Hollow Reef

"A large barren reef to the west of Farhaven, made from volcanic rock and pocked with many underground caves."

The **Hollow Reef** is one of the four **Main Dungeons** that can be visited, and is the second dungeon in the main quest available to be explored, but must first be unlocked by defeating the Fey Avatar.

A barren, rocky and hostile island, the reef is a big step up from the relatively tamer game of the Grove. Filled to the brim with bizarre creatures, pirates and the powerful Mua-Ta, this location is where the difficulty begins to bite hard. Here, the first accomplice of the treasonous Sage Erideus can be crossed off your hit list in the quest **Eye of the Storm**.

The Hollow Reef is also home to the second Side Quest, **Scourge of the Seas**, where you will single-handedly dismantle the pirate operations plaguing the area.

*If your ship's health is at 0%, you cannot travel past the Mystic Grove and thus cannot access this area.*

## Native Creatures

The foes you will face are stronger than the ones in the Grove, including the dangerous pirates that frequent the caves. The beasts here have a significant population, composed of cute and not so cute critters craving your carcass.

A strange sort of symbiosis can be found with the Stone-Eaters and the Sentinels that dwell, where grown sentinels once destined for overgrowing are kept in control by the bizarre Stone-Eaters that, as the name suggests, consume stone.

Here, the natives of the Isles, the Mua-Ta, make their debut. Their society is rigid and members are classified into potent warriors, acolytes and the especially dangerous matriarchs. Loyal tamed raptors accompany them in and out of combat, together making one of the most oppressive forces you can encounter.

### Character Level 6-12

**Hollow Shores**
Your initial tread into the Hollow Reef will be met with wide and varied opposition, from pirates to wild beasts. This is also the first time you'll encounter Mua-Ta opposition. The difficulty here is higher than the Mystic Grove, but you can still fight your way through with relative ease.

Tier 2 Monsters

### Character Level 12-18/Floor 13+

**Eye of the Storm**
As you reach the central plateau's of the Hollow Reef at Floor 13, or reach **Character Level 12**, you'll come to discover the true horrors that lie within. The most experience of the pirates make themselves known, as well as stronger beasts to contend with the harsh environment. Most unfortunate, is the presence of one of the strongest Mua-Ta: The Matriarch. Amidst other heightened opposition, the difficulty starts to become significant by this point.

Tier 3 Monsters

### **Floor 25+**

**Hollow Caverns**
Your next goal in this accursed place is to seek out the **Pirate Lord** on Floor 30, and in your way the denizens of the reef have strengthened. **From this point onward, all enemies gain +2HP, +1 attack damage and +1 in both resistances, gradually growing as you delve deeper.**

## **Bosses**

The bosses of the Hollow Reef are a definite upgrade over those in the Mystic Grove, requiring greater stats and competence from the player to defeat.

The first target is one of the renegade sages that guard the trail to Erideus: **Stormspeaker**, the mute air sage and the cause of the great storms surrounding the reef. Defeating him grants access to the Emerald Wild and completes **Eye of the Storm**.

The second boss is the great leader of the pirates, the **Pirate Lord**. A master criminal and the ringleader of all illegal raiding activity around the reef, slaying him will protect the ships of the Empire and more importantly, grant you a great sum of gold.

Bosses

## **Minibosses**

Like with the Mystic Grove, powerful minibosses call the Reef home, stronger than the common foe and the minibosses of the previous dungeon.

**Journal Entries**

Even with the ship at your command, you are unable to sail south and begin the search for renegade sages just yet. A wild storm has been raging all around Farhaven for the better part of the summer, unrelenting and unnatural in its ferocity. It renders all travel to the farther reaches of the Isles virtually impossible and cripples the local trade. Whatever its source may be, Asmodius believes it's located somewhere south-west of Farhaven, in the direction of the infamous Hollow Reef...
Like a sinister shadow, the Reef has stood in the eye-distance of Farhaven ever since its founding, protruding from the sea like a tooth of some gargantuan monster of far antiquity, decrepit and packed with caves wide enough to house entire ships. Those caves are known to harbour vicious pirates and savage Mua-Ta natives in their stony bowerls, and other dangers besides. The freak storm itself could be the work of Erideus or one of his accomplices, so you'll have to be extremely cautious about your approach.

You never fully bought into all those high tales about the natives of the Southern Isles told by the dewy-eyed explorers and mechants back home in the Empire. Masked devils, and the scourge of the southern seas are just some among many names fearful people attach to them in hushed conversations concerning the new imperial frontier to the south.
Coming face-to-face with the fabled Mua-Ta, you must admit to being just a little bit disappointed. Assuming their large wooden masks don't hide some outlandish set of features, they don't seem so very different from humans at all. Somewhat shorter in stature, to be sure, but otherwise possessing an anatomy of a perfectly average imperial. Some of them are friendlt enough, while others seem hostile, most likely mistaking you for one of the pirates intruding on their lands.
From what you've pieced together from the scattered remains of Erideus' journal, the renegade sage was fascinated with the Isle's natives, and even his expedition had to do something with their history. Interestingly enough, Asmodius is mentioned in his writings too, and it seems that the two sages were on cordial terms not too long ago. That fact along, and your employer's secrecy about the whole endeavor makes you wonder about his motives, if only for a while... your very life is at stake, and such details are of little importance, after all...

Even though the freak storm rages all across the horizon, sending gigantic waves to break on the stony shore of the Reef, the small island itself seems to be entirely untouched. Signs of upheaval are evident only on the island's residents - strange animal species that inhabit the barren rook seem to be agitated over something, and the Mua-Ta natives display a hint of edginess and a degree of aggression uncharacteristic for their cautious, tribal society.

The more you advance into the stony interior, the more you're certain that someone, or something is using this place as a focal point for the calamity, the eye of the strom sheltered from its devastating effects. Your suspicion is only bolstered by occasional arcane glyphs seemingly at random locations - traces of magical energy still cling to them, filling the surrounding air with a sharp smell of raw aether. After some time, however, you begin to notice a definitive pattern in the position of the glyphs, and you decide to follow its winding path, slowly upwards, straight to the center of the stony island...

A group of pirates has taken refuge in the dark depths of the Hollow Reef, leeching the sweet nectar of the imperial trade and commerce for more than a decade. Led by the sharp and ruthless Pirate Lord, these armed and dangerous miscreants are becoming a serious threat which could, if left unchecked, topple the already weakened imperial foothold in the Southern Isles altogether.

The governor is willing to pay an outlandish sum to anyone who disposes of the infamous Pirate Lord and ends his willful tyranny, once and for all. You feel just the person for the task ahead... if your busy timeline allows it, that is.

As you progress further into the Hollow Reef, you can't help but notice that the whole area feels curiously out of place, the barren rock and washed0out stony ground not at all alike other tropical islands of the archipelago. Even the creatures that inhabit are some of the strangest you've encountered so far, and none more than the so-called stone eaters. These bizarre critters seem to gather around wandering sentient stones - another curiosity of the area - showering them in adoration, and occasionally nibbling on them in passing. One would think that resorting to a diet of rocks would cause a digestive nightmare, but, true to their name, the creatures seem well versed to the task. What's more, the hulking stone sentinels don't seem to mind having parts of their frames slowly eaten away, and even act as guardians to their small flocks of worshipers. Whatever the origins of the strange relationship, you're more than happy to leave them to it, and be off of this damn rock before too long...

**Journals of Sage Erideus**

Pages 4-6 of the Journals of Sage Erideus can be found at floors 3, 8 and 13 of the Hollow Reef, obtained when you go over the dungeon exit even if it is locked.

With Asmodius' help I have assembled a team of my own: a group of fellow sages to accompany me to the Isles and assist in this pivotal research.
The latest addition to the expedition is a mute southerner known as Stormspeaker. A strange name for a sage, but his undeniable skill in the Realm of Air should prove invaluable in crossing the ocean, and navigating the tumultuous waters of the archipelago.
Renowned Sage Bartimeus will be the muscle of our team. He is a battlemage of the highest rank, his mastery of the fire element a subject of some jealousy in the Sun Court and beyond, and should be more than capable to deal with anything or anyone that obstructs our mission, if it comes to that.
Wise old sage Luxious will be the brains. His lifelong study of the arcane abstractions will, hopefully, together with my knowledge of the Mua-Ta, help us find the piece we're missing to unlock the puzzle headmaster Asmodius has set before us.
Lastly, there is my own apprentice, young adept Sonorius, who, although not yet a sage, possesses his own set of unique talents, that will, undoubtedly, prove useful on the long and arduous journey that awaits us.
We set out tomorrow, with the Emperor's blessing, on one of the aether-fueled ships of the imperial navy, and are expected to reach the Isles in about a week's time. I'll write again after we dock in Farhaven...

We've crossed the ocean in record time, or so the captain of our ship tells me, and have made our landing in the frontier port town of Farhaven. It's a small, yet bustling community located on the northernmost island of the archipelago, but, ultimately, of little concern to our expedition - our interests lay farther south, in the untamed Mua-Ta lands.
Asmodius has arranged a smaller ship - one more fitting for narrow passes and shallow waters of the Isles - waiting for us in the Low Harbor, ready to set sail on first notice. Stormspeaker urges as to carry on without delay, sensing bad weather approaching, but alas, even sages need rest from time to time.
We have taken lodgings for the night in the local tavern, the Salty Rat. Bartimeus and Luxious don't mind the stop, for once, and have opted to spend their evening down in the bar, deep in their cups. I've dispatched Sonorius on a few errands in the meantime, procuring supplies for the journey ahead. I need some time alone to think and gather my thoughts...
Asmodius has contacted me earlier today, claiming they've made further progress with the ritual. It seems they've found a way to move forward without the missing ingredient, if only to a certain point. I don't like half-measures, and don't approve of their methods; using animal blood as a catalyst for the spell could have unforseen effects, not to mention the moral implications. Some lines should never be crossed, no matter the potential rewards! Knowing Asmodius and his ambition, this is only the beginning...

We left Farhaven early in the morning, thick mist still clinging to the water, obscuring visibility from our small vessel. That's probably the reason why we were so recklessly ambushed by pirates not long after, just off the coast of the Hollow Reef. Agitated, and suffering from a heavy hangover from last night's revelry in the Salty Rat, Bartimeus made short work of the rascals by hurling one enormous fireball in their ships general direction. Needless to say, they left us alone after that, no doubt busy putting out the fire that almost swallowed their entire ship.
Unopposed for the rest of the way, we made a safe landing on Great Nuk - the archipelago's central island, and the supposed birthplace of the Mua-Ta - and set up our camp on the outskirts of the jungle. Afterwards, it was not long before we attracted the attention of the curious masked natives. I must confess that all my theoretical studies could not prepare me for this moment - finally coming face-to-face with my lifelong obsession! Their alert posturing, intricacies of their tribal attire, their marvelously carved wooden masks, and that weird, chirping language. It all seemed so familiar, and, at the same time, so novel and strange. Nevertheless, we've managed to establish some basic communication with our visitors, and i've learned a thing or two about the island and its layout.
Afterwards, my fellow sages made fun of my childish excitement in dealing with the "savages", but were pleased with the general turn of events nonetheless. We've finally reached the fringes of the Mua-Ta civilization and can begin our search in earnest!

**Mua-Ta Memory Stones**

The third and fourth Mua-Ta Memory stones can be found on floors 7 and 18 of the Hollow Reef.

**Matriarch's Pride**
...silks of many colors flow around your agile limbs like water as you dance to the rythym of the ceremonial drums, giving your moves a dreamlike quality, and locking the gazes of the gathered tribesmen to your moving form. They look at you with awe and adoration that transcends physical desire - you are a high priestess of the Sky-Mother, the matriarch of your tribe, and your dance makes the very nature bend its laws to suit your whims. As you perform the final stance of the ritual, sparks of shining luminescence come to life where your feet touch the ground, and you know you've reached the Larh'nin (the word translates simply as "the moment" in your mind, but to the Mua-Ta it holds a deeper meaning that is beyond mere words). It is the transcending moment that transforms a mundane dance into a catalyst for the divine, and gives birth to Mua-Ta magic. With a flourish of extravagant moves you channel it - just in the way you've been taught by the old matriarch, ever since you were just an adept priestess - and direct its power towards the gathered males. Warriors, Hunters and Elites bask in your divine gift, their bodies brimming with renewed strength and vitality.
With a simple bow, without a single word, for no words are necessary - your power is made manifest through your very being - you depart for your chambers, and leave the males to their musings. They watch your departure with longing in their eyes, whispers of adoration muffled behind their painted masks. Let them revel in their new-found strength and conviction, they will need every ounce of it in the days to come, The neighbouring tribe needs to be taught a lesson: not to stray on your hunting grounds ever again. And a harsh lesson it shall be, one taught by spear, knife and fang - they WILL learn to fear you, one and all!
**+2% EVA (permanent bonus)**

**Warrior's Duty**
...you stir awake with a start, the piercing cry of the roc bird still reverberating in your ears, and shedding the last traces of sleep from your wakin gmind. Was it just an ordinary dream? Or a warning from the Earth-Father? Knowing that your favor with the male deity of your people has always been strong, you fear it to be the latter. The answer is short in coming, as panicked shouting reaches the open window of your hut, and a distant clang of clashing weapons fills the night air - the metal-clad foreigners have come again, driven by their insatiable greed for akhala (the word translates to "blood moss" in your mind). Two times already they've sent worm-tongued envoys to bargain for your fields, offering useless trifles in exchange for the sacred plant - insulting! This time, it seems, they did not take kindly to the matriarch's refusal, and the time of reckoning has come, at last...
Mouthing a silent prayer to the Earth-Father, you express your gratitude for the face that your soul-mate is away in the deep jungle together with the little ones. They left the day earlier for a pilgrimage to the Chosen's Temple. For you, however, escape is not an option - you are a warrior of the Mua-Ta, and you have a sacred duty to fulfill. Strapping on the last buckle of your wooden arath - already marked with at least a dozen of notches, one for each killing achieved in defense of your tribe - you step outside into the fire-streaked night, ready to meet the invaders...
**+2% CRIT (permanent bonus)**