Durability - 41
+15% Mana Regen per Sec
+10% Elemental Resistance
This cowl emanate a dire sense of power, and is styled in an
antiquated manner.

[Robes of the Dark Empyrean]


Durability - 41
+30% Mana Regen per Sec
+10% Fire Damage
+10% Ice Damage
+10% Lightning Damage
These robes emanate a dire sense of power, and is styled in an
antiquated manner.

[Grasp of the Dark Empyrean]


Durability - 41
+10% Mana Regen per Sec
+10% Critical Hit Damage with Magic
These gloves emanate a dire sense of power, and is styled in an
antiquated manner.

[Boots of the Dark Empyrean]


Durability - 43
+10% Mana Regen per Sec
+5% Critical Hit Damage with Magic
These boots emanate a dire sense of power, and is styled in an
antiquated manner.
Set Bonus:
[2] +25% Mana
[3] +15% Health
[4] +2 to Sorcery Abilities

_____________________________________________________________________________

[Cowl of the Divine Grasp]


Durability - 45
+15% Mana Regen per Sec
+100 Mana

[Robe of the Divine Grasp]


Durability - 45
+30% Mana Regen per Sec
+35 Armor

[Handwraps of the Divine Grasp]


Durability - 45
+10% Mana Regen per Sec
+15% Fire Damage
+15% Ice Damage
+15% Lightning Damage

[Shoes of the Divine Grasp]


Durability - 41
+10% Mana Regen per Sec
+18% Elemental Resistance

Set Bonus:
[2] +2 Mana Regen per Sec
[3] +25% Armor
[4] +20% Physical Resistance

The mage Zelek dedicated these relics to Lyria, his patron. An initiate
of Vekreth slew Zelek, defiled them, and tossed them in a midden.

_____________________________________________________________________________

[Cowl of Seasons]
Durability - 41
+15% Mana Regen per Sec
+70 Health

[Robes of Seasons]
Durability - 43
+30% Mana Regen per Sec
+16% Lightning Damage

[Handwraps of Seasons]
Durability - 43
+10% Mana Regen per Sec
+10% Gold Drops

[Shoes of Seasons]
Durability - 43
+10% Mana Regen per Sec
+20% Fire Resistance

Set Bonus:
[2] +15% Lightning Resistance
[3] +25% Mana
[4] 10% Chance to Shock enemies when Attacked

These garments are all that remain of mystical Summer Fae House of
Seasons.

_____________________________________________________________________________

[Aryllia's Cowl]
Durability - 43
+15% Mana Regen per Sec
+20% Ice Damage

[Aryllia's Robes]
Durability - 43
+30% Mana Regen per Sec
+13% Ice Resistance

[Aryllia's Handwraps]
Durability - 43
+10% Mana Regen per Sec
+1 Mana Regen per Sec

[Aryllia's Shoes]
Durability - 43
+10% Mana Regen per Sec
+80 Health

Set Bonus:
[2] +15% Ice Resistance
[3] +25% Mana
[4] 10% Chance to Freeze enemies when Attacked

Praying to Aryllia for the favor of a haughty mistress, a shabby


apprentice received this gift to gain an archmage's love.

_____________________________________________________________________________

[Enke's Cowl]
Durability - 43
+15% Mana Regen per Sec
+25% Damage Resistance vs. Undead

[Enke's Robe]
Durability - 43
+30% Mana Regen per Sec
-15% Mana Costs

[Enke's Handwraps]
Durability - 43
+10% Mana Regen per Sec
-25% Equip Requirements

[Enke's Shoes]
Durability - 43
+10% Mana Regen per Sec
+20% Ice Damage

Set Bonus:
[2] -35% Mana Costs
[3] +30% Mana
[4] +15% Fire Damage
[4] +15% Ice Damage
[4] +15% Lightning Damage

Enke, a Gnome enchanter, crusaded against necromancers, and prepared


these relics to protect him from their undead servitors.

_____________________________________________________________________________

Helm & Chest = Might


Gloves & Shoes = Finesse
Legwear = Sorcery

[Kas-ti's Helm]
Durability - 46
+5% Melee Block Efficacy
+10% Fire Resistance
+10% Ice Resistance
+10% Lightning Resistance
+30 Health
This armor belonged to a mystical female warrior with an uncanny
mastery over the elements.

[Tinniat's Hauberk]
Durability - 48
+10% Melee Block Efficacy
+18% Fire Damage
+35 Health
+2 Health Regen per Sec
Tinniat, a battle-priest of Vreakor, drew fire from the earth and
air to rend his enemies and mend his wounds.

[Flint's Hunting Gloves]


Durability - 44
+5% Critical Hit Damage
+15% Damage with Ranged
+10% Piercing Damage
+10% Health
An Almain prince's huntmaster, Flint Aegan died protecting his noble
lord from an assassin's arrow during a family hunting expedition.

[Ergel's Luxurious Legwear]


Durability - 24
+15% Mana Regen per Sec
+2 Dispelling
Magnificent pantaloons, stitched together from cloth-of-gold.

[Dirge's Dancing Shoes]


Durability - 44
+5% Critical Hit Damage
+15% Poison Damage
+15% Poison Resistance
+50 Health
+8% Gold Drops
The Dokkalfar bard, Dirge Gwyngud, lost her reputation, her life, and
these boots trying to wrinkle the honor of a Ljosalfar Justicar.

Set Bonus:
[2] +10% Damage Resistance
[3] +10% Damage
[4] +10% Status Effect Durations
[5] +1 to Might Abilities
[5] +1 to Finesse Abilities
[5] +1 to Sorcery Abilities

_____________________________________________________________________________

----------------------88------------------------------88
----------------------88------------------------------88
88 88
88 88
88 88
**------------------------------**
|| ||
[ACS00] || Accessories ||
|| ||
**------------------------------**

These basically give you what the prefix/suffixes on it give and nothing
more. You can equip two rings at once. You cannot salvage anything from
accessories, unfortunately.

Necklaces..................................[ACS01]
Non-Unique.......................[NONX1]
Unique...........................[UNQX1]
Rings......................................[ACS02]
Non-Unique.......................[NONX2]
Unique...........................[UNQX2]

**--------------------------**
|| ||
[ASC01] || Necklaces ||
|| ||
**--------------------------**

*--------------------*
| [NONX1] Non-Unique |
*--------------------*

[Copper Pendant]
A simple copper pendant.

[Silver Amulet]
This silver amulet glows faintly with an inner light.

[Golden Pendant]
This heavy golden pendant hums with magical power.

[Platinum Amulet]
Platinum amulets like this one are crafted to store
powerful enchantments.

[Amulet of Rithen]
An enchanted amulet, unremarkable in design save for a strange
warmth emanating from its center.

[Heartstone]
A seemingly plain amulet, given to you by the mysterious fae, Bisarane.

[Murghan Charm]
A special charm worn by Bareth to keep the murghan at bay.

[Royal Seal of Ansilla]


This finely crafted silver medallion with green jeweled inlay bears
the emblem of the royal House of Ansilla, an ancient family line in
the Caeled Coast.

[St. Hadwyn's Beads]


Prayer beads sanctified by contact with the holy relics of St. Hadwyn.

*----------------*
| [UNQX1] Unique |
*----------------*

[Ancient Phylactery]
+15% Chance to Critical Hit with Magic
+15% Critical Hit Damage with Magic

[Barbed Necklace]
+8% Piercing Damage
+3% Chance to Critical Hit
+8% Bleeding Resistance

[Burial Torc]
+20% Damage vs. Niskaru
25% Chance to Steal 20 Health per Hit vs Niskaru

[Coral Necklace]
+20% Damage
Found by an expedition of Gnomes in the Northern Isles, this sea
shell necklace aids in almost any combat situation.

[Doctor's Medallion]
+10% Poison Resistance
+10% Health
+10% Health Regen per Sec
A comfort to the bearer who would brave danger to bring succour to
the afflicted.

[Dokkalfar Brooch]
+20% Damage at Night
+2 Health Regen per Sec
+1 Sagecraft

[Fae Clasp]
+5% Chance to Critical Hit
+5% Critical Hit Damage
+1 Stealth

[Heartstone]
+20% Health Regen per Sec while at low health
A talisman to bring hope to a [your race] warrior in the darkest hour.

[Hopestone]
+5% Fire Damage
+5% Ice Damage
+5% Lightning Damage
+5% Elemental Resistance
This bright stone amulet was enchanted by a long forgotten order with
magics quite uncommon in their time.

[Jottun War Beads]


+5% Damage
+5% Damage Resistance
A relic of the mighty Jottun people, these war-beads were crafted in
bulk to aid the warriors in hunting prey.

[Lunala's Tear]
+20% Fire Damage
+20% Ice Damage
+20% Lightning Damage
+90 Mana
It is said that Lunala, Goddess of the Moon, suffered a pain so great
that traces of her tears fell from the heavens to Amalur.

[Nyralim's Grace]
+10% Elemental Resistance
The living sap of Nyralim, fashioned into an ornate and slightly
sticky pendant by the great tree's tenders. To its wearer, it conveys
the vitality and resilience of nature itself. It smells like aged
oak, cherry blossoms, and benevolence.

[Pendant of Warmth]
+10% Fire Damage
+16% Ice Resistance
This pendant bears the essence of the heart of a Paragon Barghest.

[Pendant of Unbridled Rage]


+40% Physical Damage while at low Health
10% Chance to Steal 30 Health per Hit
Fills the bearer with rage, the better to pound their enemies into
bloody puddles upon the ground.

[Rimescathe]
+15% Physical Resistance
+85 Mana
-20% Mana Costs

[Spellguard]
+12% Elemental Resistance

[St. Hadwyn's Beads]


+15% Damage vs. Niskaru
Prayer beads sanctified by contact with the holy relics of St. Hadwyn.

[Strand of the Shifting Seas]


+5% Chance to Steal 20 Health per Hit
+5% Chance to Steal 20 Mana per Hit

[The Hunter's Friend]


+6% Damage with Ranged
+6% Damage vs. Beasts
+1 Stealth
An amulet blessed by the Lords of the Chase, a member of the Court
of Summer, said to fortify even the greatest of hunters.

[Thresh's Seal]
+1 to Might abilities
+1 to Finesse abilities
+1 to Sorcery abilities

[Tribal Necklace]
+8% Fire Damage
+8% Ice Damage
+8% Lightning Damage
+35 Mana
+1.5 Mana Regen per Sec

[Warrior's Lament]
+20 Health
+10% Stun Duration
+3% Chance to Stun

**--------------------------**
|| ||
[ASC02] || Rings ||
|| ||
**--------------------------**
*--------------------*
| [NONX2] Non-Unique |
*--------------------*

[Copper Ring]
A simple band of copper, inbued with magic.

[Bronze Ring]
A bronze ring, glittering with magical energy.

[Silver Ring]
An enchanted silver band.

[Gold Ring]
A loop of purest gold, sparkling with arcane energy.

[Platinum Ring]
Platinum bands of this kind are capable of storing more potent
enchantments than lesser rings of gold or silver.

[Enconeg's Ring]
A wedding ring owned by Enconeg Holn, a crazy fisherman of
Ettinmere. It looks valuable.

[Irion's Wedding Band]


A simple wedding band, once worn by Irion, leader of Moon Camp.

[Ratofer's Ring]
A delicate ring. It is tarnished with age. There seems to be an
inscription on the band, but it is illegible.

[Ring of Fyragnos]
A strange ring that seems to warm to the touch. Inscribed in the
band is the phrase "In Canyon's end Fyragnos sleeps, and waits to
rise again."

[Skoria Family Ring]


This ring belongs to Adath Skoria, patriarch of Skoria Mine in
central Apotyre.

[Wedding Ring]
Based on the engraving, this simple ring appears to be sentimental
value. The inscription reads: With Love to my Camden, Gizela.

[Wyvyrn-Gifre Signet]
The signet ring of Ebsol Wyvyrn-Gifre, of the Rathir Wyvyrn-Gifres.

*----------------*
| [UNQX2] Unique |
*----------------*

[Adept's Ring]
+7% Fire Damage
+7% Ice Damage
+7% Lightning Damage
+20 Mana
-8% Mana Costs
A ring marking the bearer as having earned the rights and honors of
the rank of Adept in Scholia Arcana.

[Archsage's Ring]
+15% Fire Damage
+15% Ice Damage
+15% Lightning Damage
+30 Mana
-10% Mana Costs
A ring marking the bearer as having earned the rights and honors
of the rank of Archsage in Scholia Arcana.

[Ballads Signet Ring]


+5% Damage
+5% Damage Resistance
This ring bears the harp crest of the House of Ballads.

[Cruscendant Seal]
+14% Experience Bonus

[Divine Signet]
+35% Physical Damage
+20% Physical Resistance
+15% Gold Drops

[Docent's Ring]
+5% Fire Damage
+5% Ice Damage
+5% Lightning Damage
+15 Mana
-7% Mana Costs
A ring marking the bearer as having earned the rights and honors of
the rank of Docent in Scholia Arcana.

[Dvergan Emerald]
+5% Piercing Damage
+8% Physical Resistance
+35 Health

[Electric Band]
+8% Lightning Damage
+8% Lightning Resistance

[Elund's Ring]
+10% Physical Damage
+5% Gold Drops
A ring made to protect the Elund of Rathir, given in the hopes that
its blessings may help save the sister city across the waters.

[Evalyne's Ring]
+10% Health
+10% Mana
A simple golden ring.

[Frissel Band]
+50 Health
+1 Alchemy
+1 Blacksmithing
+1 Sagecraft

[Frostmoon]
+10% Ice Damage at Night
+10% Ice Damage
+50 Mana

[Fulmin Ring]
+1 to Might abilities
-15% Equip Requirements

[Gnomish Energy Band]


+25 Mana
+1.5 Mana Regen per Sec

[Jade Band]
+15% Damage with Ranged
+10% Chance to Critical Hit with Ranged
+10% Critical Hit Damage with Ranged
This jade band with a gold and ruby setting offers the user enhanced
vision to aid in targeting foes from afar.

[Loop of Meditation]
+15% Chance to Critical Hit
+15% Critical Hit Damage

[Maelstrom]
+3% Chance to Critical Hit with Magic
+15% Critical Hit Damage with Magic

[Maiden's Ring]
+10% Health
This charming ring is quaint in its simplicity.

[Nature's Gift]
+8% Elemental Resistance
+30 Health
+30 Mana

[Neophyte's Ring]
+3% Fire Damage
+3% Ice Damage
+3% Lightning Damage
+10 Mana
-6% Mana Costs
A ring marking the bearer as having earned the rights and honors of
the rank of Neophyte in Scholia Arcana.

[Peacemaker]
+30% Damage
+90 Health
+2.5 Health Regen per Sec

[Poisoner's Gift]
+20% Elemental Resistance
+25% Poison Resistance

[Prescient Band]
+12% Fire Damage
+12% Ice Damage
+12% Lightning Damage
+1 to Sorcery Abilities
Two interwoven strips of enchanted cloth, white and black, produce
complementary effects upon both magic and personality.

[Ragpicker's Ring]
+1 Detect Hidden
+8% Gold Drops
A ring granting magical powers to glean the finest treasure from
the meanest castoffs of society's wealth.

[Red Sky Ring]


+10% Damage vs. lightly injured targets
+10% Damage during Daytime

[Ring of Judgment]
+100 Health
+2 Health Regen per Sec
+100 Mana
+2 Mana Regen per Sec
Balanced on a half-red, half-blue prismere crystal, Judgment suffuses
the user with life's blood and energy.

[Ring of the Wanderer]


+12% Damage at Night
+5% Chance to Critical Hit
+1 Stealth

[Royal Signet]
+26 Armor
+70 Health
+1 Persuasion

[Savant's Ring]
+10% Fire Damage
+10% Ice Damage
+10% Lightning Damage
+25 Mana
-9% Mana Costs
A ring marking the bearer as having earned the rights and honors
of the rank of Savant in Scholia Arcana.

[Shadowreach]
+7% Fire Damage
+7% Ice Damage
+7% Lightning Damage
Centered on an endless swirling black gemstone, this ring amplifies
magical talents.

[Signet of the Erathi]


+6% Piercing Resistance
+12% Elemental Resistance
+1 Mana Regen per Sec

[Starstone Ring]
+30 Armor
+80 Health
+1 Detect Hidden

[Sunstone Ring]
+15% Fire Damage during Daytime
+15% Ice Damage during Daytime
+15% Lightning Damage during Daytime
+55 Mana
+2 Mana Regen per Sec

[The Ouroboros]
+25% Poison Damage
+25% Poison Resistance
The blood red stone of this ring is carved into the shape of a
serpent eating its own tail.

[Traveler's Band]
+7 Health
+1 Lockpicking
+1 Stealth

----------------------88------------------------------88
----------------------88------------------------------88
88 88
88 88
88 88
**------------------------------**
|| ||
[CNSMB] || Consumables ||
|| ||
**------------------------------**

Only listing non-alchemical consumables here. For potions made by


alchemy, look at the Alchemy skill section.

[Bag of Winds]
This bag seems to pulse in your hand, as though something inside
is desperate to be freed.

[Bassawin Spirit Doll]


This fragile, ceremonial doll is imbued with magic that is foreign
to the Faelands.

[Darkvari Treasure Map]


This weathered and dingy map was passed down from Darkvari father
to son for generations. It details the secret locations of the
family's treasure stashes.

[Dvergan Luck Charm]


An ornament used to ward off, or sometimes summon evil.

[Grim's Special]
On use, creates a timed explosion that can attract the attention
of surrounding enemies.

[Hironar Arcanum]
A strange fragrance accompanies this mysterious liquid.

[Jottun Tribal Talisman]


An ominous sensation radiates from this unused talisman.

[Massariol Libations]
This spirit is used in religious rituals by the Massariol and is
reminiscent of something unpleasant.

[Shadow Prism]
On use, creates a timed explosion that can attract the attention
of surrounding enemies.

[Varani Trinket]
The effects of using this strange charm are unknown.
----------------------88------------------------------88
----------------------88------------------------------88
88 88
88 88
88 88
**------------------------------**
|| ||
[OTR00] || Other ||
|| ||
**------------------------------**

Alchemical Recipes.........................[OTR01]
Component Case.............................[OTR02]
Reagent Bag................................[OTR03]
Sagecraft Pouch............................[OTR04]
Keyring....................................[OTR05]
Miscellaneous/Quest........................[OTR06]
Books & Scrolls............................[OTR07]

**--------------------------**
|| ||
[OTR01] || Alchemical Recipes ||
|| ||
**--------------------------**

There are 126 recipes, and apparently 12 different kinds of unstable


potion recipes. I'm only listing names here, look at the Alchemy skill
section for information on all potions.

Novice Recipes:

[Liquid Seduction]
[Minor Alchemist's Art]
[Minor Assassin's Evasion]
[Minor Blacksmith's Craft]
[Minor Blazing Salve]
[Minor Bleeding Resistance]
[Minor Burning Sentinel]
[Minor Current Stopper]
[Minor Damage Boost]
[Minor Dispelling Boost]
[Minor Experience Booster]
[Minor Force Potion]
[Minor Flameguard]
[Minor Flesh Eater]
[Minor Frostbite]
[Minor Frostguard]
[Minor Freezing Sentinel]
[Minor Hardened Shell]
[Minor Healing Potion]
[Minor Health Regen]
[Minor Jeweled Shilelagh]
[Minor Lightning Sentinel]
[Minor Lightning Storm]
[Minor Magebane]
[Minor Magic Amplification]
[Minor Magic Precision]
[Minor Mana Potion]
[Minor Mana Regen]
[Minor Mana Sap]
[Minor Merchant's Command]
[Minor Piercing Serum]
[Minor Precision]
[Minor Social Grace]
[Minor Sorceror's Intelligence]
[Minor Serpent's Venom]
[Minor Slashing Fury]
[Minor Steeled Curtain]
[Minor Thief's Cunning]
[Minor Tracker's Draught]
[Minor Venomguard]
[Minor Warrior's Strength]
[Purification Potion]
[Unstable Potion]
[Unstable Potion]
[Unstable Potion]
[Unstable Potion]
[Unstable Potion]
[Unstable Potion]
[Unstable Potion]
[Unstable Potion]
[Unstable Potion]
[Unstable Potion]
[Unstable Potion]
[Unstable Potion]

Journeyman Recipes:

[Minor Damage Deflection]


[Minor Phasewalk]
[Greater Alchemist's Art]
[Greater Assassin's Evasion]
[Greater Blacksmith's Craft]
[Greater Blazing Salve]
[Greater Bleeding Resistance]
[Greater Burning Sentinel]
[Greater Current Stopper]
[Greater Dispelling Boost]
[Greater Experience Booster]
[Greater Force Potion]
[Greater Flameguard]
[Greater Flesh Eater]
[Greater Frostbite]
[Greater Frostguard]
[Greater Freezing Sentinel]
[Greater Hardened Shell]
[Greater Healing Potion]
[Greater Health Regen]
[Greater Jeweled Shilelagh]
[Greater Lightning Sentinel]
[Greater Lightning Storm]
[Greater Magebane]
[Greater Magic Amplification]
[Greater Magic Precision]
[Greater Mana Potion]
[Greater Mana Regen]
[Greater Mana Sap]
[Greater Merchant's Command]
[Greater Piercing Serum]
[Greater Precision]
[Greater Social Grace]
[Greater Sorceror's Intelligence]
[Greater Serpent's Venom]
[Greater Slashing Fury]
[Greater Steeled Curtain]
[Greater Thief's Cunning]
[Greater Tracker's Draught]
[Greater Venomguard]
[Greater Warrior's Strength]

Master Recipes:

[Fate Potion]
[Greater Damage Boost]
[Greater Damage Deflection]
[Greater Phasewalk]
[Master Alchemist's Art]
[Master Assassin's Evasion]
[Master Blacksmith's Craft]
[Master Blazing Salve]
[Master Bleeding Resistance]
[Master Burning Sentinel]
[Master Current Stopper]
[Master Dispelling Boost]
[Master Experience Booster]
[Master Force Potion]
[Master Flameguard]
[Master Flesh Eater]
[Master Frostbite]
[Master Frostguard]
[Master Freezing Sentinel]
[Master Hardened Shell]
[Master Healing Potion]
[Master Health Regen]
[Master Jeweled Shilelagh]
[Master Lightning Sentinel]
[Master Lightning Storm]
[Master Magebane]
[Master Magic Amplification]
[Master Magic Precision]
[Master Mana Potion]
[Master Mana Regen]
[Master Mana Sap]
[Master Merchant's Command]
[Master Piercing Serum]
[Master Precision]
[Master Social Grace]
[Master Sorceror's Intelligence]
[Master Serpent's Venom]
[Master Slashing Fury]
[Master Steeled Curtain]
[Master Thief's Cunning]
[Master Tracker's Draught]
[Master Venomguard]
[Master Warrior's Strength]

**--------------------------**
|| ||
[OTR02] || Component Case ||
|| ||
**--------------------------**

Unique components listed only. See Blacksmithing skill section for


more information on all regular crafting components.

[Blade of Rhyderk]
Greatsword
40 Physical Damage
9 Piercing Damage
(Core Component)

[Ender's Fire Dowel]


Staff
18 Fire Damage
16 Burning Damage over 3 seconds
(Core Component)

[Gloamfrost Dowel]
Staff
9 Ice Damage
4 Freezing Damage over 6 seconds
(Core Component)

[Rivener Tarsus Dowel]


Staff
+20% Lightning Resistance
75 Lightning Damage
25 Shocking Damage over 10 seconds
(Core Component)

This blade belongs to the legendary greatsword known as Rhyderk,


which was wielded to turn back the bolgan hoards and secure the
Summer Court territory for the Great Houses of the Seelie.

**--------------------------**
|| ||
[OTR03] || Reagent Bag ||
|| ||
**--------------------------**

[Black Cohosh]
Long known for their medicinal properties, Black Cohosh roots can
be shredded and combined with other Reagents to imbue a potion with
the essence of good Health.

[Bloodroot]
Properly prepared, this unusual crimson root can lend an
additional measure of Power to almost any potion.

[Cripplespore Caps]
Incredibly deadly if prepared correctly, Cripplespore Caps are
highly effective in potions that involve Poison.

[Edelweiss]
The aromatic pollen of the Edelweiss flower contains the essence
of Reflection and is very helpful in potions that seek to capture
that effect.

[Eel Petal]
After being boiled into a viscous syrup, the juice of the Eel Petal
plant tingles with the essence of Lightning.

[Embereyes]
Seeds like smoldering stones radiate an intense heat from this
pungent plant, yet despite its fiery nature, the alchemical essence
it contains is not flame, but Restoration.

[Essence of Fate]
This strange tangle of glowing blue thread pulses with the pure
energies of Fate itself. As such, it can grant incredible power when
used as a reagent in potion-making.

[Leechwood Bark]
The Leechwood Tree is renowned in woodland lore for its unsettling
ability to strangle any and all other flora around it, and draw their
nutrients away until they die. As such, it is perhaps unsurprisingly
that powdered Leechwood Bark can grant its Leech-like nature to a
potion.

[Prismere Dust]
Extremely rare, this glittering dust made from pulverized Prismere
crystal will grant the essence of wordly Experience to a potion.

[Sativa Fibers]
Woven Sativa Fibers are among the toughest and most resilient
materials, and are best used in potions that aim to deal with the
Physical world.

[Scarab Salts]
An exotic scent accompanies these fine granules, which are said to
bring the essence of Luck to any mixture.

[Scarlet Flowstone]
These razor-sharp fragments of sanguine crystal are difficult to
handle without injury. When crushed to a fine powder, they can bind
the essence of Blood to a potion.

[Scarwood Bark]
The Scarwood Tree isi aptly named, for only the most wary can touch
the diamond-hard spines of its bark without suffering harm. When
peeled off the tree, the bark can grant the essence of raw Damage to
a potion.

[Seaflax]
When dried and tightly braided together, threads of Seaflax can lend
a protective, Armor-like quality to a potion.

[Sky Blossom]
An unassuming pale blue wildflower, Sky Blossom's roots reach very
deep into the earth. The petals of the flower can lend the essence
of Extraction to a potion, making it useful for concocting potions
that combine very disparate elements.

[Softscrabble Powder]
A mineral deposit of flooded mines and caves, Softscrabble Powder
aids in the creation of potions related to Mana.

[Star Thistle]
The delicate blossoms upon Star Thistle wildgrass are often found
growing in areas thick with arcane energy, and may confer the essence
of Magic itself upon your potion.

[Tindertwig]
Tindertwig is, rather ironically, fairly difficult to light,
maintaining its moisture far longer than most plants. If carefully
dried and burned, however, its ash can grant the pure essence of Fire
to a potion.

[White Flake]
A chalky substance carried from distant lands, White Flake grants
the essence of Ice to your potion.

[Ysa's Breath]
Unique to the Faelands, this colorful wildflower thrives in extreme
temperatures and all sorts of weather. Because of this durability,
it yields the magic of its Resistance to a potion.

**--------------------------**
|| ||
[OTR04] || Sagecraft Pouch ||
|| ||
**--------------------------**

Look at Sagecrafting skill section for all possible shard combinations.

[Cloudy Fire Shard]


This crystalline shard pulses with the arcane essence of Fire.
Combine it with other shards at a Sagecraft altar to create your
own socketable Gems.

[Cloudy Ice Shard]


This crystalline shard pulses with the arcane essence of Ice.
Combine it with other shards at a Sagecraft altar to create your
own socketable Gems.

[Cloudy Lightning Shard]


This crystalline shard pulses with the arcane essence of Lightning.
Combine it with other shards at a Sagecraft altar to create your
own socketable Gems.

[Cloudy Magic Shard]


This crystalline shard pulses with raw magical energy.
Combine it with other shards at a Sagecraft altar to create your
own socketable Gems.

[Cloudy Physical Shard]


This crystalline shard pulses with the raw essence of the physical
world. Combine it with other shards at a Sagecraft altar to create
your own socketable Gems.

[Cloudy Poison Shard]


This crystalline shard pulses with the vile essence of Poison.
Combine it with other shards at a Sagecraft altar to create your
own socketable Gems.

[Cloudy Protection Shard]


This crystalline shard is filled with mystic energies of Protection.
Combine it with other shards at a Sagecraft altar to create your
own socketable Gems.

[Lambent Fire Shard]


This crystalline shard pulses with the arcane essence of Fire.
Combine it with other shards at a Sagecraft altar to create your
own socketable Gems.

[Lambent Ice Shard]


This crystalline shard pulses with the arcane essence of Ice.
Combine it with other shards at a Sagecraft altar to create your
own socketable Gems.

[Lambent Lightning Shard]


This crystalline shard pulses with the arcane essence of Lightning.
Combine it with other shards at a Sagecraft altar to create your
own socketable Gems.

[Lambent Magic Shard]


This crystalline shard pulses with raw magical energy.
Combine it with other shards at a Sagecraft altar to create your
own socketable Gems.

[Lambent Physical Shard]


This crystalline shard pulses with the raw essence of the physical
world. Combine it with other shards at a Sagecraft altar to create
your own socketable Gems.

[Lambent Poison Shard]


This crystalline shard pulses with the vile essence of Poison.
Combine it with other shards at a Sagecraft altar to create your
own socketable Gems.

[Lambent Protection Shard]


This crystalline shard is filled with mystic energies of Protection.
Combine it with other shards at a Sagecraft altar to create your
own socketable Gems.

[Pristine Fire Shard]


This crystalline shard pulses with the arcane essence of Fire.
Combine it with other shards at a Sagecraft altar to create your
own socketable Gems.

[Pristine Ice Shard]


This crystalline shard pulses with the arcane essence of Ice.
Combine it with other shards at a Sagecraft altar to create your
own socketable Gems.

[Pristine Lightning Shard]


This crystalline shard pulses with the arcane essence of Lightning.
Combine it with other shards at a Sagecraft altar to create your
own socketable Gems.

[Pristine Magic Shard]


This crystalline shard pulses with raw magical energy.
Combine it with other shards at a Sagecraft altar to create your
own socketable Gems.

[Pristine Physical Shard]


This crystalline shard pulses with the raw essence of the physical
world. Combine it with other shards at a Sagecraft altar to create
your own socketable Gems.

[Pristine Poison Shard]


This crystalline shard pulses with the vile essence of Poison.
Combine it with other shards at a Sagecraft altar to create your
own socketable Gems.

[Pristine Protection Shard]


This crystalline shard is filled with mystic energies of Protection.
Combine it with other shards at a Sagecraft altar to create your
own socketable Gems.

**--------------------------**
|| ||
[OTR05] || Keyring ||
|| ||
**--------------------------**

[Adessa Prison Key]


A key for the Adessa prison.

[Airancourt's Bursar Key]


A key used for chests stored in the Grand Bursar's, of Adessa.

[Amman's Key - Autumn]


This key will open a corresponding statue of the legendary fae
trickster, revealing its secrets.

[Amman's Key - Esharra]


This key will open a corresponding statue of the legendary fae
trickster, revealing its secrets.

[Amman's Key - Spring]


This key will open a corresponding statue of the legendary fae
trickster, revealing its secrets.
[Amman's Key - Summer]
This key will open a corresponding statue of the legendary fae
trickster, revealing its secrets.

[Amman's Key - Winter]


This key will open a corresponding statue of the legendary fae
trickster, revealing its secrets.

[An Ornate Key]


This is the key to Delving Hall -- a magical ruin run by the
Scholia Arcana's Ysa Chapter.

[Ansilla Dungeon Key]


This key should open the jail doors in the dungeons of Castle Ansilla.

[Ayten Prison Key]


A key for the door to Brigans Quarter.

[Bell Tower Key]


This key unlocks the magical bell tower of Summer's End, in
the kingdom of Windemere.

[Brother Delf's Key]


This key belongs to Brother Delf of St. Odwig's Mission, and it
likely opens a chest containing the valuables he stole during his
time with the Red Legion.

[Burren Cove Prison Key]


A key for the jail door in Burren Cove.

[Cage Key]
A large and rusted key.

[Centurion's Key]
The Key to Adessa's Jail cells.

[Cevrus' Bursar Key]


A key used for chests stored in the Grand Bursar's, of Adessa.

[Champion's Manor Key]


This is the key to the Champion's Manor at Valor Arena.

[Criet's Bursar Key]


A key used for chests stored in the Grand Bursar's, of Adessa.

[Daedinnear's Bursar Key]


A key used for chests stored in the Grand Bursar's, of Adessa.

[Damalroc Scales Key]


An ancient, weathered key.

[Darkvari Key]
One of the keys to Maun's Horde, held by the Darkvaris.

[Desk Key]
This tarnished old key does not look like it is meant for a
chest, or a door. It has the name "Etair" carved on its side.

[Didenhil Prison Key]


A key for the door to Murderer's Hold.

[Dolve Wayle Vault Key]


The Key to a Vault in Dolve Wayle, a stronghold in Tala-Rane.

[Emaire Prison Key]


A key for the door to Outlaw Pit.

[Emergency Supply Key]


This key was found in Saltwell Caverns. It seems to be intended
for the various emergency supply containers strewn throughout
the dungeon.

[Flame Key]
This stange key was found in the Archsage's mind.
[Gent's Bursar Key]
A key used for chests stored in the Grand Bursar's, of Adessa.

[Gorhart Prison Key]


A key for the door to Lawbreaker's Grotto.

[Gunnar Frode's Key]


The key to Gunnar Frode's Strongbox.

[Key to Gossamer End]


A rusty old key that unlocks the door to Gossamer End in Canneroc.

[Key to Mayor's Cave]


This key opens the door to the Whitestone Mayor's cave,
leading to unknown chambers and passages.

[Key to Mayor's Cottage]


This key opens the door to the Whitestone Mayor's cottage,
leading to unknown chambers and passages.

[Key to Mayor's Villa]


This key opens the door to the Whitestone Mayor's Villa,
leading to unknown chambers and passages.

[Lab Key]
This key was found on the corpse of a lab assistant in Saltwell
Caverns.

[Left Key]
This stange key was found in the Archsage's mind.

[Mantle Key]
This stange key was found in the Archsage's mind.

[Maun's Key]
One of the keys to Maun's Horde.

[Montainel's Bursar Key]


A key used for chests stored in the Grand Bursar's, of Adessa.

[Nil Kerns' Key]


White Nil Kern wore this on his belt at all times.

[Ouet's Bursar Key]


A key used for chests stored in the Grand Bursar's, of Adessa.

[Patronage Key]
This stange key was found in the Archsage's mind.

[Patrick Morkan's Key]


This simple silver key is engraved with the initials "PM".

[Rathir Prison Key]


A key for the Rathir prison.

[Sanctum Key]
This ancient key is meant to fit into one of the ancient doors
leading to the Hierophant's Den.

[Stebic Lab Key]


A key to Guian Stebic's Lab, in Apotyre.

[Stebic's Bursar Key]


A key used for chests stored in the Grand Bursar's, of Adessa.

[Storage Room Key]


This is the key to the Didenhil storage room.

[Talent Key]
This stange key was found in the Archsage's mind.

[Tennes' Bursar Key]


A key used for chests stored in the Grand Bursar's, of Adessa.

[The Ansilla Key]


This key opens the Ansilla family lock box located in the family
stronghold of Seawatch.

[The Archsage's Key]


A beautiful golden key.

[The Aster Key]


An ancient, weathered key.

[The Key to Aodh]


This simple bronze key bears the arcane symbol for purification
carved onto its surface. It feels warm to the touch.

[Tomb of Fyragnos Key]


An ancient key, found in the Red Marches.

[Vault Key]
This key was found in the vaults beneath the city of Adessa.

[Vere's Bursar Key]


A key used for chests stored in the Grand Bursar's, of Adessa.

[Villa Key]
This is the key to Sandstone Villa, a mansion in Adessa.

[Warsworn Monuments Key]


Given by Tine Delfric, this key unlocks graves and historical
monuments of the Warsworn.

[Warsworn Vault Key]


An old and ornate key with the Warsworn emblem figured into the metal.

[Whitestone Cage Key]


This key opens the prisoner cage in the center of Whitestone village
in Apotyre.

[Whitestone Prison Key]


A key for the door to Convict's Cavern.

[Zungar Key]
One of the keys to Maun's Horde, held by the Zungars.

**--------------------------**
|| ||
[OTR06] || Miscellaneous/Quest ||
|| ||
**--------------------------**

If you have any sagecraft gems, they will also be under here.

[A Barghest's Beating Heart]


Intense heat radiates in waves from this still beating heart
of a recently killed Barghest.

[A Withered Branch]
This branch, though withered, pulses with life. Apparently, it's
the key to locating the Sorrows.

[Acid Solution]
Could be used to remove rust...

[Alfar Earring]
A small earring, worn by alfar soldiers as a memento of their
homeland.

[Alleia's Ring]
A simple ring of silver, it is engraved with names of Alleia
and Liordran.

[Amphora (Empty)]
This vessel is filled from the three sacred springs on the sojourn,
to become an initiate at Rathir's Temple of Lyria.

[Amphora (Partly Filled)]


This vessel is filled from the three sacred springs on the sojourn,
to become an initiate at Rathir's Temple of Lyria.

[Amphora (Full)]
This vessel is filled from the three sacred springs on the sojourn,
to become an initiate at Rathir's Temple of Lyria.

[Amrynthian Band]
The restored crown of Kandrian kings.

[Amulet of the Sun]


This amulet glows with a golden sheen..

[Ancient Artifact]
A small ornate box, it is locked by a strange mechanism.

[Ansilla Doll]
This small doll was fashioned from coastal tree fronds and appear to
be an Alfar figure. It is believed that Lady Ansilla, murdered by
the bolgan, had a valuable collection of these such playthings.

[Antelope Head]
A rather messy trophy of a fresh kill.

[Arduath Totem]
A small fae totem, charged with emotional energy from the
hollow of Arduath.

[Ariel's Pack]
Made from soft leather, it has several punctures and claw marks but
looks relatively intact. The name 'Ariel Perien' is inscribed on
the side.

[Aster Map]
A map that will lead me to the five Aster Strongboxes.

[Aurenda's Light]
A strange jewel, seemingly of Fae origin. The light pulses like a
quickly beating heart.

[Azo's Wealth]
This ring belongs to Azo Raemund, a famous merchant who worked
from the Tywili Coast.

[Azo's Wisdom]
This ring belongs to Azo Raemund, a famous merchant who worked
from the Tywili Coast.

[Azo's Wish]
This ring belongs to Azo Raemund, a famous merchant who worked
from the Tywili Coast.

[Bag of Ratofer's Silverware]


A bag of gilt utensils, most of which match.

[Bag of Sand]
This soaked, mud-covered sack contains sand from the beaches of
Meropis, the ancient island nation that sunk into the sea.

[Beads]
Decorative beads.

[Belt of Fluidity]
A hide belt, meant to be added to gears.

[Bloodstone]
A rare and delicate gem.

[Bodan's Amulet]
There is an inscription on this amulet: "To claim the birthright
of Aster, it must be shared. Where one amulet offers nothing, the
pair will reveal the key to my treasures."

[Bogstaunch]
A bottle full of a thick, pungent substance. Signs on the bottle
mark it as property of the Alfar Army.
[Bolgan Eye]
Bolgans cut out one of their eyes in a barbaric ceremony. This is
the remaining eye of one unfortunate bolgan.

[Bolt of Cloth]
A single bolt of cloth, too worn to be of use.

[Bones]
The bones of a humanoid creature of no real value.

[Bottle of Varani Wine]


Turner's Finest, bottled in 205 AA, a common but popular vintage
from the Icebrine Coast, known for its robust flavor, subtle warmth,
and undertones of sweet herbs.

[Bristletongue Seeds]
These Bristletongue seeds are quite rare but are found to be of
no alchemical use. They are seen by the Court of Summer as an
indicator of the Font's magical health. The weaker the seed's
strength the weaker the Font's magic.

[Buru's Boots]
The once mythical boots of Buru. Seperation from Ametair has
sapped them of their power.

[Calovar's Relic]
This Fae stone glows faintly, and it's warm to the touch.

[Canneroc Gossamer]
Spider silk from the Webwood in Dalentarth. It is prized in the
making of fine clothes, and a valuable commodity.

[Carasta's Contract]
A trade deal to be struck between Carasta Arawyn and Galen Gwalchmai.
The final figures and signatures remain blank.

[Carasta's Contract - Signed]


A trade deal to be struck between Carasta Arawyn and Galen Gwalchmai.
The final figures and signatures have been completed.

[Ceremonial Dagger]
A dagger that may have at one point been of great value to
some organization or group.

[Ceremonial Figurine]
A figurine of Lunala, with a socket set in her palms.

[Chalice of Forced Vintage]


A chalice said to take any poor wine and make it taste
extraordinary. It looks fancy.

[Chernobog's Eye]
This eye belonged to Chernobog, the bloodthirsty bolgan champion.
It should fetch a good price from any shrewd collector.

[Codex of Destiny]
An ancient stone covered in glowing lines of fae design and
pulsing with magical power.

[Collections Purse]
Given by Meyra Maun in Tirin's Rest, for deposit into the
Sanctuary collections box.

[Contract (Sealed)]
An official looking scroll that is secured with a wax seal.

[Coral Sliver]
This soaked, mud-covered sack contains a small sliver of coral
broken from the protective reefs surrounding Meropis, the ancient
island nation that sunk into the sea.

[Crudok Vial]
A vial of magical liquid given to me by Lanus Davril. It will
change colors when I have killed enough monsters.

[Crudok Vial]
The vial of magical liquid given to me by Lanus Davril has
changed colors which means I have killed enough monsters.

[Crystal]
This small shard of crystal looks to have been roughly broken
from the ground and glows with an otherworldy red light.

[Culminite Deposit]
This strange ore appears to be found only in the deepest
mines of Apotyre. It has a dark yet vibrant luster.

[Cureseeker]
This Fae Cairn, a kind of Lorestone, relates the ballad Cureseeker.
It is meant to be used with an Echo Stone, found in locations
related to the House of Ballads.

[Cydan's Totem]
This charm is imbued with the conflicted emotions of Cydan, the
former prince of Sorrows. When held, it exudes both strong feelings
of duty and self revulsion, unwillingness to change and a stalwart
acknowledgement of what needs to be done to survive. Though his
history with the House mgiht never be truly understood, this totem
makes it clear that he did so with a heavy heart and a hope of
reconciliation.

[Deed to Skoria Mine]


This official deed of ownership is in the name of Adath Skoria for
the Skoria family mine in Apotyre. It entitles the holder to the
property and all ore discovered or mined from within.

[Donnel Cutty's Ring]


A humble brass ring with the initials "DC" scratched into the band.
Anker Edmure of Emaire would likely appreciate this.

[Dowsing Rod]
This magical rod will help you find special elements usable in alchemy.

[Draught of the Wandering Well]


Water bottled from the magical spring. Though unpredictable,
it is said to counteract the effects of some fae bewitchments.

[Erathi Glyph]
This mysterious artifact is a flat sculpture resembling a common
Erathi glyph meaning "Open." The stone is nicked and scarred.

[Erathi Tablet]
A symbol of a long past age.

[Erathi Windchime]
This ancient stone pipe seems to resonate with some of the large
standing stones in Erathell. Striking it creates a hollow sound.

[Essence of Valor]
A gem containing the essence of the Defender of Valor. Ventrinio
collected this trace of fae spirit during his early, unsavory
tests with the Well of Souls.

[Ettin Vial]
A vial of magical liquid given to me by Lanus Davril. It will
change colors when I have killed enough monsters.

[Ettin Vial]
The vial of magical liquid given to me by Lanus Davril has
changed colors which means I have killed enough monsters.

[Eye of Amman]
The central part of this strange, glowing amulet is a gem called the
Eye of Amman, a magical relic fashioned by the great Fae trickster
Amman the Clever. The amulet is said to hold a curse against any who
take it from its resting place.

[Fae Potion]
The liquid in this vial glows faintly. It is imbued with the essence
of the Kora Petal.

[Fae Votice]
Once common in Fae "prayer" but few know its use now.

[Farraglen's Gem]
This Gem, crafted by Master Farraglen, can be socketed to a special
weapon to aid in the defeat of Witch Knight Anira.

[Fellfire Bloom]
The Circle of Engard believes this small flower will help them to
cure the Narca curse.

[Fennwrac Flower]
The frounds of this desert herb give off a soft, musky odor.

[Freeman Armband]
An armband of one of a Freeman, a bandit group in the Wolds.

[Frost Stone]
Intricate crystalline structures spin fractals of ice deeply
into the core of this frosty orb.

[Frying Pan]
An iron frying pan of low quality.

[Gem Lattice]
A large gem with a beautiful pattern carved into it.

[Glass of Ambient]
A small mirror, its face whirls with strange patterns. It does
not offer you a clear reflection.

[Gold Nugget]
A nugget of gold one can really cash in on.

[Golden Chalice]
This golden chalice is clearly not the cup of a carpenter, but
most merchants would pay well for it.

[Grilricas' Medallion]
This beautiful medallion bears the crest of the Grilricas household.

[Grim's Stealth Kit]


This is a specialized kit of various potions and tools made
for thievery. However, none of its contents are labeled.

[Grinning Vane's Armband]


The Freeman armband once worn by Thief Lord Grinning Vane Spirrick.

[Heart of Sibun]
Though crafted of metal and stone, the thing somehow seems to
pulse with a quiet malevolence.

[Heric's Amulet]
There is an inscription on this amulet: "To claim the birthright
of Aster, it must be shared. Where one amulet offers nothing, the
pair will reveal the key to my treasures."

[Imelda's Charm]
A small charm, typically used by Varani to mark the graves of
their loved ones.

[Invoice]
A list of invoices for goods delivered.

[Invoice from Sigra Thorin]


For one Boggart mask.

[Invoice from Sigra Thorin]


For three giant mushroom caps.

[Invoice from Sigra Thorin]


For eight frog legs.

[Invoice from Sigra Thorin]


For 10 sacks of Cow Manure.

[Invoice from Sigra Thorin]


For 12 Rats tails.

[Jade Urn]
This bright green urn once sat in the home of the Archsage of
the Scholia Arcana in Rathir city.

[Jayck's Knife]
An unassuming dagger used to kill the family at Togh farm --
with the initials "C.J." etched on the hilt.

[Jeweled Bracelet]
A gem-studded bracelet of considerable value.

[Jottun Stew Grist]


Part meat, part grist, it has stewed in a Jottun cookpot a good,
long time.

[Jottun Vial]
A vial of magical liquid given to me by Lanus Davril. It will
change colors when I have killed enough monsters.

[Jottun Vial]
The vial of magical liquid given to me by Lanus Davril has
changed colors which means I have killed enough monsters.

[Kaharine's Doll]
No description.

[Kiftal's Elixir]
A special potion made by Master Kiftal which can only be used to
open a magic barrier in Cann-Rane.

[King's Token]
This amulet is worn by King Wencen of the House of Ballads,
a badge of leadership that is imperative to the telling of the
great ballads. Only the one who faces the Maid of Windemere is
worthy of this prize.

[Kobold Clan Totem]


Tattered cloth of rough manufacture, a rough Jottun emblem painted
on it.

[Kobold Dagger]
Though crudely assembled, the blade of this dagger is razor-sharp.

[Kobold Vial]
A vial of magical liquid given to me by Lanus Davril. It will
change colors when I have killed enough monsters.

[Kobold Vial]
The vial of magical liquid given to me by Lanus Davril has
changed colors which means I have killed enough monsters.

[Kora Petal]
This petal was plucked from the corpse of a thresh, the Guardian
of the Caverns of Ingress.

[Lapidus Root]
Not any alchemical component you know of, this plant has a waxy
stem and a faint fragrance of musk, evergreen, and the sea.

[Letter for Esklad]


An unassuming letter, sealed tightly.

[Letter to Mattix Dace]


A letter for Mattix Dace.

[Lockpick]
A small metal lockpick with a wooden grip, designed to open
the toughest locks.

[Mana Pendulum]
This pendulum seems to use magic rather than weight to sway.

[Marriage Band]
A pretty marriage ring taken from the finger of a dead and buried
refugee on the Forsaken Plains.

[Master's Tallow]
This metallic compound looks like a bit like bronze and frozen fire.

[Maun's Triple Key]


The triple key to Maun's horde, in Charam's (Snaketail) Grotto.

[Maybryn Wine]
This exceptional wine must be hundreds of years old.

[Medgar Krast's Blade]


The ceremonial Red Legion blade that once belonged to Medgar Krast.

[Meropic Relic]
This soaked, mud-covered sack contains a worn relic from Meropis,
the ancient island nation that sunk into the sea. Something is
written on the stone in the forgotten Meropic script.

[Mysterious Cure]
This vial of strange, bubbling liquid smells like a mangy barghest
and burns at the touch. Unfortunately, you must drink it if you're
infected with the Soulbind curse.

[Mysterious Parchment]
This tattered scroll looks to be written in a mysterious shorthand,
illegible to anyone who doesn't recognize it.

[Mystic Hammer Remains]


The decayed remains of what once was the Mystic Hammer.

[Notice of Duty]
This writ hereby summons the recipient to fulfill their duty among
the proud ranks of the Alfar League. Present yourself upon the Burn
within four days time for training and disbursement.

[Officer's Pass]
An Alfar Army Officer's Pass, for entry into secured areas.

[Old Letters]
Some old letters whose addresses have long faded.

[Old Red Ledger]


A dusty old trade ledger. The cover was once, more or less, red.

[Opened Ansilla Doll]


This small doll was fashioned from coastal tree fronds and appear to
be an Alfar figure. It is believed that Lady Ansilla, murdered by
the bolgan, had a valuable collection of these such playthings.

[Ore Sample]
This chunk of rock looks the same as any other in the Skoria Mine;
but according to the miners it still contains tyrenium that can
be processed and sold.

[Ordination Rites]
This brittle, yellowing document describes the characteristics
sought after for ordination into the Order of Mitharu.

[Ornate Box]
A beautifully crafted box, made from some inexplicably hard
material. There is no seam or keyhole to be found on it, but
something can be haerd inside of it.

[Osgar Krast's Blade]


The ceremonial Red Legion blade that once belonged to Osgar Krast.

[Ost's Commendation]
The commendation given to me by Ost Ordura. I should present
it to the Castellan of Shieldring Keep in order to join the Warsworn.

[Painting of Galafor]
This signature of Loris the Tender Eye is visible in the corner of
this painting of Galafor. There are only five paintings by Loris still
in existence.
[Paramount Gem]
+20% Armor (Epic Gem)
(listed here because it cannot be created from sagecrafting)

[Parwen's Orders]
A note detailing a plan to "lose" the letter drafted by Courdan Passant.

[Pearl]
This soaked, mud-covered sack contains a huge pearl stolen from
the treasure chambers of Meropis, the ancient island nation that
sunk into the sea.

[Petrichor]
The skin is filled with something half gas and half liquid. It
smells of the time just after a light spring rain.

[Plagueshield]
This parcel contains medicine that could be used by a skilled healer.

[Pocket Charm]
A simple charm with no real effects.

[Poison Gland]
The poison gland of a spider. It burns to the touch.

[Poisoned Wine]
The wine Mahlew(Mallion) Anwon drank before falling ill.

[Prepared Raw Prismere]


Raw prismere which can be refined.

[Prismere Lockpick]
An enchanted Prismere lockpick, capable of defeating any pickable
lock, regardless of the wielder's skill.

[Rat Meat]
This tough grey meat comes from the giant rats that nest in Dalentarth,
Detyre, and the Plains of Erathell, among other places.

[Ratofer's Kerchief]
A beautiful kerchiefs, woven out of goldsilk. It smells slightly used.

[Red Legion Dagger]


This red crystal dagger is carried by every member of the Red
Legion, the band of notorious criminals and thieves.

[Relic]
An ancient relic of Lyria.

[Repair Kit]
Restores a small amount of durability to an item.

[Resurrection Potion]
This mysterious vial contains a small amount of dull gray fluid.
It was created by Hallam the White for the specific purpose of
resurrecting a specific individual. It will only work under
certain conditions.

[Rialte Brocaire]
A bottle of a very rare vintage whiskey.

[Rose of Kandria]
A rose plucked from the grave of Jera Dace.

[Rose-of-Shadows]
Walen claims that this mild poison simulates death for about a
day, then the victim wakes up.

[Searstalk]
Warmth gently radiates from this leafy plant.

[Seed]
There is Fae magic in this seed.

[Shadow of Enfamanir]
This Fae Cairn, a kind of Lorestone, relates the ballad
Shadow of Enfamanir. It is meant to be used with an Echo Stone,
found in locations related to the House of Ballads.

[Shaped Stone]
Trinket of no value.

[Shattered Tuatha Weapon]


A shattered weapon dropped by a Tuatha Overlord. It can be used in
the creation of a new weapon, if forged by the right hand.

[Shell]
This soaked, mud-covered sack contains a rare shell that's spiral
pattern was once revered by the people of Meropis, the ancient
island nation that sunk into the sea.

[Shroud of Omission]
A ragged cloth with magical properties. It feels oily to the touch.

[Signet Ring of Lord Kandrian]


There is a large opal set in the top.

[Silkfarmer Remains]
The few remains of a silkfarmer from the nearby town of Canneroc.

[Silver Chain]
A finely crafted silver chain.

[Silver Nugget]
A shining nugget of pure silver.

[Skull]
A humanoid skull.

[Sorrogweth Fungus]
A mild yellow-blue fungus found in dark, damp places in ruins of
Alabastra.

[Spider Stingers]
Hollow stingers taken from a giant spider in Menetyre. They are
worthless, except for the contract at Ironfast Keep.

[Spidersac Ichor]
The poisonous ichor found in some spider sacs.

[St. Eadric's Pall]


This old cloth adorned the remains of the holy man, Saint Eadric.
It has a musty smell.

[Stained Handkerchief]
This handkerchief has old, dark familiar stains. It bears only
the initials "JM" embroidered in one tattered corner.

[Storage Case]
This mysterious case is empty but holds traces of red crystal
dust from whatever was once housed inside. On the front is a
label that reads: Crystals from the well excavation.

[Storm Stone]
Distant thunder echoes faintly as arcs of light illuminate
the inky clouds of black and grey storming across the surface
of this crystal sphere.

[Strange Blue Stone]


Odd asymmetrical lines trace the surface of this stone, as if
an artist had copied from fae spirals.

[Strange Green Stone]


Odd asymmetrical lines trace the surface of this stone, as if
an artist had copied from fae spirals.

[Strange Purple Stone]


Odd asymmetrical lines trace the surface of this stone, as if
an artist had copied from fae spirals.

[Strange Red Stone]


Odd asymmetrical lines trace the surface of this stone, as if
an artist had copied from fae spirals.

[Straw Doll]
A child's doll, worn by use. Now of little value.

[Sun Stone]
Whorls of flame slowly spin beneath the surface of this crystal
sphere. Warm to the touch and heavier than its size suggests,
the Sun Stone's purpose is as enigmatic as its origin.

[Sunspar Box]
This gorgeous Gnome keepsake bears the tarnish of the years, but
its pearl inlay would fetch a high price on the market.

[Surgeon's Blades]
These remarkably sharp blades would be worthless in combat. However,
a skilled surgeon could work wonders (or horrors) with them.

[Tattered Documents]
The writings on these documents are too faded to be of value.

[Tear of Mitharu]
This gem glows brightly in the dark, and issues a calming aura.

Though cold to the tough, this gem is perfectly symmetrical


and exerts a calming aura.

[The Flame of Rhyderk]


This Fae Cairn, a kind of Lorestone, relates the ballad The
Flame of Rhyderk. It is meant to be used with an Echo Stone,
found in locations related to the House of Ballads.

[The Master's Pick]


Said to open any lock with the proper enchantment, the Master's
Pick seems to have been damaged when it was stolen. The Arrivus
Engine likely interfered with its enchantments.

[Threadbare Circlet]
This ancient bronze circlet, riddled with cracks, appears to be
missing something from its crown.

[Trade Manifest]
The writing on these papers is too faded to read.

[Treasures of Meropis]
This Fae Cairn, a kind of Lorestone, relates the ballad
Treasures of Meropis. It is meant to be used with an Echo Stone,
found in locations related to the House of Ballads.

[Tuatha Dagger]
This Tuatha dagger was taken from the body of an officer during
the battle of Mel Senshir. It is not sharp, and considered little
more than a souvenir.

[Two Knights and a Troll, Part I]


This unique Lorestone details one part of the Summer Court
ballad Two Knights and a Troll. It is meant to be used with an
Echo Stone, found in locations related to the House of Ballads.

[Two Knights and a Troll, Part II]


This unique Lorestone details one part of the Summer Court
ballad Two Knights and a Troll. It is meant to be used with an
Echo Stone, found in locations related to the House of Ballads.

[Two Knights and a Troll, Part III]


This unique Lorestone details one part of the Summer Court
ballad Two Knights and a Troll. It is meant to be used with an
Echo Stone, found in locations related to the House of Ballads.

[Two Knights and a Troll, Part IV]


This unique Lorestone details one part of the Summer Court
ballad Two Knights and a Troll. It is meant to be used with an
Echo Stone, found in locations related to the House of Ballads.

[Two Knights and a Troll, Part V]


This unique Lorestone details one part of the Summer Court
ballad Two Knights and a Troll. It is meant to be used with an
Echo Stone, found in locations related to the House of Ballads.

[Tyrenium Ring]
Tyrenium was once prominent in Detyre and the Plains of Erathell,
but has since become scarce.

[Votive of Flame]
This small votive must have been shaped by Fae in ages past. It
can be used to open doors in Sinsear.

[Votive of Leaf]
This small votive must have been shaped by Fae in ages past. It
can be used to open doors in Sinsear.

[Votive of Stone]
This small votive must have been shaped by Fae in ages past. It
can be used to open doors in Sinsear.

[Votive of Water]
This small votive must have been shaped by Fae in ages past. It
can be used to open doors in Sinsear.

[Water Vessel]
This small rock vessel was shaped by Fae crafters and exhibits
examples of their magical craftsmanship. Nomeron has given it to
me for collecting water from the Sacred Pools.

[Whistle]
This fife appears to be carved from a cloudy gray crystal. It
glows slightly when held, and emits a weak ringing sound.

[Winter Court Necklace]


This necklace was once worn by a member of the High Court of
Winter, and it was recovered after the God Storm, the great Fae
conflict.

**--------------------------**
|| ||
[OTR07] || Books & Scrolls ||
|| ||
**--------------------------**

[A Bloodsoaked Journal]
Most of this journal is too soaked with blood to be readable.

[A Canneroc Primer]
A book detailing the travails of the Webwood.

[A History of Yolvan]
A discussion on the history of Yolvan.

[A Letter from Archsage Caledus]


A note from the former Archsage of the Scholia Arcana, Jubal Caledus.

[A Tattered Journal]
The binding is coming apart and the cover is stained with what
looks like blood.

[Adessa I]
An introductory chapter from Galenun Hegem's memoirs as the head
mason of Adessa. There seems to be an interesting note scrawled
in the margin.

[Adessa II]
The second chapter of Galenun Hegem's memoirs on the construction
of Adessa.

[Adessa III]
Another chapter from the memoirs of Galenun Hegem, the mason that
oversaw the construction of Adessa.

[Adessa IV]
Another chapter from the memoirs of Galenun Hegem, the mason who
designed Adessa.
[Adessa V]
Another chapter from the memoirs of Galenun Hegem, the mason who
designed Adessa.

[Adessa VI]
Another chapter from the memoirs of Galenun Hegem, the mason who
designed Adessa.

[Adessa VII]
Another chapter from the memoirs of Galenun Hegem, the mason who
designed Adessa.

[Adessa VIII]
The final chapter from the memoirs of Galenun Hegem, the mason who
designed Adessa.

[Aethan Engar's Letter]


To my favorite Docent, I must offer my apologies for not being
present upon your return to the Ysa chapterhouse. Continued
ponderings regarding the intricacies of the magics involved in
the Sun Stone artifact you recovered have compelled me to attempt
an experiment of sorts.
Should you receive this missive in time, please consider yourself
welcome to join me. I will be found atop the spire of Creathnach
Thintri -- Skycrown mountain, as it is called. It shouldn't be
difficult to find, as it is the only mountain in all of Erathell.
Savant Aethan Engar
PS Consider the copper ring accompanying this letter an official
symbol of your promotion to the rank of Adept. Congratulations!

[Aewald's Notes]
These scribbled notes belong to the famous historian Aewald,
and are a partial account of the only battle ever waged between
the Summer and Winter Courts of the Fae.

[Aloff's Musings]
These random entries are written in scrawled, rushed manner.

[Aloren's Journal]
The journal of Aloren, an initiate of the Scholia Arcana that
fled the Ysa Chapter House.

[An Investment]
A well-worn letter, written in careful script and still bearing
a grandiose seal.

[An Odd Patronage]


This stange scroll was found in the Archsage's mind.

[Ancient Journal I]
The paper of this journal excerpt is faded and crumbling.

[Ancient Journal II]


The paper of this journal excerpt is faded and crumbling.

[Ancient Journal III]


The paper of this journal excerpt is faded and crumbling.

[Ancient Journal IV]


The paper of this journal excerpt is faded and crumbling.

[Anonymous Journal]
The cover of the book is stained with blood. Pages have been
ripped out.

[Aodh]
This plain, leather bound volume bears the initials V.C.

[Arawyn Trade Writ]


A trade agreement by Brad and Cergren, Traders, of Tirin's Rest.

[Assistant Notes]
These bloodstained pages are brittle with time, but they appear
to discuss work on revivification in the labs of Saltwell Caverns.

[Aster History]
A richly engraved and illustrated tome.

[Bede's Journal]
Once a fine journal bound in pressed leather, it is now stained
and worn, and filled with crudely penned writing.

[Bertran's Journal]
The journal of Bertran Nest, an initiate of the Scholia Arcana that
fled the Ysa Chapter House.

[Black Arick I]
One in a series of books featuring the People's hero Black Arick
(aka "the Spritely One") and his adventures across Amalur.

[Black Arick II]


One in a series of books featuring the People's hero Black Arick
(aka "the Spritely One") and his adventures across Amalur.

[Black Arick III]


One in a series of books featuring the People's hero Black Arick
(aka "the Spritely One") and his adventures across Amalur.

[Black Arick IV]


One in a series of books featuring the People's hero Black Arick
(aka "the Spritely One") and his adventures across Amalur.

[Black Arick V]
One in a series of books featuring the People's hero Black Arick
(aka "the Spritely One") and his adventures across Amalur.

[Brother Padric's Travel Notes]


Brother Padric's Travel Notes containing an account of his time
in Splitrock Depths.

[Brun's Notes]
This wrinkled series of personal notes appear to contain aborted ideas
for ballads and other eccentric observations.

[Burdick's Almanack]
A well-worn old almanac for farming season.

[Chasing the Snaketail]


A scholarly text describing the gnome construction of the city
of Adessa and the role tyrenium mining played in the collapse
of Apotyre.

[Cassera's Journal]
The journal of Cassera Vonn, an initiate of the Scholia Arcana that
fled the Ysa Chapter House.

[Children's Tales I]
This book is illustrated with examples of children's stories.

[Children's Tales II]


This book is illustrated with examples of children's stories.

[Children's Tales III]


This book is illustrated with examples of children's stories.

[Close Order]
The ink is long faded on this worn scroll.

[Compendium I]
This book covers the various peoples found across Amalur,
from Almain to Varani.

[Coming to Helmgard]
An official-looking Warsworn document.

[Compendium II]
This book covers the various peoples found across Amalur,
from Almain to Varani.

[Compendium III]
This book covers the various peoples found across Amalur,
from Almain to Varani.
[Compendium IV]
This book covers the various peoples found across Amalur,
from Almain to Varani.

[Compendium V]
This book covers the various peoples found across Amalur,
from Almain to Varani.

[Compendium VI]
This book covers the various peoples found across Amalur,
from Almain to Varani.

[Compendium VII]
This book covers the various peoples found across Amalur,
from Almain to Varani.

[Compendium VIII]
This book covers the various peoples found across Amalur,
from Almain to Varani.

[Compendium IX]
This book covers the various peoples found across Amalur,
from Almain to Varani.

[Compendium X]
This book covers the various peoples found across Amalur,
from Almain to Varani.

[Compendium XI]
This book covers the various peoples found across Amalur,
from Almain to Varani.

[Compendium XII]
This book covers the various peoples found across Amalur,
from Almain to Varani.

[Compendium XIII]
This book covers the various peoples found across Amalur,
from Almain to Varani.

[Compendium XIV]
This book covers the various peoples found across Amalur,
from Almain to Varani.

[Confession of Mayor Taklari]


This official document was written and stamped by the former mayor
of Whitestone. It appears to implicate a Traveler by the name of
Lina Ardeen in a cover-up involving the poisoning of miners and
their families.

[Contract (Seal Broken)]


An official looking scroll that was once secured with a wax seal.

[Courdan's Letter]
A lengthy letter penned by a scribe of the Domus Politica in Adessa.

[Crumpled Note]
The writing of this crumpled note has bled through the page slightly.

[Crystal War I]
A Rathiri history of the current war.

[Crystal War II]


A Rathiri history of the current war.

[Crystal War III]


A Rathiri history of the current war.

[Crystal War IV]


A Rathiri history of the current war.

[Death Notice: Astley Golgoti]


This official document is meant to inform family members that
Astley Golgoti of the Alfar Army has died in the line of duty.
[Death Notice: Camden Wulflac]
This official document is meant to inform family members that
Camden Wulflac of the Alfar Army has died in the line of duty.

[Death Notice: Frea Almar]


This official document is meant to inform family members that
Frea Almar of the Alfar Army has died in the line of duty.

[Death Notice: Ina Sawerth]


This official document is meant to inform family members that
Frea Almar of the Alfar Army has died in the line of duty.

[Death Notice: Joanne Gortan]


This official document is meant to inform family members that
Joanne Gortan of the Alfar Army has died in the line of duty.

[Death Notice: Mal Dydyn]


This official document is meant to inform family members that
Mal Dydyn of the Alfar Army has died in the line of duty.

[Death Notice: Ram Leodwald]


This official document is meant to inform family members that
Ram Leodwald of the Alfar Army has died in the line of duty.

[Death Notice: Tak Edstar]


This official document is meant to inform family members that
Tak Edstar of the Alfar Army has died in the line of duty.

[Death Threat]
This unsigned letter smells of alcohol.

[Deed to Sandstone Villa]


This deed awards the bearer with ownership of Sandstone Villa, in
Adessa.

[Didenhil Trade Writ]


A trade agreement by Brad and Cergren, Traders, of Tirin's Rest.

[Disposal Notes]
A handwritten note next to a furnace in a cave full of corpses.

[Dulstan's Notes]
These scribbled notes belong to the famous historian Dulstan,
and are a partial account of the only battle ever waged between
the Summer and Winter Courts of the Fae.

[Eloren's Note to Guian]


A note from Eloren Criet to Guian Stebic.

[Estimate of Losses]
A trader's tally from Brad and Cergren, Traders, of Tirin's Rest.

[Fae Age and Lifespan]


The latest research on the fae animal, by renowned scholar
and author Odwald Bynothas.

[Fae Death]
The latest research on the fae animal, by renowned scholar
and author Odwald Bynothas.

[Fae History, Nature]


This enormous book is made up of several volumes.

[Famed Mages]
A book that explores some of the famous members of the Scholia
Arcana, a collective of mages.

[Farewell Note]
This note was next to you when you woke up after defeating Tirnoch.
It was pinned to the wall with one of Alyn Shir's daggers.

[Finding the Aster Inheritance]


This letter looks very old and weathered.

[Forewoman's Log]
Despite its age, the binding of this book is still tight.
[Fynwick's Journal]
This is the journal of Fynwick Ive, an inhabitant of Ayten.

[Gambling Ledger]
These papers make up a gambling ledger for the House of Valor's
Gambling Den.

[Gardens of Ysa]
This book describing the creation of the Gardens of Ysa looks
largely unread; its binding still creaks when the book is opened.

[Gnome Nursery Rhyme]


A colorful illustration accompanies the rhyme.

[Gnomish History]
This book bears a gnomish seal.

[Graveside Letter]
This letter appears to have been recently planted on the grave
of Avery Egest. It is written in the hand of Mitharu, in which
all brothers of the Order of Mitharu are trained.

[Graveside Letter II]


This letter appears to have been recently planted on the grave
of Avery Egest. It is written in the hand of Mitharu, in which
all brothers of the Order of Mitharu are trained.

[Gwalchmai's Goods]
A dusty merchant's record.

[Jenniker's Journal]
A diary of Jenniker, a wizard who apparently died in Cranalt.

[Journal of Scribe Pearse, Vol. 1]


An entry from the journal of Pearse, scribe to Lir, Lord of the
Blackened Hall.

[Journal of Scribe Pearse, Vol. 2]


Another entry from the journal of Pearse, scribe to Lir.

[Journal of Scribe Pearse, Vol. 3]


The last entry of Pearse, scribe to the ancient king Lir.

[Journey to Shardfall]
The scribbled notes in this scholarly journal appear to describe
an expedition into the ruin of Shardfall.

[Kandrian Trade Writ]


A trade agreement by Brad and Cergren, Traders, of Tirin's Rest.

[Kallas' Notes]
These scribbled notes belong to the famous historian Kallas, and are
a partial account of the only battle ever waged between the Summer
and Winter Courts of the Fae.

[Kellis' Journal]
This is the journal of Kellis Cen, a wanderer staying in Ayten's Inn.

[Life of Tine Delfric]


A sturdy book whose pages have yellowed somewhat.

[Laz Remains]
Cramped handwriting fills this page of notes.

[Lerkara's Journal]
This small book contains neatly ordered script, pressed firmly
into thick vellum pages.

[Letter from Feride Ouet]


A neatly-written note.

[Letter from Lerkara]


A letter to Savant Aethan Engar, from Adept Lerkara Fel.

[Letter from Lord Erran Gastyr]


This letter is addressed to a woman named Wilda and appears to be
stamped with the royal seal of the House Gastyr, a great Alfar
noble family.

[Letter to Celfred]
An official Warsworn seal, with the mark of a chestplate on
it, adorns this letter.

[Letter to Delf]
This rough piece of parchment was crumpled into a ball.

[Letter to Delfric]
An official Warsworn seal, with the mark of a chestplate on
it, adorns this letter.

[Letter to Delfric 2]
An official Warsworn seal, with the mark of a shield on
it, adorns this letter.

[Letter to Gwalchmai]
A letter penned in rough, Varani hand.

[Letter to Mayor Eswin]


The water spots left by tears are clearly visible on the paper of
this heartfelt letter.

[Letter to Mayor Eswin]


This letter is written in blood.

[Letter to Orwin]
This letter is missing any signature or mark of authorship.

[Letter to Ugnar]
A piece of parchment found on Ugnar's body.

[Letter to Urlik]
This letter is written in grand, flowering hand, the seal marked
with lip prints.

[Linguistics]
These assorted writings have been compiled into a rough notebook.

[Llyfarstair I]
A volume from the chronicles of the Dokkalfar people.

[Llyfarstair II]
A volume from the chronicles of the Dokkalfar people.

[Llyfarstair III]
A volume from the chronicles of the Dokkalfar people.

[Llyfarstair IV]
A volume from the chronicles of the Dokkalfar people.

[Llyferion I]
A volume of Dokkalfar religious text.

[Llyferion II]
A volume of Dokkalfar religious text.

[Llyferion III]
A volume of Dokkalfar religious text.

[Love Again Another Day]


I've loved and I've lost, Caring about someone takes its cost,
I've been happy and I've been sad, And even quite mad, In the
end all I have to say, Is I will love again another day.

[Magnus' Memoirs, Part I]


This manuscript for the unfinished memoirs of Tyr Magnus has
been marked as rejected.

[Magnus' Memoirs, Part II]


This manuscript for the unfinished memoirs of Tyr Magnus has
been marked as rejected.
[Magnus' Memoirs, Part III]
This manuscript for the unfinished memoirs of Tyr Magnus has
been marked as rejected.

[Magnus' Memoirs, Part IV]


This manuscript for the unfinished memoirs of Tyr Magnus has
been marked as rejected.

[Maun's Note]
A note left by Maun to whoever fonud his hoard.

[Memoirs Prologue]
This is the manuscript for the prologue of the unfinished
memoirs of Tyr Magnus. It has been marked as rejected.

[Metallurgy]
This book is expertly bound and flawlessly hand-written.

[Mine No. 7 Ledger]


This leatherbound book is caked in dust and soot.

[Missives of Sable]
This book is musty with age. The Jottun have not been taking
good care of it.

[Missives of Sable (shrouded)]


The Missives of Sable, wrapped within the Shroud of Omission.

[Mitharu I]
This well-worn religious text bears the holy symbol of the
order of Mitharu.

[Mitharu II]
This well-worn religious text bears the holy symbol of the
order of Mitharu.

[Motus Handbook]
This thick bound book contains the minutia required for running
a branch office.

[Motus Memoradum]
This official document was written by employees of Motus Mining
Interests, a gnome concern.

[Motus Mining (Days 1-24)]


This piece of paperwork was left behind by officials of the Motus
Mining Company, the Gnome business concern once based in Apotyre.

[Motus Mining (Days 25-44)]


This piece of paperwork was left behind by officials of the Motus
Mining Company, the Gnome business concern once based in Apotyre.

[Motus Mining (Days 45-50)]


This piece of paperwork was left behind by officials of the Motus
Mining Company, the Gnome business concern once based in Apotyre.

[Motus Mining (Day 51)]


This piece of paperwork was left behind by officials of the Motus
Mining Company, the Gnome business concern once based in Apotyre.

[Motus Mining Survey]


This official document was written by employees of Motus Mining
Interests, a gnome concern.

[Motus Mining Wants You!]


This letter was written on fine parchment.

[Motus Reports I]
This official document was written by employees of Motus Mining
Interests, a gnome concern.

[Motus Reports II]


This official document was written by employees of Motus Mining
Interests, a gnome concern.

[Motus Reports III]


This official document was written by employees of Motus Mining
Interests, a gnome concern.

[Motus Reports IV]


This official document was written by employees of Motus Mining
Interests, a gnome concern.

[Motus Reports V]
This official document was written by employees of Motus Mining
Interests, a gnome concern.

[Motus Reports VI]


This official document was written by employees of Motus Mining
Interests, a gnome concern.

[Mysterious Note]
This mysterious note seems to have been written in haste, as though
the author were in a terrible hurry.

[Nell's Journal]
This is the journal of Singing Nell, a recluse who lives in
Ayten.

[Note]
This crumpled note seems to have been written shortly before
you acquired it. (The notes all say something different.)

[Note]
This crumpled note seems to have been written shortly before
you acquired it. (The notes all say something different.)

[Note]
This crumpled note seems to have been written shortly before
you acquired it. (The notes all say something different.)

[Note]
This crumpled note seems to have been written shortly before
you acquired it. (The notes all say something different.)

[Note]
This crumpled note seems to have been written shortly before
you acquired it. (The notes all say something different.)

[Note]
This crumpled note seems to have been written shortly before
you acquired it. (The notes all say something different.)

[Note]
This crumpled note seems to have been written shortly before
you acquired it. (The notes all say something different.)

[Note]
This crumpled note seems to have been written shortly before
you acquired it. (The notes all say something different.)

[Note from Courdan Passant]


A neatly written note.

[Note from Reddle Mane]


A hastily scrawled note.

[Notes of Octienne's Crimes]


A meticulously organized folder of notes, payments, and the
occasional letter related to Octienne's assorted shady dealings.

[Notice of Forfeiture]
This official document was written by employees of Motus
Mining Interests, a gnome concern.

[Notice of Seizure]
A note from the Adessa Praetorians to Eloren Criet, regarding the
seizure of some contraband.

[Omnibus Arcana]
This hefty tome contains many blank pages.
[On Alchemy]
The contents of this handbook are mundane, concerning the
upkeep of alchemical equipment and alchemical preserving methods.

[On Chickens]
A book studying the nature of the common chicken.

[On Drink]
This religious text advises against the evils of drinking to
excess and its repercussions.

[On Embereyes]
This bears a gnomish mark on the cover.

[On Fae Vitality]


A scholarly work. Dust seems to have settled into the very spine
and pages of it.

[On Gemstones]
A small neat, book penned in a small, neat hand.

[On Knowing Order]


This religious text looks to have never been opened; it appears
to discuss the role of Fear in the life of a religious convert.

[On Life and Death]


The cover of this heavily worn book bears the initials "PM".

[On Magic and its Bestial Practitioners]


A tome detailing some of the beasts of Amalur that wield magic.

[Owner's Journal]
A journal found in an abandoned house in Canneroc. Most of its pages
are ripped out.

[Peers of Eagonn I]
A roughly bound novel.

[Peers of Eagonn II]


A roughly bound novel.

[Plant Report]
An official looking document, yet hastily scribbled.

[Prayer Book]
This slim volume includes devotionals for the devout, including
the famous Prayer of St. Eadric.

[Private Letter]
This letter was written to inform someone named Britt Hagni that
his home in the village of Emaire has been prepared for him.

[Pslam to Fyragnos]
A psalm carried by a member of Belen's Testament in the Red Marches.
It seems to refer to an ancient slumbering Niskaru, Fyragnos.

[Reminder for Initiates]


This note bears an unrecognizable, official mark.

[Rikka's Journal]
A simple, leatherbound journal found in the dresser of Rikka
Egest's bedroom.

[Sacred Tract]
This religious text, taken from a Kobold, seems somewhat the
worse for wear.

[Saint Hadwyn]
Careful, unadorned lettering fills this simply-bound book.

[Saltwell Site Lab Notes, Day 21]


A scrap of a diary from the Saltwell lab's prior owner.

[Saltwell Site Lab Notes, Day 142]


Rough and spiky handwriting on this scrap of notes suggest its
author was especially frustrated at the time of writing.
[Saltwell Site Lab Notes, Day 233]
Surprisingly disorganized notes from the Saltwell lab's prior owner.

[Sanctuary Document]
A document from the Sanctuary in Tirin's Rest.

[Scaith Family Curse]


A tattered family history.

[Saturday]
In the margins of this weathered old journal are the daily
devotionals and musings of Father Etair, spiritual leader of
St. Eadric's Perpetual Mission in Haxhi.

[Shardfall]
A weathered book adorned with an image of a shard.

[Silkfarmer Journal]
This seems to be part of a journal kept by a silkfarmer of Webwood.
(Same name, different content.)

[Silkfarmer Journal]
This seems to be part of a journal kept by a silkfarmer of Webwood.
(Same name, different content.)

[Silkfarmer Journal]
This seems to be part of a journal kept by a silkfarmer of Webwood.
(Same name, different content.)

[Skill Book (Alchemy)]


Filled with lost lore and dozens of techniques, this book will
grant a permanent bonus to the Alchemy skill of whomever
reads it.

[Skill Book (Blacksmithing)]


Filled with lost lore and dozens of techniques, this book will
grant a permanent bonus to the Blacksmithing skill of whomever
reads it.

[Skill Book (Detect Hidden)]


Filled with lost lore and dozens of techniques, this book will
grant a permanent bonus to the Detect Hidden skill of whomever
reads it.

[Skill Book (Dispelling)]


Filled with lost lore and dozens of techniques, this book will
grant a permanent bonus to the Dispelling skill of whomever
reads it.

[Skill Book (Lockpicking)]


Filled with lost lore and dozens of techniques, this book will
grant a permanent bonus to the Lockpicking skill of whomever
reads it.

[Skill Book (Mercantile)]


Filled with lost lore and dozens of techniques, this book will
grant a permanent bonus to the Mercantile skill of whomever
reads it.

[Skill Book (Persuasion)]


Filled with lost lore and dozens of techniques, this book will
grant a permanent bonus to the Persuasion skill of whomever
reads it.

[Skill Book (Sagecraft)]


Filled with lost lore and dozens of techniques, this book will
grant a permanent bonus to the Sagecraft skill of whomever
reads it.

[Skill Book (Stealth)]


Filled with lost lore and dozens of techniques, this book will
grant a permanent bonus to the Stealth skill of whomever
reads it.

[Songbook]
A book of songs and rhymes about the Widow of the Webwood.

[Spider Memo]
A carefully written message, found under a handful of webbing.

[Stone Shadows]
A freshly bound, newly inked version of the beloved work.

[Stonecandle Log]
This sturdy tome is bound in leather and steel.

[Survey of Beasts and Creatures]


A gnomish text detailing the giant spiders of Amalur.

[Tales of Brighthelm]
Lavish gilt lettering adorn the cover and opening pages of
this small tome.

[The Adventure I]
This small book is a volume of The Adventure, a famed journey
through the Winter Fae lands.

[The Adventure II]


This small book is a volume of The Adventure, a famed journey
through the Winter Fae lands.

[The Adventure III]


This small book is a volume of The Adventure, a famed journey
through the Winter Fae lands.

[The Adventure IV]


This small book is a volume of The Adventure, a famed journey
through the Winter Fae lands.

[The Adventure V]
This small book is a volume of The Adventure, a famed journey
through the Winter Fae lands.

[The Adventure VI]


This small book is a volume of The Adventure, a famed journey
through the Winter Fae lands.

[The Adventure VII]


This small book is a volume of The Adventure, a famed journey
through the Winter Fae lands.

[The Adventure VIII]


This small book is a volume of The Adventure, a famed journey
through the Winter Fae lands.

[The Adventure IX]


This small book is a volume of The Adventure, a famed journey
through the Winter Fae lands.

[The Adventure X]
This small book is a volume of The Adventure, a famed journey
through the Winter Fae lands.

[The Book of Gentle Beasts]


Beautifully bound, lined in gold, this book has lavish
illuminations throughout.

[The Dark Empyrean]


This book seems similar to other versions you've seen throughout
the Scholia Arcana.

[The Fall of Dwynian]


This elegantly crafted and decorated tome looks as though it
belongs in a museum.

[The Human's Tale]


This stange scroll was found in the Archsage's mind.

[The Journal of Stellan Reitan]


The journal of Stellan Reitan, found in Splitrock Depths.
[The Little Prince of Rathir]
A Rathiri storybook of elegant manufacture.

[The Mantle Passes]


This strange scroll was found in the Archsage's mind.

[The Morning Prayer]


This scroll was written in an immaculate calligraphy.

[The New Assistant]


A rough copy of a letter, apparently written but never sent.

[The Possession Begins]


This strange scroll was found in the Archsage's mind.

[The Primer of Fire]


This religious text bears strange runes and markings on the cover.

[The Princess]
This nondescript book seems special despite its ordinary appearance.

[The Proud Warsworn]


The Warsworn is so proud, They tell everyone about it very loud,
The Warsworn is so honorable, Yet they're very disagreeable,
The Warsworn is so glorious, Well let me say something treasonous,
The Warsworn is a sham, When you really need help they scram.

[The Scholia Arcana]


The history of the Scholia Arcana.

[The White At War]


A seemingly unfinished autobiography of Nil Kern, of Tirin's Rest.

[The Wild Flame]


This stange scroll was found in the Archsage's mind.

[The World I Left]


This stange scroll was found in the Archsage's mind.

[Thieves and Balladeers]


This small worn book features favorite children's poems of the
Travelers.

[Thursday]
In the margins of this weathered old journal are the daily
devotionals and musings of Father Etair, spiritual leader of
St. Eadric's Perpetual Mission in Haxhi.

[Til's Collection I]
This lascivious text appears to have been read many times and by
many different people, as evidenced by its worn cover and tattered
pages.

[Til's Collection II]


This lascivious text appears to have been read many times and by
many different people, as evidenced by its worn cover and tattered
pages.

[Til's Collection III]


This lascivious text appears to have been read many times and by
many different people, as evidenced by its worn cover and tattered
pages.

[Til's Collection IV]


This lascivious text appears to have been read many times and by
many different people, as evidenced by its worn cover and tattered
pages.

[Til's Collection V]
This lascivious text appears to have been read many times and by
many different people, as evidenced by its worn cover and tattered
pages.

[Til's Collection VI]


This lascivious text appears to have been read many times and by
many different people, as evidenced by its worn cover and tattered
pages.

[Til's Collection VII]


This lascivious text appears to have been read many times and by
many different people, as evidenced by its worn cover and tattered
pages.

[Til's Collection VIII]


This lascivious text appears to have been read many times and by
many different people, as evidenced by its worn cover and tattered
pages.

[Til's Collection IX]


This lascivious text appears to have been read many times and by
many different people, as evidenced by its worn cover and tattered
pages.

[Til's Collection X]
This lascivious text appears to have been read many times and by
many different people, as evidenced by its worn cover and tattered
pages.

[Tirin's Rest Hymnal]


A church hymnal from Tirin's Rest]

[To All Civilians]


This letter bears the official mark of the Dokkalfar Army.

[To Brother Fallon I]


A small neat, letter penned in a small, neat hand.

[To Brother Fallon II]


A small neat, letter penned in a small, neat hand.

[To Ewa]
This letter bears the seal of the Scholia Arcana.

[To Her]
An old, battered journal. The ink has bled through several pages.

[To Lady Ansilla 1]


This letter bears a broken wax seal bearing a coat of arms.

[To Lady Ansilla 2]


A hastily written note is crossed out with strong pen strokes.

[To Lady Ansilla 3]


A smiling face and flowery patterns illustrate this letter.

[To Lord Gastyr 1]


The writing of this letter suggests a steady, artistic hand.

[To Lord Gastyr 2]


Written on a fine piece of paper.

[To Lord Gastyr 3]


This letter is written in a bold script, with "Lord" underlined.

[To Luminitsa I]
An unadorned letter penned in a simple hand.

[To Scholia Arcana I]


This letter bears the seal of the Scholia Arcana.

[To Scholia Arcana II]


This letter bears the seal of the Scholia Arcana.

[Tome of Artifacts I]
This book catalogues the magical items of the Fae.

[Tome of Artifacts II]


This book catalogues the magical items of the Fae.

[Tome of Artifacts III]


This book catalogues the magical items of the Fae.
[Tome of Artifacts IV]
This book catalogues the magical items of the Fae.

[Town Charter]
The legal charter for the village of Tirin's Rest.

[Tuesday]
In the margins of this weathered old journal are the daily
devotionals and musings of Father Etair, spiritual leader of
St. Eadric's Perpetual Mission in Haxhi.

[Tyr's Journal I]
This thin, leatherbound book is marked as a volume of
Tyr Magnus' journal.

[Tyr's Journal II]


This thin, leatherbound book is marked as a volume of
Tyr Magnus' journal.

[Tyr's Journal III]


This thin, leatherbound book is marked as a volume of
Tyr Magnus' journal.

[Tyr's Journal IV]


This thin, leatherbound book is marked as a volume of
Tyr Magnus' journal.

[Vernis' Report]
A scout's coded message about Tuatha troop movement in Klurikon.

[Visit the Craft Hall]


The large, simple lettering on this sheet of paper suggests it
was made to be tacked to a tree or tavern wall.

[War Giving Pamphlet]


A rustic pamphlet urging villagers to give to the war effort.

[Warsworn Ledger]
An old item used to record missions of the Warsworn's mercenaries.

[Warsworn Ranks]
An official-looking Warsworn document.

[Warsworn Recruitment Letter]


This letter bears the insignia of the Warsworn.

[Well Progress Log]


Careful copperplate lettering records a monthly log of the
Well's progress. It appears to be the latest in a very long set
of logs.

[Weniret's Journal]
This is the journal of Weniret Soll, a Traveler staying in Ayten.

[Wildfrold's Notes]
These scribbled notes belong to the famous historian Wildfrold,
and are a partial account of the only battle ever waged between
the Summer and Winter Courts of the Fae.

===============================================================================
10.
======================88==============================88=======================
88 88
88 88
88 88
**------------------------------**
|| ||
[MNSTR] || Bestiary ||
|| ||
**------------------------------**

Quest-exclusibe mobs will not be listed besides bosses.

Antelope
- My favorite passive animals; hit them hard and they'll fly into space.
They run away from you if you get too close. Can drop crafting components
if you have at least level 1 Blacksmithing.

Aurochs
- Ugly red/white bulls of some sorts. Will kick you with its hind legs if
you're behind it. Will stab you with its horns if you're in front of it.
Can drop crafting components if you have at least level 1 Blacksmithing.

Bandits
- All over the place. Dalentarth has Red Legion. Erathell has Freeman.
Detyre has Cynric, Darkvari, and Zungar outlaws. Worst assassins ever.
Usually shows up in groups, and found digging around carts and corpses.
Some can dodge arrows, but still can be hit if fired in succession.

Banshaen
- Mother of murghan. Spits out pods that spawn murghan. Can do some coordinated
attack when it has at least three murghan with it. Can pop out of the
water.

Barghests
- Oversized dog that can run on two feet. Brightly colored. Arcane ones
also drain a fair amount of mana when they hit you. Usually appears in
packs.

Bears
- Usually solitary, but can sometimes be found sleeping in groups of two
or three. Likes to rush to you and maul you and whatever else a bear does.

Belen's Testament
- People found in Detyre who believe that killing people is a good thing.
Consists of mages and spearsmen.

Boggarts
- Cute things that likes to chase lights and rattle at you. Tumblers also
do some spin tricks. Plaguebearers can give you the Blood Plague when
they hit you. Zealots do some weird thing where they lift up their mask
and go shiny and rush at you. Vulnerable to fire, and panics when on
fire too.

Bolgan
- Big red and fat one-eyed giants. One-eyed because they remove one eye
for some ceremonial thing. Beastmasters have barghest with them. Brutes
have shields that block much damage. Thugs just rush at you with their
swords held high.

Brownies
- They're brown, wrinkly, and ugly. Usually found in large groups. Lunges
at you and likes to take bites out of your butt. Pestilent ones can
give you Binder's Lesions. Makes a funny noise when they die.

Chicken
- Clucks and walks around. Drops nothing, does nothing.

Chicken Overlord
- Poops at you until it dies. Breathes fire if you're too close to it.

Crudok
- Ugly things with many legs. Worshipped by Brownies. Has some weird mask
for its face that opens up when it puts its hands together and spews some
nasty homing fly breath at you. Makes a strange noise when it walks. Can
pop out of the ground.

Ettin
- Two headed giants. Likes to body slam you into the floor. Also punches
you. Shaman and WarPriests also use lightning magic.

Jottun
- Fat things with hammers. Rushes at you with hammers lowered. Runelords
and Runewielders also have ice hammers that can freeze you, and can whack
ice projectiles at you.

Kobolds
- Annoying "oversized cats". Tends to appear in groups. Likes to pull off
spear combos on you. Nightblades and Rogues can also throw flame bombs
that are a little difficult to dodge. Can pop out of the ground.

Leanashe
- Lean-a-she. A lean looking female demon of sorts with long black hair,
three fingers, and tentacles for legs. Barfs large balls of nasty gunk
at you. Can dodge some attacks. Can give you Toxic Slurry disease. Found
eating some dead thing and can also pop out of the ground. Ancient ones
are just more purple (and powerful).

Murghan
- Spawns of banshaen. Wields tridents and likes to pull off spear combos.
Can also attack with lightning element. Usually found in groups in or
near water or around a banshaen.

Narca
- Cursed Fae found in Detyre. Only aggressive Fae besides Tuatha but will
no longer be aggressive once you finish some quests in Alserund.

Niskaru
- Fast monsters that spawn from the ground in pink lights. Has long sharp
claws. Tyrants are large ones that spew fireballs, charge, and have a
seizure-prone extendable claw. Vulnerable to ice.

Rats
- Giant half-bald rats, found in dirty places or feeding on carrion. Can
give you a disease.

Scuttlecrab
- Likes to look around to see if anyone's watching then stuff it's mouth
with who-knows-what from the floor. Raises its claws and dances for you
if you get too close. I mean, it'll try to intimidate you. Green blood
goes everywhere when you kill it. Can drop crafting components if you have
at least level 1 Blacksmithing.

Spiders
- Loves popping out of the ground. Giant ones spit webbing at you, while
Venomspitters do the obvious: spit poison at you. Vulnerable to fire.

Sprites
- Regular ones just charge you. If a champion is around, they can also
use the corresponding elemental attack. Can appear out of thin air.

Thresh
- Tree thing that wears a skull and has a bow-like arm. Tends to be surrounded
by worshipping boggarts. Can root itself and have roots hit you from the
ground. Can also shoot magical projectiles. Vulnerable to fire.

Trolls
- Big things with clubs. Rushes at you with the club, or sends debris flying
at you with its club. Resistant to magic. Makes the ground shake. A lot.

Tuatha
- Your main enemies in this game. They're everywhere, and there's so many
of them they're annoying, shouting all sorts of things about Tirnoch every
time they see you. They have their own special battle music too.

Undead
- Faer Gorta are just bone warriors. Son of Laz are zombies that drag a sword
around and are mostly found in Detyre. Laz can give you a disease, Kiss of
Laz.

Wolves
- Just wolves. Travels in packs and likes to bite people.

Bosses:
(I consider bosses ones that have a large health bar in the top right.)
- Ametair
- Anru Besin
- Azaghaal
- Balor
- Bisarane
- Ciara Sydanus
- Cur of Vengeance
- Dren
- Rock Troll
- Gadflow
- Gnarsh
- Maid of Windemere
- Templar Octienne
- The Widow
- Tirnoch
- Witch Knight Malwyn
- Witch Knight Myrna

===============================================================================
11.
======================88==============================88=======================
88 88
88 88
88 88
**------------------------------**
|| ||
[MAP00] || Maps ||
|| ||
**------------------------------**

Maps that I've made and also have available on GameFAQs. If the
links do not work, please let me know or just look on the same page
you found this FAQ.

*-------------*
| Dalentarth: |
*-------------*

Allestar Glade
http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63794

Odarath (West)
http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63796

Odarath (East)
http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63795

Glendara
http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63838

Yolvan
http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63847

Ettinmere
http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63843

Webwood
http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63845

Haxhi
http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63846

Lorca-Rane
http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63855

The Sidhe
http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63844

Windemere
http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63799

Summer's End
http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63798

*----------*
| Erathell |
*----------*

Acatha
http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63877

Cradle of Summer
http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63856

Forsaken Plain (East)


http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63870

Forsaken Plain (West)


http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63871
Galafor
http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63869

Kandria
http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63875

Tala-Rane
http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63857

The Wolds
http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63858

Tywili Coast
http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63876

*--------*
| Detyre |
*--------*

The Red Marches


http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63881

Alserund
http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63882

The Hollowlands
http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63889

Menetyre
http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63888

Apotyre
http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63887

*----------*
| Klurikon |
*----------*

Cursewood
http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63895

The Midden
http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63894

The Keening
http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63892

Drowned Forest
http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63891

Caeled Coast
http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63890

*-----------*
| Alabastra |
*-----------*

High Fulgen
http://ww.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63897

Shadow Pass
http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63893

Twilight Pass
http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63896

Amaura
http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63898

===============================================================================
12.
======================88==============================88=======================
88 88
88 88
88 88
**------------------------------**
|| ||
[XTRA0] || Extras ||
|| ||
**------------------------------**

Skill Trainer Locations.................................[XTRA1]


Skill Book Locations....................................[XTRA2]
Backpack Locations......................................[XTRA3]
Houses..................................................[XTRA4]
Extra Dungeons..........................................[XTRA5]

----------------------88------------------------------88
----------------------88------------------------------88
88 88
88 88
88 88
**------------------------------**
|| ||
[XTRA1] || Skill Trainer Locations ||
|| ||
**------------------------------**

Skill Trainers are NPCs that will permanently increase your skill
by one for gold. Each trainer can only be used once and only when
your level is within their limits. If your level is too high or
something, you can always visit a Fateweaver to reset them but doing
so too many times will make Fateweaving expensive.

Skill: Name: Expertise: Location:


---------------------------------------------------------------------------

Alchemy

Jakasen Novice Dalentarth > The Sidhe >


(0-3) Ysa > Lyceum Grove

Molly Janick Novice Erathell > Forsaken Plain


(0-3) > Blue Bear Tavern

Savant Red Journeyman Erathell > Tywili Coast >


Thombrum (4-6) Rathir > Upper City >
Scholia Arcana > Main Hall

Conni Master Klurikon > Caeled Coast >


(7-9) Seawatch
(After freeing her from Castle Ansilla in Ghosts of
Seawatch side quest)

Blacksmithing

Halder Rodric Novice Dalentarth > Yolvan >


(0-3) Shieldring Keep

Holte Frenn Novice Dalentarth > The Sidhe >


(0-3) Ysa > Merchants Delegation

Efyr Dynnwel Journeyman Detyre > Menetyre >


(4-6) Ironfast Keep
(must finish A Master's Touch side quest)

Ragnar Senn Master Klurikon > Cursewood >


(7-9) Mel Senshir

Detect Hidden

Arnick Arduna Novice Dalentarth > West Odarath


(0-3) > Gorhart > Gorhart Inn

Ambassador Odvar Novice Dalentarth > The Sidhe >


(0-3) Ysa > Embassy Hall

Gawait Hand Journeyman Detyre > Apotyre >


(4-6) Sun Camp
(Will be in Whitestone if you finished Travelers storyline)
Hey Caslan Master Klurikon > Cursewood >
(7-9) Mel Senshir

Dispelling

Saramer Novice Dalentarth > The Sidhe >


(0-3) > Ysa > The Trellis >
Ballads Sanctuary

Eric Porthe Novice Detyre > Apotyre > Adessa


(0-3)

Artan Caid Journeyman Erathell > Tywili Coast >


(4-6) Rathir > Upper City >
Scholia Arcana > Main Hall

Dionaeach Master Klurikon > The Midden >


(7-9) House of Sorrows
(Trainer will disappear/die after you get too far in the
House of Sorrows factions storyline)

Lockpicking

Throvald Ulfsson Novice Dalentarth > Lorca-Rane


(0-3)

Tefroy Tarion Novice Erathell > Galafor >


(0-3) Tirin's Rest > Locksmith
(Available after finishing Warsworn faction quest Lock
and Key)

Narit Wyle Journeyman Detyre > Apotyre > Adessa


(4-6) > Hospitalis Quarters

Elya Madmyr Master Klurikon > Caeled Coast


(7-9) > near Seawatch

Mercantile

Elayen Dark Novice Dalentarth > Star Camp


(0-3)

Anton Demian Novice Detyre > Alserund


(0-3)

Eormen Gest Journeyman Erathell > Moon Camp


(4-6)

Enion Gaius Master Klurikon > Cursewood >


(7-9) Mel Senshir

Persuasion

Ellova Novice Dalentarth > East Odarath


(0-3) > House of Ballads >
Summer Sanctuary

Magessa Ohr Novice Erathell > Tywili Coast >


(0-3) Rathir > Upper City >
House Wyvyrn Girfe

Templar Montainel Journeyman Detyre > Apotyre > Adessa


(4-6) > The Isles > The Forum

Caradas Hyne Master Klurikon > Cursewood >


(7-9) Mel Senshir

Sagecraft

Viscount Setter Novice Dalentarth > The Sidhe


the Allseer (0-3) > Ysa
(Will be at The Font in Ysa if you completed the quest
Oh, The Indignitaries)

Savant Raina Novice Dalentarth > The Sidhe >


Njorn (0-3) Ysa > Delving Hall

Savant Itran Journeyman Erathell > Tywili Coast >


Sconn (4-6) Rathir > Upper City >
Scholia Arcana > Main Hall

Liordran Master Klurikon > The Keening


(7-9) > Balor's Crossing

Stealth

Hiroen Karet Novice Dalentarth > Star Camp


(0-3)

Inthaels Scyld Novice Erathell > Moon Camp


(0-3)

Borm of Journeyman Detyre > Apotyre > Adessa


Bowstrings (4-6) > Hospitalis Quarters

Ticnerani Master Alabastra > Shadow Pass >


(7-9) Dark Glow Caverns

----------------------88------------------------------88
----------------------88------------------------------88
88 88
88 88
88 88
**------------------------------**
|| ||
[XTRA2] || Skill Book Locations ||
|| ||
**------------------------------**

There is one book for each skill. When you read these books, they
will permanently increase that skill by one, but only the first
time you read it.

I put this under the character creation section, but here it is again:
whatever your racial bonus gave you +2 of, you should use the two
skill trainers that only train you if your skill is 3 or below BEFORE
you use the skill book for it or you WILL miss out on being able to
use one of the trainers.

Alchemy
Erathell > Cradle of Summer > Hidden Door > Pile of Rocks
(level 5 detect hidden to see the secret door on the map)

Blacksmithing
Detyre > Menetyre > Hall of the Firstsworn > Forge room chest
(during Warsworn faction quests)

Detect Hidden
From Grim Onwig during Travelers faction quests

Dispelling
Dalentarth > Haxhi > Ballads Library > Upstairs in cache
(requires some House of Ballads faction quests to get in library)

Lockpicking
Erathell > Forsaken Plain > Orieator's Tomb > In chest of first room

Mercantile
Detyre > The Hollowlands > Motus Mining Outpost > second floor bookshelf
of fully upgraded office, requires Fae at the Mine, Bloodbane, and Miners
in the Sand quests to be completed

Persuasion
Detyre > Apotyre > Adessa > Livrarium upon Paper Trail quest completion

Sagecraft
Dalentarth > Glendara > St. Hadwyn's Mission > Hidden Well Cache

Stealth
From Grim Onwig during Travelers faction quests
----------------------88------------------------------88
----------------------88------------------------------88
88 88
88 88
88 88
**------------------------------**
|| ||
[XTRA3] || Backpack Locations ||
|| ||
**------------------------------**

There are a total of 5 backpacks you can buy in the whole


game. Each bag increases your bag space by 10 so when you
have all 5, you will have 120 bag slots.

Dalentarth > West Odarath > Gorhart > The Corner Shop > Rikka Egest

Dalentarth > The Sidhe > Ysa > Asker's Alley > Riona Helt

Erathell > Tywili Coast > Rathir > Upper City > Scholia Arcana > Wil Donall

Detyre > Apotyre > Adessa > Domus Politica > Senecer Macit

Klurikon > Cursewood > Mel Senshir > Illyn Doldran

----------------------88------------------------------88
----------------------88------------------------------88
88 88
88 88
88 88
**------------------------------**
|| ||
[XTRA4] || Houses ||
|| ||
**------------------------------**

Every house has a stash that holds 155 items and is linked to every
house you own. Every house also has a mirror that lets you change
stuff like hairstyle, jewelry, and tattoos. There is also a bed to
sleep in. Additional features for each house is listed below.

Gossamer End
Location: Dalentarth > Webwood > Canneroc
Requirements:
- Complete quest The Natural Order
Special Features:
- Delivery Satchel containg Canneroc Gossamer that is replenished
- Sagecrafting Altar (upgrade)
- Alchemy Lab (upgrade)

Aron Excavations Office


Location: Detyre > The Hollowlands > Motus Mining Outpost
Requirements:
- Complete quests Fae at the Mine, Bloodbane, Miners in the Sand
Special Features:
- Sagecrafting Altar
- Forge
- Mercantile skill book (in fully upgraded office)
- Can collect money from Vincent every so often

Sandstone Villa in Adessa


Location: Detyre > Apotyre > Adessa
Requirements:
- Free upon entering Adessa (can only be upgraded once you
finish the quests New in Town & Under Watch)
Special Features:
- It's huge, but useless.
- Healer
- Forge
- Alchemy Lab

Champion's Manor in the House of Valor


Location: Detyre > Alserund > House of Valor
Requirements:
- Complete all House of Valor faction quests
Special Features:
- None, but you can collect some money from Jokull every so often

Archsage's Quarters in Rathir's Scholia Arcana


Location: Erathell > Tywili Coast > Rathir > Upper City > Scholia
Arcana > Main Hall
Requirements:
- Complete all Scholia Arcana faction quests
Special Features:
- Some chests
- Forge
- Alchemy Lab
- Activate sigil-stone to spawn chickens and watch brownies
pulverize them
- Shiny magic paths to walk on!

The Orbocant in Rathir


Location: Erathell > Tywili Coast > Rathir > Upper City
Requirements:
- Complete all of the main quests
Special Features:
- A special merchant NPC
- Fateweaver (Agarth will stay here forever now.)

Seawatch
Location: Klurikon > Caeled Coast
Requirements:
- Ghosts of Seawatch quest (must complete for full upgrade)
Special Features:
- It's a giant castle, best 'house' in the whole game IMO.
- Healer
- Merchant
- Skill Trainer
- Forge
- Sagecrafting Altar
- Alchemy Lab
- Courtyard with many reagents
- Shrine of Lyria

----------------------88------------------------------88
----------------------88------------------------------88
88 88
88 88
88 88
**------------------------------**
|| ||
[XTRA5] || Extra Dungeons ||
|| ||
**------------------------------**

These are locations that you may or need to explore on your own; there
are no quests for it. May add thorough walkthroughs for them in the
future or upon request.

- Stonecandle Mines (Dalentarth > Allestar Glade)

- Bristlethorn (Erathell > Forsaken Plain)


- Shining Labyrinth (Erathell > Forsaken Plain)
Only explored if you decided to open the Ansilla box here.

- Hurvar's Doorsil (Detyre > Menetyre)


Mostly unexplored or not at all if you got the Master's Tallow
from Tearscotter Mine.

- Seven Widow Mine (Klurikon > Cursewood)


- Sanctuary Grotto (Klurikon > Drowned Forest)

- Primordia (Alabastra > High Fulgen)


Only accessible after beating the main storyline.
- Dark Glow Caverns (Alabastra > Shadow Pass)
- Mordus-Torr (Alabastra > Shadow Pass)
- Prismere Basin (Alabastra > Amaura)
===============================================================================
13.
======================88==============================88=======================
88 88
88 88
88 88
**------------------------------**
|| ||
[CRDTS] || Credits ||
|| ||
**------------------------------**

Help is always welcome. Again, contact me at dragonkyrie@gmail.com.


If multiple people tell me about the same thing before I update,
the first person will receive the credit. If you want to go by
a certain name when I credit you, please let me know.

===============================================================================
14.
======================88==============================88=======================
88 88
88 88
88 88
**------------------------------**
|| ||
[UPDTS] || Update Log ||
|| ||
**------------------------------**

2/20/12
- Began Walkthrough
2/23/12
- Finished Main Quests
- Finished Achievements
2/24/12
- Finished House of Ballads Quests
- Finished Warsworn Quests
2/26/12
- Finished Travelers Quests
2/27/12
- Finished Scholia Arcana Quests
2/28/12
- Finished House of Sorrows Quests
- Finished House of Valor Quests
3/01/12
- Finished all side/task quests for Dalentarth
3/02/12
- Finished all maps of Dalentarth
3/03/12
- Finished Skills section
3/07/12
- Finished all maps of Erathell
- Finished all side/task quests for Erathell
3/09/12
- Finished Extras section
- Finished all maps of Detyre
- Finished all side/task quests for Detyre
3/10/12
- Finished all side/task quests for Klurikon
- Finished all maps of Klurikon
- Finished all side/task quests for Alabastra
- Finished all maps of Alabastra
3/11/12
- Completed what I have for the walkthrough
3/13/12
- All maps added, formatting painfully fixed
4/02/12
- Added many missing pieces of armor sets
- Added many missing unique accessories

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This guide is copyrighted by Dragonkyrie. Please tell me if anyone else is
taking credit for this. Sure, you can save it and print it out for personal
use, but you CANNOT use it to sell for personal profit.

Websites with given permission to have guide on their site are listed below:
-GameFAQs.com

-GamesRadar.com
-CheatPlanet.com
-SuperCheats.com
-NeoSeeker.com
-CheatCC.com
-GamersHell.com
-CheatHappens.com
-ChapterCheats.com

If you would like to add this guide to your website and your website is not
listed above, please contact me at dragonkyrie@gmail.com to get my
approval FIRST or I will not allow it...

...and here's the pro way to say it.

This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

Copyright 2012 Rachel Chen


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

You might also like