Cryllara tasks

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List of different daily tasks you can get from Cryllara. Only task and 'assemble kit/pack' info, no guides on how to do them.

ask cryllara about easy work / medium work / hard word / ultra hard work

ask cryllara about aborting (can do after 1 hour of starting task, but gives -favor)

ask cryllara about completed


Completing task gives experience, money and favors. (repeating a task gives half xp)

  • Easy work: 10k exp, 2500 gold coins, 25 favor
  • Medium work: 40k exp, 1000 platinum coins and 50 favor (max 2000)
  • Hard work: 90k exp, 225 batium coins and 100 favor (max 3000)
  • Ultra hard Work : 150k exp, 50 mithril and 100 favor (max 4000)
  • Weekend Ultra hard Work : 150k exp, 50 mithril and 250 favor (max 4000)

Favors can be spent at the Efiilas Quartermaster.

Non-weekend ultra-hard work are solo-only instanced dungeons. Good players will more likely get the Draconian Tower, while evil/neutral will more likely get the Dwarf Warehouse.

Contents

Easy work

Kill 3 Snow Dog combatants

In a nearby Temple, there wages a conflict between the Disciples of the Snow Dog and the Knights of Darkness. Their constant combat actually creates negative energy. Pick a side and take out a few of them to lessen the conflict.

Get 50 steel arrows

A lot of the Efiilas Advance are at least trained with a bow, and many are full-fledged archers. That's good if you want to hit from a distance or silently, but eventually, arrows break or run out. A supply of steel arrows, at least arrows with steel heads, would be very welcome.

Get the Picture Frame from Karatur

We have caches of goods stored around the continent, but some of them are inaccessible. In particular, there's a safe with important documents, but the one who knew the combination has been slain by our enemies. He might have left a clue in his hut in Karatur, but be careful -- someone else is looking for it.

Kill 5 birds

If we're going to make a permanent home here, we're going to need renewable resources, including healthy game and feathers for arrows. There are reports of smaller bird-like creatures in Stagira and VotK that might serve our needs.

Kill 3 jackals

Jackals are dangerous roaming carnivores, carrying disease and killing the rabbits and other game we could use for food. You'll find plenty in the fields and plains of the outer world. Kill three of them.

Kill the Ghost Priest

In the Whirlpool cave, there is one ghost stronger than the rest, because in life he was a powerful priest. He has been cursed with undeath long enough. Discorporate his ethereal form, and grant him the rest he deserves.

Kill 3 Cornfield trolls

While mantis infest the cornfield itself, there are trolls nearby which would also be a threat. If we want that food source, we're going to need them taken out as well.

Show the training elf basic 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.

Get the Sarlaan Root from the VotK Fields

One of our herbalists was looking for places in Lucentium's soil that would support a valuable plant, the sarlaan. Its root has potent properties when mixed with other ingredients from our lands, but it has a hard time growing here. He did manage to get one growing in the fertile wheat fields of the Valley of the Kings, but he was chased off by bird-like monsters before it was ready for harvest.

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

Kill the Ghost Priest

In the Whirlpool cave, there is one ghost stronger than the rest, because in life he was a powerful priest. He has been cursed with undeath long enough. Discorporate his ethereal form, and grant him the rest he deserves. Your kill count will be lost if you quit, but not if you LD. Return to the questgiver to restart it.

Get two 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 two shopkeepers from two other continents to help out, we will be in much better shape.

Complete the newbie school kit

We're taking in all the refugees we can, but that means an increasing number of small children. It looks like we'll be putting a school together, and that means we'll need a lot of things. Books are on the list of course, but writing items like chalk and pens, musical instruments, and toys can fill out the rest.

Kill 5 deer

Where we come from, we've hunted deer for ages. Their meat, hides, and antlers are all valuable. See if you can find sufficient deer for our needs here on Lucentium. Your kill count will be lost if you quit, but not if you LD. Return to the questgiver to restart it.

Get the Sun Pendant from outside the Two Towers

As some of our soldiers and clergy were helping the refugees flee, they were packing supplies for the trip. While doing so, one of them accidentally packed up their own sun pendant, a religious symbol sacred to them, and had to escape leaving the crate behind. The supplies would be nice, but the pendant is more important.

Get the Antivenom from the Adamantium Chain area

Recently, we had someone join our ranks of healers and herbalists who specializes in making antivenoms. Since the monsters and plants here are nothing like those in our lands, our own curative processes don't work well. He says he had a sample we would find useful, but it was locked in his chest back in the castle up the Adamantium Chain.

Find the Flint Knife in the VotK Village Park

One of our craftsmen was visiting a nearby village to get better blueprints for weapons, when he stopped in what he thought was open land to make dinner. The villagers did not take him building a fire in their park well. He's fine, but he dropped his flint knife while running, and he needs it back for crafting.

Complete the scrap kit

We're desperate for materials. Desperate enough to even use the 'cannibalize' skill. Just grab anything leather, steel, or highsteel you can find and bring it back, so we can break them up.

Kill 5 orcs

Orcs, a destructive race by nature, roam this continent in war bands. If we're going to remain on Lucentium in peace, the orcs must be defeated. You can find them in a few places, such as the troll cave near the Cornfields and the tombs in the Valley of the Kings. But don't risk yourself going after their strongest for now. Just demoralize them by taking out a few of their warriors. Your kill count will be lost if you quit, but not if you LD. Return to the questgiver to restart it.

Complete the newbie sailor kit

We're still ferrying supplies back and forth between here and our home. In addition, we're also trying to get some fish to add to our dwindling food supplies. Our sailors will need some supplies to make these trips, including some shellfish (lightweight, high protein) and fresh clothes. Help us out with that?

Medium work

Kill a Desolathya tavern owner

Our supplies are low, and amongst the one we need the most is a stable food supply. Desolathya is loaded with food, but too much of it goes to other establishments. Find and kill one of the restaurant, pub, bar or tavern owners on this continent to free up some food delivery to our cause. We have the names 'Tika Waylan', 'Bobby', and 'Shaun Caraugh' here, but there might be others who qualify.

Get 100 steel arrows

A lot of the Efiilas Advance are at least trained with a bow, and many are full-fledged archers. That's good if you want to hit from a distance or silently, but eventually, arrows break or run out. A supply of steel arrows, at least arrows with steel heads, would be very welcome.

Destroy five Lost Pyramid skeletons

The Lost Pyramid is a potential site of relics our ritualists and scryers could use, let alone any magical or monetary value they might have. However, it's loaded with skeletons and zombies, which are pretty much immune to our arrows. Maybe you can clear a path for our search and recover research teams.

Recover the cromagnon weapon book

One of our smiths, a cromagnon, had a worktable he used back in the Valley of the Kings mines. He came when we called, but left his workbook behind. He'd be much more effective with his notes onhand.

Kill three Outworld alligators

The dragon-like reptiles you call alligators eat fish and game we need, but worse, make travelling in swamps dangerous for our herbalists and fishermen. Lucky for us, they reproduce slowly. Killing a few would help matters a lot.

Harvest an Ingrana Bean from the Village of War

We're still struggling with getting our own native plants to grow here. The soil is noting like our own. One of our herbalists had some luck in a village nearby, but he didn't notice it was called the 'Village of War'. He'll live, but the beans have value. If they're ripe, get one.

Kill Ivor, leader of the thugs of Stagira

Some of our enemies have a lot of gold to spend, and are using it to augment their forces with mercenaries. A message must be sent that this is not acceptable behavior. One Ivor, in Stagira, is rumored to have taken an offer against us. Eliminate him.

Assassinate Queen Hookheh

We haven't been here long, and already, our enemies are plotting with the locals to have us run out or killed. Some of them have contacted the 'queen of schemes' Hookheh, in the Valley of the Kings. Don't wait to find out if she accepted their offer.

Cut down three Mystic Forest maples and oaks

Our first camp, as you might have heard, was in the supposedly safe Mystic Forest near the Snowdog Temple. Then the trees came to life and drove us out. We're not interested in anyone else having the same problem. Our soldiers can handle the smaller trees, but nothing average size. Kill three of them.

Recover the journal from the Rainbow Tower

We had reached out to potential allies, such as the mages of the Rainbow Tower, when we first arrived. They aided us, at first, but then they were convinced to turn against us. One of our mages left a journal behind, in a desk, that contains information useful to us. Find it and bring it back.

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.

Slay the Black Wu Gen

Evil lurks within Kara-tur, and none worse than the ninjas. One of their spellcasters, a black wu gen, is of particular note. If he dies, the ninjas lose access to spells and enchanted gear that will make them harder to spot.

Kill five Outworld wolves

Our hunters are experts, but they can't kill game that's already dead. Wolves are a problem, roaming the fields and forests of Lucentium. Kill five so we will have more game to survive upon. Your kill count will be lost if you quit, but not if you LD. Return to the questgiver to restart it.

Bring back the flute from Astacia

We're cripplingly low on antivenoms. To make more, we're going to need a large quantity of snakes. Problem is, they're hard to find and catch. A special flute for charming snakes would be essential in such work. Snake charmers aren't exactly common, but our historians mention the practice used to be done in Astacia.

Kill five Kara-Tur orcs and ogres

The caves of Kara-Tur are laden with an enemy we know too well: orcs. They, and their larger ogre allies, are not fans of elves, sprites, or ents. We'd prefer to be active, rather than reactive, before this problem comes to us. Your kill count will be lost if you quit, but not if you LD. Return to the questgiver to restart it.

Hard Work

Get the Deed from the Votk Sanitarium

As we try to get a solid base of operations here, we could use both land and bargaining chips. Some of our ancient ancestors, eons ago, held property in Lucentium, and their legal claim might still be valid. But we would need paperwork to prove it. An old repository for records has been repurposed as a sanitarium. You could check there.

Get the rare herbs from the mountain near Dahbec

We tried to work out relations with the peaceful inhabitants of Castle Dahbec, including setting up an apothecary. However, the trolls and giants found it and destroyed it while the staff fled. Most of the contents were surely taken, but there was a small supply of rare herbs hidden inside. Reclaim it.

Get the Filtered Water Instructions from Dr. Oso

We have a lot of refugees to take care of, and that means a lot of water. It would save a ton of effort if we had a method to purify dirty ground water without wasting spells or individual effort. Stories of a catfolk alchemist named Dr. Oso have reached us, and he sounds like the one you need to talk to.

Kill 3 guards at the Tower of Magician

While exploring a potential source of fresh water, we enocuntered a group of magicians in a tower. They not only refused our request for aid, they became violent as well. Either they're opposed to us specifically, or just too dangerous to be around. Either way, if you kill a few guards, the water source will be much more useful to our cause.

Pick 48 fresh pinetrees

Our druids and herbalist are constantly running short on the supplies they brought from back home. We can substitute with some of the local plant life, but only if it's fresh. They're asking mostly for pinetrees right now.

Get a fresh silk 'hide'

Our crafters have masterful tanning and refining techniques, but lack the raw materials. Silk is an excellent material, strong and lightweight. Bring us some raw silk, as you might get from skinning a giant spider, for them.

Get one fresh horn red tinge or better

Our cromagnon shamen can use some powerful restorative and protection rituals to protect the refugees and our soldiers, but they require special components to do so. What we need the most are horns, but high-quality ones are in special demand. So get a good one, and bring it back without preserving it.

Get the Ancient Seed from Stagira forest

When we arrived, our ents began their special process of attuning to these new lands. However, the soil here is so drastically different, that it does not always work. One of them left an ancient seed in the Stagira forest, and it's not taking root. Retrieve it, please.

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 mage gear pack

We've been sending our mages out into the field to assist our soldiers and healers, but not all of them are combat ready. A lot of them left in a hurry and didn't bring basic supplies, even if they had them. A pack with basic tools used by blasters could mean the difference between their usefulness versus their dead weight.

  • Wand with a potent offensive spell
  • Stack of 25+ power offensive spell reagents
  • Stack of 10+ power defensive spell reagents
  • Mana-restoring plant
  • Any food item
  • Any nonalcoholic drink

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.

Complete the weapon kit

Our enemies are already on the move, and won't wait long before they attack. They will likely hire on help, or buy weapons, locally. So we need to know what weapons to defend against. Collect a dozen weapons used by the races common to our competition, and bring them back.

Twelve weapons used by dwarf, gnome, human, kobold, duergar, lizardman or giant enemies.

Complete the metallurgy kit

We're not used to seeing the materials found in these lands. Even something as basic as 'iron' isn't quite the same as we're used to. We need a ton of arrowheads, but different materials offer different properties. Take this kit, and use it to get samples of ten different metals for our research. This item is in excellent condition. It looks very light weight.

Deliver three crates

When we packed up and moved so quickly, we didn't have time to plan what we'd need, or how much. There's a lot we're lacking, but we have some surplus items and materials we can spare. There are merchants waiting for delivery of these supplies on other continents. Get the crates to the ferry docks, and make sure they are picked up.

Fill the food box

We're critically short on food and water for our refugees. We need both quantity AND quality. So see what you can do to track down some preserved food for long-term, some healthy food for now, and then anything else you can grab to fill the gap.

  • Six canned foods
  • Six roasted fruit/vegetables
  • Any twelve other food items

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.

Destroy 5 Famine ghouls

We're short on food, but it could be worse. The Village of Famine has spawned a number of exceptionally ravenous undead, and it's possible they will come here to eat our food, or our refugees. Thin out their numbers to buy us some peace. Your kill count will be lost if you quit, but not if you LD. Return to the questgiver to restart it.

Kill 5 gremlins in the Fraggle Village

We're keen on picking up allies, especially allies that have a surplus of food to share. Our sprites have made contact with what we assume are distant cousins, the fraggles, who have loads of the stuff. However, they also have a problem -- gremlins. We pledged our support in exteriminating them. Your kill count will be lost if you quit, but not if you LD. Return to the questgiver to restart it.

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.

Disperse 3 elementals up the Adamantium Chain

Our druids, shamen, and priests are working hard to acclaimate to the local magic. We've had good results, but there's some interference. A group of elementals in a neary sky fortress are disrupting our naturalist magic by their very existence. It might not be their fault, but they will have to go.

Kill 5 NPC ship defenders

We're bringing in what soldiers we can from overseas, and what supplies we can spare with them. But the seas aren't safe. There are too many captains who don't seem to listen to reason, or any other form of diplomacy, and attack on sight. Board one and kill some of the defenders. Feel free to sink it afterwards if you feel so inclined. Your kill count will be lost if you quit, but not if you LD. Return to the questgiver to restart it.

Get the Stone Tablet from the VotK Tomb

We are still searching for information about these lands, including how our own elves might relate to the locals. We have some, but more is always welcome. Unfortunately, all the obvious have been searched by now. You might need to look underground, possibly in rooms for storing the dead.

Get the Chronosync Crystal from the Tower of Magicians

Some of the resources we're looking for are mystic in nature. We seek a type of 'spell battery', known as a chronosync crystal. Odds are, you could find one in the Tower of Magicians, most likely powering a small device, trap, or golem.

Find the Demon Clue in the Underdark

As our scouts and researchers try to find information or items of use, they are sometimes attacked. Elves are not welcome in the Underdark. One of our researchers, a druid, managed to get away using a mudpit spell. However, he mentioned some concerning things about his attacker, and we need to know what happened. See if you can find any clue that would lead us to this attacker's affiliation.

Interrogate the Feldspar merchant

Just as we're trying to get allies and resources from these lands, so too are our enemies. We've received word that some of our adversaries are trying to deal with the trolls in the Valley of the Kings. This could be an opportunity to find out what materials they're looking for, so we can figure out their own plans. Get that info by whatever means you can -- bribe, charm, interrogate, whatever seems to be helpful.


Ultra Hard Work

Dwarf Warehouse

Sabotage the Feldspar magical transport

The Feldspar Conglomerate have started running supplies to their potential allies in Lucentium out of their new warehouse, near the Mirror Mines. Some of the more important or time-sensitive items are being teleported by their head mage. We need to disrupt their efforts. Get an exploding box, and have their mage teleport that. That might do the trick.

Obtain the Feldspar armour schematics

If we are to succeed against our foes, it would help if we knew what we were up against. The Feldspar Conglomerate have a well-stocked warehouse near the Mirror Mine. You might find information there that would aid us in battle against them. Such information will likely be well-hidden and guarded.

Turn the Feldspar's Mercenary Captain

The Feldspar Conglomerate do not have enough of their own forces to make a significant threat, but they suppplement with hired mercenaries. Mercenaries can be bought off. Find the leader, and convince them to swap sides to ours so we can attack a softer target.

Eliminate the Dwarf Warehouse Reinforcements

The Feldspar's warehouse, near the Mirror Mine, is well-guarded. We know about their standard guards, but the reinforcements they have in reserve are cause for concern. Find the alarm, sound it, and make sure you've killed all of the guards that arrive.

Kill 10 Dwarf Warehouse guards

The Feldspar Conglomerate have made landfall here in Lucentium, and are looking to stock up with supplies. They have a fortified bunker warehouse near the Mirror Mines. Soften it up for our assault by killing ten of the guards inside. Your kill count will be lost if you quit, but not if you LD. Return to the questgiver to restart it.

Kill the Dwarf Warehouse sub-leaders

In the Feldspar warehouse, near the Mirror Mines, there are a few officers who run the day to day activities. Namely, the logistics expert, the accountant, the head of security, and their transport mage. Killing them all will make a huge dent in their ability to manage things. Your kill count will be lost if you quit, but not if you LD. Return to the questgiver to restart it.

Draconian Tower

Clear the Hatching Chamber

In the nearby enemy fortress, the Draconian Tower, there is a room where dragon eggs are being hatched. We're not interested in an army with a full set of air support. Take out the nest. Bring whatever area effect attacks you can find, you'll need them.

Kill the Draconian Tower sub-leaders

There are three lower-level leaders in the Draconian tower, dangerous but not fully in charge. A priest, a researcher, and a commander. Kill all three to slow down their buildup. Your kill count will be lost if you quit, but not if you LD. Return to the questgiver to restart it.

Kill 10 Draconian Tower guards

There is an enemy stronghold nearby, a tower of evil Tiamat-worshipping draconians. It's too strong for our forces to make a full assault yet, but if their defenses were weakened we would have a shot. Take out any ten of the guards so we can do the rest. Your kill count will be lost if you quit, but not if you LD. Return to the questgiver to restart it.

Defile the Altar to Tiamat

A group of Tiamat-worshipping draconians have built a tower nearby, and within it, a temple to their five-headed goddess. This kind of evil must not be allowed to stand. Find a way to do mana damage and use it to smash the altar inside.

Kill Skysmite

A new threat comes to these lands. Draconians, evil ones serving the foul goddess Tiamat, have built a tower. Their leader is a potent warrior named Skysmite -- lightning being his favorite weapon. Kill him to end the menace. Your kill count will be lost if you quit, but not if you LD. Return to the questgiver to restart it.

Bring a pouch of 10+ multicoloured gems

The draconians that serve Tiamat in the tower nearby use a special form of gem that changes colour. It has magical properties, plus of course the colours relate to their goddess's chromatic hues. We need to know more about them if we are to fight them. Ten should do it.

Get the Draconian Informant's Intel

We've heard word of one of the draconians in the tower who is willing to trade information for service. He sounds motivated, but we still recommend caution. Find out what he wants in exchange for his information, and get it from him. DO NOT KILL HIM.

Research the Draconian Tower Laboratory

The Draconian Tower has within it a well-stocked experimental arcane laboratory. Their top researcher is a bit of an eccentric genius, and we don't know what he's planning. In his lab, find something -- anything -- that might tell us what they're working on.

Friday-Saturday Mobs

Slay the Elemental Avatars

Our scouts near the Adamantium Chain have seen a group of powerful elementals, in the jungles of southwestern Lucentium. Our druids and naturalists have felt their emergence, and don't believe it's a force of balance, but instead chaos. They insist that all four of them need to be destroyed, but be warned -- they are joined with natural mystical energy. It would be best to bring enough people to keep them all engaged at once, lets their powers combine and they overwhelm you.

Slay the Megasaur

Our enemies seek to add to their ranks. A tribe of lizardmen, living along a river in the swamp and jungle of southern Lucentium, have made a name for themselves by taming a massive creature, we call it the Megasaur, and send dozens of troops riding on its back into battle. Such a force could easily overwhelm our camps if given the chance. Gather what allies you can, Especially those with mounts or ranged weapons, and bring the beast down.

Slay the J'role

Our supply ships are threatened by a mighty aquatic beast once thought to be legend, the J'role. It's massive, far too massive for conventional weapons or spells to harm it, but you might be able to make progress with something larger, like a ship's ram. Sail to the western Lucentium coast, near Kara-Tur, and bring the beast down. This creature is no laughing matter. You will need to bring friends.

Slay the Mombasa Worm

We have caravans crossing the desert in northern Lucentium, but they have brought back troubling reports of a massive worm, capable of swallowing an entire wagon, including the beasts pulling it, in one bite. We need it taken care of so that transports can continue. Something that dangerous will almost certainly require as much help as you can bring, and from the sounds of it, a summoner would be a good idea.