recursal/Fanatic-Fandom huggingface dataset:
Ferendragh

**Ferendragh** is a continent formerly ruled by the Manacalon Empire. Its name has been interpreted as "land of dragons" in high elvish. Following the Cataclysm and the Empire's collapse, the continent fragmented into a dozen new nations.

## Geography

Located at the center of Ferendragh was the Aer-Elai, the heart of the Manacalon Empire. The effects of the Cataclysm devastated the Aer-Elai, turning its cities and pleasure gardens into the Badlands. A ring of nearly impassable mountains encloses the Badlands, sealing it off from the rest of the continent.

The mountains are ringed by the Marches, formerly the Manacalon Empire's inner provinces and now a dangerous wasteland. Ferendragh is divided into eastern and western realms by a mountain range that runs from the Badlands to the Southern Ocean. The eastern realms have recently secured access to the Badlands through the newly-discovered Copperhead Road. In response to its discovery, various factions of the eastern realms formed the The Legacy Council.

Both the eastern and western continents rely heavily on a great river for trade and communication. In the east, the Falafyn runs from the marsh halfling nation of Olme Fen in the northeast to the Southern Ocean. In the west, the Avendore runs from the Inner Sea to the Southern Ocean. Wars have been fought for control of the rivers.

## References

* Solasta Dev Stream July 27th & Kickstarter Goodies Update!
Fire and Ice

Fire and Ice is a faction quests in the Palace of Ice DLC. It's the third quest in the Central Clans questline.

[*summary goes here*]

## How to obtain the quest

The quest is received automatically after finishing the Heat from the Deep quest.

## Objectives and quest log entries

**Check the first solidified lava wall.**

* Both known means of access - the shaft and the gallery - are impassable. A massive door close to the heating system is also magically locked and impossible to open. Find another way. Perhaps the heat has begun to melt the lava that blocked the secondary accesses.

* You checked this crack that was blocked by solidified lava, but even now, it seems to lead nowhere.

**Check the second solidified lava wall.**

* Both known means of access - the shaft and the gallery - are impassable. A massive door close to the heating system is also magically locked and impossible to open. Find another way. Perhaps the heat has begun to melt the lava that blocked the secondary accesses.

* You managed to find a way out of the heart of the mountain through a natural tunnel. After several minutes of walking - more or less upright - you reached the surface.

**Check the third solidified lava wall.**

* Both known means of access - the shaft and the gallery - are impassable. A massive door close to the heating system is also magically locked and impossible to open. Find another way. Perhaps the heat has begun to melt the lava that blocked the secondary accesses.

* You checked this crack that was blocked by solidified lava, but even now, it seems to lead nowhere.

**Explore the Surroundings**

* You came across Lisbath Townsend, wounded while trying to find help. She asked you to help defend the caravan.

**Follow the Survivors' Tracks**

* The tunnel leading to the Low City is beginning to melt. Search for traces of the survivors.

* Traces of the caravans found on the other side of the tunnel testify to the harsh conditions. As you walked up the trail, you met some survivors.

**Save the Survivors**

* The caravan you saved is none other than Gilmar Goldentongue's! He has let you know that he has an important role to play in the elections.

**Take a Long Rest**

* The survivors need to heal and the frozen door needs some time to melt. Take a long rest and wait until tomorrow.

* You have waited some time.

**Find Kara Wisehead in the City**

* You met Kara Wisehead again after activating the heat generator and saving Gilmar Goldentongue who turned out to be a candidate for the Keskainen election, and your testimony was precious. Although dissent remains strong in Turvaamalinn, and many houses are reluctant to cooperate, the essential vote lies elsewhere: the election of the Keskainen Vartmerkint, the chief of the Central Guardians, is being held. His representative will come to White Rock City for the Speaker's election.

**Return to White Rock City**

* Return to the capital to report your progress.

* You have returned to the capital of the Snow Alliance with assurances that the chief of the Central Guardians will soon come to vote in the Speaker's election.
Greatsword +2

Greatsword +2 is a magical two-handed melee slashing weapon. It has the second tier enchantment (+2), which provides a +2 bonus to attack and damage. Proficiency with martial weapons or greatswords is required to use it effectively.

## Description

*A typical magic weapon crafted in the forges of the Manacalon Empire.*

## Location

* Sold by Joriel Foxeye
* Sold by Berdel Ironfoot
* Found as random loot
Giant Ape Head

Giant Ape Head is a quest item introduced in the Lost Valley DLC. It cannot be sold, moved to a container, or removed from the inventory by the party.

It can be looted from the corpse of a Giant Ape, usually found during random world map encounters.

It's one of the heads required for The Head Collector quest.

## Description

*The grisly trophy, but this giant ape was so extraordinary that its head might be worth something.*
History

History is a skill related to Intelligence. Intelligence (History) checks measure the character's ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.

## History proficiency

History proficiency grants a proficiency bonus to any and all Intelligence (History) checks.

It is available as skill proficiency of choice to: Half-Elves, Clerics, Fighters, Wizards.

It is automatically given to: Aristocrats.
Heavy Crossbow +3

Heavy Crossbow +3 is a magical two-handed ranged weapon. It has the third tier enchantment (+3), which provides a +3 bonus to attack and damage. Proficiency with martial weapons or crossbows is required to use it effectively.

## Description

*Most Dwarven smiths dedicate their lives to the pursuit of their magnum opus, with many lesser smiths failing to ever do so in their lifetime. This weapon is proof of a smith's singular success; an extremely rare magic-imbued masterpiece that will remain throughout the ages.*

## Location

* Sold by Katniss Strongmail
* Found as random loot
Identify

Identify is a first level spell from the Divination school. The spell identifies the hidden properties of an object. To cast it, the caster needs to possess a pearl worth at least 100 gp (the gem will not be consumed).

Identify can be cast as a Ritual. It is very useful for identifying properties of magical items the party never seen before (e.g. Unidentified Potion, Magnificent Gauntlets).

Identify can be also used by some vendors, who will use it to identify the properties of an item in the party's inventory for a fee.

The Wand of Identify can also be used to cast the spell. It has 5 charges and gains 1 charge at dawn.

## Spell effects

Identify targets one object, usually an item in the party's inventory. It reveals all the properties of that item.

## On Spell Lists

The following classes have this spell on their spell list and can cast it:

* Bard
* Cleric (Insight only)
* Rogue (Shadowcaster only)
* Wizard
* Warlock (Pact of the Tome, with Book of Ancient Secrets Invocation)

Finally, any class can identify items without using this spell if they take the **Arcane Appraiser** feat.
Magnificent Gloves

Magnificent Gloves are an unidentified wondrous item. Before they are identified, they have no special properties. They can be equipped in a hands slot but will not provide any benefits.

If the party never identified (or bought) this item before, it will appear in the inventory as the **Magnificent Gloves**. It has to be identified (with an Identify spell or by paying certain vendors for the service) for all its properties to become known. Upon successful identification, the item reveals itself to be the Gloves of Missile Snaring.

Magnificent Gloves have to be identified only once per playthough. Afterwards, the party will recognize the Gloves of Missile Snaring automatically and identification will not be necessary.

## Description

*These sturdy gloves are very comfortable and may have magical properties.*
Halflings

The original **halflings** evolved in the northeastern marshes, and retain an affinity for water. Small and nimble, they make skilled rogues, but can do well in almost every class.

## Ancestry features

* **Move:** 5 cells
* **Ability Score Increase:** Dexterity +2
* **Brave:** Advantage on saving throws against being Frightened.
* **Lucky:** When you roll a 1 on an attack roll, ability check, or saving throw, reroll and use the new roll.
* **Halfling Nimbleness:** You can move through the space of any creature that is of a larger size than you.

## Island halflings

Island halflings are driven by curiosity and a love of adventure. They are unmatched as sailors and shipwrights, and their vessels carry much of the trade that flows across the continent. Island halflings are the children of adventurous halflings who left the Northern Marshes to venture south and settle in the sunny islands. Discreet and brave, they are inclined to be affable and get along well with others.

### Lineage features

* **Ability Score Increase:** Charisma +1
* **Languages:** Common, Halfling, and one language of your choice
* **Rope Dancing:** Advantage on Dexterity (Acrobatics) checks

## Marsh halflings

The marsh halflings are an inward-looking people with little interest in others. While a few have left the fens in search of adventure, most never leave their homeland of Olme Fen. Marsh halflings have lived in the tradition of their ancestors, who used to move, fight, and even sleep in swamp terrain. They are particularly sturdy compared to their island cousins, while being generally less likable and certainly no less courageous.

### Lineage features

* **Ability Score Increase:** Constitution +1
* **Languages:** Common, Halfling
* **Swamp:** Areas with marshes and ponds and a humid atmosphere are considered swamp terrain.
* **Darkvision:** See normally in dim light, and in natural darkness as if in dim light.
Greases

Greases were introduced in the Palace of Ice DLC. They cannot be bought or found, they can only be crafted. Greases can be applied to skin or weapons, providing different effects. Each one comes with a benefit as well as a penalty.

*Demonic greases are special potions that use demonic essences as their main ingredients. Mny consider these greases forbidden knowledge, but to more curious alchemists, they are just another fascinating experiment.*

To craft greases, you'll need an Abyssal Agitator in your inventory, a proper crafting manual and proficiency in Arcana or Medicine or Nature.

## List of all the greases

On Skin: +2 to spell attacks; -3 to AC
On Skin: +2 to AC; wounded by light
On Skin: +80 hp; vulnerable to slashing, bludgeoning and piercing
On Skin: advantage on saving throws against spells; heavily encumbered
On Skin: true sight; +1d6 psychic damage taken every time you take damage
Garb of the Prudent Shield

### Special Properties

Critical hits count as normal hits; Proficiency in Arcana; Cast Shield of Faith (2 per day); Cast Death Ward (1 per day)

## Other

### In-game Properties

Magical, Attunement, Protection

Garb of the Prudent Shield is a magical item of clothing. It confers +3 to AC, gives proficiency in Arcana and makes all critical hits against the wearer count as normal hits. I also alows to cast:

* Shield of Faith (2 per day)
* Death Ward (1 per day)

Attunement is required to take advantage of those special properties. No proficiency is required to wear it.

Note: The AC provided by this clothing does not stack with Mage Armor.

## Description

*Created by Adrasteia Epimeles the Prudent Shield, Master of Abjuration of the Manacalon Arcaneum. This legendary cloth is imbued with ancient magics and is, unsurprisingly, a great defensive item.*

## Location

* Dropped by Spectral Dragon in the Ruins of Telema
Half Plate

Half Plate is a standard medium armor. It is a basic non-magical armor, and it confers disadvantage on Stealth checks. Proficiency with medium armor is required to wear it.

## Description

*Half plate consists of shaped metal plates that cover most of the wearer’s body. It does not include leg protection beyond simple greaves that are attached with leather straps.*

## Location

* Sold by Gorim Ironsoot
* Sold by Mogo the Poor
* Sold by Wilf Warmhearth
* Sold by Galar Goldentongue
* Sold by Lena Swifthand
* Sold by Engrem Toldus
* Sold by Morganna Raven
* Sold by Grimhild Darkhead
* Found as random loot
Goblin Culture

Goblin Culture is one of the secondary quests in Solasta: Crown of the Magister. It follows from the Lair of Filth quest, takes place at Caer Lem Outpost, and has a recommended level of 3.

*You encountered goblins in the caves at Caer Lem. There are scholars at the Tower of Knowledge who believe that the goblins have evolved a written language, so go back there, find a potential example of goblin writing, and bring it back to a quest board.*

## How to obtain the quest

The quest appears on the Quest Board in Caer Cyflen after you find a Goblin Camp in the Caer Lem Outpost.

## Objectives and quest log entries

**Search the Goblin Caves in Caer Lem**

* You found a painted hide bearing strange writings in a goblin language – perhaps proof that the goblins have a written tradition. Bring it back to the Tower of Knowledge.

**Return to a Quest Board**

* Return to the closest quest board to complete the quest and collect your reward.
* Quest completed

## Walkthrough

* The location for this quest is the same as Lair of Filth. Simply drop into the cave halfway up the stairs to the Caer Lem Outpost and defeat its new inhabitants.

**Fight (1 Dire Wolf, 2 Goblin Cutthroats, 2 Ogres) - 500 XP**

* These enemies are all very spread out, making area of effect spells inefficient to use, unless the Ogres and Wolf are allowed to bunch up on a party member.
* The Ogres are the most dangerous opponent but their low AC of 11 makes them fairly easy to hit. The Wolf will attempt to knock prone those it hits. The Cutthroats provide ranged support for the other enemies.
* After the fight, the Painted Hide can be grabbed from a small pit in the center and later turned in at a quest board.

## Rewards

* **Relationship Gain:** Tower of Knowledge +4, Scavengers +3
* **Items:** 5 level-3 scrolls, 1 gem worth 300 gp
Gromnir Stonefist

Gromnir Stonefist is a baron of Coparann. He is considered to be brave, pragmatic and smart.

He is a good friend of both Joris Nikannen and Ceannard. 20 years ago, Gromnir Stonefist (along with Joris Nikannen) founded the Stonefist Mercenary Company. The company came to the aid of Coparann when the city was invaded by the orcs.

## Trouble in Coparann

At some point, the real Gromnir Stonefist was locked in a prison cell below the Keep and replaced with a Sorak infiltrator. The Sorak impostor must have studied the Baron carefully for weeks, even months. Even so, the impersonation was far from perfect, and the behavior of the “new” Baron arouse suspicion of both Joris and Ceannard.

Luckily, with the deputies’ help, the Sorak plot was thwarted, and the real Baron released.

 *The only benefit of power is the ability to reward friends!*
Half Plate of Fortitude

Half Plate of Fortitude is a craftable medium armor. This armor cannot be bought or found, it can only be crafted. It confers disadvantage on Stealth checks. Proficiency with medium armor is required to wear it.

## Description

*This enchanted armor was created using the ancient knowledge of Manacalon’s master armorers. Ildurial Stronghand forged the first of those armors for the Emperor’s personal guard.*

## Crafting

**Ingredients:** Primed Half Plate, Heart of Winter

**Crafting Difficulty:** DC 25, Very Hard

**Required Successes:** 18
Morningstar

Morningstar is a standard one-handed melee slashing weapon. It's a basic non-magical weapon. Proficiency with martial weapons or morningstars is required to use it effectively.

## Location

* Sold by Gorim Ironsoot
* Sold by Mogo the Poor
* Sold by Wilf Warmhearth
* Sold by Galar Goldentongue
* Sold by Lena Swifthand
* Sold by Engrem Toldus
* Sold by Morganna Raven
* Sold by Grimhild Darkhead
* Found as random loot
Fly

Fly is a third level spell from the Transmutation school. The spell imparts on a target the ability to fly for a limited time.

Fly requires concentration.

## Spell effects

Fly targets one ally. It grants *Flying* – target creature can fly and gains a flying speed of 12 cells per move action.

## At higher levels

The spell can be cast using a higher spell slot than its original one, providing additional benefits. Per each spell slot over III: +1 target.

## On Spell Lists

The following classes have this spell on their spell list and can cast it:

* Cleric (Elemental only)
* Sorcerer
* Warlock
* Wizard
* Fighter (Spellblade only)
Frightened

Frightened is one of the detrimental conditions that can be applied to a creature. Conditions alter capabilities and state of any creature in various ways.

## Effects

Frightened applies the following effects:

* A frightened creature is compelled to move away from the source of its fear, and can’t willingly move closer to it.
* A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.

There is also one sub-type of a Frightened condition that applies different effects:

* **Frightened by Phantasm**. A creature is frightened and receives psychic damage each turn until it succeeds on a saving throw.

## Application and Removal

**Frightened can be applied by:** Fear, Phantasmal Killer, Dreadful Omen.

**Frightened can be removed by:** Soothing Hand feature of the Cleric Sun domain, successful saving throw, Calm Emotions, Heroism.
Green Dragon

## Stats

Green Dragon is a gargantuan dragon creature of 15 Challenge Rating. It provides 3270 XP when killed.

## Description

*This dragon seems to be the master of conjuration of the old Imperial Arcaneum!*

## Attacks

### Poisonous Bite

+11 to hit, 2d10+6 piercing + 2d6 poison damage

### Wing Attack

DC 19 Dexterity saving throw. On failure, you take 2d6+6 bludgeoning damage and are knocked prone; can choose to fly for up to 8 cells.

### Poison Breath

Hits characters in a 12-cell cone area. DC 18 Constitution saving throw. On failure you take 16d6 poison damage and half that on a success. Poison breath recharges on a roll of a 5 or 6 on a 1d6 rolled at the start of his turn (Note: *It's unknown if Poison Breath recharge function is active in-game.)*

## In Battle

Zhoron will transform into this form after all 4 statues in the initial encounter have been deactivated, and will be accompanied by any surviving Spectral Servants.

A normal multi-attack of this dragon consists of 1 Poisonous Bite and 2 Claw attacks.

He can choose to succeed at a failed saving throw 3 times using legendary resistance, and has 3 legendary actions per turn. These can be spent at the end of a creature's turn to perform a Tail attack (1 legendary action), or to use a Wing Attack (2 legendary actions).

Frightful Presence is a bonus action that can be used once per battle and that forces all of his enemies within an 8-cell sphere area to make a DC 16 Wisdom saving throw or be frightened.

## Special

### Saving Throws

Wisdom +7, Dexterity +6, Constitution +10, Charisma +8

### Proficiencies

Perception +12, Stealth +6, Deception +8, Persuasion +8, Insight +7

### Special Features

Poison Breath, Legendary Resistance, Frightful Presence
Instruments

Instruments are a special kind of spellcasting focuses. Those items can be used by Bards to satisfy the material requirement of spells. They are not needed to cast all spells, only those that require material components. They can be used exclusively by Bards and will not work for any other spellcasting class.

Apart from serving as a spell focus, instruments can be also used to perform (play and sing for the public). Performing can be done by Bards in certain situations and will usually require a Charisma (Performace) check to determine how successful it was.

Instruments can be found as random loot or bought from vendors. Basic instruments serve only as a spell focus, magical instruments provide additional benefits.
Mardracht's Journal

Mardracht's Journal is a lore document. It provides additional insight and information on characters and events, contributes to world-building. It has no other function and can be sold or discarded after reading.

## Text

*Nightmares again. The battle, the Rift – Kaseinax with the Crown, bathed in power.*

*The humans. The gods – the gods! What are they? Why so powerful? Why couldn't we stop them? Why did they come?*

*Why haven't they come for me? They will, I know it. All of us who were there; they'll hunt us, kill us – maybe worse. I will be ready. I am ready. This old worm has a few tricks yet – oh, yes. We were as powerful as gods ourselves, once. The elves have forgotten, but once they knew. Yes, they did.*

*Why don't they come? Have these alien gods been destroyed already? Is it safe outside? Or is that what they want me to think? They won't lure me out – oh, no. Never.*

## Location

Found in the Solar Tower in the Bone Keep.
Halman Summer

Halman Summer is a vendor located just outside the Snow Alliance Embassy in Caer Cyflen. He runs the Magic and Curiosities store. He is a member of the Antiquarians, and will offer the party better prices for items bought and sold as their reputation with the faction is raised. He also offers the Identify services for items.

## Character and Story

SPOILERS BELOW:

At first (and second) glance, Halman Summer seems pleasant and very helpful. He is just another scholar, interested in old artifacts and knowledge. However, this is but a facade.

In reality, Halman has been corrupt by the Soraks and became their agent. He works to spread the terror of Sorr-Tarr and does his best to get the deputies killed. Summer is the one that sends the deputies to the village of Earcorn, chasing after the cult of Arivad and straight into a Sorak ambush.

When Halman’s treachery is finally revealed, he flees Caer Cyflen, laving behind a house full of dead bodies and incriminating documents.

## Connected Quests

* Angbi's Bones
* The Missing Piece

## Stock

Stock availability is limited based on Antiquarians faction relationship. Stock does not replenish.

* Indifference (0-10): Store unavailable.
* Sympathy (11-30): Minimal store availability.
* Alliance (31-50): 10% discount. Spell scrolls and scroll crafting manuals up to third level available. Uncommon wondrous items available.
* Brotherhood (51-80): 20% Discount. All crafting materials available. Spell scrolls and scroll crafting manuals up to fifth level available. Most Rare and a few Very Rare wondrous items available.
* Living Legend (81-100): 30% Discount. Store fully available, spell scrolls and scroll crafting manuals up to sixth level available, All Very Rare and above wondrous items available.
Invisibility

Invisibility is a second level spell from the Illusion school. The spell makes an ally invisible for a limited time.

Invisibility requires concentration.

## Spell effects

Invisibility targets one ally. It grants *Invisible*:

* creature cannot be seen without magic;
* creature has advantage on attack rolls;
* attackers have disadvantage on attack rolls made against the creature.

## At higher levels

The spell can be cast using a higher spell slot than its original one, providing additional benefits. Per each spell slot over II: +1 target.

## On Spell Lists

The following classes have this spell on their spell list and can cast it:

* Bard
* Cleric (Mischief only)
* Druid (Circle of the Land – Grassland and Coast only)
* Rogue (Shadowcaster only)
* Sorcerer
* Warlock
* Wizard
Invisibility Sight

Invisibility Sight is one of the neutral conditions that can be applied to a creature. Conditions alter capabilities and state of any creature in various ways.

## Effects

Invisibility Sight applies the following effects:

* Creature can perceive invisible creatures.

## Application and Removal

**Invisibility Sight can be applied by:** See Invisibility

**Invisibility Sight can be removed by:** Dispel Magic
Incapacitated by Hilarity

Incapacitated by Hilarity is one of the detrimental conditions that can be applied to a creature. Conditions alter capabilities and state of any creature in various ways.

## Effects

Incapacitated by Hilarity applies the following effects:

* Creature can’t take actions or reactions.
* Creature cannot move apart from crawling.
* Creature has disadvantage on attack rolls.
* If the attacker is in an adjacent cell, attack rolls against the creature have advantage. Otherwise, attack rolls have disadvantage.
* Creature takes 3d10 psychic damage at the end of its turn.

## Application and Removal

**Incapacitated by Hilarity can be applied by:** Hilarity

**Incapacitated by Hilarity can be removedy by:** successful Wisdom saving throw; time running out
Marilith

## Stats

Marilith is a large fiend creature of 16 Challenge Rating. It provides 15,000 XP when killed.

The enemy was introduced in the Palace of Ice DLC.

## Description

*These monstrous demons have enough arms to match the best swordsman, and a refined sense of tactics. They often serve as officers in the armies of the abyss.*
Isrid Farsky

Isrid Farsky is one of the characters introduced in the Palace of Ice DLC. She is a member of the Northern Clans. The party first encounters her in White Rock City.

## Description

*A young dwarf, full of spirit, ready to take on challenges despite her obvious lack of experience.*

## Character and Story

[Isrid Farsky description and story goes here].

## In a Fight

In battle, Isrid Farsky is a low-level fighter.

### Attacks

* **Morningstar:** +9 to hit, 1d8+5 bludgeoning
* **Heavu Crossbow:** +9 to hit, 1d10+3 piercing
Longbow

Longbow is a standard two-handed ranged weapon. It's a basic non-magical weapon and requires ammunition in a form of arrows. Proficiency with martial weapons or longbows is required to use it effectively.

## Location

* Sold by Gorim Ironsoot
* Sold by Mogo the Poor
* Sold by Wilf Warmhearth
* Sold by Galar Goldentongue
* Sold by Lena Swifthand
* Sold by Engrem Toldus
* Sold by Morganna Raven
* Sold by Grimhild Darkhead
* Found as random loot
Lisbath Townsend

Lisbath Townsend is a young Principality of Masgarth soldier. She is strong, brave and can hold her own in a sword fight. She is learning the ropes under the wing of Robar Sharp, her commanding officer.

## Caer Lem and Beyond

Lisbeth is a part of the Caer Lem garrison and survives the first Sorak ambush. Depending on the deputies’ choices, she can successfully escape Caer Lem and go back to Cear Cyflen or be killed by a Sorak Infiltrator. To save Lisbeth, the deputies need to chose to talk to Robar Sharp during the Caer Lem main quest, successfully to convince him to take over and subsequently convince Beryl Stonebeard to stand down.

## Place of Ice

If she survived the events in Caer Lem, Lisbath appears in Turvaamalinn and will fight with the party for a short time.

### Attacks and Abilities

**In Crown of the Magister**

Longsword: +5 to hit, 1d8+3 slashing damage
**In Palace of Ice**

Longsword: +7 to hit, 1d6+4 slashing damage + 1d6 acid damage

Second Wind: Regain 1d10+level HP as a bonus action
Hugo Requer

Hugo Requer is a vendor located on the Market Street in Caer Cyflen. He runs the Magic and Curiosities store. He is a member of the Principality of Masgarth, and will offer the party better prices for items bought and sold as their reputation with the faction is raised. He also offers the Detect Magic and Identify services for items.

## Stock

Stock prices change based on the Principality of Masgarth faction relationship. Stock does replenish.

* Indifference (0-10)
* Sympathy (11-30): 15% upcharge on base value
* Alliance (31-50): 10% discount
* Brotherhood (51-80): 20% discount
* Living Legend (81-100): 30% discount
Magnificent Shortsword

Magnificent Shortsword is an unidentified martial weapon. Before it is identified, it has properties just like a standard Shortsword (it's just more valuable).

If the party never identified (or bought) this weapon before, it will appear in the inventory as **Magnificent Shortsword**. It has to be identified (with an Identify spell or by paying certain vendors for the service) for all its properties to become known. Upon successful identification, the weapon reveals itself to be a Shortsword +1, Shortsword +2, Shortsword +3 or Grievance.

Each variation of the Magnificent Shortsword has to be identified only once per playthough. Afterwards, the party will recognize what it is automatically and identification will not be necessary.

## Description

*An exceptional blade mounted on a decorative and engraved hilt.*

## Location

The weapon can be:

* Found as random loot.
Greater Restoration

Greater Restoration is a fifth level spell from the Abjuration school. The spell removes one detrimental condition, such as a charm or curse, or an effect that reduces an ability score or hit points.

## Spell effects

Greater Restoration targets one ally. It removes one random occurrence of these conditions: Blinded, Diseased, Paralyzed, Poisoned, Charmed, Cursed, Drained, Petrified.

## On Spell Lists

The following classes have this spell on their spell list and can cast it:

* Bard
* Cleric
* Druid
* Sorcerer (Child of the Rift only)
Intimidation

Intimidation is a skill related to Charisma. Charisma (Intimidation) checks are made when a character attempts to influence someone through overt threats, hostile actions, or physical violence.

## Intimidation proficiency

Intimidation proficiency grants a proficiency bonus to any and all Charisma (Intimidation) checks.

It is available as skill proficiency of choice to: Barbarians, Half-Elves, Fighters, Paladins, Rogues, Sorcerers.

It is automatically given to: Clerics of Law (Einar or Pakri), Lawkeepers, Aristocrats, Sellswords.
Leave the Cave

Leave the Cave is one of the main quests in Solasta: Crown of the Magister. It is a tutorial quest meant to teach the main mechanics of the game to the player. During this quest, you control only one of your four party members.

## How to obtain the quest

You get this quest automatically at the start of the game.

## Objectives and quest log entries

**Light Your Way**

* You have light.

**Light the Two Torches**

* You have lit the torches!

**Examine the Totem**

* This totem is a sign that you're in a dangerous place… be careful!

**Explore Further**

* You have found the orc camp!

**Sneak Past the Orcs and Activate the Mechanism**

* You found the mechanism that opens the door!

**Cross the River**

* You reached a secret cave! Find a way out!

**Wait for the Orcs to Leave**

* The ores are gone! Get out of here!

**Escape front the Orc Hideout**

* Find the exit and get out of this cavern!
* You escaped from the orc hideout!

## Walkthrough

You try to shortcut your way to Caer Cyflen and fall through a hole into a cave...

* Equip your torch.
* Light the two torches on the wall.
* Inspect the totem.
* Open the door to the next cavern.
* Heal yourself by using a healing spell or one of the potions from the box.
* Use the cautious mode and sneak past the orcs to activate the winch, which opens the gate to the next cave.
* Use the campfire to initiate a long rest (skip time).

The orcs have left the area.

* Now you may leave the cave via the main entrance unmolested.
Guidance

Guidance is a cantrip level spell from the Conjuration school. The spell boosts an ally's ability checks for a limited time. Guidance requires concentration.

## Spell effects

Guidance is cast on one ally and grants *Guided* – add 1d4 to one ability check.

## On Spell Lists

The following classes have this spell on their spell list and can cast it:

* Cleric
* Druid
Animal Handling

Animal Handling is a skill related to Wisdom. When there is any question whether the character can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, he makes a Wisdom (Animal Handling) check. Wisdom (Animal Handling) check can also be done to control a mount when attempting a risky maneuver.

## Animal Handling proficiency

Animal Handling proficiency grants a proficiency bonus to any and all Wisdom (Animal Handling) checks.

It is available as skill proficiency of choice to: Barbarians, Half-Elves, Druids, Fighters, Rangers.

It is automatically given to: nobody.
Journal of Emtan Darwaz

Journal of Emtan Darwaz is a lore document. It provides additional insight and information on characters and events, contributes to world-building. It has no other function and can be sold or discarded after reading.

## Text

*It has been 40 years. I am the last one, an old man now! I buried them all – all! But I could not bring myself to give the last rites. No – the gods left us to rot here, and I refused to send our souls back to them!*

*Emtan Darwaz, last of the Sandblaze Monastery*

## Location

Found at the cemetery at the Tirmarian Ruin.
Mace +2

Mace +2 is a magical one-handed melee bludgeoning weapon. It has the second tier enchantment (+2), which provides a +2 bonus to attack and damage. Proficiency with simple weapons or maces is required to use it effectively.

## Description

*This weapon was typically wielded by veterans of the Golden Cavlary for devastating effects on the frontline.*

## Location

* Sold by Joriel Foxeye
* Sold by Rogar Dostar
* Found as random loot
Morden Kyre

Morden Kyre is one of the delegates of the Tower of Knowledge. He serves as assistant to Dean Iolair Faisech. Morden is considered quiet and a highly discreet.

## Poisoning of the Tower

Morden, along with all the other Tower of Knowledge delegates, was poisoned soon after the Crown was transferred to the Temple of Einar. To avert war with the Kingdom of Gallivan and make some reparations for the fact that this happened on their soil, the Principality of Masgarth organized and paid for resurrections of all the poisoned delegates. It quickly turned out that many Tower of Knowledge delegates were actually Sorak collaborators and infiltrators, who use the poisoning as a way to get into the Temple of Einar and close to the Crown.

And so it turned out that Morden Kyre was working for the Soraks all along. He attacked the deputies and had to be killed.

## In Battle

He is accompanied by 5 Sorak Infiltrators in battle.

He can attack with a dagger, +4 to hit and 1d4+2 piercing damage on hit.

His spells have +6 to hit and DC 14 for saving throws, and he has four 1st-level spell slots, and two 2nd-level spell slots.

## Spells

* Cantrips: Ray of Frost, Shocking Grasp
* 1st level: Healing Word
* 2nd level: Shatter
Leather Armor +3

Leather Armor +3 is a magical light armor. It has a third tier enchantment and provides +3 bonus to Armor Class. Proficiency with light armor is required to wear it.

## Description

*Most Dwarven smiths dedicate their lives to the pursuit of their magnum opus, with many lesser smiths failing to ever do so in their lifetime. This armor is proof of a smith's singular success; an extremely rare magic-imbued masterpiece that will remain throughout the ages.*

## Location

* Sold by Signy Wisecat
* Found as random loot
Handy Haversack

Handy Haversack is a wondrous item. It's a rare magical item. It's equipped in the back slot and provides a buff to carrying capacity, increasing it 1.8 times.

## Description

*A creation of Eirollimon Apasseich, he ensured all Greenmages of the Coedymwarth on patrol had access to them. It is much more practical than it seems and increases your carrying capacity by a lot.*

## Location

* Found in a chest in a corridor leading to the Library at the Manacalon Ruin
* Reward for the "Origins of the Crown" sidequest
* Sold by Halman Summer
* Sold by Engrem Toldus
Moon Beam

Moon Beam is a second level spell from the Evocation school. The spell conjures a vertical column of moonlight which causes radiant damage.

Moon Beam requires concentration.

## Spell effects

Moon Beam creates a cylindrical beam 1-cell wide and 8-cells tall. The caster can use his action to move the beam up to 12 cells in any direction.

The beam deals 2d10 radiant damage to any target in the area of effect. The target can attempt a Constitution saving throw to take half the damage (Shapechangers have a disadvantage on that saving throw).

## At higher levels

The spell can be cast using a higher spell slot than its original one, providing additional benefits. Per each spell slot over II: +1 damage die.

## On Spell Lists

The following classes have this spell on their spell list and can cast it:

* Druid
Longsword of Sharpness

Longsword of Sharpness is a craftable one-handed melee slashing weapon. In the main campaign, the weapon cannot be bought or found, it can only be crafted. Proficiency with martial weapons or longswords is required to use it effectively.

## Crafting

**Ingredients:** Primed Longsword, Blood Ruby

**Crafting Difficulty:** DC 14, Medium

**Required Successes:** 12

## Recipe

* Sold by Circe Gerardoirin
* (Palace of Ice) Sold by Berthold Svensson
Morningstar +3

Morningstar +3 is a magical one-handed melee piercing weapon. It has the third tier enchantment (+3), which provides a +3 bonus to attack and damage. Proficiency with martial weapons or morningstars is required to use it effectively.

## Description

*Most Dwarven smiths dedicate their lives to the pursuit of their magnum opus, with many lesser smiths failing to ever do so in their lifetime. This weapon is proof of a smith's singular success; an extremely rare magic-imbued masterpiece that will remain throughout the ages.*

## Location

* Sold by Rogar Dostar
* Found as random loot
Magnificent Jacket

Magnificent Jacket is an unidentified light armor. Before it is identified, it has properties just like standard Leather armor (it's just lighter and more valuable).

If the party never identified (or bought) this armor before, it will appear in the inventory as **Magnificent Jacket**. It has to be identified (with an Identify spell or by paying certain vendors for the service) for all its properties to become known. Upon successful identification, the armor reveals itself to be a Glitter Jacket.

Magnificent Jacket has to be identified only once per playthough. Afterwards, the party will recognize what it is automatically and identification will not be necessary.

## Description

*A finely decorated leather jacket with shiny sequins '.*

## Location

* Found in the Elven Settlements, a chest in the Manacalon building
Invisible

Invisible is one of the beneficial conditions that can be applied to a creature. Conditions alter capabilities and state of any creature in various ways.

## Effects

Invisible applies the following effects:

* Creature cannot be seen without magic.
* Creature has an advantage on attack rolls.
* Others have a disadvantage on attack rolls made against the creature.
* If the condition was acquired as a result of a Greater Invisibility spell, the invisible creature remains invisible even when attacking or casting spells.

## Application and Removal

**Invisible can be applied by:** Invisibility, Greater Invisibility

**Invisible can be removed by:** Invisible creature casing a spell or making a successful attack
Lightning Bolt

Lightning Bolt is a third level spell from the Evocation school. The spell unleashes a stroke of lightning in a direction of the caster's choice, damaging everyone it touches.

## Spell effects

Lightning Bolt launches a 20-cell line of lightning, damaging all the creatures in the area. It deals 8d6 lightning damage (half the damage if the target makes a successful Dexterity saving throw).

## At higher levels

The spell can be cast using a higher spell slot than its original one, providing additional benefits. Per each spell slot over III: +1 damage die.

## On Spell Lists

The following classes have this spell on their spell list and can cast it:

* Cleric (Elemental and Law only)
* Druid (Circle of the Land – Mountain only)
* Sorcerer
* Warlock (Hive only)
* Wizard
* Fighter (Spellblade only)
Magnificent Leather Armor

Magnificent Leather Armor is an unidentified light armor. Before it is identified, it has properties just like standard Leather armor (it's just lighter and more valuable).

If the party never identified (or bought) this armor before, it will appear in the inventory as **Magnificent Leather Armor**. It has to be identified (with an Identify spell or by paying certain vendors for the service) for all its properties to become known. Upon successful identification, the armor reveals itself to be a Leather Armor +1 or Leather Armor +2.

Each variation of the Magnificent Leather Armor has to be identified only once per playthough. Afterwards, the party will recognize what it is automatically and identification will not be necessary.

## Description

*This finely decorated armor bears the emblems of an old elvish family.*

## Location

The armor can be:

* Found as random loot.
* Found in the Ancient Library at Caer Lem Outpost.
Inner Strength

Inner Strength is a third paid DLC for Solasta: Crown of the Magister. The DLC was released on Steam November 14th 2022.

## Content

Inner Strength adds three new playable classes, one ancestry and three backgrounds:

* **Warlock** class with following subclasses: The Fiend (from "System Reference Document"), The Hive (created by the development team), The Timekeeper (created by the community), The Tree (only available to those who own the Lost Valley);
* **Bard** class with following subclasses: College of Lore (from "System Reference Document"), College of Hope (created by the development team), College of Heroism (created by the community), College of Tradition (only available to those who own the Lost Valley);
* **Monk** class with following subclasses: Way of the Open Hand (from "System Reference Document"), Way of Survival (created by the development team), Way of Light (created by the community), Way of Freedom (only available to those who own the Lost Valley);
* **Dragonborn** ancestry;
* **Ascetic**, **Artist**, and **Occultist** backgrounds (these do not have their respective background quests in the Crown of the Magister main campaign).

The DLC also adds:

* 17 new feats (mainly focused on martial classes);
* Gamepad support on PC;
* Boss monsters added to the Dungeon Maker.

## Pricing

As with anything else on Steam, the price depends on the region. The release price of the Inner Strength DLC in chosen regions was as follows:

* Australia: 11.50 AUD
* Germany: 7.99 EUR
* Great Britain: 6.69 GBP
* Ukraine: 149 UAH
* USA: 7.99 USD
Lost in the Ruins

Lost in the Ruins is a faction quests in the Palace of Ice DLC. It's the third quest in the Western Clans questline.

[*summary goes here*]

## How to obtain the quest

The quest is received automatically after finishing The Deep Forest quest.

## Objectives and quest log entries

**Reach the Ruins in the Forest**

* The Elder sent you to a remote mausoleum in the forest, in search of an ancient ring.

* You reached the ruins.

**Find the Ring**

* You found the ring near an imposing tomb.

**Return the Ring**

* Bring the ring back to the Elder.

* You brought the ring back to the Elder.

**Leave the Elder to Grieve**

* After you brought the ring back, the Elder let you know its meaning to him. He will need time to grieve his loss. You should rest at the Golden Perch in the meantime.

* You left the Elder some time to grieve.

**Find the Elder Again**

* The Elder should be ready to talk now. Return to him and convince him of the urgency of your mission.

* The Elder was absent and you met with his advisor, Dyssalim.

## Walkthrough

[Lost in the Ruins walkthrough goes here]
Mantle of Spell Resistance

Mantle of Spell Resistance is a wondrous item. It's a rare magical item. It's equipped in the shoulders slot and requires attunement. When attuned, the cloak grants an advantage on saving throws against spells.

## Description

*Medreth Sharpeye crafted this item to protect Coedymwarth scouts on their long-range forays.*

## Location

* Sold by Halman Summer
* Sold by Katniss Strongmail
* Found as random loot
Maul of the Destroyer

Maul of the Destroyer is a craftable two-handed melee bludgeoning weapon. The weapon cannot be bought or found, it can only be crafted. Proficiency with martial weapons or mauls is required to use it effectively.

## Description

*This ancient weapon was created before the Cataclysm. It is a crafted item +2, and victims are stunned for 1d3 turns if they fail a DC 13 STR check.*

## Crafting

**Ingredients:** Primed Maul, Blood Ruby, Doom Gem

**Crafting Difficulty:** DC 22, Very Hard

**Required Successes:** 16

## Recipe

* Sold by Hanno Mudstrider
* On the bookshelf in the Wizard's Palace (Swamp).
* On the bookshelf in the Magic Research Complex, in the Living Room (underground).
* Sold by Togrem Caskstrong
* Sold by Heddlon Surespell
Handaxe of Acuteness

Handaxe of Acuteness is a craftable one-handed melee slashing weapon. In the main campaign, the weapon cannot be bought or found, it can only be crafted. Proficiency with martial weapons or battleaxes is required to use it effectively.

## Crafting

**Ingredients:** Primed Handaxe, Oil of Acuteness

**Crafting Difficulty:** DC 14, Medium

**Required Successes:** 12

## Recipe

* Sold by Circe Gerardoirin
* Received at the start of the Palace of Ice DLC
Mage Armor

Mage Armor is a first level spell from the Abjuration school. The spell provides magical armor to an ally who doesn't wear armor.

## Spell effects

Mage Armor targets one ally. It grants *Mage Armored* – target's base Armor Class is set to 13.

## On Spell Lists

The following classes have this spell on their spell list and can cast it:

* Bard (College of Tradition only)
* Rogue (Shadowcaster only)
* Sorcerer
* Wizard

## Notes

* Does not stack with the barbarian's Unarmored Defense.
Lightbringer Greatsword

Lightbringer Greatsword is a craftable two-handed melee slashing weapon. In the main campaign, the weapon cannot be bought or found, it can only be crafted. Proficiency with martial weapons or greatswords is required to use it effectively.

## Description

*This enchanted weapon was forged using the ancient knowledge of Colthannin’s master smiths. It was designed by Elgador Keenspirit, Magesmith of the Arcaneum to support combat against undead creatures.*

## Crafting

**Ingredients:** Primed Greatsword, Stardust

**Crafting Difficulty:** DC 18, Hard

**Required Successes:** 14

## Recipe

* Sold by Heddlon Surespell
* Found in the Tirmarian Ruin (in a crate behind the Cemetery)
Jungle Escort

Jungle Escort is one of the secondary quests in the Lost Valley DLC. It is the sixth quest in the Forge faction quest chain.

[*summary goes here*]

## How to obtain the quest

The quest appears in the journal automatically about a day (or more) after you complete The Dryad Queen quest.

## Objectives and quest log entries

**Hasdrubal's Task**

* Speak with Hasdrubal. He seems to have a task for your party.

* You agreed to help Hasdrubal.

**Reach the Outpost**

* Hasdrubal asked you to escort two people to a meeting point in the jungle.

* You were ambushed on the way, but managed to reach the outpost.

**Negotiate with the Rebels**

* You made an agreement with the rebels.

**Report to Hasdrubal**

* Return to Hasdrubal for your reward.

* You have your reward.

## Rewards

* 500 experience points
* Faction **relationship gain** with Forge: +12
* The party learns the following crafting manuals:
	+ Armor of the Forest
	+ Vestment of the Primal Oak
	+ Leather Armor of Flame Dancing
	+ Leather Armor of Survival
	+ Studded Leather Armor of Survival
Longsword +2

Longsword +2 is a magical one-handed melee slashing weapon. It has the second tier enchantment (+2), which provides a +2 bonus to attack and damage. Proficiency with martial weapons or longswords is required to use it effectively.

## Description

*A trademark weapon from the workshops of Elgador Keenspirit, Magesmith of the Arcaneum. Probably from the Manacalon Expansion era.*

## Location

* Sold by Joriel Foxeye
* Sold by Berdel Ironfoot
* Found as random loot