recursal/Fanatic-Fandom huggingface dataset:
Hidden Memories

Naira is the Librarian. Help return her memories

1. Say the magic word to Naira to help her find her memories

2. Search the swamp below the mine to find the key's guardian

3. Search a mine to the West of Emerisk for the Planar Material

4. Reveal the moonrunes with Arcane Sight and enter the portal

5. Search Lacunaria for the Mynswar Opal

6. Return with Naira's Memories

### Say the magic word to Naira to help her find her memories

> I was told to whisper a magic word in front of Naira to bring back her memories. She must have been powerful, wise and brave to have created such a failsafe and been willing to endure it.
>
>

### Search the swamp below the mine to find the key's guardian

> I must enter the Manatite Mine. Some guardian west of town has the key. Maybe the guardian will give us the key if we state out purpose. either way, we will get it.
>
>

### Search a mine to the West of Emerisk for the Planar Material

> To pass through the portal in Kalindraur we will need Planar material, or else we may become trapped there forever.
>
>

### Reveal the moonrunes with Arcane Sight and enter the portal

> This is is. Naira's memories are through that portal. Once we have used Arcane Sight and all the moons are aligned, we can enter. It might be easier to pass the time in the Dormitory.
>
>

### Search Lacunaria for the Mynswar Opal

> The Opal is here, somewhere. I just hope it did not fall over the edge.
>
>

### Return with Naira's Memories

>
> We have it! Now to return Naira's memories and end this curse!
>
>
Inhabitant of the Umbral Realm

## Text

*Inhabitant of the Umbral Realm:*

Beneath our feet, as we walk most secure in our footing, there lies mystery and darkness. What we presume to be solid ground is only the thin crust of a world which few have seen. The dirt beneath our feet is best seen as three distinct regions: The Exterior, Penumbra and Deep Umbra.

In this writing I will speak of the Deep Umbra; and more specifically of the Inhabitant. The Inhabitant does not belong to a race, nor is it an animal or a man. What category it fills goes back further than any have record. Likely only the Dark Lord and the Lord of Light know its origin. For in all my studies it has persisted, and appears to neither age, nor grow.

What purpose it serves I cannot say, but it can be called. And it has been called. I began my research the day my eyes beheld it the first time. Oh yes, I have seen it more than once, for my curiosity has drawn me into a dark fascination.

It was one with shadow. It had many arms, and they came not from one source but from every crack in the rock. It seemed more a force than a solid entity, and yet had features akin to that of living beings. It had only one eye, but every blink caused it to appear in a new place. Its jaws were the shadows themselves, and they took life without piercing flesh.

It appeared to have no will of its own, but obeyed those that called it without question. It showed no fear, nor did it have reason to, for no weapon had any effect. Seven times I have seen it now, and the last time I looked directly into its eye, and it into mine. It knew me. It recognized me. I am afraid. Every shadow seems to watch me now. Have I been driven mad, or is my paranoia justified?

Now, in my head I hear one voice, echoing endlessly... It says, “Baumonus!”.

I write this as a warning. Do not seek it, or it may seek you in return.
Embergit

## Strengths

* Immune to Poison
* Immune to Fire
* Immune to Acid
* Cannot be Rooted

## Weaknesses

* Extremely vulnerable to Corundum weapons (2x)
* Totally vulnerable to Ice (100%)
* Highly resistant to Physical damage (80%)
* Highly resistant to Weapon damage(50%)

## Trait

Heat TolerantUnlock: **Embergit***Natural Fire Resistance*Gain a 10% increase to Resist Fire
Monsters

Monsters are an ever present threat to survival in Solmaria, twisted by the fog to act as the hands of the Dark Lord. This is referenced in XXX

Enemies you encounter will be unfamiliar to you until you unlock their stats via Monster Lore. Basic stats such as base Health and Mana are some of the first to unlock, followed by stats under the *Species* tab if they exist. Progress on the *Species*, *Type* and *Body* tabs are displayed via a progress bar. The *Species* tab is specific to that monster, so to make progress you will have to kill more of them in battle. This is in contrast to the *Type* and *Body* tabs which may be shared by several other monsters, allowing one to progress their knowledge of a certain type by killing monsters of of that type for example.

Monster Lore makes progress based on a skill check governed by the party member with the highest Monster Lore skill, added to the average of the others in the party. This sum is called the *Team Leader Total*, and is displayed when viewing the Monster Lore skill for each player. Note that the value is personalized to each party member, whereas in practice only the highest *Team Leader Total* matters and is used. There is a chance that no progress will be made if your "Team Leader Total" is low or fails the skill check.
The Monster Lore skill gains experience after progress bars have filled up, revealing Strengths and Weaknesses of the Monsters. This serves as a subtle hint at the end of a battle that you have new monster lore to view.

When the *Species* tab is fully unlocked (or non-extant) the trait associated with that monster is unlocked (if extant) along with a static "Lore bonus" that is a flat damage bonus against that creature in future battles.
Runic Impressions (spellbook)

## Text

*Runes,

and My Lack of Knowledge Therof*

My studies of moon runes have led me to some startling conclusions. To some, I am elated. Towards others, I am disturbed. It seemed reasonable to assume that all runes were carved by hand, bearing in them the classic signs of the artists strokes.

Then I came upon a new rune with no imperfections. I thought that it must have been made by some arcane tool, or a craftsman beyond the skill of any I have ever seen. I was wrong.

My discovery came as I began an experiment. I sought to hide a ring which I had made, and carved runes to my liking. With the proper moons and blood lineage present, I began my process; which I dare not reveal.

However, as I finished and the ring vanished into the air, hidden by the power of the moons, another rune did appear. I did not carve this rune, nor do I know where it came from. It simply appeared. I have decided to call this rune an obfuscating rune (long winded, I know), for as it appeared, the other runes vanished entirely. I could find no trace of the carvings, and nothing I did would bring back the ring.

To this day I do not know how to bring my ring back, which is a great disappointment, I might add, since it was imbued with other... experiments of mine. I do not say this lightly, for I protect my secrets well, but I would tell them all to the one who could illuminate my mind with an understanding of what I have seen. My runes are bound, unable to return even in the presence of the moons, and I have no idea why.

Vesig Komalkys, Scholar of runes and ancient languages
Goats in the Graveyard

Return Trystrem's goat

1. Convince Zy to follow you

2. Return Zy to Trystrem

### Pitch

> The animals tend to stay clear. Except for one that is. My favorite goat refuses to stay away. Now that the mayor locked it, I can't even bring him back. I suppose there is enough forage to keep him alive for months.
>
>

### Accept

> Search the graveyard and bring something he likes or he won't follow you. The herbalist often sells carrots and may be able to give you one as a favor to me.
>
>

### Complete

> XXX
>
>

Trystrem said Zy is wandering the graveyard, and he needs him returned. If I run out of carrots for some reason, I can always buy more from Isobel.

What a troublesome little guy. He must be very loved. What I cannot figure out is how he survived out here on his own. That is one tough goat!
Murky Fissure

Infested Chambers
Fungal Shelf
Emerisk

## NPCs

Jormagreas
Rhumophris
Huraphnim
Calgazur

## Unique Items

Old Parchment
The Adventures of Hastar the Bold, Chapter 1
Potion of Speed Recipe
Stigaaras
Tanned Parchment
Potion of Health Regeneration Recipe
Pickaxe
Shields of Magravar

* Old Parchment
* The Adventures of Hastar the Bold, Chapter 1 Hand to Hand skill book
* Potion of Speed Recipe

### Stigaaras

Whisper ~~the word given by Naira for the door in Windy Depths~~ the word 'Fundas' (mentioned by Quay when asked about dreams) at the small western island near the Fungal Shelf.

### Baricade

Throw switch on left wall to allow access further north into Murky Fissure

### Gammon Bridge

In far east of map, slightly above middle. Gammon rune leading to an angel and a mimic.

## Unique Items

* Shields of Magravar speak to Huraphnim about book

## Dialogue

### Upon approaching Jormagreas

> **Scaphin King**No move! Why humans in Scaphin home?**Lannon**The guards allowed us to pass.**Scaphin King**Then you fight bad Scaphin?**Rycard**And what would that make you?**Lannon**Be mindful of your words, Rycard, lest they put us in danger.**Merewen**Listen to him, Rycard. Caution, as always, eludes you.**Scaphin King**Expected. Humans much talk but no think.**Scaphin King**Some Scaphin good. Some bad. You humans not like others. Why you leave home?**Lannon**We are searching for answers to this plague that is taking our memories, and looking for a key.**Scaphin King**Scaphin not have this problem.**Rycard**Coule have fooled me...**Scaphin King**Like brave one. Speak mind.**Scaphin King**Scaphin have other problem. Evil juice make Scaphin bad. Evil juice make Manshroom.**Shione**Manshroom? I do not like the sound of this.**Rycard**Naturally, more monsters.**Lannon**We have heard of this... 'juice', left by the dark lord. It lies beneath this place and corrupts all things.**Scaphin King**It make all bad. Manshroom take home. Human help Scaphin, Scaphin help human.**Lannon**What would you have us do? And what could you do for us?**Scaphin King**Kill Manshroom. Return Scaphin home. King reward with find shiny thing.**Shione**Reward? A key? I suppose we do need it.**Rycard**Killing monsters is reward enough for me.**Merewen**As usual, we shall assist, especially since we need that key.**Lannon**We shall aid you, great Scaphin King, and claim that key.**Scaphin King**Good. Return way you came. Before reach bridge, find tunnel. Not spider tunnel.**Scaphin King**Spiders different problem.**Scaphin King**Talk to son. He need danger to prove worth. Maybe take as distraction. Or mule. Not care.**Bhulown**At service. More than mule. At least... two mule.**Bhulown**If no want help, then will wait. Father give no other task...
Fire Ball

Throw an exploding ball of fire that damages enemies and sets them aflame

## School

Destruction

**Tier** 4

combat only

## Description

Throw an exploding ball of fire that deals 6 Fire damage to the target and half Fire damage to each adjacent entity within line of sight of the target.
All damaged enemies that fail a Resist Fire roll will catch on fire.
Skill levels increase damage bonus by 2 for every level beyond the first.
Threadbare

Collect Silk Thread for Huraphnim

1. Gather 7 Silk Thread from Spiders

2. Return 7 Silk Thread to Huraphnim

## Dialogue

### Speak to Huraphnim about silver

> Scaphin no use. But have many. Bring thread, I give silver. Wish understand cloth.
>
>

### After accepting quest

> Spider make thread, wear no cloth. Spider make cloth for food. Wish to have this cloth for self. Bring cloth? I give silver.
>
>

## Gather 7 Silk Thread from Spiders

### Journal entry

> Huraphnim wants silk, and the only thing that makes it in enough quantity is really big spiders. I hope that I do not regret agreeing to this.
>
>

## Return 7 Silk Thread to Huraphnim

### Journal entry

> I hope that Huraphnim enjoys making clothes. He... or she, seems very fascinated by human clothing. What things will a creature with no use for clothing come up with? Maybe it is better not to know.
>
>

### Ending Dialogue

> XXX
>
>
Mining

* Iron
* Silver
* Corundum
* S+C

## Bonus

* +200% damage vs Stone
* Find extra Gold: 1%
* Find extra Gems: 1

## Bonus

* +200% damage vs Stone
* Find extra Gold: 1%
* Find extra Gems: 3

## Bonus

* +200% damage vs Stone
* Find extra Gold: 1%
* Find extra Gems: 5

## Bonus

* +200% damage vs Stone
* Find extra Gold: 1%
* Find extra Gems: 5

## Obtaining a Pickaxe

Enter Murky Fissure via the crack in the cliff below Renault Manor, search for a skeleton next to a pile of rubble a short way north of the entrance. After obtaining one here, they are available for purchase from Galeren Cole at the Smithy.

## Gems

Every time you mine an ore vein there is a chance to uncover gems. It is possible to increase this chance by upgrading your pickaxe, purchasing the trait Fortune Bent, and using Dimas' talent Ore-Sense.

## Iron Ore

### Sources

* Mining
* Monster loot:

### Forging

Armor:

* Increase armor rating by 1

## Silver Ore

### Sources

* Mining
* Monster loot:

### Forging

Weapons:

* Reduce weapon weight by 1

Armor:

* Reduce armor weight by 1

## Corundum Ore

### Sources

* Mining
* Monster loot:
	+ Coffinaerie
	+ Flowstone Prowler

### Forging

Weapons:

* Reduce weapon weight by 1
* increase damage by 1

Armor:

* Increase armor rating by 2

## Manatite

### Sources

* Mining
* Monster loot: XXX

## Dungeon Amber

### Sources

* Mining
* Monster loot: Ruin Crawler

## Elder Stone

### Sources

* Mining
* Monster loot:

## Special Pickaxes

Dimas is found carrying a silver pickaxe that has the stats of an iron pickaxe
On Protection From Evil

## Text

*On Protection from Evil*

In my earlier writings, I described the basic means by which evil spirits come to inhabit or mimic the bodies of the dead, but it would be of very little use (unless that use be bent towards evil) to speak only of their creation and not of their destruction.

The undead can be difficult to return to their previous state, or even to repel, but it can be done. The evil spirits that inhabit the dead will not willingly return to the realm from which they come.

*Wards Against Evil*

All evil, from the creation of the undead to a minor theft leave a mark upon the world. This is called desecration, but the reverse is also true. Acts of good, whether small or large leave a mark upon the world. As a desecration draws evil, so a consecration repels it.

In my studies there appear many ways, some intentional and some not, to create a consecrated area. At times, the mere desire to do good can have a minor effect against evil. Prayers, rituals and items that have become holy may all repel evil.

The strongest effects seem to be when multiple individuals come together with a will to oppose that which evil stands for. Such powerful places might exist for hundreds of cycles. I seek such a place, to continue my further studies.

*Consecration of Items*

Just as consecrations can be placed upon an area, so can they also be placed onto things. Blessing items in such a way has even been recorded to leave a permanent mark, though I imagine it would take a spirit of intense good to create something that would remain holy. Most consecrations fade with time.

*Consecration of the Dead*

The consecration of a dead body could potentially prevent it from becoming inhabited by evil, but more interestingly, performing such a ritual on an undead may even cast the spirit from the body or send them fleeing in terror.
Peaceful Animals

## Bird

Birds Fly overhead and peck at the ground.

## Goose

There is a goose pen in the south west of Emerisk connected to the Tailor's house. Probably a bad idea to let them out.

## Squirrel

### Interaction

Use an Aulnut to lure them. Interact again to leave them behind.

## Rat

Small Scurrying rats are seen wandering the fringes of Emerisk.

## Goat

### Interaction

Use some Carrots to lure them. Interact again to leave them behind.

### Zy

A goat of note -one of Trystrem's goats wanders the graveyard in Emerisk. They are part of an optional quest available immediately after entering Emerisk from speaking to Trystrem about graveyard, but progression is locked behind the retrieval of the Graveyard Key.

## Chicken

There are several chicken pens scattered around Emerisk.

## Cow

### Interaction

Use a Bucket to capture their milk, resulting in a Milk Bucket.

## Cat

### Interaction

Use a Milk Bucket to lure them. Interact again to leave them behind.

## Horse

There is a small stable with horses in the north west of Emerisk beside the Town Hall.

## Lunicid

### Interaction

Use a Bucket to scrape the goo off their back, resulting in Nutritious Gel.
Round 'Em Up

Lure and trap the local squirrels

1. Lure the squirrels and rabbits to the northwest pen

2. Tell Isobel of your success

## Dialogue

### Isobel Warde

> My garden has been under constant assault from the squirrels and rabbits in the area. I would be very appreciative if you could help.
>
>

### After accepting quest

> Take these aulnuts and carrots. You can use them to lure the pests into a fenced area in the northwestern most part of town, where the stables are.
>
>

## Lure the squirrels and rabbits to the northwest pen

### Journal Entry

> Isobel wants me to trap the rabbits and squirrels in town that damage her garden. I wonder what she plans to do with them once I catch them.
>
>

### Guide

Click on a squirrel or rabbit and guide them with an aulnut or carrot respectively.
Click on them again after reaching the pen in the far north west of Emerisk to dismiss them.
Repeat till 6 have been collected.
Note that the squirrels and rabbits can sometimes wander into the fog, but reloading the area or waiting seems to fix this, allowing their capture.

## Tell Isobel of your success

### Journal Entry

> Well, now it feels a little quiet around here without all those critters running around.
>
>

### Guide

Return to Isobel Warde with the news of your completion. She doesn't stray far from the Herbalist building in town.

## Ending Dialogue

> Thank you so much. Please, take this old book I had on my shelves. Rumor has it that you have been asking about books lately, and I do not need such things.
>
>
Ice Block

Create a block of ice to trap enemies or hinder movement

## School

Binding

**Tier** 2

combat only

## Description

Create a block of ice that prevents movement and can trap entities that are on the same tile, dealing 5 Ice damage.
If an entity is on the same tile, a successful Resist Ice roll will prevent the block from forming, but they will still take cold damage.
Skill levels increase damage bonus by 3 for every level beyond the first.
Rain increases damage dealt by 15.
Bastillere

## Strengths

* Highly resistant to magic (50%)
* High natural Armor Rating (natural armor = half level)
* Resistant to Piercing damage (25%)
* Resistant to Slashing damage (25%)
* Immune to Earth damage
* Immune to Poison damage
* Cannot be Physically Altered
* Extremely resistant to wood (75%)
* Cannot be Rooted
* Cannot be Stunned
* Cannot be Silenced

## Weaknesses

* Takes continual damage if all three moons are up
* Vulnerable to Blunt Damage (25%)
* Very vulnerable to Hammers (50% stacks)

## Trait

Emissary of TethrysUnlock: **Bastillere***You cannot be Rooted, Stunned or Knocked back if Tethrys has risen.*As long as Tethrys has risen, you cannot be Rooted, Stunned or Knocked back.
Umbral Embrace

Arms from the deepest depths attempt to pull their victim downward

## School

Binding

combat only

## Description

Two horrifying arms each deal 1 Earth and 5 Slashing damage each to a single target.
The target will also be rooted if they fail a Reflex roll, even if they are Incorporeal.
Every two spell levels beyond the first 3 add an additional arm, subject to modification by Spirit attribute.
Skill levels increase damage bonus per arm by 1 for every level beyond the first.
If your target is on a Vent or Crevice each arm gains an additional 2 Fire damage plus the damage bonus for levels.
Each time Umbral Embrace has been used against the same target adds 10% more damage.
Holy Ward

Creates an area that discourages unholy creatures from entering

## School

Protection

**Tier** 1

combat only

## Description

Create a 3x3 area that deals 2 holy damage to any Evil or Undead creatures that enter or stay within it.
Damage increases by 1 for every tile of distance closer to the target.
Skill levels increase damage bonus by 3 for every level beyond the first.
Giant Snail

## Strengths

* High natural armor rating (natural armor=half their level)
* Resistant to Piercing damage (25%)
* Resistant to Slashing damage (25%)
* Never gives up trying to kill its first target

## Weaknesses

* Vulnerable to Blunt damage (25%)
* Very vulnerable to hammers (50%, stacks)
* Avoids grainy surfaces (gravel, sand, etc.)

## Trait

Tough to CrackUnlock: **Giant Snail***Extra armor*You are tough in battle. Gain 1 armor
Stalagren

## Strengths

* Highly resistant to Magic (50%)
* Immune to Earth damage
* Immune to Poison damage
* Cannot be physically altered (petrify, polymorph)
* Extremely resistant to Wood (75%)
* Resistant to Weapon damage (20%)

## Weaknesses

* Takes continual damage if all three moons are up
* Blinded when near light sources (-90% to hit)

## Locations

* Undermoor Caverns
* Murky Fissure

## Trait

Shard of SolmariaUnlock: **Stalagren***Deal 2 Earth damage*Add 2 bonus Earth damage when successfully hitting an opponent
Ratakast

## Strengths

* Each Adjacent Vermin Adds Damage (+30%)
* Highly resistant to magic (50%)
* Cannot be knocked back

## Weaknesses

* Half defense in daylight (except underground)
* Takes continual damage if all three moons are up

## Trait

RegenerativeUnlock: **Ratakast***Regenerate health at a faster rate*Your body is adept at healing, increasing Health regeneration by 5%

> **Creature**Humans? In my lair?**Rycard**What manner of unnatural beast is this?**Creature**Unnatural? I feed and grow just as you do.**Rycard**Something tells me our diets are not at all similar.**Creature**Come, feed upon the essence the dark lord left beneath this place.**Lannon**Dark lord?**Creature**He has not revealed himself for many cycles, but his children still grow. He left much food for us.**Merewen**What you call food is questionable.**Creature**It is more than just food. It is a feast! And not.. I will feast upon you!
Airendal

## Talent

  Spirit Sight **Cost: 0** Make the spiritual essence of entities visible in the dark

## Dialogue

### serve

> Fae must serve, or go mad. You cannot be served. None of you can.
> Perhaps... to serve a common goal would be enough. It has never been done.
>
>

greet
 Lannon

> You are different. Perhaps Airendal will serve.
>
>

Arbo

> Woof, ruff... bark, bark!
> ArooO!!
>
>

Merewen

> You return? Airendal will serve. ... no, you are someone else.
>
>

Rycard

> Your fate is... uncertain.
>
>

Airendal

> Airendal feels compelled to serve. And yet, Airendal provides company instead of service. What is this thing?
>
>

Gallitzin

> Airendal senses loyalty. Airendal understand this.
>
>

Shione

> Music is universal language. For fae, it is one of our primary ones.
>
>

Bhulown

> Your kind is misunderstood. Gentle, mild, if not provoked. You make good companion.
>
>

Dimas

> You like things that shine yes? You like me as well?
>
>

Laszra

> It is good to see you again. You remain unchanged, as expected.
>
>

job

> Airendal will serve. We are made to serve.
>
>

fog

> Enter not, if you see it. Your mind will be broken. Airendal can enter, for Airendal cannot even see it. Airendal is different. Airendal is Fae.
>
>

book

> Fae do not write them. We pass memories. Rarely forget.
>
>

Emerisk

> This is Emerisk. Emerisk is ancient. Emerisk has roots. You live in the crown. You cannot see the trunk or roots.
>
>

Agmarians

> Good folk. Evil folk. Like men, either may be true. Have caution.
>
>

Renault

> Maker of Kalindraur, in part. There was another. Airendal does not know who.
>
>

caves

> Master entered them and did not return. The bond is weak, yet remains... Airendal is free to serve again. Airendal has been released.
>
>

graveyard

> Spirits live there. Spirits seek to inhabit... flesh, stone. They are not the dead, yet give life to the dead.
>
>

Goblins

> Vile things. Eat fae. Not like Agmarians.
>
>

Scaphin

> Eat fae. Like Goblins. Their king will bargain.
>
>

librarian

> Master... no longer. Her face fades from memory.
>
>

silver

> Dangerous. Fae do not fear.
>
>

corundum

> Powerful ore. Fae do not fear.
>
>

blue light

> Airendal. Fae. We serve, or we go mad. Many have gone mad now. Few left to serve.
>
>

serve

> Fae must serve, or go mad. You cannot be served. None of you can.
> Perhaps... to serve a common goal would be enough. It has never been done.
>
>

Kalindraur

> It protects. Ancient power is there. Darkness cannot remain there.
>
>

dark lord

> Not all corruption can be blamed on a single creature. Evil is not a monolith. It can take many forms. All races have ancient foes.
>
>

dimension

> Fae are connected to many. We see them. We travel through them... but not fully. They are like a breeze. It cools us, yet we know not where it came from or where it goes.
>
>

Codex

> You have it. You have seen Master? ...
>
>
Bhulown

## Talent

  Bravado **Cost: 0** Cause Active nearby enemies to come after you

## Traits

MightyRequires: Strength 18Unlock: Scaphin Polliwog*Use Two-Handed weapons with one hand*Painful CrazeRequires: Must be GoblinoidUnlock: unavailable*Enraged by Fire*Club ProficiencyUnlock: none*Deal more damage when using Clubs*

## Dialogue

greet
 Lannon

> You lead. Are king? Prince? How then you lead? Wish to understand new thing. Summjah...
>
>

Arbo

> Animal is friend? This thing new.
>
>

Merewen

> Female? Is warrior? How carry eggs, fight, same time?
>
>

Rycard

> Keh? Head grow ornament, like Scaphin... but... like horse?
>
>

Airendal

> Gourah! It speak!
>
>

Gallitzin

> Strong like Scaphin.
>
>

Shione

> Teach sounds. Want understand stick noise. Scaphin make noise too. \*croak\*
>
>

Bhulown

> Summjah... self talk healthy? Not know. Talk anyways. Hello self.
>
>

Dimas

> Saw enter spider lair. Unwise. Glad safe now.
>
>

Laszra

> More cloth than others. Even his cloth wear cloth. Make it has sense!
>
>

job

> Is king son. One day king? King not think so. Me not think so. Want see world. Want sky not rocks only. Can such be king?
>
>

fog

> Moist good. Humans not like moist? Keh? Is good for skin.
>
>

book

> Thin wood stack not bring joy. But... near you... feel wood stack speak. Summjah...
>
>

Emerisk

> Is above name? Want see not rock sky. Want see Emerisk. Is more than Emerisk? How far sky go?
>
>

Agmarians

> Long time see. Many cycle not see. Maybe no more? Maybe hide from human like Scaphin. Human like take all for self. All can be like such. Even Scaphin.
>
>

Renault

> You Renault? Renault friend? What this Renault? Who this Renault? Human name strange.
>
>

caves

> Caves home. Stay moist. Caves go deep. Never end of how deep. Can there be such thing as no end? Maybe cave end. Maybe not.
>
>

graveyard

> Humans collect dead. Put together, like family. Why? Scaphin use bone to keep family close. Make club, shield, spoon.
>
>

Goblins

> Gourah! You know this? Is dangeorus. Seek only greed, destroy. Can Goblin ever good? Summjah...
>
>

Scaphin

> Scaphin live side human for many cycle. Once enemy, then friend, then enemy. Always cycle. Maybe stay friend?
>
>

librarian

> Do not know. Do not care.
>
>

silver

> Goblin seek. All metal Goblin want, even no skill to make still want.
>
>

corundum

> Protect from Goblin. Goblin make war with this. Make Goblin strong.
>
>

blue light

> Summjah... sometime cave wall have light, but this not what you speak. Something else?
>
>

dark lord

> Ruin Scaphin! Is dead, but leave ruin! Must not drink of deep cave. It taste good. It tempt. It change. Must not drink.
>
>

wild boar

> Is animal? Food yes?
>
>

Kalindraur

> Not know about this. Why ask so many words? If human not know human word, why Scaphin know!?
>
>

dimension

> Mind expand from thinking this. If new dimension, then more dimension not yet find?
>
>

manatite

> Scaphin not want this, but Bhulown now see have value. Wish to understand this.
>
>

Codex

> Keh... type of... snail?
>
>
Leech

Steal Health and Mana from an enemy

## School

Transference

**Tier** 1

combat only

## Description

Deal 3 Magic damage to a target within spell range. You gain 50% of that in Health and 25% in Mana.
Damage increases by 1 for every tile of distance closer to the target.
Skill levels increase damage bonus by 1 for every level beyond the first.
Shock

Delivers a powerful shock at close ranges

## School

Destruction

**Tier** 1

combat only

## Description

Deal 8 Shock damage to a target within spell range.
Skill levels increase damage bonus by 4 for every level beyond the first.
For every tile away from your target, damage is reduced by 25% but no lower than 25% of your total damage.
Heavenly Rain

Call forth a storm of holy water from the skies.

## School

Protection

**Tier** 3

combat only

## Description

Heal all allies for 4 Hitpoints, and all enemies for 2 Hitpoints
 Undead creatures take 4 Holy Damage instead of healing.
Each spell level beyond the first gives and additional 2 healing to allies and 1 additional Holy Damage for Undead.
Rain increases healing and damage by 10.
Caves of Lore Wiki

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## Characters

Abilities
Talents
Spells
Skills
Traits
Attributes

Items
Books
Spellbooks
Unique Items
Sets

Monsters
Quests
Locations

## Game Mechanics

Runes
Obelisks

## Important articles

SpellsArboNairaUndermoor CavernsRunesQuests

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles
Crevice

creates a crack in the ground, dealing Earth and Fire damage to anything above it

## School

Destruction

**Tier** 2

## Description

Create a crevice on any tile.
Deal 3 Earth damage and 1 Fire damage to any target above the crevice when it opens.
The crevice can be used by other spells to amplify effects if specifically noted.
Damage increases by 1 Earth damage and 1 Fire damage for every spell level beyond the first.
Arbo

leader of the pack

## Talent

  Sniff **Cost: 0** Finds buried objects in the surrounding area

## Traits

Weathered Hide*Defense increases as you gain levels*Mithrandic*Natural poison resistance*

## Dialogue

greet
 Lannon

> \*Woof! Woof!\*
> \*pant\*
>
>

Arbo

> \*ruff? ... ruff!\*
>
>

Merewen

> \*tilts head\*
>
>

Rycard

> \*sits\*
>
>

Airendal

> \*Aroo?\*
>
>

Gallitzin

> \*pant\*
>
>

Shione

> \*listens intently\*
>
>

Bhulown

> \*lick\*
>
>

Dimas

> \*sniff\*
>
>

Laszra

> Old friend. Smell old. Has treat?
>
>

job

> \*growls\*
>
>

fog

> \*lays down to rest\*
>
>

book

> \*cocks head slightly\*
>
>

Agmarians

> \*deep growl\*
>
>

Renault

> \*barks\*
>
>

Emerisk

> \*licks your hand\*
>
>

caves

> \*digs\*
>
>

graveyard

> \*whimper\*
>
>

Goblins

> \*bares teeth\*
>
>

Kalindraur

> \*pant\*
>
>

librarian

> \*tilts head\*
>
>

Scaphin

> \*deep growl\*
>
>

manatite

> \*pant\*
>
>

dimension

> \*tilts head\*
>
>

dark lord

> \*growl\*
>
>

silver

> \*ears perk up\*
>
>

corundum

> \*lays down\*
>
>

Codex

> \*pants\*
>
>
Visions of Ice

## Text

*Visions of Ice*

as witnessed by the great explorer Larish Haesher

It was upon the third month of our journey, long after we had passed through the straight of Northaira that my crew and I came upon a chill wind, the likes of which we had never imagined.

The very hairs on our heads froze, and so did many of my crew. So unprepared we were that the we only survived because of the furs we had brought to trade in the distant lands.

However, despite our firm belief that we would reach Andwar in two months time, we instead found only water, and then... land would not be the proper word, for it was still water, yet made entirely of ice. Few minds have even conceived of such a place, and it rose from the water all around us

Despite this cold, serpents swam about us, and dark shapes crawled on the surface of the ice.

As though it were not enough to be in this deadly place, the land also moved, as would cubes of ice in a drink. As they crashed into each other, shards of ice fell, and others rose, pressed between the weight of all that was crashing about. Indeed, we suspected our ship would be next, so we abandoned our quest.

I have written this account so that it may be remembered in time, for I suspect few will believe our tales.

I have left much out, for fear of being labeled a madman. This is the fate that explorers must bear; that if the lands they find are too much beyond what is imaginable, they are rarely believed.

I leave you with this, the name I have chosen to give this land: Porscalia. In the old tongue it means 'The cold has consumed me'
Tasty Treat

Find a cake for Shione

1. Find a Cake

2. Bring the Cake back to the Town Hall

> I have been travelling for so long, and to be honest, the food has been quite dull. I haven't had something sweet to eat in ages. I don't suppose you would be willing to fetch me a cake would you?
>
>

### Shione after accepting quest

> I have heard the baron talking, loudly I should say... that he has been selling sweets to people, but they keep forgetting that they paid him, or even asked for food. He stores all the excess in crates and stashes them somewhere below his house.
>
>

## Find a Cake

### Journal entry

> You would think that finding a simple cake would be easy. Maybe she already ate them all. I guess we will have to enter the caves under the Gerbalds house.
>
>

### Guide

Enter Murky Fissure via the cave on the west side of Emerisk below Renault Manor. The crates of cakes are near the entrance on the right.

## Bring the Cake back to the Town Hall

### Journal entry

> This cake had better be worth it. That was a lot of trouble.
>
>

### Guide

Return to Shione in the Town Hall of Emerisk

## Ending Dialogue

> I feel well fed and rested enough to finally start travelling again! You would make an interesting companion.
>
>

## Unlisted Rewards

Shione Will now be available as a party member.
Tunnel Vision

Gather Tunnel Moss from nearby caves

1. Gather 10 Tunnel Moss

2. Return to the Herbalist with 10 Tunnel Moss

## Dialogue

### Isobel Warde about the Tunnel Vision quest

> The caves beneath Emerisk are full of a special moss that can be used in healing potions. It has been too ling since I ventured into the caves myself. My husband says it is too dangerous now. If you bring me some I will make a batch of potions for you.
>
>

### After accepting quest

> If you cannot find any moss, know that it regrows in about two weeks time. You can always check back later.
>
>

## Gather 10 Tunnel Moss

### Journal entry

> Isobel wants Tunnel Moss. I have seen plenty of it on my journey so far. In fact, I might even have enough already... If not, there are plenty of caves around here, and it regrows.
>
>

### Guide

Harvest Tunnel Moss from the walls of caves in your travels.

## Return to the Herbalist with 10 Tunnel Moss

### Journal Entry

> Let us hope this was worth the trouble. This moss is sticky, and I would rather not touch any more of it for a while.
>
>

### Guide

Return to Isobel Warde in Emerisk. She doesn't wander far from her home in the Herbalist hut.

## Ending Dialogue

> How wonderful! I will get to work making potions with this.
>
>

## Unlisted Rewards

Isobel Warde will now stock potions in her Herbalist shop.
Tide of Shadow

Damage all entities that are not close to your torch or campfire.

## School

Summoning

**Tier** 4

combat only

## Description

Deal 1 Magic damage to each entity for every unit away they are from your Torch or Campfire.
Damage per distance unit increases by 1 for every three spell levels beyond the first.
Entities that have been damaged by Umbral Embrace take double damage.
Giant Bat

## Strengths

* Each adjacent vermin adds damage (+30%)
* Ignores minor armor (1 armor)
* Drains life with attack (1:1)

## Weaknesses

* Half defense in daylight (except underground)
* Vulnerable to fire (50%)
* Vulnerable to slashing (50%)
* Avoids sources of light (campfires, torches, certain wards)
* Blinded when near light sources (-75% to hit)

## Trait

FlightyUnlock: **Giant Bat***Losing health gives you increased Movement Rate*If your health falls to 25% of your maximum Hit Points, gain 1 bonus Movement Rate
Fragmental

## Strengths

* Immune to Poison
* Immune to Earth damage
* Immune to Poison damage
* Cannot be Physically Altered
* Extremely resistant to Wood (75%)

## Weaknesses

* Extremely vulnerable to Corundum weapons (2x)
* Vulnerable to Holy (25%)
* Very vulnerable to Blunt (50%)

## Trait

Fortune BentUnlock: **Fragmental***Higher chance to find Gems when mining*You have a keen eye for jewels and are 2% more likely to help your pert find gems when mining.
Withering Hills

## Connections

### Glyph Stone

Withering Overlook

Manatite Mine
Strange Precipice
Winding Passages
Emerisk

## Monster Pool

Agroboar
Goblin Shaman
Grimoire
Goblin Scout

## Secrets

### Mined materials

Three pressure plates (all on stone tiles)

* Near Withering Overlook glyph stone
* Center of four obelisks in swamp
* Obelisk south east of Irikag

Chest in far north east next to hidden pointer rune

#### Contains

* 10 Iron Ore
* 8 Silver Ore
* 5 Curundum Ore
* 3 Elder Stone
* 10 Manatite
Giant Rat

## Strengths

* Each adjacent Vermin adds 30% damage
* 50% Resistant to Poison Damage and Effects

## Weaknesses

* Half defence in daylight
* Take double damage when flanked
* 50% Vulnerable to fire damage and effects

## Locations

Undermoor Caverns
???

## Trait

CooperationUnlock: **Giant Rat***Gain a damage bonus when other heroes are nearby.*For each adjacent hero, gain a 10% damage bonus.
Collapse

Drops a large stone onto the target

## School

Destruction

**Tier** 3

combat only

## Description

Deal Earth, Piercing and Blunt damage against a target within range, but any line of sight.
Damage bonuses increase 25% per spell level.
Targets that fail to Resist Physical are Stunned for a duration that increases with skill level.
Using outdoors halves damage.
Full Hog

Collect Boar Meat by slaying Twisted Boars

1. Collect 10 Boar Meat

2. Return to the Butcher with 10 Boar Meat

### Pitch

> Some of the best meat you will ever eat is from the wild boar west of town. They spend much of their time looting the orchard. If you would bring me some boar meat I will add it to my shop.
>
>

### Accept

> The orchard is west of town. be careful to stay on the path. Goblins and other creatures much more dangerous than wild boar lurk in those woods.
>
>

### Complete

> XXX
>
>

### Collect 10 Boar Meat

> The boars west of town are tough to fight, but their meat is tender. It seems to be highly prized here in Emerisk.
>
>

### Return to the Butcher with 10 Boar Meat

>
> Maybe we should have asked for something more in exchange for this meant. It was not easily obtained.
>
>
Topic

Certain dialogue options are locked behind a series of other conversations. This document attempts to map out each option, and what unlocks it.

### Emerisk

Kazimar when speaking about dark lord in The Lacunaria

### dark lord

Kazimar when speaking about past in The Lacunaria

### echo

Kazimar when speaking about job,dimension in The Lacunaria

### past

Kazimar when speaking about echo in The Lacunaria

### sanctum

Kazimar when speaking about past in The Lacunaria

### herb

Samm Redmund when speaking about caves in Emerisk

### silver

Galeren Cole after completing Iron Deficiency

### corundum

Galeren Cole after completing Iron Deficiency
Kalindraur

Windy Depths
Wandering Fragment
Bleak Halls
The Lacunaria

## Dormitory

The room with beds, east of the main hall allows you to sleep for days at a time if you wish.

## Dialogue

### Upon reaching the front gate

> **Lannon**What is this place?**Stranger**Can it be? Has someone come at last?**Stranger(Naira)**I was beginning to think I would not live to see this day.**Stranger(Naira)**Welcome to Kalindraur, our shelter.**Merewen**A shelter from what? Why would such a place exist below ground?**Rycard**I do not care, so long as there is something to eat other than rat.**Stranger**Forgive me. My name is Quay. And this is Naira.**Naira**Pleased to meet you. We have been hiding here for... years perhaps. Ever since the calamity befell our world.**Lannon**What calamity are you referring to? I am afraid we cannot remember very much.**Naira**That is the calamity. The slow loss of all knowledge and memory. I was hoping that you had escaped.**Naira**How did you make it here, with little to no memory?**Lannon**It seems to have begun when I happened upon this old book. I can only read some of it.**Quay**You can read!? And you have the book? The Codex? No wonder you were able to find us.**Merewen**Then, perhaps you are the one who sent me to retrieve the book.**Naira**I am afraid not, for we also seek the owner of the book... if there is anything left to find.**Naira**Many attempted to get to the Shelter with us, but few made it.**Naira**Once here, the power in this place protects the mind from degrading further. I suspect the book has a similar effect.**Quay**Please, come in. We will be happy to answer more of your questions once you are settled.
Blightroot Guardian

## Strengths

* Highly resistant to magic
* Immune to poison
* XXX
* XXX
* Very resistant to earth
* Cannot be rooted
* Cannot be stunned
* Cannot be silenced

## Weaknesses

* Takes continual damage if all three moons are up
* Extremely vulnerable to corundum weapons
* XXX

## Trait

Strength of the ForestUnlock: **Blightroot Guardian***Deal extra damage when using Wooden weapons*If your weapon material is Wood, deal 5 bonus damage
The Old Curd

Find the Ancient Cheese in the flooded crypt

1. Find the Ancient Cheese

2. Return the Ancient Cheese to the Dairy Maid

### Pitch

> They are excellent for storing cheese. I should not say this... but so are srypts. When the caves became too dangerous I switched to storing cheese in them. Now the crypts are dangerous too. All that cheese... lost.
>
> Unless, maybe you could retrieve it for me?
>
>

### Accept

> There is one piece of cheese in particular that I seek. It is an old family heirloom, an it only gets better with age. This one piece is centuries old. Please retrieve it from the flooded crypt, please.
>
>

### Complete

> XXX
>
>

### Find the Ancient Cheese

> Adela is looking for some old cheese. Really old cheese. I do not know what is so special about it, but apparently it is in a flooded crypt in the graveyard.
>
>

### Return the Ancient Cheese to the Dairy Maid

>
> It smells.... ancient. I hope it did not absorb and flavors from the crypt.
>
>
Wooden Expression

Collect Sentient Wood for the Woodcutter

1. Gather 5 Sentient Wood from the Withering Hills

2. Return 5 Sentient Wood to the Woodcutter

### Pitch

> I was harvesting wood from the old orchard recently and was forced to flee for my life. The trees had come to life. When the fear wore off, I thought how marvelous it would be to obtain some of that wood. The things I could make... would you retrieve some for me?
>
>

### Accept

> The orchard is to the west. Be careful. What once was harvested now seeks to harvest us. I cannot say how this has occurred but it must be the work of the dark lord.
>
>

### Complete

> XXX
>
>

### Gather 5 Sentient Wood from the Withering Hills

> I already feel bad enough cutting down trees; but sentient ones? I have a feeling they are not going to like this. We should look out west, away from town.
>
>

Kill Timberwights in the Wandering Hills at night

### Return 5 Sentient Wood to the Woodcutter

> This wood keeps... staring at me. I cannot wait to hand this over. Let us get this back to Hardwin quickly.
>
>
Neladra

## Strengths

* Each adjacent vermin adds damage (30%)
* Highly resistant to magic (50%)
* Cannot be stunned
* Cannot be knocked back
* Immune to fear
* Damaged enemies are terrified

## Weaknesses

* Half defense in daylight
* Takes continual damage if all three moons are up

## Trait

Miala's BoonUnlock: **Neladra***Deal extra damage when using silver weapons*If your weapon material is Silver, deal 5 bonus damage
Rhumophris

greet
 Lannon

> Human tools confuse. So many tools. So many cloth.
>
>

Arbo

> Gouraah! No tool or cloth!
>
>

Merewen

> Head cloth long. Why?
>
>

Rycard

> Head cloth short. Why?
>
>

Airendal

> No tool or cloth. Keh? Can it not use?
>
>

Gallitzin

> So much tool! Need simple. Bone club!
>
>

Shione

> Head cloth. Body cloth. Always cloth with human.
>
>

Bhulown

> Head ornament strong. Will grow to power. Am sure.
>
>

Dimas

> Face make cloth? This where cloth come from?
>
>

Laszra

> Can mind be tool?
>
>

job

> The tool. I make. You use.
>
>

fog

> Wet tool of human rust. Make bone tool! Last long! Cave wet not eat bone.
>
>

book

> Summmja... try remember... no. No hear this word.
>
>

Emerisk

> Many time gone, Scaphin say human use bone tool. Now human not use bone. Maybe human use bone again? Survive be dumb by use bone! It help Scaphin!
>
>

Agmarians

> Also use bone tool. Good at make weapon of many thing. Very strong, fast. Do not unless brave.
>
>

Renault

> Human name. Not know.
>
>

caves

> Many tunnel. Some... need bone tool! Crush spider! Many spider!
>
>

graveyard

> Spider make all place grave. Spider make grave for you. Use bone tool for make safe!
>
>

Goblins

> Good for make weapon! Strong bone. Get bone from Goblin. Make tool kill Goblin. Circle of life?
>
>

Scaphin

> Scaphin friend of bone. It with us always. It inside. It in hand. It in enemy, then remove from enemy. Make tool!
>
>

librarian

> Keh? Not know.
>
>

silver

> You like rock? Talk rock much. Consider bone? So much strong! Not heavy!
>
>

corundum

> Always Goblin want. Always Goblin kill to get.
>
>

manatite

> Hard rock. No need. Only bone!
>
>

dimension

> Inside bone.... outside bone?
>
>

Manshroom

> Good for smash. Make mess. Not taste good. Wish mushroom stay still. Wish mushroom not become man.
>
>

dark lord

> Dark lord make Scaphin tool. Use Scaphin for evil.
>
>

bone

> Yes. Bone good. You make of bone. Bone in you, bone in me. Much same. Be friend if bring bone. Bring bone?
>
>
> **---****(Quest progress dependant)**
> Gouraah! Find thing have bone. Take bone. Give to Rhumophris. Easy yes?
>
>
> **---****(Quest progress dependant)**
> Now can make more bone thing! Gouraah!
>
>

Exo-Hunter

> Is kind of bone, on animal outside. Make strong armor. Rhumophris make for you, if bring chitin. Find animal. Survive animal. Take chitin. Is easy. I do by self, but, too busy.
>
>
> **---****(Quest progress dependant)**
> Coorou! Chitin animals best kind of bone. Tough. Rare. When find , bring. Will make armor. Will make you like them.
>
>
> **---****(Quest progress dependant)**
> Gourah! Alive! Much danger. Much success. Is truly brave ones. Now can make armor. Give time. Come back.
>
>

Kalindraur

> Good name for bone. Like bone have good name. Cannot all have name bone.
>
>

Codex

> Connected to... leg bone?
>
>