Cryllara tasks
List of different daily tasks you can get from Cryllara. Only task and 'assemble kit/pack' info, no guides on how to do them.
Completing task gives experience, money and favors.
- Easy work:
- Medium work: 40k exp, 1000 platinum coins and 50 favor.
- Hard work: 90k exp, 225 batium coins and 100 favor.
Favors can be spent at the Efiilas Quartermaster.
Contents
- 1 Easy work
- 2 Medium work
- 2.1 Convince the deserters to return
- 2.2 Get three shopkeepers to sign the requisition forms
- 2.3 Complete the animal research kit
- 2.4 Complete the first aid kit
- 2.5 Kill the Kara-tur Ogre King
- 2.6 Kill the gladiator in Nifty's Tower
- 2.7 Destroy Alucard the Vampire
- 2.8 Kill three Village of Pestilence zombies
- 2.9 Kill three Lanzia ogres
- 2.10 Kill 3 scorpions
- 3 Hard Work
- 3.1 Place 5 helix spikes on scenic locations
- 3.2 Complete the ambassador pack
- 3.3 Complete the animal research kit
- 3.4 Get four multislot leather armours
- 3.5 Get four str meals
- 3.6 Kill Kilgader the Packmaster
- 3.7 Kill the demon Melcross
- 3.8 Kill an Entelodont
- 3.9 Kill a seamonster
- 3.10 Kill 3 Dahbec dragons
- 3.11 Kill 5 Underdark drow
- 3.12 Kill 5 gnome/dwarf guards at the Mirror Mines
- 3.13 Kill 5 Outworld great cats
- 3.14 Clear the VotK Harbour
- 3.15 Show the training elf expert combat
Easy work
Kill the Barbarian Chief in the Cornfield
The Cornfield offers something we want: renewable food resources. But the land is contested by the barbarians. If you slay their chief, we might stand a chance at a treaty, or at least them fleeing.
Kill 5 bats
We're not used to so many bats around here. Quite frankly, they compete with the birds we need more for their un-diseased meat and feathers. Thin out the bat population. You might want to start in the Whirlpool cave, but the Overworld might have some too.
Complete the soldier gear pack
The hectic nature of the evacuation has kept our soldiers moving in and out of camp pretty quickly. They're needed everywhere, and don't always want to slow down for resupply. Ready-to-go gear packs with essential items would dramatically speed up the turn-around time. see if you can put something together.
- Torso-slot armour
- Polearm
- Both foot-slot armour
- Blue clothing
- Any food item
- Any drink
Medium work
Convince the deserters to return
Many of our ranks signed up to help, but the sudden action and its context have not been easy. Several Advance members have left camp, leaving us short-handed. See if you can convince them to return to us, preferably without violence.
Get three shopkeepers to sign the requisition forms
We're new to these lands and short on both money and supplies. As such, we need to make deals with local shopkeepers for goods in high demand for us. We've talked to as many on this continent as possible, but we need help over the oceans. If you can get three shopkeepers from three other continents to help out, we will be in much better shape.
Complete the animal research kit
If we're going to get anywhere with this new land, we're going to need to know more about its natural hazards, namely, animals. Take this kit and collect research specimens of the types of weapons the Lucentium beasts use to attack.
- Two freshly dissected horns
- Two freshly dissected paws
- Two freshly dissected beaks
- Two dead bugs
- No repeat races.
Complete the first aid kit
When we have wounded on the field and magic fails, a backup plan is highly valued. A first aid kit for emergency healing at the hands of our field surgeons could save multiple lives, but we are already low on the materials needed for them. See what you can do.
- Four clean cotton cloth items for wound dressings
- Two plants with healing properties
- Container with 1-5 liters of fresh water
- Belt, sash, bow tie or rope for tourniquet
- Sewing needle
- Thread
Kill the Kara-tur Ogre King
It is time we dealt with the problem in Kara-tur once and for all. In the caves is an Ogre King. His death will spell an end for their attack plans, at least, for a while. Your kill count will be lost if you quit, but not if you LD. Return to the questgiver to restart it.
Kill the gladiator in Nifty's Tower
There is a temple in the desert, guarded by a mighty gladiator. We suspect there are relics of use to us in there, but the gladiator bars the path. Take him out. Your kill count will be lost if you quit, but not if you LD. Return to the questgiver to restart it.
Destroy Alucard the Vampire
Reports from the Castle Dahbec continue to mention a vampire, and a powerful one at that. Vampire-killing methods are dramatically diffferent in different lands, and what we've tried hasn't worked. Maybe you will succeed where we failed. Your kill count will be lost if you quit, but not if you LD. Return to the questgiver to restart it.
Kill three Village of Pestilence zombies
Undead are dangerous enough, but when they carry disease from place to place, it's not something we're prepared to accept. The Village of Pestilence is loaded with walking plague factories that must be cleansed.
Kill three Lanzia ogres
An army in the lands of Lanzia builds, and they've recruited a number of ogres as guards and shock troopers. Ogres are stupid, and we won't be able to scare them off. Thin out their numbers by killing a few of them, but stay away from their leaders for now.
Kill 3 scorpions
The Lost Pyramid has potential for exploration, but there are concerns. In particular, the scorpions outside could threaten our researchers before they even enter. Clear a path.
Hard Work
Place 5 helix spikes on scenic locations
Our spellcasters are working on a way for us to cover more ground quickly. Their best shot so far requires a better look at the continent, which you can provide by use of a helix. These are special spikes, thrust into the ground, spread out all over the continent. Use the guide to make sure they are placed correctly, and return the guide when it's green across the board.
Complete the ambassador pack
While we're preparing for a battle in the standard sense, we also need to prepare for non-combat contests of skill. There is much we can gain by diplomacy, and the merchants and courts of these lands offer many options along those routes. However, we lack the clothing and other items common to high society in Lucentium. If we want to impress, we need to dress the part.
- Three pieces of formal clothing (suits, gowns, etc)
- Three pieces of jewelry
- A pair of high-quality footwear
- Quality liquor
- Two expensive noncombat gifts
Complete the animal research kit
If we're going to get anywhere with this new land, we're going to need to know more about its natural hazards, namely, animals. Take this kit and collect research specimens of the types of weapons the Lucentium beasts use to attack.
- Two freshly dissected horns
- Two freshly dissected paws
- Two freshly dissected beaks
- Two dead bugs
- No newbie monsters
- No repeat races.
Get four multislot leather armours
Most of our soldiers, hunters and scouts use light armour, leather being an easy favorite. And we're always looking for more. Multislot armour, such as o-yoroi and battlesuits, will provide a lot of cover without a lot of fuss. Four of those will serve our needs for at least a couple days.
Get four str meals
We were able to relocate a lot of people quickly, but in doing so, we had to leave a lot behind. Now we have a crowd and not a lot of food to share. Master chef meals offer the best results, giving the highest effects reliably. Get four with str on them.
Kill Kilgader the Packmaster
There are many nasties in the ruins of Astacia, but some have a leader. Kilgader, a skaven of exceptional skill, commands a legion of rats of different sizes, aggressiveness, and amounts of disease. If he were taken out, these vermin would scatter.
Your kill count will be lost if you quit, but not if you LD. Return to the questgiver to restart it.
Kill the demon Melcross
Demons within striking range of our refugees is unacceptable. One named demon, going by Melcross, has gotten our attention. Find his lair and slay him. Your kill count will be lost if you quit, but not if you LD. Return to the questgiver to restart it.
Kill an Entelodont
Our hunters have heard strange, and concerning, rumors about a beast known only as the 'Entolodont'. We know very little about it, save that it's a kind of massive carnivore that can rip a lion, drake, or trained soldier apart in seconds. See if you can find and slay one, so we know what the hell we're dealing with.
Kill a seamonster
It is not just rogue ships that attack ours, but also the larger beasts in the ocean as well. Seamonsters and giant squid are causing significant damage to passing vessels, and have even sunk a couple. We're done with that. Kill one and we'll know a clear path to sail.
Kill 3 Dahbec dragons
The Castle Dahbec and the surrounding areas offer a lot to be concerned about, but evil dragons raining death out of the sky is near the top of our list. Worse, they might align themselves with some of our reptilian enemies. Focus their attention inwards by invading their territory and killing off three of the larger ones. Don't get killed going after their biggest.
Kill 5 Underdark drow
If there is one race that hates elves, ents, and faeries more than any other, it is the drow. And we've unintentionally relocated to a continent with a nasty cadre of them. Serious measures must be taken to keep them off our backs.
Kill 5 gnome/dwarf guards at the Mirror Mines
One of our competetor factions has attempted to make allies here, either to gain resources or armed help. We can't accept either. Focus your attention on the armed guards in the Mirror Mines, namely the dwarves and gnomes. Strike a blow harsh enough and they'll be forced to lick their wounds. Your kill count will be lost if you quit, but not if you LD. Return to the questgiver to restart it.
Kill 5 Outworld great cats
There are too damn many stealthy giant cats stalking the fields and forests of Lucentium. Granted, they seem to leave elves alone half the time, but our sprites and cromags are being ambushed and killed. This needs to be taken down a notch. Panthers, pumas, cheethas, I don't care. Kill five of then and the world will thank you. Your kill count will be lost if you quit, but not if you LD. Return to the questgiver to restart it.
Clear the VotK Harbour
As we bring in ships with people and supplies, we're being harassed by pirates and brigands. If they did not have a safe port of call nearby, we might get more ships to land safely. There are a variety of issues with the Valley of the Kings harbour, including thieves and undead, which make it appealling to such enemies. Kill a few of them so they get the hint and move on. Your kill count will be lost if you quit, but not if you LD. Return to the questgiver to restart it.
Show the training elf expert combat
We have a lot of new recruits, those who volunteered to help when they knew we needed assistance, quickly. But many of them haven't seen real combat. A practical, but non-lethal, demonstration of hand-to-hand or magical combat would go a long way. You can 'read' this note to see a location.