recursal/Fanatic-Fandom huggingface dataset:
Meeting guests

*"Meet with the men who arrived at the port."*

**Meeting guests** is a mission that will start right after "The Siege of Castle Kuestenkauz".

## Beginning

Once we dealt with Kuestenkauz and his castle, return to Castle Seidlitz to inform Klauslin of your success. He will welcome you saying:

**Seidlitz**: *"You did astoundingly well! I am glad that my friend Leonard raised his son/daughter as a true warrior/amazon. As would yours, Berthold."*
**Berthold**: *"Alas, my father has passed away from this world, and I knew very little of him."*
**Seidlitz**: *"It's a pity. But I... I may have met him, many years ago. Perhaps it was your father."*
**Berthold**: *"Could it be possible?"*
**Seidlitz**: *"Why not? If you want, we can talk about in private. Once again, <name>, you have my sincere gratitude. Now, could you allow me a moment with Berthold?"*
Some time will pass, until the hero come to interrupt.

**Hero**: *"Quite the conversation you are having, but I fear I must interrupt. From the tower I spied a ship arriving at the pier. This does not seem to be a frequent even."*
**Seidlitz**: *"Not frequent at all. And I fear it's not good, either. <name>, Berthold, go to the pier and find out who has disembarked."*
## The Meeting

Note: be sure to have your troops healed, otherwise run to St. Elena Church to heal them.

A band of mercenary will appear from Hans Pier to meet the player then trigger a dialogue:

**Chieftain**: *"Are you Lord/Lady <name>?"*
**Hero**: *"Who wants to know?"*
**Chieftain**: *"No ned for that. I'll just have your head and be on my way."*
###  Mercenaries (hostile)

*"Well-armed foreigners who look an awful lot like cutthroats."*

* Chieftain
* Rogue x2
* Rogue Archer
* Warlock

Loot: Fox Fang, Massive Mace, Barbute, Trophies

Once defeated the band, a new dialogue will begin:

*"Berthold checks the leader's body and pulls a piece of paper from a pouch. He looks at it closely."*
**Berthold**: *"It seems that our friend had something that belongs to you. This letter bears the seal of your house, and it's been opened."*
**Hero**: *"This is from my father. He asks that I return as soon as possible. It seems that stormclouds are brewing over my lands."*
**Berthold**: *"Someone must have not wanted you to see that."*
**Hero**: *"Whatever the case, homeward we go. Let us say our farewells to Seidlitz."*
Our job here is done, and a new mission has appeared: Returning to Lahnstein.
Time to gather stones

**Time to gather stones** is one of the missions in the game Legends of Eisenwald. It is one of the Main missions.

## Description

The restoration of the mosaic in the Cathedral of Severinus of Norcum requires a lot of precious stones. Karl who works as a contractor there will reward you if you bring some of the stones. You will need to find one ruby, two pieces of amber, and three garnets.
A Lesson in humility

**A Lesson in humility** is one of the missions in the game Legends of Eisenwald. It is one of the Main missions.

## Description

Pleban Stenglin from Quellberg has decided to take care of Erich Grauschild's soul. Erich has promised he will calm down if his family sword breaks in two. Stenglin has ordered a fake sword which it will break at the first hit. Your task is to substitute Grauschild's sword with the fragile one. That will be easy to do if you can manage to get him to drink.

## Objectives

* You have special strong wine which will make fall asleep anyone. Now you have to work out how to make Erich drink.
* To make Grauschild throw a feast you have to show your courage and overcome the Jolier Kantz gang. You must have infantry only. You can leave your people in the watchtower near Grauschild castle.
Hiring

**Hiring** is one of the services offered in many locations in Legends of Eisenwald. By hiring new NPCs, you can increase or diversify the strength of your army.

## Available Locations

* A goose and a fox
* At Old Lotar's
* Boats
* Frogs
* Gilded Pretzel
* Green
* Forest Village
* Lake Village
* Long orchard
* Lower Course
* Lungwort
* Mercenary camp
* Rawfield
* Seidlitz Castle
* Senkzung
* Soggy hill
* St. Elena Church
* St. Lucius Monastery
* St. Norbert Church
* Three Fields
* Wide bank
Recipe: Mailekwood Bivouac Kit

Used in the Maker craft.

**Recipe: Mailekwood Bivouac Kit** is a consumable that is available for looting from chests in the Stash RPG. It is used for crafting. The corresponding item stated on this recipe can be crafted by a maker, please refer to the Maker page for a full list of materials needed to craft the item.

* You can only learn recipes of your crafting skill and the level of the skill.
Get to Castle Seidlitz

*"Get to Castle Seidlitz. There will be a warm welcome for you."*

First mission of the Prologue scenario. This mission is automatically given.

## Beginning

Once the Hunter join our party, a small band will approach us.

**Fugitive Peasant**: *"Welcome, good lady/lord, to the benevolent Lord Red Bestl's fine forest! Come along, and we'll introduce you to the man himself."*
**Hero**: *"My pardon, but we've come a long way, and we'll not be pulled aside until we've had some rest."*
**Fugitive Peasant**: *"Come along peacefully, now, or things might not go well for you."*
**Hero**: *"I suggest you to move along."*
**Fugitive Peasant**: *"Bestl doesn't take kindly to rude guests."*
And a battle will begin.

### Bandits (hostile)

*"A gang of runaway peasants covered in sludge from head to toe."*

* Hunter x1

* Fugitive Peasant x3 (Pitchfork)

Loot: none

## Keep going

Once defeated them, the hero, Berthold and the Hunter probably have received some blows but no need to worry: there are no other threats and the party is free to explore, or can go directly to Castle Seidlitz trough the Summer Fair market (at the moment locked).
Approaching the castle, the hero will speak:

**Hero**: *"Ah, Klauslin's castle! I swear I can see him from here, ready to welcome us."*
Now just enter in the castle to meet Klauslin Seidlitz.

*"Baron Klauslin Seidlitz has changed little over the years. A little grey has seeped into his hair and beard, but he retains the vigor and fierceness of the man you saw often in your father's company."*
**Seidlitz**: *"Welcome, Lady/Lord <name>! It does my heart good to see you."*
**Seidlitz**: *"Unless I am mistaken, I don't recall meeting your friend."*
**Hero:** *"Thank you for the welcome, Baron Seidlitz; it's a pleasure to see you once again. Let me introduce you to Berthold, a loyal friend and comrade. He has saved me from the grasp of death more than few times."*
**Seidlitz**: *"You have a firm grip, Sir Berthold! It is a fortune that brought both of you here. Please, treat my home as your own. I hope there was no trouble on the way?"*
**Hero**: *"We did encounter a little problem along the road. Bandits, under the orders of a man called Red Bestl."*
**Seidlitz**: *"Troubling news, indeedm but not entirely surprising. It would be a shame to spoil your arrival with a request, so both of you should rest now and regain your strenght. Return to me when you are able, and we will discuss this further."*
**Seidlitz**: *"I can see you are weary from your travels. Make your way to Saint Elena's Church. Your wounds will be tended there."*
We got our new mission: Heal Wounds
St. Elena Church

*"Saint Elena's church has been built by the former owner of Castle Seidlitz. People say that the old baron loved his mother greatly and grieved much when she died. In memory of her, he built this church which was dedicated to her and Saint Helena - the mother of the first Christian emperor."*

The **St. Elena Church** is one of the locations that appears in Prologue.

It's surrounded by woods and the only access is from South, from the road that connect Summer Fair and Forest Village.

The church is the only friendly place in the map where the player can heal his/her party. The other is Castle Kuestenkauz but must be conquered first.

## Related missions

The player have to visit the church two times.

1. During "Heal wounds", after reaching Castle Seidlitz, Klauslin will ask the player to go there to heal his/her party.
2. During "Teach Red Bestl a lesson", when the player have to return there to hire a priest.
Recipe: Venispar Scissors

Used in the Maker craft.

**Recipe: Venispar Scissors** is a consumable that is available for looting from chests in the Stash RPG. It is used for crafting. The corresponding item stated on this recipe can be crafted by a maker, please refer to the Maker page for a full list of materials needed to craft the item.

* You can only learn recipes of your crafting skill and the level of the skill.
Strife

**Strife** is one of the missions in the game Legends of Eisenwald. It is one of the Main missions.

## Description

Your vassals from the east are at war. You have to find a way to stop it. To begin restoring peace you will need to find each of them and convince them to cease hostilities. They are likely to be found in the vicinity of their castles.
Shields

Here is a list of all available shields in Legends of Eisenwald.

Although they appear as armors, shields provide an active defense and skills during combat.

They divide in three categories: Normal shields, Heavy Shields and Pavise Shields.

## Normal Shields

 A shield allows a unit to stay in a defensive position while skipping a turn and can block the damage from arrows.
Summer Fair

*"The summer fair takes place here every year on this meadow on the day of the apostle Matthew. Peasants, merchants and masters from the area gather here to exchange goods and gossip. There tends to be more gossip than goods."*

**Summer Fair** is a market that appears in Prologue scenario.

Placed at South between St. Elena Church and Hawk Village. Trading service is unlocked by progressing trough the main mission.

Is the only market on the map. At the beginning, the Decorated Rod, the Damask Sword and the Light Crossbow are triggered to spawn.

## Related missions

During "Teach Red Bestl a lesson", the player have to buy a class-related weapon.
The undead at the monastery graveyard

**The undead at the monastery graveyard** is one of the missions in the game Legends of Eisenwald. It is one of the Main missions.

## Description

According to Abbot Eber's words, the undead appear at the monastery every night. Defeat them.

The undead turned out to be gravediggers looting buried bodies. According to their words, they sell their finds to some rich man from Quellburg. He meets them by a large rock in the shadow of the watchtower near the south gate.

The captured second-hand dealer says his father will pay a ransom for him in Quellburg. Take him to the town and decide what to do with him.
Treasure

**Treasure** is one of the missions in the game Legends of Eisenwald. It is one of the Main missions.

## Description

Someone named Tehellin the Piercing Eye told you about spots where supposedly great treasures are hidden. Bring Tehellin to each of the spots and make him dig them out. The first treasure is in the middle of the field, near the village of Ribworts. The second treasure is inside a mountain shaft on the eastern bank. The third treasure is under the great boulder near your castle.
Take Grauschild's side

**Take Grauschild's side** is one of the missions in the game Legends of Eisenwald. It is one of the Main missions.

## Description

Erich Grauschild has promised he will take an oath of loyalty, if you establish order on the west bank and defeat at least two of his neighbors and capture their castles.

## Objectives

1. Erich Grauschild has promised he will take an oath of loyalty, if you establish order on the west bank and defeat at least two of his neighbors and capture their castles.
2. After defeating 2 neighbors, talk to Erich Grauschild again. He'll agree to support you, but can't yet since his son Rudolph Grauschild has been kidnapped for ransom. They're holding him at the Watchtower Ruins and you must sneak in with only 1 additional soldier.
	1. I kept failing because of an inactive mercenary that made it 3 in the party instead of 2. I assumed that it was only active members. Be sure to only have 1 additional soldier.
3. After saving Rudolph, Erich Grauschild agrees to support you. Rudolph asks his father permission to go with you and is added to your party as an extra soldier that doesn't count toward your total.
Hunter

**Willpower** |  0

The **Hunter** is a recruitable Tier 1 ranged unit.

Can be upgraded in Bowman.

## Strategy Tips

Being a Tier 1, the Hunter is fairly weak. Can deal a decent damage against units that share the "Mob" skill (like the Peasant and Fugitive Peasant) or against low tier support units. Units with shield can easily ignore them while Guards can sustain it withouth much problems. The ideal is to upgrade the Hunter quickly and provide him a decent bow, arrows, and some armor.

## Missions and Events

In the first moment of the Prologue, a Hunter will join your party as companion.
Technomancers

The **Technomancers** are a faction of formidable warriors who harness destructive electrical powers enhanced by their implants. Formerly the keepers of knowledge and technology, over time they have become the water companies’ main asset on the battlefield. A brotherhood similar to a religious order, its members share a very special bond - a secret known to them alone.

## Notable members

* Andrew Mancer
* Alan Mancer
* Connor Mancer
* Ian Mancer
* Melvin Mancer
* Sean Mancer
* Zachariah Mancer
Talking to guard-deserter

**Talking to guard-deserter** is one of the missions in the game Legends of Eisenwald. It is one of the Additional missions.

## Description

Baron Matthias von Doppelzung disappeared and his vassals started a feudal war. Find out what happened to the baron or conquer all four castles on the map. The choice is yours, choose wisely.
Search for the baron

**Search for the baron** is one of the missions in the game Legends of Eisenwald. It is one of the Main missions.

## Description

Baron Matthias von Doppelzung disappeared and his vassals started a feudal war. Find out what happened to the baron or conquer all four castles on the map. The choice is yours, choose wisely.
Treasures in basement

**Treasures in basement** is one of the missions in the game Legends of Eisenwald. It is one of the Main missions.

## Description

Quarter century ago during the war with heretics Oviites from Rauenfluss many churches and rich people hid their possessions in the castles of local feudals. At the end of the war not all things returned to their owners. Many were "forgotten."
A bodyguard for a merchant

**A bodyguard for a merchant** is a secondary quest in The Technomancer.

## Objectives

* Find the strongest mutant in the corral
* Speak with the supervisor about Beg the mutant
* Find a way for Beg to leave the corral
* Go back to see Fiorello

## Walkthrough

After completing **A memory problem**, go back to Fiorello and report on the young woman with amnesia. He will ask Zachariah to find him a mutant bodyguard.

Go to the back of the mutant pen in the Slums and speak to a mutant named Beg who will agree to be a bodyguard if Zach can convince the mutant pen's supervisor to let him go. The supervisor is located inside the entrance to the mutant pens and will refuse to sell Beg.

Return to Beg. Zach will ask Beg to cause a scene, which will draw the attention of the other mutants. Three mutants will attack, but only one needs to be defeated before the supervisor appears to break up the fight. After a brief conversation, three options will become available:

* Attack
* Try to convince (Charisma)
* Try to bribe him (100 Serum)

Regardless of which option is chosen, Beg will be able to leave the mutant pen. Report back to Fiorello to complete the quest.

## Rewards

* 1000 Experience
* 200 Serum
Noctis

**Noctis** is a free city, independent from the corporations, carved into the rock over many years and overlooking the complex network of the canyons of Noctis Labyrinthus from which it takes its name. It is a colourful place, where all different cultures meet under the stewardship of the merchants who practically run the city. Protected by the big water companies, the inhabitants of Noctis enjoy a much greater degree of liberty.

Factions: Merchants
The Water Wars

Of all the resources that would become scarce, one in particular was truly vital for the survival of the colonists... the only resource that would enable them to support agriculture and to quite simply stay alive. The rare installations that were still operational and the water sources that could still be exploited soon became scenes of ferocious battles for control of them; because the different autonomous "governments" that had risen up from the ashes of the colonies understood one thing above all: he who controls water, controls Mars.

The wars tearing the peoples of Mars apart are still raging. You play Zach, a young Technomancer from Abundance. Initiated into the terrible secret of the Technomancers, you must do everything you can to preserve it from the vindictive hatred of the secret police. You must understand the nature of the mutation afflicting you and also re-establish contact with Earth...
Klauslin Seidlitz

**Klauslin Seidlitz** or **Baron Klauslin Seidlitz** appear during the Prologue as main ally and mentor. He is the lord of Castle Seidlitz and surrounding villages. He's an old friend of the Hero's father and apparently knows Berthold's father.

He is an energic and upstanding lord, who appears a bit indulgent on his subjects. He reclutantly involve the Hero in his land's problems, but he's eager to give all his support against Red Bestl and Kuestenkauz, two thorns in his side.

He seems to have an old and mysterious argument with lord Lahnstein.

Since he appears only as npc and not as an unit, he's stats are unknow, but if Castle Seidlitz could be attacked, he would appear as a defender.

## Related missions

In the Prologue, except "Get to Castle Seidlitz", all main missions start from him and, except "Meeting guests" and "Returning to Lahnstein", ends by referring to him.
Ewalt the Wise (Mission)

Attention! This mission will not appear in your journal!

This is a side mission during the Prologue scenario.

In order to obtain it you had to listen the Ewalt the Wise story in the Cow and Spoon tavern.

A peasant will tell that the old Ewalt the Wise will thell the future to whoever dares enter his crypt at night.

## Beginning

First, we have to go to the Old Graveyard and wait the night. Then an encounter will appear:

*"Here is the crypt of Ewalt the Wise. They say you have to enter it alone."*

Berthold will comment:

**Berthold**: *"I don't really need to know my future. No one should put his nose where God has not allowed us to see... But it's you choice."*
Now we can enter or leave. Let's enter.

**Voice in the dark**: *"Kneel, mortal, for you stand in the presence of an ascendant of many mystical and fantastical entities!"*
**Hero**: *"What?"*
**Voice in the dark**: *"Place all your gold into my tomb or face the consequences!"*
Now, whe have to leave **all** our current gold for a future telling or attempt to attack the voice.

## Leave Gold

**Voice in the dark**: *"Now hearken to the prophecy of your future! You will be swallowed by the land of shadows where you will be in dirt and scum! Your destiny is sad, and even a dog that died under a wall would be much happier than you. Now leave here and never come back here!"*
With this prophecy we have to leave the tomb and receive the achievement:

Seriously now, reload the game.

## Attack Ewalt

*"You leap foward and grab at the source of the voice. Berthold rushes in, hearing the noise, and wraps his arms around the now-visible old man's scrawny neck."*
**Voice in the dark**: *"How dare you, you insignificant mort- ouch!"*
**Hero**: *"Keep still, you spineless snail."*
**Berthold**: *"I have him secured. He's not going anywhere."*
**Hero**: *"You definietly don't look like much of ascendant now."*
**Beggar**: *"Please, have mercy! I am merely a beggar... I need food, but people are greedy and don't give much! Sometimes I am so hungry that even dirt seems like sweet bread to me!"*
**Berthold**: *"I recognize you! I gave you a coin near Saint Elena's church. But I thought you had only one leg."*
**Beggar**: *"Yes, well... Oh, and I sell some small things too. Here is a rabbit's paw, the last one I got... take it, I don't have anything else!"*
Well, we might don't know our future, but we got a Rabbit Foot and kept our gold.
Souvenir for a mother

**Souvenir for a mother** is a secondary quest in The Technomancer.

## Objectives

* Give Beg's mother the souvenir
* Tell Beg what happened

## Walkthrough

Speak to Beg in the Exchange after completing **A bodyguard for a merchant**. He will ask Zachariah to deliver a painted stone to his mother.

Follow the quest marker to Jenny Labour in the Slums and give her the stone. During the cutscene, as Zach leaves, an ASC agent will show up to arrest Jenny. Instead, she puts the stone in her mouth and dies.

Return to Beg and tell him what happened and complete the quest.
Abundance army

The **army of Abundance** is one of the oldest active structures on Mars. Highly disciplined, its operations are governed by strict rules and procedure. It is the best-equipped military organisation on Mars, though the army is compromised on the battlefield by its fearful distrust of the Technomancers.
The Technomancer Wiki

**The Technomancer** is a role-playing game being created and developed by Spiders. It was released on June 28, 2016 on PC, PS4 & Xbox One.
The game is a follow up to **Mars: War Logs.** It is set to take place on Mars during the "War on Water". On the run from the Secret Police and confronted by the harsh realities of the Red Planet, you must undertake a quest that takes you through tribal communities, cities lost under the ice, and dystopian shanties sprawled across Mars' dusty embrace

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Recipe: Potion of Tenacity

Used in the Alchemist craft.

**Recipe: Potion of Tenacity** is a consumable that is available for looting from chests in the Stash RPG. It is used for crafting. The corresponding item stated on this recipe can be crafted by an alchemist, please refer to the Alchemist page for a full list of materials needed to craft the item.

* You can only learn recipes of your crafting skill and the level of the skill.
Weapons

The following is a list of **Weapons** available in the game The Technomancer.

## Daggers

 Cleaver Curved dagger Curved serrated dagger Kukri Serrated tanto Sickle Tanto
## Maces

 Bladed mace Flat-bladed axe Machete Saw mace Steel hammer Studded club Weighted monkey wrench
## Staves

 Iron tube Reinforced staff Rusty iron staff Steel staff
## Shields

 Elite shield Officer's bladed shield Officer's reinforced shield Shields Soldier's bladed shield Soldier's shield
## Pistols

 High-resistance gun Light disruptor gun Precision gun Sniper gun
## Gloves

 Cadet's gloves First settlers' gloves Grandmaster's gloves Master's gloves
Way Home Enemies NPCs

This page list all the hostile parties not affiliated to any faction that appears during the scenario Way Home. These parties can be attacked by other factions, although, any loot will be kept by the winning part.

### Brothers Greese

*"These two brothers, cut-throats to the bone, wander near the pier in hopes of running into an unguarded merchant."*

* Fugitive Peasant x2

Loot: none

### Fugitive Peasants

* Fugitive Peasant x2
* Beggar x1

Loot: none
Recipe: Light Enchantment

Used in the Enchanter craft.

**Recipe: Light Enchantment** is a consumable that is available for looting from chests in the Stash RPG. It is used for crafting. The corresponding item stated on this recipe can be crafted by an enchanter, please refer to the Enchanter page for a full list of materials needed to craft the item.

* You can only learn recipes of your crafting skill and the level of the skill.
Recipe: Goat Bait

Used in the Chef craft.

**Recipe: Goat Bait** is a consumable that is available for looting from chests in the Stash RPG. It is used for crafting. The corresponding item stated on this recipe can be crafted by a chef, please refer to the Chef page for a full list of materials needed to craft the item.

* You can only learn recipes of your crafting skill and the level of the skill.
Mutants

**Mutants** are one of the Factions in the game The Technomancer. Mutants are people who were unlucky enough to suffer exposure to the harsh solar radiation... and survive the horrifying ordeal. There are even some in their number who were born as mutants. Treated no better than animals, they have no education and are often reduced to slavery. Mutants are the main source of labour for the corporations.
Attributes

Attributes increase the damage you do, your resistance, and the chance you have of making a critical hit. These attributes also determine if you can wear certain equipment.

There are four attributes to be upgraded, each to a maximum level of 5. Each level will improve your stats by the listed amounts.

## Strength

Strength improves the power of hand to hand attacks. It is the most important attribute for a warrior.

* Damage caused by hand-to-hand attacks: +1
* Chance of disrupting with hand-to-hand attacks: +2%
* Required to equip more powerful arms and armor

## Agility

Agility increases the chance of inflicting secondary or critical effects. It is the most important attribute for a rogue.

* Chance of critical hit with weapons: +1%
* Chance of critical hit with spells: +2%
* Chance of poisoning, knocking down, and electrocuting: +1%

## Power

Power amplifies spells and lets you cast them more often. It is the most important attribute for a technomancer.

* Energy regeneration: +10%
* Damage caused by technomancer spells: +2
* Required to equip technomancer gloves and armor

## Constitution

Constitution makes you more resistant to attacks and lets you withstand more hits. It is the most important attribute for a guardian.

* Max health: +10
* Resistance to disruption: +4%
* Max load: +50
Equipment

The following is a list of equipment in the game The Technomancer. Equipment regularly needs up be upgraded to keep you and your Companions in the best of fighting shape.

## List of equipment

* Abundance officer's uniform
* Armored militiaman's mask
* Aurora master's breastplate
* ASC soldier's breastplate
* Beggar's rags
* Cadet's jacket
* Craftsman's shirt
* Doctor's coat
* Full ASC soldier's breastplate
* Full ASC spy's jacket
* Full Militiaman's breastplate
* Full Noctis marauder's jacket
* Great master's breastplate
* Light Soldier's breastplate
* Light Noctis marauder's jacket
* Light Noctis raider's shirt
* Light Vory jacket
* Mask with targeting goggles
* Master technomancer's breastplate
* Mauraduer's mask
* Mercenary's jacket
* Merchant's shirt
* Militaman's breastplate
* Militiaman's helmet
* Miner's helmet
* Noctis merchant's overcoat
* Pilot's goggles
* Pilot's helmet
* Pilot's helmet with respirator
* Protective hood
* Reinforced gas mask
* Savage's helmet
* Simple gas mask
* Soldier's helmet with targeting goggles
* Targeting goggles
* Technician's jacket
* Tribal respirator mask
* Unequipped breastplate
* Vary jacket
* Welder's mask
* Worker's jacket
Marks of the past

**Marks of the past** is a secondary quest in The Technomancer.

## Objectives

* Find Master Connor
* Find Connor in the Ophir Underworks
* Take the elevator
* Follow Connor to Lucky
* Discreetly listen in on Lucky and Connor's conversation
* Investigate someone called Andrew

## Walkthrough

After rescuing the merchants from the Vory, head to the Exchange and speak to the one-armed man next to Fiorello. He will introduce himself as Lucky, and ask Zachariah to put him in touch with Master Connor.

Go to the technomancer chapel in the Source where Connor will be missing from his usual spot. Speak to Ian to learn that Connor has gone to the Underworks to retrieve some supplies from the warehouses down there.

Go to the travel point in the Exchange that leads directly to the Underworks. Connor can be found at the top of a flight of stairs fighting a group of moles. Help him defeat the moles, then inform him that one of the merchants in the Exchange has asked for a meeting. Connor will express confusion but agree to follow Zach to the Exchange.

Return to Lucky with Connor, and the quest objective will change to **Discreetly listen in on Lucky and Connor's conversation**. Sit down at the nearby table indicated by the quest marker to eavesdrop on the conversation.

Once the conversation is over, there will be a new objective **Investigate someone called Andrew**. Talking to Ian, Sean, Alan, or Eliza will complete the quest.

## Notes

* If Zach fails to sit down at the table when eavesdropping on the conversation, Lucky will usher Connor further away, and Zach will only catch small parts of the conversation instead of all of it. The quest will still proceed as usual.
Combat drug

**Combat drug** is a secondary quest in The Technomancer.

## Objectives

* Find a way to avoid casualties among the soldiers
* Roust the soldiers from their hideout
* Report back to Ryan Steward
* Ask Scott for an antidote
* Give the antidote to Ryan Steward

## Walkthrough

After completing **A nasty invasion**, Ryan will ask Zachariah to deal with some soldiers who are test subjects for a new combat drug who have holed up in a warehouse, preferably without using force.

To complete the quest without having to fight the soldiers, go to the quest marker outside the barracks where a woman is pleading with the guard to let her in. Speak to her to learn that she is the wife of one of the soldiers, Corporal Tyron Ward, as well as some information that can be used to talk him down.

Go to the warehouse where the soldiers are holed up. Deal with the two soldiers standing guard outside using either of the following options:

* Engage in combat
* Try to convince the soldier (Charisma)

Once inside the warehouse, a cutscene will play. If the corporal's wife was spoken to, Zach will be able to diffuse the situation. Otherwise, a fight will ensue and the three soldiers will need to be defeated.

Report back to Ryan who will mention that an antidote to the drug is being developed. Zach will offer to take a sample of the antidote to be examined by someone who could find a cure more quickly.

Go to Scott's laboratory in the Slums and speak to him to create a cure. Return to Ryan and give him the cure to complete the quest.

## Rewards

* Karma: +1 (if resolved peacefully)
* 80 Serum (if the soldiers survive)
* 100 Serum (if the soldiers are killed)
* The Abundance army: Reputation +1
* 1000 Experience

## Notes

* When giving Zach the quest, Ryan will mention that he is afraid fighting the soldiers could kill them due to side effects from the drug, but the soldiers will not count as dead unless the player chooses to kill them after defeating them.
* Scott must be in his lab when asked about the antidote in order to progress the quest. If Scott is in the party but outside of his lab, he will say that he needs his laboratory.
Merchants

**Merchants** is one of the Factions in the game The Technomancer. Merchants ensure the effective trade and commerce between the few still-populated cities on Mars, travelling along the shadow paths to protect them from the lethal rays of the sun. They have no allegiance to any of the corporations. It is whispered that the merchants inhabit a hidden city deep in the canyons: Noctis. But these are just rumours...
Trading

**Trading** is one of the common services provided throughout Legends of Eisenwald. Trading involves the purchasing or selling of a wide variety of items - including weapons, Armor and Shields, Potions, Horses and Horse equipment, and more.

## Available locations

* A goose and a fox
* Lower Course
* Quellberg
* Smithy
* Sorceress Celine's house
* St. Lucius Monastery
* St. Norbert Church
* Summer Fair
* Three Fields marketplace
* Wide bank
The feeling of being followed

**The feeling of being followed** is a companion quest in The Technomancer.

## Objectives

* Go to the barracks to put the plan in motion
* Follow Jeffrey's plan to draw the spy in
* Lead the spy into the dead end to trap him
* Search the spy to find information
* Talk to Alan about the spy

## Walkthrough

Speak to Jeffrey after completing the quest **The Deserters**. He will share his suspicions that the party is being tailed, and suggest that they leave from the barracks and attempt to corner the spy in a dead end road.

Go to the barracks and interact with the quest marker to start the next part of the quest. Follow the quest markers through the Exchange to a dead end where the spy will be confronted. Defeat the spy and loot a tablet off his body that will reveal him to be an ASC agent sent by Alan Mancer.

Go to the barracks to confront Alan. After a short conversation, a fight will ensue. Attack Alan until his health drops to zero, at which point Melvin will step in to break up the fight and the quest will be completed.

## Rewards

* Jeffrey Hunter: Reputation +3
* 500 Experience

## Notes

* The spy, a man wielding a hammer and shield, can be seen following the party during the quest. Approaching him will cause him to run away. He cannot be interacted with.
The Technomancer

**The Technomancer** is a role-playing game being created and developed by Spiders. It was released on June 28, 2016 on PC, PS4 & Xbox One.

## Setting

The game is a follow up to **Mars: War Logs.** It is set to take place on Mars during the "War on Water". On the run from the Secret Police and confronted by the harsh realities of the Red Planet, you must undertake a quest that takes you through tribal communities, cities lost under the ice, and dystopian shanties sprawled across Mars' dusty embrace
Crowds of beggars

**Crowds of beggars** is a secondary quest in The Technomancer.

## Objectives

* Persuade the beggars to leave
* Equip your team with beggars' rags
* Talk with the smuggler
* Obtain serum for the smuggler (200)
* Find the smuggler in the Underworks
* Tell the merchant what happened

## Walkthrough

After completing **Merchant rumors**, speak to Tom Goodsman about the atmosphere in the Exchange. He will tell Zachariah about the beggars that have recently moved into the Exchange in large numbers and are scaring away clients, and ask Zach to move them elsewhere.

Speak to the beggar just down the street. There will be two options for getting information from him:

* Threaten the beggar
* Try to convince the beggar (Charisma)

Whichever option is taken, the beggar will tell Zach that he is not there by choice, but has been forced to become a begger by a smuggler who was supposed to take him out of Ophir. The smuggler can be found at the station, but Zach needs to dress like a beggar first in order to speak to him.

Beggar's rags can be bought from Fiorello for 43 serum each if needed. Once everyone in the party has been equipped with beggar's rags, go to the station and speak to the smuggler. The smuggler will ask for 200 serum to smuggle three people out of Ophir.

Once the 200 serum has been paid, the smuggler will ask Zach to meet him in the Underworks. Using the lift from the Exchange is the fastest way to get to the meeting point.

At the meeting point, the smuggler will try to threaten Zach into working for him, and a fight will ensue. The smuggler has two thugs with him, but only he needs to be defeated before he gives up. Zach will have two options:

* Let him leave
* Kill him

Either way, the smuggler will give back the 200 serum he took. Return to Tom to finish the quest.

## Rewards

* 1000 Experience
* 250 Serum

## Notes

* The smuggler will not be interactable if approached while the party is not wearing beggar's rags
* Choosing the **kill him** option will allow the bodies of the smuggler and his thugs to be looted after the battle, but the smuggler *must* be killed, not just knocked unconscious, in order to progress to the next stage of the quest.
Mutant Valley

**Mutant Valley** is a natural valley situated on a vast crater. For geological reasons, this area was particularly suitable for lichens, which made it surprisingly green. As there was practically no shade apart from along the sides of the crater, it was never colonised by the survivors, but some years later the first mutants who escaped from the cities and shadow paths under construction took refuge on its walls. They have since developed the area and have built dwellings perched on the slopes, tamed certain creatures using wind traps, dug artesian wells and cultivated crops.

Factions: Mutants
Vory

**Vory** is one of the Factions in the game The Technomancer. The Vory are comprised of secret underground mobs. One of the most influential factions in Abundance is the underworld, the members of which are called the "Vory". The Vory form a far-reaching organisation that controls all illegal activities, or borderline criminal activities, in [[Ophir].
Workbench

The workbench lets you upgrade different parts of your equipment using components obtained during your explorations.

Some merchants sell upgrade plans. A certain level of Crafting talent may be required to create some new upgrades.

Multiple workbenches can be found in each location and are marked on the map.
Scattered clients

**Scattered clients** is a secondary quest in The Technomancer.

## Objectives

* Warn the quartermaster
* Warn the Slum merchant
* Get back to Fiorello

## Walkthrough

After rescuing Fiorello from the Vory, speak to him in the Exchange and offer to help him with his problems. He will ask Zachariah for help with contacting two of his clients.

The first is quartermaster Ryan Steward located in the Exchange, and the other is a merchant in the Slums. Both will be marked on the map. Simply speak to both of them then return to Fiorello for a reward.

## Rewards

* 1000 Experience
* 50 Serum
Mars

**Mars** is the main location and setting in the game The Technomancer. Mars was colonised more than 20 years ago by Earth colonists. At that time the colonies were scattered enclaves in regions suitable for human and animal habitation and sustained by the controlled proliferation of vegetable organisms that generated a breathable atmosphere. Cities quickly grew on the Red Planet and agricultural zones, mines, breeding areas and research centres were established to allow the colonists to be self-sufficient. The long-term objective was to create a new Earth… but the process was rudely interrupted well before it was completed.
Recipe: Corkwood Trap

Used in the Maker craft.

**Recipe: Corkwood Trap** is a consumable that is available for looting from chests in the Stash RPG. It is used for crafting. The corresponding item stated on this recipe can be crafted by a maker, please refer to the Maker page for a full list of materials needed to craft the item.

* You can only learn recipes of your crafting skill and the level of the skill.
Recipe: Tion Shears

Used in the Maker craft.

**Recipe: Tion Shears** is a consumable that is available for looting from chests in the Stash RPG. It is used for crafting. The corresponding item stated on this recipe can be crafted by a maker, please refer to the Maker page for a full list of materials needed to craft the item.

* You can only learn recipes of your crafting skill and the level of the skill.
A nasty invasion

**A nasty invasion** is a secondary quest in The Technomancer.

## Objectives

* Destroy the locust nests (3)
* Obtain traps for Ryan Steward (3)
* Give the traps to Ryan Steward

## Walkthrough

After completing The Deserters, speak to quartermaster Ryan Steward and ask him for work. He will ask Zachariah to kill some locusts in the Underworks, either by destroying their nests or setting traps in the tunnels. Giving Ryan the traps is easier, but destroying the nests will give extra experience.

Traps can be obtained through crafting or looting, or purchased from merchants. Give three traps to Ryan to complete the quest.

To destroy the nests, head to quest markers in the Underworks. Defeat the locusts then interact with the nest to destroy it. Once all three nests have been destroyed, return to Ryan to complete the quest.

## Rewards

* The Abundance army: Reputation +1
* David Ward: Reputation +1
* 1000 Experience
* 50 Serum
Blutpakt

**Blutpakt** ist ein einzigartiges Talent von Cheryl Mason.

Erreicht man **Prestige I** mit dem entsprechenden Überlebenden, wird automatisch **Stufe I** dieses Talents freigeschaltet und allen anderen Überlebenden dem Inventar hinzugefügt. **Prestige II** schaltet das Talent auf **Stufe II** und **Prestige III** schaltet das Talent auf **Stufe III** frei.

## Talent

*Eile erhöht die Bewegungsgeschwindigkeit von Überlebenden.*

## Trivia

* Der Statuseffekt Eile, ausgelöst durch Blutpakt stapelt sich nicht mit anderen Eile-Effekten.
Bluthütte

## Layout

* Bluthütte

Die **Bluthütte** ist eine von fünf Karten des Autohaven-Schrottplatzes in *Dead by Daylight*.

## Hintergrundgeschichte

„*Eine heruntergekommene Blockhütte am Rand des Schrottplatzes und das Zuhause des Besitzers. Seltsame Schnitzereien und Zeichen an den Wänden verraten vielleicht mehr über den Geisteszustand des Eigentümers und weisen auf die Hintergründe seines Verschwindens hin. Berichte ließen vermuten, dass im dunklen Keller Gefangene festgehalten wurden, bevor sie in die Schrottpresse kamen.*“

## Orientierungspunkte

### Die Hütte

Die Hütte ist der Hauptorientierungspunkt auf der Karte. Die Hütte ist ein kleines, zweistöckiges Gebäude mit einer Rampe welche beide Stockwerke miteinander verbindet. Sie besitzt zwei Ausgänge wovon einer durch eine zerstörbare Wand versperrt ist sowie zwei Fenster wovon eins ebenfalls immer versperrt ist. Auf der Veranda findet man einen Generator. Die Hütte beinhaltet mehrere Schließschränke, häufig eine Kiste im zweiten Stock sowie gelegentlich den Zugang zum Keller.

## Trivia

* In den Spieldateien wird die **Bluthütte** auch unter dem Namen ***Lodge*** bezeichnet.
Beständig

**Beständig** ist ein einzigartiges Talent vom Hinterwäldler.

Erreicht man **Prestige I** mit dem entsprechenden Killer, wird automatisch **Stufe I** dieses Talents freigeschaltet und allen anderen Killern dem Inventar hinzugefügt. **Prestige II** schaltet das Talent auf **Stufe II** und **Prestige III** schaltet das Talent auf **Stufe III** frei.

## Trivia

* Beständig reduziert die Betäubungsdauer von 2 Sekunden auf **1.2/1.1/1 Sekunden**.
Beweise dich

**Beweise dich** ist ein einzigartiges Talent von Dwight Fairfield.

Erreicht man **Prestige I** mit dem entsprechenden Überlebenden, wird automatisch **Stufe I** dieses Talents freigeschaltet und allen anderen Überlebenden dem Inventar hinzugefügt. **Prestige II** schaltet das Talent auf **Stufe II** und **Prestige III** schaltet das Talent auf **Stufe III** frei.

## Reparaturgeschwindigkeiten

*Hinweis: Mit "Reparaturgeschwindigkeit" ist gemeint, wie viele **Einheiten pro Sekunde** gebraucht werden, um einen Generator zu reparieren. Ein Generator benötigt **90 Einheiten** um repariert zu werden (e/s = Einheiten pro Sekunde).*

* Es ist zu beachten, dass der Effekt von Beweise dich als Multiplikator auf die Effizienz und nicht auf die Standard-Reparaturgeschwindigkeit eines Überlebenden, der einen Generator allein repariert (1 Einheit pro Sekunde), angewendet wird.
* Es ist auch zu beachten, dass Beweise dich den Talent-Benutzer nicht in die Berechnung einbezieht und höchstens einen **30 %** Buff anwendet, wenn alle vier Überlebende denselben Generator reparieren.
Aufschwung

**Aufschwung** ist ein einzigartiges Talent von Steve Harrington.

## Talent

Während *Aufschwung* aktiv ist, wirkt sich beim nächsten Mal, wenn du vom Haken befreit wirst oder dich selbst vom Haken rettest, der Statuseffekt **Gebrochen** auf dich aus. Nach einer Gesamtdauer von **28**/**24**/**20** Sekunden heilt *Aufschwung* dich vollständig.
*Aufschwung* wird deaktiviert, sobald du vollständig geheilt bist oder in den Todesstatus versetzt wirst, bevor *Aufschwung* erfolgreich ausgelöst wurde. Du verlierst den Statuseffekt **Gebrochen**.

*Gebrochen verhindert die Heilung von Überlebenden.*
*„Ja, das ist ein Nein." -Steve Harrington*

## Trivia

* Ein anderer Überlebender muss mit 16 Heileinheiten geheilt werden, damit Aufschwung aktiviert wird.
	+ Heilt der Talentnutzer zusammen mit einem anderen Überlebenden einen Spieler, wird der Heilungsfortschritt zwischen beiden heilenden Spielern aufgeteilt wodurch Aufschwung nicht ausgelöst wird, da nicht die benötigten 16 Heileinheiten erreicht wurden.
* Aufschwung zeigt den Fortschritt durch einen roten Indikator über dem Icon an.
* Aufschwung erhält keinen Fortschritt wenn ein Erste-Hilfe-Kasten zur Heilung genutzt wird, da diese Heilung eine separate Aktion darstellt.
* Aufschwung wirkt nicht zusammen mit Befreiung.
* Das Talent wurde mit der Entfernung der Stranger Things Inhalte aus den Stores überarbeitet und ist jetzt unter dem Namen *Erneuerung* für alle Überlebenden verfügbar.
	+ Für Spieler, die KAPITEL 13: Stranger Things besitzen, zeigt Aufschwung immer noch das ursprüngliche Symbol, das Zitat in der Beschreibung und die Charakterassoziation mit Steve.
Adrenalin

**Adrenalin** ist ein einzigartiges Talent von Meg Thomas.

Erreicht man **Prestige I** mit dem entsprechenden Überlebenden, wird automatisch **Stufe I** dieses Talents freigeschaltet und allen anderen Überlebenden dem Inventar hinzugefügt. **Prestige II** schaltet das Talent auf **Stufe II** und **Prestige III** schaltet das Talent auf **Stufe III** frei.

## Talent

*Erschöpfung hindert Überlebende daran, erschöpfende Talente zu nutzen.*

## Trivia

* Wenn ein Überlebender im Todesstatus ist, wird er, sobald Adrenalin aktiviert wird, in den Verletztstatus geheilt.
* Wenn die Ausgangstore mit Energie versorgt werden, während der Spieler am Haken hängt oder vom Killer getragen wird, wirkt Adrenalin erst nachdem man vom Haken befreit ist oder der Killer den Überlebenden fallen gelassen hat.
* Adrenalin wirkt nicht sofort wenn ein Überlebender gerade erst getroffen wurde und zu Boden geht. Adrenalin wirkt erst, wenn die Animation beendet ist.
* Wenn man unter dem Effekt von Tiefe Wunde leidet, heilt Adrenalin den Überlebenden in den Verletztstatus und der Auslaufteimer verfällt.
* Adrenalin wirkt nicht, wenn der Überlebende unter dem Statuseffekt *Gebrochen* leidet. Allerdings erhält der Spieler den Sprintboost.
	+ Das Talent Befreiung übertrumpft Adrenalin. Sollte der Überlebende sich dadurch selbst befreien, nach dem die Ausgangstore mit Energie versorgt wurden, so erhält dieser den Statuseffekt *Gebrochen* und wird dementsprechend nicht geheilt.