recursal/Fanatic-Fandom huggingface dataset:
Survivor: Henan

Swap (Episode 5)

Swap (Episode 8)

Merge (Episode 10)

## Votes!!

Ep 1 - Kemal (Lennard, Leo, Mike) & Mike (Kemal, Roscoe)
Ep 2 - Desiree (Kala, Serafina, Summer, Topaz) & Topaz (Desiree)
Ep 3 - Roscoe (Lennard, Leo; Leo, Mike) & Lennard (Roscoe, Mike; None)
Ep 4.1 - Mike (Lennard, Leo) & Lennard (Mike)
Ep 4.2 - Math (Aldwin, Joseph, Steffen, Morris) & Aldwin (Math)
Ep 5 - Steffen (Kala, Mikaela, Normani, Summer) & Normani (Steffen)
Ep 6 - Kala (Mikaela, Normani; Normani) & Mikaela (Kala, Summer; Summer)
Ep 7 - Leo (Alecia, Ina; Alecia, Topaz) & Ina (Morris, Leo; Morris) & Alecia (Topaz)
Ep 8 - Morris (Serafina, Summer, Topaz) & Summer (Ina, Mikaela) & Serafina (Morris)
Ep 9 - Ina (Serafina, Summer, Topaz) & Topaz (Ina, Mikaela)
Ep 10 - Normani (Aldwin, Desiree, Joseph, Lennard, Roscoe, Serafina, Summer) & Roscoe (Alecia, Mikaela, Ina, Sylvia, Normani)
Ep 11.1 - Sylvia (Aldwin, Joseph, Lennard, Roscoe) & Aldwin (Alecia, Mikaela, Ina, Sylvia) & Ina (Desiree, Serafina, Summer)
Ep 11.2 - Sylvia (Aldwin, Desiree, Joseph, Lennard, Roscoe, Serafina, Summer) & Lennard (Alecia, Mikaela, Ina, Sylvia)
Ep 12 - Lennard (Alecia, Mikaela, Ina, Serafina) & Ina (Joseph, Lennard, Roscoe) & Alecia (Desiree, Summer)
Ep 13 - Roscoe (Alecia, Ina, Mikaela, Serafina; Alecia, Ina, Mikaela) & Serafina (Desiree, Joseph, Roscoe, Summer; Desiree, Joseph, Summer). Mikaela draws the purple rock
Ep 14 - Joseph (Alecia, Desiree, Ina, Serafina, Summer) & Desiree (Joseph, Roscoe)
Ep 15.1 - Roscoe (Alecia, Ina; Alecia, Serafina) & Joseph (Serafina, Summer; Summer) & Serafina (Joseph, Roscoe)
Ep 15.2 Serafina (Alecia, Ina, Joseph) & Ina (Serafina, Summer)
Ep 15.3 - Joseph (Alecia, Ina, Summer) & Alecia (Joseph)
Jury Votes - Ina (Joseph, Lennard, Mikaela, Normani, Roscoe, Serafina, Sylvia) & Summer (Aldwin, Desiree, Topaz) & Alecia (-)

## Ghost Tribe Votes!!

Ep 5 - Mike (Desiree, Kemal, Math, Roscoe) & Desiree (Mike)
Ep 6 - Math (Kemal, Roscoe; Kemal, Steffen) & Roscoe (Desiree, Math; Desiree) & Desiree (Steffen)
Ep 7.1 - Kemal (Desiree, Kala, Steffen) & Desiree (Kemal, Roscoe)
Ep 7.2 - Steffen (Desiree, Kala, Roscoe) & Kala (Steffen)
Ep 8 - Leo (Desiree, Kala, Roscoe) & Roscoe (Leo)
Ep 9 - Kala (Morris, Roscoe; Roscoe) & Morris (Desiree, Kala; Desiree)
Ep 10.1 - Morris (Desiree, Topaz; Desiree) & Topaz (Morris, Roscoe; Roscoe)
Ep 10.2 - Topaz (Roscoe)
Ep 10.3 - Desiree and Roscoe enter the game

## Cast List

### Females

Topaz Hoang
Kala Gagnier
Desiree McNeill
Serafina Black
Summer Greenberg
Alecia Outterridge
Sylvia Vernon
Mikaela Carracci
Ina Cuevas
Normani Bellandi

### Males

Aldwin Wickham
Steffen Czajkowski
Joseph Dirchs
Morris Eaton
Math Powers
Lennard Feldt
Leo Cynbel
Roscoe Medina
Kemal Schultz
Mike D'Amore
After Them!

After Them!

## Description

**After Them!** is part of the main quest in the prologue of Sword Coast Legends. After dispatching the bandits attacking the caravan and meeting up with Illydia and Larethar, you decide to take the fight to the bandits instead of waiting to be hit again.

## Quest objectives

1. Track the attackers to their hideout
2. Enter the hideout
3. Find a key to the sealed door
4. Search the hideout for the leader
5. Find Belamy

## Walkthrough

After having saved the caravan from the bandits attacking it, you can use the newly opened passage to advance further into the map. along the way there are some wolves as well as several more bandits to fight, untill you eventually make your way to the entrance of the Mercenaries' cave.

Making your way through the caves, there will be plenty of bandits to fight. You should also familiarize yourself with the rogue's search mechanic, as there are secret containers/rooms and traps along the way to be found. At a certain point during your progression you will see two of your fellow guild members tied up in the distance, during a cutscene they are both killed after which Belamy will leave your party and storm ahead.

Shortly after this you will come upon Hommet Shaw, a wizard who was part of the other caravan that was guarded by members of your guild. after a short conversation he will offer to join your party. Continue through the caves, untill you eventually come to the final room just in time to see Belamy being killed, after which you will have to fight Sir Banagar along with a few of his goons.

Once you have defeated his allies and dealt enough damage to Sir Banagar he will offer to surrender. You can decide to either accept his surrender and let him go, or to simply outright kill him. depending on your choice here another quest in a later act will play out differently.

After having made your choice, exit the caves to find yourself on a ledge above the caravan. Travel along it to find the mechanism that gets rid of the blockade, and return back to Jarhild to tell her what happened. Afterwards, you can use the area exit at the north end of the map to finish the quest and progress the story.
Drow

Drow

## Playable Race

For the playable race see : Drow Sub-Race

## Description

Descended from an earlier subrace of dark-skinned elves, the drow were banished from the surface world for following the goddess Lolth down the path to evil and corruption. Since then they have built their own civilization in the depths of the Underdark, patterned after the Way of Lolth. Drow grow up believing that surface-dwelling races are inferior, worthless except as slaves.

Lolth is a demon lord, and also the main deity of the drow. Also known as the Spider Queen, her worship brings with it everything the drow hold dear; distrust, betrayal, and mad grabs for power.

Female drow with blood ties to a noble house are molded and trained from birth to become priestesses of Lolth. The Spider Queen doesn't allow male drow to hold such positions.Such priestesses execute the will of the Spider Queen, and as a result, they wield tremendous power and influence in drow society. The matron mothers who rule the drow houses are the most powerful of Lolth's priestesses, but they must constantly balance their devotion to the Spider Queen with their devotion to their families.

Privileged drow males who lack the strength and fighting prowess to train as warriors have no recourse but to pursue the study of magic. For them, it is a matter of survival. Female drow with a natural affinity for the arcane arts may also become drow mages, although they are much less common.

Those few who develop a conscience or find it necessary to cooperate with members of other races find that prejudice difficult to overcome, especially when most surface dwellers regard drow with suspicion, if not outright hatred.
Waking Up

Waking Up

## Details

Waking up is part of the main quest in the prologue of Sword Coast Legends, and is gained automatically upon finishing the quest Survive!. You are woken up from your dream in The High Road by Jarhild, a fellow member of the Order of the Burning Dawn. After a brief conversation you are sent out to find the third member of your guild that is acting as a guard for this caravan, Belamy Lightfingers.

## Quest objectives

1. Find Belamy
2. Survive the ambush
3. Return to the caravan
4. Defend the caravan

## Walkthrough

You will start out at the southern end of the map alongside a road, your first task being to find Belamy. He can be found at the other end of the camp, simply follow the road to the north to find him. Take note that there are several containers with items to be found along the way, as well as a few NPC's that will give you some side-quests.

As soon as you have found Belamy you will find he has killed some bandits. After a short dialogue the road will be blocked and you will be attacked by some more bandits. Clear the initial wave of bandits that attack you and Belamy, after which he will join your party, then continue back to the caravan. Along the way there will be some more bandits to be fought, once you have reached Jarhild you will find Illydia and Larethar there with her.

Some more dialogue will follow, after which a new part of the map will open up, through which yet another wave of bandits will attack - this time backed up by a spellcaster. After defeating the bandits, this quest will be finished, leading into the next one : After Them!

## Journal

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Summoner

Summoners change the form of spells into recognizable objects. They can often manipulate and control the objects they summon, be it a beast bound to their service or an arrow made of acid.

* Conjure Animal Rank I
	+ Conjure Animal Rank II
		- Conjure Animal Rank III
* Cloud of Daggers Rank I
	+ Cloud of Daggers Rank II
		- Cloud of Daggers Rank III
			* Cloud of Daggers Rank IV
	+ Mordenkainen's Sword Rank I
		- Mordenkainen's Sword Rank II
* Melf's Acid Arrow Rank I
	+ Melf's Acid Arrow Rank II
		- Melf's Acid Arrow Rank III
			* Melf's Acid Arrow Rank IV
* Hold Monster Rank I
	+ Hold Monster Rank II
		- Bigby's Grasping Hand Rank I
			* Bigby's Grasping Hand Rank II
Paralyzing Shout

**Paralyzing Shout** is a two-ranked fighter ability from Jarhild's specialty Shield Bearer. Both ranks are available from level three on for a total of three ability points.

## Effects

When the Paralyzing Shout is used, enemies roughly in visual range that are not immune to this effect have to save or will become paralyzed for 6 seconds on first rank, 12 seconds on second rank, respectively. A Constitution save has to be made with a base DC of 10 to which the shouter's Charisma modifier is added. For Jarhild, without alterations, this still means a DC of 10.

The ability's regular cooldown amounts to 80 seconds.
Noble

You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.

* Starting Gold: 800
* Starting Items: Cormyr Brandy (3), Vilholn Cherrybread (2)
Survive!

Survive!

## Details

**Survive!** is the very first quest in the game and acts as a tutorial for new players. It is possible to skip this quest by turning off the option "play tutorial on new characters" in the options menu before starting a new game.

## Quest objectives

1. Enter the Armory at the end of the hall.
2. Retrieve your gear from the chest.
3. Equip your weapon.
4. Equip your armor.
5. Exit the Armory.
6. Defeat the enemy.
7. Gather your allies.
8. Stop the invaders.
9. Exit the building.
10. Get the ritual skull.
11. Place the skull on the brazier.
12. Enter the basement.
13. Talk to Arnax.

## Walkthrough

This quest is easily completed by simply following the objectives, if you have not turned them off several tutorial windows will pop up to give you information on how to perform actions such as attacking and equipping items.
Javen Tarmikos

**This section contains spoilers or significant plot details. Read at your own risk.**

Javen Tarmikos

## Description

Infuriated by what he saw as a "weakness" in the Order of the Gauntlet, Javen Tarmikos left the knightly order and founded his own branch: The Order of the Gilded Eye. Whereas the Gauntlet frowned upon pre-emptive strikes on alleged demons and devils, the Gilded Eye had no such compunctions against taking immediate and decisive action. Tarmikos has ammassed quite a following among the knights of Helm who feel that the Order of the Gauntlet does not go far enough, and his faith in Helm is such that he believes himself to truly be walking the righteous path.

## Acquisition

Javen tarmikos is first introduced as an antagonist in the Mercenaries' Cave during the prologue quest After Them!. After the player has progressed through the main storyline far enough and has completed the quest Chaos Breaks Loose, they will be waylaid during travel to the Evermoors by Javen and a few Gilded Eye members. after defeating them the player will enter conversation with Javen, and with a sufficiently high strength or charisma score can pass a check to convince him to join their party.

## Companion Quest

Javen's companion quest is The Zealot's Gambit, the player can obtain this quest by talking to Javen in the Adventurer's Camp after completing The Lair of Rhylfang, the quest at the end of act 2.
Pirate

You spent your youth under the sway of a dread priate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You've indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you've garnered a somewhat unsavory reputation in many a port town.

* Starting Gold: 15
* Attribute Bonus: +1 Dexterity
* Passive Bonus: -1 to Thunder, Lightning and Cold damage taken
Skills and Proficiencies

A character's skills and proficiencies define many of the things that they can do well, from using certain weapons to picking a lock. Wwhile most adventurers start out proficient in the use of basic weapons and armor, more advanced techniques require specialized training and talent. Each class starts out with their own set of skills and proficiencies.

* Lockpicking Rank I
	+ Lockpicking Rank II
		- Lockpicking Rank III
			* Lockpicking Rank IV
* Search Rank I
	+ Search Rank II
		- Search Rank III
			* Search Rank IV
* Stabilize
* Shortsword
	+ Longsword
		- Greatsword
* Club
	+ Mace
		- Morningstar
		- Greatclub
			* Maul
* Shield
* Cloth Armor
	+ Light Armor
		- Medium Armor
			* Heavy Armor
* Light Crossbow
	+ Heavy Crossbow
* Shortbow
	+ Longbow
* Handaxe
	+ Battleaxe
		- Greataxe
* Quarterstaff
	+ Shortspear
		- Pike
			* Halberd
* Dagger
	+ Rapier
	+ Sickle
		- Scimitar
Bugbear

Bugbear

## Description

The largest and strongest of the goblinoid races, bugbears are born for battle and mayhem. They tend to use their powerful build to enslave goblins and to bully hobgoblins into giving them gold and food in return for serving as scouts and shock troops. Bugbears make unreliable allies, but goblins and hobgoblins know the hard way how powerful a force bugbears can be.

Despite their size, bugbears move with surprising stealth, and they tend to set ambushes and flee when outmatched. They are dependable mercenaries as long as they are well paid and well fed, but they forget all allegiances when their lives are on the line.

Unlike other goblinoids, bugbears worship Hruggek, a lesser god from the plane of Acheron. They organize into loose warbands, each led by its fiercest member. Bugbears believe that when they die, they have a change to fight at Hruggek's side, and they try to show their worth by defeating as many foes as possible.
Wolf

Wolf

## Description

There are many myths, tales, and legends of the mighty, proud, and often sinister wolf. Elves revere them as the ultimate hunters, moving in packs to surround and conquer prey many times their size. Human societies often have tales that paint wolves as a menace, hunting children and preying on livestock. Goblins raise them as guardians and as steeds. The wolf is a symbol of wildness, cunning, and power.

Wolves are large canines that tend to live in forests or grasslands, but they may range into deserts and the cold northern reaches of the continent. They organize into packs that hunt and feed in a tight social group, allowing them to take on prey and rivals that would be too powerful for each wolf to take down individually.

Larger, meaner, and more powerful than normal wolves, dire wolves are true apex predators. They may live in small packs of their own, but many seek out and dominate lesser wolves.

Variants

 **Dire Wolf** | 3
Succubus

Succubus

## Description

Hailing from the Lower Planes, these shape changing fiends are most often found in service to devils and demons. Succubi live to corrupt mortals, often invading their dreams before appearing to them in person in a pleasing and desirable form. Once a succubus has fully corrupted her victim, they are usually then killed so that their tainted soul can descend into the Lower Planes.
Duergar

Duergar

## Description

Also known as gray dwarves, duergar typically dwell deep within the Underdark. Using ancient dwarven knowledge and a myriad of slaves, they work tirelessly to expand their subterranean kingdom. A Deepking or Deepqueen rules over the heads of the duergar clans, otherwise known as lairds.

The duergar build to last, and their strongholds are no exception. The Underdark is full of ancient duergar cities, abandoned long ago in myriad battles against the drow, illithids, and other hostile denizens of the dark.
Halloween Update: "The Pumpkin Patch"

The patch allows players to move the camera by nudging the edges of the screen, enables auto-heal at the Adventurer's Camp, gives a hotkey to re-center the camera on the player, makes it so DM created collect quests display "x of x found" on the HUD and unlocks the option to lock your cursor to the window.
For the Dm mode, a new "Liars' Night" themed area and placeables in the spirit of Halloween were added, as well as doubling the previous max length for DM quest conversation text.

## Patch Notes

**Overview:**

* New area and placeables with a Halloween theme (Liars’ Night)
* Screen nudge with mouse (toggled option)
* Players will now be able to move the camera by nudging the edges of the screen. (The WASD keys and the middle mouse button will still work the way they currently do).
* Auto-heal at Adventurer's Camp
(When entering the adventurer’s camp, the party will heal any damage previously taken).
* DM collect quests will display “x of x found” on the HUD
* Hotkey added to re-center camera on player
* Doubled the max length for DM quest conversation text
* Added the option to lock your cursor to the window

**Bugs:**

* Fix so that when a *certain* angry halfling leaves your party, party follow is toggled to OFF even though the UI still shows it as ON
* Fix so highlight state does not get stuck on
* Fix for Mercenaries that would occasionally get stuck behind the goblin trap gate in the intro caravan
* Fix for map sort issue
* Corrected damage value for Solar'El Dagger
* We did a D20 and encounter pass on: Luskan (Large City), Grack Streets, Duergar Tower, Dark Lake, and DM Slums/Mausoleums. Some of these areas were missing encounters or only had a single encounter. Now have multiple D20s that change multiple encounters

**Pumpkin Patch/ Liars’ Night Gear:**

* Old Broom
* Sweeping Fire
* Jack-O’-Lantern
* Skull Mask

**DM Location:**

Cemetery

**DM Placeables: Over 35 new DM placeables!**
• Brick Path
• Cemetery Fence
• Cemetery Fence (Large)
• Cemetery Fence (Small)
• Cemetery Gate (Closed)
• Cemetery Gate (Open)
• Cemetery Gate (Small)
• Cemetery Pillar
• Cemetery Pillar (Candle)
• Cemetery Pillar (Lit Lamp)
• Cemetery Pillar (Unlit Lamp)
• Cemetery Post
• Cemetery Tree
• Cemetery Wall (A)
• Cemetery Wall (B)
• Cemetery Wall (Long A)
• Cemetery Wall (Long B)
• Cemetery Wall (Small)
• Corn Stalks
• Ground Stones
• Ground Stones (Curved)
• Hay Bundles
• Headstone (A)
• Headstone (B)
• Headstone (Large A)
• Headstone (Large B)
• Headstone (Marker)
• Jack-O’-Lantern
• Mausoleum
• Pumpkin (Large)
• Pumpkin (Small)
• Pumpkin (Tall)
• Pumpkin (Wide)
• Pumpkin Group (Large)
• Pumpkin Group (Small)
• Rotten Pumpkin
• Scarecrow
Manipulator

Manipulators affect the minds of others, influencing or controlling their behavior. As they become more powerful, master manipulators go from simply confusing their targets to actively controlling their minds, to the point that foes think of them as the best of friends.

* Magic Weapon Rank I
	+ Magic Weapon Rank II
		- Magic Weapon Rank III
			* Elemental Weapon Rank I
				+ Elemental Weapon Rank II
					- Elemental Weapon Rank III
* Sleep Rank I
	+ Sleep Rank II
	+ Confusion Rank I
		- Confusion Rank II
			* Confusion Rank III
		- Charm Rank I
			* Charm Rank II
Hook Horror

Hook Horror

## Description

A fierce predator of the Underdark, the hook horror aggressively defends its hunting grounds. The subterranean caverns where these creatures dwell echo with the constant clacking and scraping of their hooks as they wend their way up cliffs and along cavern walls.

The monstrous hook horror has a head resembling a vulture's and the torso of an enormous beetle, with an exoskeleton studded by sharp, bony protuberances. It gains its name from its long, powerfully built arms and legs, which end in wickedly curved hooked claws.
Family Matters

## Details

Family Matters is a companion **quest** in *Sword Coast Legends.*

### Overview

This quest is automatically available to the player once they reach the marketplace in Luskan. Once the area has been entered from the sewers, the player can return to the Adventurer's Camp and speak with Jarhild to start it.

### Walkthrough

1. Advance the main quest far enough to be able to enter the Marketplace.
2. Travel to the Adventurer's Camp and speak with Jarhild to receive the quest.
3. Travel to the Cutlass Inn in Luskan and speak with Jarhild's mother.
4. Travel to the Residence in the northeast side of the Marketplace and speak to the landlord.
5. Exit the residence and speak to Old Felock.
6. Travel to the newly unlocked Slavers' Hideout location on the Luskan world map.
7. Find the bodies of Yari and Fanna, and exterminate the slavers.
8. Return to Jarhild's mother and relay the bad news.

### Journal

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Wagon Down

Wagon Down

Wagon Down is a sidequest available during the prologue in Sword Coast Legends.

## Walkthrough

This quest is initiated by talking to William Ray in the caravan encampment. He is very upset, telling you that his "Dear Sarah" has gone missing and is probably running around somewhere in the forest. He requests you to find her and bring her back.

You will find Sarah in a side area of The High Forest, a cave named the Bone-Strewn Crest. It turns out that Sarah is the name of William's horse. As you go to inspect the horse that has been killed and wrapped in webbing, you will be attacked by a giant spider that drops down from the ceiling.

After dealing with the enemies, you can retrieve the bridle from the horses' corpse and return it to William for a reward in the form of some food and health regeneration potions. You will also gain 125 experience for completing the quest.

## Journal

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Spy

Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder.

* Starting Gold: 50
* Attribute Bonus: +1 Dexterity
* Passive Bonus: +10% Gold found.
Sage

You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.

* Starting Gold: 10
* Attribute Bonus: +1 Intelligence
* Passive Bonus: +1 to Fire, Cold, Lightning, Force, Psychic, and Thunder damage dealt
Sins of the Past

Sins of the Past is a companion quest in *Sword Coast Legends*.

#### Overview

Notes on this quest become available to the player's journal through dialog with Illydia about her past in the Adventurer's Camp, however the quest only becomes fully available later on in the game once the player has traveled to the Underdark and has retrieved Tezzarae's Journal. Once the journal has been recovered, the player can return to the Adventurer's Camp and speak with Illydia to start it.

#### Walkthrough

1. Throughout completing the game's main storyline, continue to head back to the Adventurer's camp every so often and ask Illydia about her past.
2. Continue on to the story untill you have traveled to the Underdark and recovered Tezzarae's journal.
3. Head back to the Adventurer's Camp and speak with Illydia to receive the quest.
4. Stay in the Adventurer's camp and talk to Dalanir, one of the other companions you should have picked up by this point.
5. Dalanir will point out a new location on your map : The shrine at Und'ok. Use the world map to travel here.
6. Clear out the Shrine at Und'ok area, at the end of which you will find Lady Zinsianna and Cerric.
7. After a brief dialogue during which Illydia convinces Cerric not to attack, Lady Zinsianna will turn hostile and must be defeated.
8. (optional) complete the ritual by grabbing the Ceremonial Drow Dagger from a nearby container and using it on the altar.
9. Escort Cerric back to the exit of the area.

#### Journal

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#### Notes

Completing the ritual on the altar does not seem to serve any specific purpose. On doing so the only thing that appears to happen is that half a dozen spiderlings are spawned in the room for the party to defeat for some additional experience.
Elf

## Description

Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.

## Subraces

### **Moon Elf**

*Ability Score Bonus: +2 Dexterity, +1 Intelligence*

*Status Immunity: Sleep Racial Bonus: Search*

*Proficiencies: Longsword, shortsword, shortbow, and longbow*

As a moon elf, you are generally more common and more friendly than your sun elf cousins, and are normally encountered among humans and other races.

### **Sun Elf**

*Ability Score Bonus: +2 Dexterity, +1 Intelligence*

*Status Immunity: Sleep*

*Racial Bonus: Search*

*Proficiencies: Longsword, shortsword, shortbow, and longbow*

As a sun elf you are known as being haughty and reclusive, believing yourself to be superior to non-elves and even other elves.

### **Wood Elf**

*Ability Score Bonus: +2 Dexterity, +1 Wisdom*

*Status Immunity: Sleep*

*Racial Bonus: Search, Mask of the Wild, Fleet of Foot*

*Proficiencies: Longsword, shortsword, shortbow, and longbow*

As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests.

### **Drow**

*Ability Score Bonus: +2 Dexterity, +1 Charisma*

*Status Immunity: Sleep*

*Racial Bonus: Search, Faerie Fire, Darkness*

*Proficiencies: Rapier, shortsword, and light crossbow*

While the drow are hated and feared among the surface-dwellers, individual drow are free to choose their own path... or so the demon goddess Lolth would have them believe. As a drow on the surface, you are a rare and elusive creature, and none but you can decide whether you will find your own way or walk the twisting webs of Lolth's will.
Order of the Gilded Eye

The Order of the Gilded Eye

Infuriated by what he saw as a weakness in the Order of the Gauntlet, Javen Tarmikos left the knightly order and founded his own branch: The Order of the Gilded Eye. Whereas the Gauntlet frowned upon pre-emptive strikes on alleged demons and devils, the Gilded Eye had no such compunctions against taking immediate and decisive action. Tarmikos has amassed quite a following among the knights of Helm who feel that the Order of the Gauntlet does not go far enough, and his faith in Helm is such that he believes himself to truly be walking the righteous path.
Lightning

Wizards use the art to channel raw power in the form of lightning. What starts as the ability to shock enemies with small sparks can eventually turn into the ability to unleash powerful electrical storms that leap between enemies on the battlefield.

* Witch Bolt Rank I
	+ Witch Bolt Rank II
		- Witch Bolt Rank III
			* Witch Bolt Rank IV
	+ Static Rank I
		- Static Rank II
			* Static Rank III
				+ Static Rank IV
	+ Thunderwave Rank I
		- Thunderwave Rank II
			* Thunderwave Rank III
				+ Thunderwave Rank IV
		- Lightning Bolt Rank I
			* Lightning Bolt Rank II
				+ Lightning Bolt Rank III
					- Chain Lightning
Tiefling

Tieflings are a new playable race set to be introduced by the Rage of Demons expansion to Sword Coast Legends that is currently in development.

These powerful humanoids are infused with the touch of the fiendish planes, most often through descent from fiends—demons, devils, evil deities, and others who had bred with humans.
Tieflings are known for their cunning and personal allure, which makes them excellent deceivers as well as inspiring leaders when prejudices are laid aside.

Although their evil ancestors can be many generations removed, the taint lingers. However, tieflings are not predisposed to evil alignments.

They gain the following benefits from their racial abilities :

**Hellish Resistance:** All fire damage is reduced by 50 per cent.

**Hellish Rebuke:** Flames surround the caster, reaching out and burning any creature that attacks for the next forty seconds.

**Darkness:** Magical darkness spreads from a point within range to fill a three-yard radius sphere for the duration.
Skeleton

Skeleton

## Description

Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil.

## Combat

Skeletons are vulnerable to Bludgeoning at 100%, meaning, attacks of this type deal double damage. They are not affected by Poison at all. Sneak Attacks do work on them.
Ochre Jelly

Ochre Jelly

## Description

Oozes thrive in the dark, shunning areas of bright light and extreme temperatures. They flow through the damp underground, feeding on any creature or object that can be dissolved, slinking along the ground, dripping from walls and ceilings, spreading across the edges of underground pools, and squeezing through cracks. The first warning an adventurer receives of an ooze's presence is often the searing pain of its acidic touch.

Oozes are drawn to movement and warmth. Organic material nourishes them, and when prey is scarce they feed on grime, fungus, and offal. Veteran explorers know that an immaculately clean passageway is a likely sign that an ooze lairs nearby.
Halfling

## Description

The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation.

Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along a dirt road or a raft floating downriver.

## Subraces

### **Lightfoot Halfling**

*Ability Score Bonus: +2 Dexterity, +1 Charisma*

*Racial Bonus: Naturally Stealthy*

As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You're inclined to be affable and get along well with others.

### **Strongheart Halfling**

*Ability Score Bonus: +2 Dexterity, +1 Constitution*

*Damage Resistance: Poison*

*Racial Bonus: Stout Resilience*

As a strongheart halfling, you're hardier than average and have some resistance to poison. Some say that stronghearts have dwarven blood.
Giant Rat

Giant Rat

## Description

Rats prefer to live underground, venturing aboveground only at night. They skulk in the sewers and alleyways of towns and cities, drawn by the abundance of food, and occasionally inhabit caves, ruins, and dark thickets in the wilderness.

When famine and disease have truly taken hold of an area, plagueburst rats are sure to appear. The bodies of these rats have become so filled with rot and decay that they are literally bursting at the seams with toxic gas. With their brains long ago eaten away by the diseases they carry, these rats live only to feed and spread their foul contagions.
Gilded Eye Chapterhouse

Gilded Eye Chapterhouse

This castle has stood in this area of the Neverwinter Wood for centuries. Once a bustling stronghold, it now houses the powerful and zealous Knights of the Gilded Eye. Within these walls lies the home of High Commander Javen Tarmikos, founder and leader of the Gilded Eye, and a barracks and armory for his fellow devotees of Helm. Most consider this a stronghold for justice, but those who get close enough often swear they can hear sounds coming from the dungeons beneath the castle--sounds of screams, begging, and confession.
Journal

The journal is part of the user interface in Sword Coast Legends. Here the player will find any new entries that are added to their quest log, as well as descriptions of the creatures, locations and characters they encounter during the game. The journal also contains a section describing many of the deities in the forgotten realms setting, though this is mostly for flavor.

## Sections

**Quests** - Details the quests you receive, as well as updates as you progress through them. main quests are detailed in the act categories, while side quests are listed under the category for the area they take place in. These categories are further split in Active and completed quests.

**Bestiary** - Details concerning the enemies the player has fought. Once a creature has been encountered, a description will be added here, along with information such as their ability scores, level and what types of damage they are resistant to.

**Locations**- This section holds short synopses for the areas the player has finished.

**Characters** - A listing of important non-player character the player encounters, such as companions and antagonists.

**Deities** - A listing of the deities in the forgotten realms setting, giving a short description and showing the deities emblem.
Draegloth

Draegloth

## Description

In the drow city of Menzoberranzan, the graduation of students from Arach-Tinilith is marked by a ritual of horrible depravity. The cornerstone of this ceremony of graduation is the conjuration of a glabrezu by a top-ranking student priestess and a coupling with the demon. The result of this ceremony, on rare occasions (perhaps once every decade), is the birth of a draegloth. The drow of Menzoberranzan view draegloths as a special blessing from Lolth, a sign of the fickle Spider Queen's favor on the young high priestess's family. That family often takes the draegloth as a sign that it is time to strike out at a rival family, and begins making its plans to exterminate a rival house. When those plans come to fruition, the draegloth is often a key factor in the success of the mission.
Darklake District

Darklake District

Gracklstugh, the City of Blades, is the capital of the duergar Deepkingdom, a feudal state where Deepking Horgar Steelshadow V rules over the heads of the duergar clans, otherwise known as lairds. The Darklake District is the only district in the city where drow, derro, and even surface dwellers may enter.
Black Pudding

Black Pudding

## Description

Oozes thrive in the dark, shunning areas of bright light and extreme temperatures. They flow through the damp underground, feeding on any creature or object that can be dissolved, slinking along the ground, dripping from walls and ceilings, spreading across the edges of underground pools, and squeezing through cracks. The first warning an adventurer receives of an ooze's presence is often the searing pain of its acidic touch.

Oozes are drawn to movement and warmth. Organic material nourishes them, and when prey is scarce they feed on grime, fungus, and offal. Veteran explorers know that an immaculately clean passageway is a likely sign that an ooze lairs nearby.
Jarhild Stoneforge

Jarhild Stoneforge

## Description

A shield dwarf as tough as an ox and as stalwart as a stone wall, Jarhild straps on armor and shield to fight for the ones she considers friends. As a member of the Order of the Burning Dawn, she has the opportunity to protect the innocent and bring justice to the evil… and make a little coin doing it. She’s wise, powerful, and experienced in battle tactics, and when the people she loves are threatened, there is little in this world that can withstand her fury.

As a trained soldier, Jarhild is always prepared to do battle, be it on the front lines of a skirmish or the back room of a tavern. When not on the ready for imminent combat, however, she’s ready to kick back and blow off steam with the rest of the hard-bitten warriors. She fights hard, and she plays hard, and woe be unto the poor soul who comments on the way she holds herself, the way she dresses, or the way she hefts her sword. As a dwarf who has faced down orc hordes, repelled incursions of giants, and even held fast against a dragon ambush, Jarhild doesn’t feel a need to explain herself to anyone. She is who she is: a force to be reckoned with.

## Acquisition

Jarhild is the first NPC you will meet after the prologue tutorial mission, but she will not actually join the party untill after the end of the After Them! quest.

## Companion quest

Jarhild's companion quest is Family Matters, which can be obtained by speaking with her in the Adventurer's Camp after making your way to Luskan's marketplace.

## Trivia

* Jarhild is voiced by Kelly Campell.

* Jarhild has an unique skill tree called Shield Bearer. It replaces the Archery tree, thus Jarhild cannot learn any archery skills.
* Jarhild's ancestry can be traced back to the Mithral Hall, but they scattered after Shimmergloom attacked. They returned to Mithral Hall when King Battlehammer signed the treaty with the Many-Arrow orcs.
* Jarhild's family name, "Stoneforge," is said to come from her grandfather's ability to forge a blade fit for battle out of stone.
* Despite their apparent skill, Jarhild's family left Mithral Hall for Mirabar, where they became well-known for their fine craftsmanship.
* Jarhild grew up helping her father in the smithy, though she resented it as a child.

## External links

Jarhild

Kelly Campell on IMDb
Quasit

Quasit

## Description

Quasits infest the Lower Planes. Physically weak, they keep to the shadows to plot mischief and wickedness. More powerful demons use quasits as spies and messengers when they aren't devouring them or pulling them apart to pass the time.

A quasit can assume animal forms, but in its true form it looks like a 2-foot-tall green humanoid with a barbed tail and horns. The quasit has clawed fingers and toes, and these claws can deliver an irritating poison. It prefers to be invisible when it attacks.
Zombie

Zombie

## Description

Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator's bidding without fear or hesitation. They move with a jerky, uneven gait, clad in the moldering apparel they wore when put to rest, and carrying the stench of decay.

Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can't be restored to life except by powerful magic, such as a resurrection spell.

A zombie retains no vestiges of its former self, its mind devoid of thought and imagination. A zombie left without orders simply stands in place and rots unless something comes along that it can kill. The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters.

## Combat

Zombies are vulnerable to Fire and Radiant at 100%, meaning, attacks of this type deal double damage. They are immune to Poison. Sneak Attacks do work on them.
Bryn Lightfingers

Bryn Lightfingers

## Description

The Lightfingers family may not be renowned throughout the land, but that doesn’t stop them from thinking they should be. A clan of Strongheart halflings based in Red Larch, a small village north of Waterdeep, the Lightfingers built a reputation for some of the finest crumblecakes in the region. When Bryn and her hotheaded brother Belamy came of age, however, they scorned their family’s baking traditions for a more perilous road: That of the adventurer.

Bryn Lightfingers trained among the rangers of the Ardeep Forest until she and her band were chased out by the Eldreth Veluuthra. She used her wilderness skills to survive on her own until her brother Belamy approached her about joining an adventurers’ guild known as the Order of the Burning Dawn. While she shares her brother’s tendency toward a quick temper, her curiosity and open mind made her a valuable member of the Order. These days, most consider her leadership material, as long as she can keep her Lightfingers attitude in check.

## Acquisition

Bryn can be obtained as a party member during the quest An Eye for an Eye during act 2. During the fight with the warden in the Gilded Eye Chapterhouse, Bryn will break free from her cell and aid you in the battle. afterwards she will join you, and can be added to the party roster. Otherwise she will travel to the Adventurer's Camp.

## Companion quest

Bryn's companion quest is Hearts of Stone, the quest is available straight away by talking to Bryn at the Adventurer's Camp after saving her from the Gilded Eye Chapterhouse.

## External links

Bryn

Aoife McMahon on IMDb
Catacombs

Catacombs

Locked away beneath mausoleums and crypts lies a vast network of hallways and corridors meant to be the final resting places of the dead. The purpose of their labyrinthine design is two-fold. First, they dissuade would-be graverobbers from disturbing the dead and secondly, they trap any corpses that awaken into undeath.
Ghoul

Ghoul

## Description

Ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh. Like maggots or carrion beetles, ghouls thrive in places rank with decay and death. A ghoul haunts a place where it can gorge on dead flesh and decomposing organs. When it can't feed on the dead, it pursues living creatures and attempts to make corpses of them. Though they gain no nourishment from the corpses they devour, ghouls are driven by an unending hunger that compels them to consume. A ghoul's undead flesh never rots, and this monster can persist in a crypt or tomb for untold ages without feeding.

## Combat

Ghouls are immune to Necrotic damage. Also, they are not affected by Poison at all. Sneak Attacks do work on them.
Soronil Noonshadow

## Description

Luskan is a place where reputation means more than honor, and information sells better than ale… and thus, it’s the perfect place for Soronil Noonshadow. A moon elf diviner with a taste for mysteries, Soronil is a storehouse of information, both fact and rumor, and he’s willing to share it with anyone willing to pay his price. As such, he is a valuable source for those who, like Illydia and Larethar, seek ways to make up for past mistakes. While he’s open to sharing information to those willing to pay—or to work—for it, his own past is a bit of a mystery… as is his ability to remain alive in Luskan, given the enemies that a man in his line of work tends to make.
Pulled Back In

Pulled Back In

## Pulled Back In

Pulled Back In is a companion quest in *Sword Coast Legends.*

### Overview

This quest is automatically available to the player once they reach the marketplace in Luskan. Once the area has been entered from the sewers, the player can return to the Adventurer's Camp and speak with Larethar to start it.

#### Walkthrough

1. Advance the main storyline far enough to be able to enter the Marketplace.
2. Travel to the Adventurer's Camp and speak with Larethar to receive the quest.
3. Travel to the Cutlass in Luskan and speak to Thoradin.
4. Meet Thoradin in the Slums and track down his attackers, using the Search ability to find a bloodtrail leading to a guard and chest next to an abandoned fort.
5. Dispatch the guard, loot the chest for Thoradin's late wife's locket, then enter the abandoned fort.
6. Clear out the Dragonbloods that have taken over the fort and find Thoradin's missing shipment.
7. (optional) Find a record of ship Suljack's slave trade.
8. Either allow Thoradin to take his shipment and make the delivery or convince him not to, to convince him not to do this you will have to have found his wife's locket so you convince him this is not what she would have wanted, as well as the records of ship Suljack's slave trading for him to use as blackmail/protection.

#### Reward

upon completion of the quest the player will be rewarded with the  High Captain's Dagger

High Captain's Dagger

Dagger
One-Handed Light Finesse (STR)
 Dagger that formerly belonged to Ship Baram's High Captain. Stolen by both Larethar and Thoradin.
 Requires: Proficiency Dagger

 Damage: 1-4 Piercing
 +2 to hit and damage
 15% chance on hit to Silence
+5 to Sneak.

#### Journal

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A Fetching Fungus

A Dog's Life

A Fetching Fungus is a sidequest available during the prologue in Sword Coast Legends.

## Walkthrough

To begin this quest, talk to Aleema Meddlebrook. Ask her why she collects herbs and where she gets her materials to learn that she is looking for some Deathcap Mushrooms. You can then offer to go look for some; Aleema will let you know she only needs one, but that she will pay you for whatever you bring back.

As you progress through The High Road furing the prologue, you will come upon a cave called the Bone-Strewn Burrow. Inside you will find the mushrooms Aleema is looking for, growing on the cave floor, simply click them to add them to your inventory.

Once you have collected a mushroom, you can return to Aleema Meddlebrook to turn them in, and get rewarded with 25 experience points and 75 gold pieces.

Alternatively, it is possible to find and collect the mushrooms without even talking to Aleema first, though the quest will still resolve in the same way, the only thing that changes is the description in your journal.

## Journal

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Transmuter

Transmuters modify energy and matter, changing the world to suit their purpose. Spells of this nature serve to both hide and protect a wizard and his companions, while also increasing their effectiveness in combat.

* Slow Rank I
	+ Slow Rank II
		- Slow Rank III
	+ Haste Rank I
		- Haste Rank II
			* Haste Rank III
* Invisibility Rank I
	+ Mass Invisibility Rank I
	+ Stoneskin Rank I
		- Stoneskin Rank II
			* Stoneskin Rank III
Dalanir Ch'fyr

**This section contains spoilers or significant plot details. Read at your own risk.**

Dalanir Ch'fyr

## Description

Outside of his magical disguise as Soronil Noonshadow, Dalanir maintains his aloof, mysterious demeanor. He is the brother of Tasyllys Ch'fyr and an agent of the drow mercenary guild known as Bregan D'aerthe, as well as a talented wizard in his own right. While Dalanir's true motivations may not be clear, his dedication to stopping his brother and the demon Belaphoss seem completely legitimate, and his spells and knowledge may prove valuable in the quest ahead.

## Acquisition

Dalanir can be acquired by returning to Soronil Noonshadow upon completing the quest Chaos Breaks Loose, after which he will reveal his true identity, and the fact that he is the brother to one of the main antagonists of the game, namely Tasyllys Ch'fyr.

After some exposition on his reason for disguising himself and not revealing the fact to the player and his party earlier, as well as his reasons for wanting to stop his brother and the demon Belaphoss, the player can accept his aid, after which he can be added to the party roster, otherwise he will move to the Adventurers Camp.

## Companion quest

Dalanir's companion quest is Family Ties, the quest will become available once the player has traveled to the underdark and recruited Izhkin as a companion.

## Trivia

Dalanir is voiced by Harry Hadden Paton.

Dalanir gets access to the Deception skill tree, unique to his character.
Gambler Ring

Gambler Ring

The **Gambler Ring** is a rare ring in *Sword Coast Legends*.

## Properties

Wearing this ring increases the amount of gold found in containers or looted from enemies by two percent, rounded down – at the cost of being one hundred percent vulnerable to piercing damage. The party member that is looting has to wear the ring for the effect to occur. The amount of gold acquired as quest reward or by other means via e.g. conversations is not increased.