recursal/Fanatic-Fandom huggingface dataset:
Magnificent Battleaxe

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

If the party never identified (or bought) this weapon before, it will appear in the inventory as **Magnificent Battleaxe**. 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 Battleaxe +1.

Magnificent Battleaxe has to be identified only once per playthough. Afterwards, the party will recognize Battleaxe +1 automatically and identification will not be necessary.

## Description

*A finely decorated battleaxe with engravings and runes. Probably magical.*

## Location

The weapon can be:

* Found as random loot.
Light Crossbow of Sharpshooting

Light Crossbow of Sharpshooting is a craftable two-handed ranged piercing weapon. In the main campaign, the weapon cannot be bought or found, it can only be crafted. Proficiency with martial weapons or light crossbows is required to use it effectively.

## Crafting

Ingredients: Primed Crossbow, Blood Ruby

Crafting Difficulty: DC 18, Hard

Required Successes: 14

## Recipe

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

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

## Crafting

**Ingredients:** Primed Morningstar, Blood Ruby

**Crafting Difficulty:** DC 18, Hard

**Required Successes:** 14

## Recipe

* Sold by Circe Gerardoirin
* (Palace of Ice) Sold by Berthold Svensson
Magnificent Longsword

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

If the party never identified (or bought) this weapon before, it will appear in the inventory as **Magnificent Longsword**. 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 Longsword +1, Longsword +2 or Magical Sword.

Each variation of the Magnificent Longsword 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 longsword looks both ancient and valuable.*

## Location

The weapon can be:

* Found as random loot.
Manacalon Morningstar +1

Manacalon Morningstar +1 is a magical one-handed melee piercing weapon. It has the lowest tier enchantment (+1), which provides a +1 bonus to attack and damage. Proficiency with martial weapons or morningstars is required to use it effectively.

## Description

*A finely decorated morningstar used by the Manacalon Imperial shock troops, imbued with magic.*

## Location

* Sold by Joriel Foxeye
* Sold by Angus Hightower
* Sold by Rhodanthe Asigon
* Found as random loot
Lizzaria of Grimhold

Lizzaria of Grimhold is a necromancer residing in the Bone Keep.

She is an apprentice of Mardracht and has been with him since before the Cataclysm. Yet she hasn’t seen him or had any other contact with him for centuries. Aksha made her lair at the only entrance to the master's tower and bars Lizzaria’s access, offering only to pass on any messages. Lizzaria is determined to protect her master from the corrupting influence of the vampiress, to save him. To that end, she keeps sending her zombie minions to Aksha’s lair, conducting many thwarted assaults. As the centuries drag on, Lizzaria becomes more and more desperate and vows to find a way, any way, to get rid of Aksha. For now, her attempts have been unsuccessful.

Lizzaria spends her time on her necromantic research and turning various creatures into zombies. She also has several apprentices of her own.

## Interactions

Lizzaria resides at the ground floor of the Bone Keep and can be persuaded to let the party through without a fight. Otherwise, she needs to be defeated before the party can go deeper into the Keep.

In battle, Lizzaria is accompanied by two Dark Apprentices and 5 Zombies.

Party gets 800 xp for passing the speech check to avoid the fight. Intimidation has a DC of 18, Deception has a DC of 12, and Persuasion has a DC of 16.

Party gets 875 xp for winning the fight and the loot. Loot appears to consist of arrows, mundane weapons, and random crafting ingredients.
Meat Boy

Meat Boy is one of the secondary quests in the Lost Valley DLC. It is given to the party by Telerien Purevoice at the Verdent Valley outpost. It is the first quest in the Forge faction quest chain.

[*summary goes here*]

## How to obtain the quest

The quest appears in the journal when the party approaches the outpost in The Verdant Valley.

## Objectives and quest log entries

**Meet the Outpost Commander**

* You found a small outpost near a waterfall. Talk to the outpost commander to learn about the place.

* You met Telerien and learned about the outpost.

**Fresh Meat**

* Telerien asked you to take a pack of dried meat to a butcher named Henrik in the capital city. Being dried, it won't spoil so you don't need to hurry.

* You delivered the meat to Henrik.

**Return to Telerien**

* Henrik gave you a receipt. Take it back to Telerien in the Forge outpost in the valley.

* You brought the receipt to Telerien.

## Rewards

The party learns the following crafting recipes:

1. Antitoxin
2. Healing Remedy
3. Basic Poison
4. Basic Poisoned Bolt
5. Basic Poisoned Arrow
6. Battleaxe of Acuteness
7. Greatsword of Acuteness
8. Dagger of Acuteness
9. Longsword of Acuteness
10. Rapier of Acuteness
11. Shortsword of Acuteness
Longbow +1

Longbow +1 is a magical two-handed ranged weapon. It has the lowest tier enchantment (+1), which provides a +1 bonus to attack and damage. Proficiency with martial weapons or longbows is required to use it effectively.

## Description

*A hunting weapon whose design is the trademark of Defineth Sharpsight, the famous sylvan elf enchanter.*

## Location

* Sold by Joriel Foxeye
* Sold by Angus Hightower
* Sold by Rhodanthe Asigon
* Found as random loot
Lesser Hezrou

## Stats

Lesser Hezrou is a medium fiend of 4 Challenge Rating. It provides 1100 XP when killed.

The enemy was introduced in the Palace of Ice DLC.

## Description

*A small Hezrou, probably reduced in power as punishment by an angry superior fiend.*

## Special

### Immunities

Poison, Poisoned, Chilled, Palace of Ice Lair Effect, Frozen

### Resistances

Bludgeoning, Piercing, Slashing, Fire, Cold

## Locations

* Kaupaapunki - Mines

* Palace of Ice
Manual of Gainful Exercise

Manual of Gainful Exercise is a magical consumable. When read, the tome will grant a permanent increase to Strength (+2) and Strength maximum (+2). It takes 24 hours to study the tome and gain those benefits.

## Description

*Avar Wiseheart surmounted a debilitating disease to win the dwarven games. He summarized his methods in this manual.*

## Location

* Sold by Halman Summer
* (Lost Valley) Quest reward for completing Rescuing Reya
* Sold by Berdel Ironfoot
Magnificent Chainmail

Magnificent Chainmail is an unidentified heavy armor. Before it is identified, it has properties just like standard Chain Mail armor (it's just more valuable).

If the party never identified (or bought) this armor before, it will appear in the inventory as **Magnificent Chainmail**. 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 Chainmail +1.

Magnificent Chainmail has to be identified only once per playthough. Afterwards, the party will recognize Chainmail +1 automatically and identification will not be necessary.

## Description

*This finely crafted chainmail is light and extremely sturdy, and probably magical.*

## Location

The armor can be:

* Found as random loot.
Maze

Maze is an eighth level spell of the Abjuration school. The spell banishes a creature that the caster can see into a labyrinthine demiplane. The target remains there for the duration of the spell or until it escapes.

Maze requires concentration.

## Spell Effects

The spell targets one enemy creature and inflicts *Banished* (the creature od removed from the game). The target must roll an Intelligence saving throw each turn - on a successful one, it frees itelf and the spell is broken.

If the spell remains unbroken for its entire duration and its target is extraplanar (celestial, fiend, elemental), the target remains permanently banished.

## On Spell Lists

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

* Wizard
In Sleet Storm

In Sleet Storm 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

In Sleet Storm applies the following effects:

* creature can fall prone (creature can prevent falling prone if it makes a successful Dexterity saving throw);
* creature is slowed;
* creature cannot see anything;
* creature must roll concentration checks.

## Application and Removal

**In Sleet Storm can be applied by:** Sleet Storm

**In Sleet Storm can be removed by:** leaving the area of effect
Kaseinax

Kaseinax, also known as the Eternal Soul of the Eight Tradition, was the ninth and the last Magister of the Manacalon Arcaneum. He was the head of the Arcaneum, a mage of great power and skill, and a dragon.

Kaseinax was the one in charge among his dragon siblings. He had them walking Solasta in elven form, rather than their natural dragon form, for a very long time.

## The Closing of the Rift

Kaseinax was the one leading the ritual to close the rift. He gathered all his siblings, the other masters of the Arcaneum and placed their gems in the Crown of the Magister. This boosted his already considerable powers, granted additional abilities, and allowed him to be the *foci* of the ritual. While his siblings aided him and defended him with their lives, Kaseinax managed to finish his casting and close the rift, stemming the Sorak tide and saving Solasta. And dooming it at the same time as well, as enormous amounts of magical energy were released, causing the Cataclysm.

## Living in the Crown

The closing of the rift and the subsequent Cataclysm were deadly to many. Kaseinax himself did not survive. However, his spirit lived on in the Crown of the Magister. Some – such as all his dragon siblings and the Spectral Servant of master Zhoron – can easily sense the soul of the Magister residing in the Crown and address the Crown bearer as if he was Kaseinax himself.

The Magister’s spirit gently directs the deputies, giving the bearer visions and general sense of where the other gems from the Crown can be found. Kaseinax calls to the Crown bearer to save him from the darkness and help him stop the Sorak threat yet again.

## The Second Rift

After the Soraks managed to steal the Crown and open a second rift in The Aer-Elai, the deputies ventured into the Badlands to stop them. Guided by the spirit of Kaseinax, they found the tooth of the Magister among the dragon bones. When the tooth came in contact with the Crown, the Magister’s spirit was released.

Kaseinax lent his aid to Solasta one more and closed the second rift. He thanked the deputies for their help and service. And then, quite abruptly and anticlimactically, he said that he must go and just disappeared.
Lair of Filth

Lair of Filth is one of the secondary quests in Solasta: Crown of the Magister. It is followed by the Goblin Culture quest.

## How to obtain the quest

The quest appears in your journal when you step into the Goblin Cave at the Caer Lem Outpost.

## Objectives and quest log entries

**Clear the Goblin Cave**

* Did the soldiers in the Caer Lem outpost know of this goblin hideout? Regardless, it should be cleared out!
* You have cleared the goblin cave!

## Walkthrough

* To start the quest walk halfway up the stairs to the outpost. Instead of turning around and continuing up the second half of the stairs to the outpost, continue forward and click on the ground beneath and to the west (under a tree suspended between two rock formations)
* When the darkness lifts and the quest is acquired, the path seems to be blocked by a large rock. However, it can be crawled under by clicking on the other side.
* You will receive a tutorial on falling hazards as interactive objects (HINT: ranged attacks can bring them down, provided they hit).
* Past these you can find some wooden buildings and some Goblins that are easily surprised with Cautious mode and a ranged attack.

**Fight (3 Goblin Skirmishers, 2 Goblins) - 62 XP**

* The fight is simple. The ordinary Goblins are at ground level while the Skirmishers are up above at the top of the buildings. Taking the Dash action may be necessary to reach the Skirmishers – their disengage, preventing opportunity attacks, means they can be difficult to pin down and kill.
* After the quest is finished, you can find two baskets with some valuable loot at the opposite ends of the roofs of the structures.
Initiative

Initiative is rolled at the beginning of every combat by each creature participating in it. The initiative roll is a Dexterity check and uses any Dexterity modifiers a character may have.

Initiative determines the order of creatures’ turns though the whole combat. The higher the creature’s roll, the earlier in the round it will act. Rolling high initiative can be very useful as it can enable you to kill some enemies before they even have a chance to act.
Ingredients

Ingredients are various things used in crafting. They come in many shapes and sizes: plants, gems, Primed Weapons and Armor, parts of monsters, and various liquids. Some Ingredients are common, easily found in resource nodes (bushes, mineral outcroppings) in many locations, looted from various containers and enemies or bought from vendors. Various plants will also be gathered by the party during travel. Other ingredients are harder to come buy, unique.

Most of the ingredients, with a notable exception of gems as well as Primed Weapons and Armor, weigh nothing and as such can be easily kept in party inventory.
Leather Armor of Sturdiness

Leather Armor of Sturdiness is a craftable light armor. In the main campaign, this armor cannot be bought or found, it can only be crafted. Proficiency with light armor is required to wear it.

## Description

*This enchanted armor was created using the ancient knowledge of Manacalon's master armorers. Its design was an early work of Ildurial Stronghand to better protect Imperial scouts.*

## Crafting

**Ingredients:** Primed Leather Armor, Oil of Acuteness

**Crafting Difficulty:** DC 18, Hard

**Required Successes:** 14

## Recipe

* Sold by Circe Gerardoirin
* Suspicious Ingredients quest reward.
* (Palace of Ice) White Rock City, in the Central Clans' Town House
* Received at the start of the Palace of Ice DLC
Light Sensitive

Light Sensitive 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

Light Sensitive applies the following effects:

* Creature’s attack rolls are made with disadvantage.
* Creature has disadvantage on Dexterity saving throws.
* Creature has disadvantage on Wisdom saving throws.

## Application and Removal

**Light Sensitive can be applied by:** Demonic Grease of the Night Hunt

**Light Sensitive can be removed by:** –
Mildred Warmhearth

Mildred Warmhearth is an owner and proprietor of the Strike True Tavern in Coparann. She keeps a tidy and lively place, serving mostly local soldiers. She is married to the general goods vendor – Wilf Warmhearth.

Mildred plays a prominent role in the Family Reckoning background quest. She knew the parents of the deputies with a Sellsword background, and she provides some insight into their past. Mildred has been keeping a letter from the unfortunate parents wrote to their child all those years ago.
Magic Food Ration

Magic Food Ration magical food source. One Ration holds enough food to satisfy the needs of one person for a day.

Magic Food Ration is created by a Create Food spell, and will expire and disappear after 24 hours if not eaten. It cannot be sold.

## Description

*Enough food for one day, created by magic. Cannot be sold.*
Javelin of Acuteness

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

## Crafting

**Ingredients:** Primed Javelin, 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
Merchant Campsite

Merchant Campsite is one of the locations introduced in the Lost Valley DLC.

It's a camping site often used by travelling merchants. They tend to stop here for a night while on the road. All the necessary camp infrastructure can be found here – tents, fire pits, cooking pots and so on.

*A place where travelling merchants, including Galar Goldentongue, often stay for the night. However, access is blocked by a nest of redeemers.*

## Notable Characters

* Leyrin Catpaw – a local half-elf
* Krim Sunsail – a skilled craftsman
* Lord Hammond – a nobleman
* Helia Fairblade – Senior Deputy of the Legacy Council
* Galar Goldentongue – general goods vendor

## Connected Quests

* The Merchant Road
* Archeology
* Precious Paper
* A Furry Task
* A Safe Passage
Maraike

Maraike is one of the deities in Solasta. Her alignment is neutral good, and she can be a patron deity of both Paladins and Clerics.

## Description

The goddess of life and death, the patron of healers and embalmers, and the embodiment of universal duality. Traditionally, she is Arun’s wife. Her cult consists of two orders:

* The Order of Life Regnant travels the land as healers and defenders. They worship the healing, motherly aspect of Maraike.
* The Order of Oblivion is an order of avengers and embalmers. Where evil tries to pervert the cycle of life and death, the Order ensures that the culprits are dealt with, and their undead victims returned to their rest.

## Patronage

**Alignment:** Neutral Good

**Divine Domains of the Clerics of Maraike:** Life, Oblivion

**Sacred Oaths of the Paladins of Maraike:** Oath of Devotion, Oath of the Motherland, Oath of Tirmar
Malediction (Condition)

Malediction 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

Malediction applies the following effects:

* Creature receives an additional 1d6 magical damage every time it is hit by the source of the condition.

The condition ends if the caster's concentration is disrupted.

## Application and Removal

**Malediction can be applied by:** Malediction

**Malediction can be removed by:** disrupting concentration
House Key

House Key is a quest item. It cannot be sold, moved to a container, or removed from the inventory by the party.

The key is given to the party by an archivist in Coparann during the Family Reckoning quest. It is used to open the house of an adventurer with Sellsword background. The key stays in the party inventory forever.

## Description

*This key opens a small house in the Vale of Coparann.*
Mass Cure Wounds

Mass Cure Wounds is a fifth level spell from the Evocation school. The spell heals up to 6 creatures.

## Spell effects

Mass Cure Wounds targets up to 6 allies. Each target heals HP equal to 3d8 + spellcasting ability modifier of the caster.

## 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 V: +1 healing die.

## On Spell Lists

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

* Bard
* Cleric
* Druid
Mind Dominated

Mind Dominated 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

Mind Dominated applies the following effects:

* Creature is not in control of its own actions., instead its action are controlled by the caster who applied this condition.

## Application and Removal

**Mind Dominated can be applied by:** Dominate Person

**Mind Dominated can be removed by:** successful Wisdom saving throw, disrupting concentration
Instructions

Instructions is a lore document found in the Palace of Ice DLC. 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

*Heat Generator Function*

*1. Make sure all four seals are clear, so the lava can flow;*

*2. Place [ILLEGIBLE INSTRUCTIONS] on the slabs to raise the mechanism;*

*3. Activate the mechanism by placing the valvesin front of the red holes in the floor.*

## Location

Found in the Lava Ducts section of Turvaamalinn.
Life Stone

Life Stone is a crafting ingredient used in crating armor.

*A lifestone is a very rare gem. In its facets, specialists claim to see life itself unfolding. It can be used to create magical items.*

## Recipes

* Leather Armor of Survival
* Pendant of the Healer
* Studded Armor of Survival

## Locations

* Sold by Heddlon Surespell
* Found in The Superego, in a "Very Tempting" Room.
* (Lost Valley) Possible drop from Iron Golems in random encounters
* (Lost Valley) Found in the Wizard's Palace (Swamp).
* (Lost Valley) Found in the Underground Ruins, Treasure Room (The Verdant Valley).
* Sold by Telerien Purevoice
* Sold by Hanno Mudstrider.
* Sold by Reya Schildberg.
* Sold by Dalon Fall.
* Sold by Leila Reed.
* Sold by Katniss Strongmail.
* (Palace of Ice) Found in the Ruins of Telema, Treasure Room.
Magnificent Quarterstaff

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

If the party never identified (or bought) this weapon before, it will appear in the inventory as **Magnificent Quarterstaff**. 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 Quarterstaff +1 or Quarterstaff +2.

Each variation of the Magnificent Quarterstaff 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 particularly well-crafted quarterstaff decorated with gold and gems.*

## Location

The weapon can be:

* Found as random loot.
Mask

Mask is one of the factions in the Lost Valley DLC.

Mask is an elusive group with unclear motives. It is an exceedingly secretive organization. At their core, there seems to lie a leader with great ambitions and lust for power. They ask their members to sow dissent and chaos in the valley. What they offer in exchange is as unclear as their ultimate goals.

*An elusive group with unclear motives.*

## **Prominent members**

* Samko Fint
* Cafrain Shadow

## Faction Quests

* A Trusted Carrier
* Secret Report
* A Small Detour
* The Conquest
* Wind of Change
* Reconnaissance
* Into the Depths
* The Tyrant
Lute

Lute is a spell focus and an instrument. It can be used by Bards to provide focus for spells that have a material component (spell focus replaces the need to have actual material components). It can also be used by Bards during performances.

Lute is a standard, non-magical instrument.

It can be bought from vendors or found as random loot.

## Description

*A stringed instrument with a neck and a deep, round back enclosing a hollow cavity. Relatively quiet but great for accompanying vocals.*

## Location

* Sold by Dalon Lark
* Sold by Arda Bladefang
* Sold by Engrem Toldus
* Sold by Erwina Longstaff
* Found as random loot
Malediction

Malediction is a first level spell from the Enchantment school allowing the caster to do additional magical damage with each attack.

## Spell effects

Until the spell ends, you grant yourself Malediction which allows you to deal an additional 1d6 magical damage every time you hit a target with an attack.

## At higher levels

If cast using a 3rd level spell slot, duration is increased from 1 hour to 8 hours. If cast using a 5th level spell slot, duration is 24 hours.

## On Spell Lists

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

* Warlocks
Longsword of Perfection

Longsword of Perfection is a craftable one-handed melee slashing weapon. 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, Volcanic Tear

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

**Required Successes:** 16

## Recipe

* (Palace of Ice) Sold by Berdel Ironfoot
Intelligence

**Intelligence** (INT) measures mental acuity, accuracy of recall, and the ability to reason.

## Importance of Intelligence

Intelligence check are made whenever a character uses logical reasoning, recalls facts, utilizes deduction, learns etc.

Intelligence is also a spellcasting ability for Wizards. The Intelligence modifier is used to determine a saving throw DC of the spells they cast.

## Intelligence-based skills

There are five skills based on Intelligence: Arcana, History, Investigation, Nature, and Religion.

## Intelligence saving throws

Intelligence saving throws seem to be extremely rare or even non-existent.
Mind Controlled

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

At the moment (game version 1.2.15 Public), nothing seems to apply this condition and its specific effects are unknown. The only place where the condition is mentioned are the Sorr-Akkath bestiary pages. All the Soraks are immune to Mind Controlled.

## Effects

Mind Controlled applies the following effects:

* ?

## Application and Removal

**Mind Dominated can be applied by:** -

**Mind Dominated can be removed by:** -
Magical Items

## Crafting Items

Magical weapons and armor are created using the Manacalon Rosary. You will need proficiency in either Arcana or the Manacalon Rosary to craft magical items. Each recipe uses a “primed” item as a base, and an additional ingredient to activate the primed item. The result has the same results as the base item, with additional bonuses from the enchanting.

The Arcaneum faction merchant in the Inn in Caer Cyflen sells some primed items, and you can also find them as loot in your travels. Oil of Acuteness and some rarer ingredients can be purchased from the Antiquarians faction vendor (Halman Summer in Caer Cyflen). If you plan on doing item enchanting, you should focus on improving your relations with the two “A” factions and ignore Tower and Danantar until later.

Crafting takes time and is done by a character making a series of skill checks. Various amount of successful checks are needed for a crafting order to be completed. So, the more skilled the character is (the higher their proficiency modifier with a specific crafting kit), the faster they will craft. Crafting never actually fails, it just gets delayed by failed checks that need to be retried.

### **Tip**

Some crafting recipes are sold by almost every vendor, e.g. Maddy Greenisle in Caer Cyflen, Circe Gerardoirin in Manacalon Ruin or Heddlon Surespell in Gravekeeper's Cask. You can save before talking to the shopkeeper, then buy all the recipes in order to see the components. If you then enter the crafting screen, select a recipe, and mouseover the large item name at the top right of your window, you can see the stats for the finished item without creating it. After that, you can just reload your save, and you haven't lost anything. Or you can just check lists of needed ingredients here: Consumables, Craftable Weapons, Craftable Armor.

### **Shops Restocking**

Shops seem to restock items after 25 days. You can even just sleep in the Palace for 25 days and the items will be restocked. As of patch 1.1.11, “powerful magic items no longer restock once bought”. What is exactly meant by “powerful” is uncertain (Tomes definitely do not restock).

## Weapons

**Ingredients (Max CotM):** This number represents the maximum that anyone has found in the main game of Crown of the Magister.

## Armor

**Ingredients (Max CotM):** This number represents the maximum that anyone has found in the main game of Crown of the Magister.
Mithral Stone

Mithral Stone is a crafting ingredient used in crating armor.

*This stone is a block of pure mithral, a metal known for its flexibility and lightness, often used to reinforce weak points in armors.*

## Recipes

* Breastplate of Deflection
* Breastplate of Robustness
* Chain Mail of Robustness
* Chainshirt of Robustness
* Half Plate of Robustness
* Hide Armor of Robustness
* Hide Armor of the Wanderer
* Leather Armor of Robustness
* Plate Armor of Robustness
* Scale Armor of Robustness
* Shield of Robustness
* Studded Leather of Robustness

## Locations

* Sold by Heddlon Surespell
* Sold by Halman Summer
* Found in The Ego (Lava Forest), in a chest to the right
* Sold by Yasmin
* Sold by Reya Schildberg
* Sold by Dalon Fall
* Sold by Leila Reed
* Sold by Katniss Strongmail
* Sold by Grimhild Darkhead
Magnificent Mace

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

If the party never identified (or bought) this weapon before, it will appear in the inventory as **Magnificent Mace**. 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 Mace +1 or Mace +2.

Each variation of the Magnificent Mace 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 beautifully crafted mace with fine decoration.*

## Location

The weapon can be:

* Found as random loot.
Misty Step

Misty Step is a second level spell from the Conjuration school. The caster teleports to a free cell he can see, no more than 6 cells away.

## Spell effects

Misty Step can only be cast on the caster himself. The caster teleports up to 6 cells from his current position. This movement does not trigger attacks of opportunity.

## On Spell Lists

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

* Cleric (Elemental only)
* Druid (Circle of the Land – Coast only)
* Fighter (Spellblade only)
* Sorcerer
* Warlock
* Wizard
Marches

Marches are a semi-wild area encircling the Badlands. They are bordered by Borealis to the northwest, the Snow Alliance to the north, the Principality of Masgarth to the east, the New Empire to the southeast, the Kingdom of Salvanneth to the southwest, and the Inner Sea to the west. They’ve been called a “no-man's-land”, separating the civilized world from the Badlands.

Marches are quite wild and chaotic, filled with post-Cataclysm ruins and strange architecture, but they are not as dangerous as the Badlands. There are several mountain strongholds in the area, and some petty warlords carved out their domains there.

Marches are still dangerous, as bands of monsters roam the land. Furthermore, many orc tribes moved from the Badlands to the Marches, which did not really improve the ambiance.

Principality of Masgarth tries to get a hold on the area, creating and garrisoning new outposts to provide some measure of order and security, as well as help the Badlands exploration and exploitation initiative. The Guild of Antiquarians is an organization founded within the Snow Alliance to explore and study the Marches.
Iron Golem

## Stats

Iron Golem is a large construct creature of 16 Challenge Rating. It provides 1500 XP when killed.

The enemy was introduced in the Lost Valley DLC.

## Description

*Golems are constructs created by powerful wizards as guards and servants. They are resistant to magic and to most mundane weapons.*

## Attacks

### Slam

+13 to hit, 3d8+7 bludgeoning damage, ×2 Attacks

## Special

### Immunities

Poison, Psychic, Piercing, Slashing, Bludgeoning, Fire, Charmed, Charmed by Hypnosis, Exhausted, Frightened, Poisoned, Paralyzed, Petrified
Manacalon Riches

Manacalon Riches is one of the secondary quests in the Lost Valley DLC. It is the eight quest in the Forge faction quest chain.

[*in-game description goes here*]

## How to obtain the quest

You get this quest from Hasdrubal after completing Meeting the Rebellion quest.

## Objectives and quest log entries

**Use the Major Gate**

* Find the major gate and use it.

* You reached the Manacalon palace.

**Explore the Palace**

* Hasdrubal asked you to secure an ancient Manacalon palace. It contains magic knowledge, guarded by powerful monsters. Enter the palace, and be ready for a tough battle.

* You destroyed the guardian and cleared the palace.

**Report to Hasdrubal**

* Report on what you found.

* You told Hasdrubal that you found a blocked area in the palace, and yoy don't know where it leads.

## Walkthrough

[Manacalon Riches walkthrough goes here.]
Mogo the Poor

Mogo the Poor is a vendor located in Caer Lem. He only appears at the outpost after the player finishes Caer Lem main quest. He runs the General Store for Adventurers. He is a member of the Scavengers, and will offer the party better prices for items bought and sold as their reputation with the faction is raised.

## Stock

**Note:** [Stock outdated. Needs updating to the Palace of Ice patch]
Mardracht

Mardracht is the Master of Necromancy, a wizard form the ancient Manacalon Empire. He was one of the mages that attempted to close the Rift.

Mardracht is an old, very powerful wizard and a dragon shapeshifted into an Elf. However, he never transforms into a dragon, not even during a fight.

Mardracht has been quite shaken by the events of the Cataclysm, and his mind has been addled. He has constant nightmares about the battle at the Rift and fears the gods that came thought the rift from Tirmar. He believes that the Tirmarian gods are after him and that they will come for him. Guided by this paranoia, he has been hiding in his Bone Keep for centuries, unwilling to come out.

He interacts solely with Aksha (who has been baring everyone from access to him) and some of his closest undead minions. He didn’t see his apprentice Lizzaria for centuries.

## Interactions

Mardracht can be persuaded to give away his Gem of Necromancy without a fight. Failing that, he will need to be defeated before the Gem can be acquired. Only defeating Mardracht in a fight allows access to his Solar Tower and all the treasures it holds.

In battle, he is accompanied by one Skeletal Sorcerer, one Skeletal Enforcer, and two Skeletal Marksmen.
Medicine

Medicine is a skill related to Wisdom. Wisdom (Medicine) checks are used when a character tries to stabilize a dying companion and diagnose an illness. It also allows a character to use the Herbalism Kit, to craft healing potions and antitoxins, but the Intelligence modifier is used when crafting.

## Medicine proficiency

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

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

It is automatically given to: Philosophers.
Love Letter (Palace of Ice)

Love Letter is a lore document found in the Palace of Ice DLC. It provides additional insight and information on characters and events, contributes to world-building. It is also a quest item.

## Description

A short message of passion from someone to their lover.

## Text

*I miss you already!*

*I know this is crazy and dangerous, and if the commander finds out, he'II be mad at us, but I can't stop thinking about you.*

*Meet me tonight at the stables.*

*I love you!*

*Lorna*

## Location

Found in a crate at the Highrock Outpost.
Lizzaria's Journal

Lizzaria'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

*(…) upstairs to try to speak with Mardracht about it, but Aksha said he was resting and had left orders not to be disturbed – as usual. She offered to pass on a message – so helpful! – but I know it will never reach him.*

*For all I know, she's told him I'm dead. She may be planning to make it true. He's been so shaken and addled since the Cataclysm, he'd probably believe her. She could have killed him already, he could have been dead for centuries – but no: his magical defenses are still in place. He must be alive.*

*If only I could reach him – free him from her influence – but I can't get past her and her ghouls. So frustrating! I need to arrange a sudden meeting with a wooden stake, but she's careful.*

*Adam's no help. He won't join me against Aksha without orders from Mardracht, which of course can't come because she's got him isolated. How blind is he not to see that – I’ll never yield the castle to her, no matter what she does. While Mardracht lives, I have to keep trying to save him.*

*(…) searching the graveyard as usual. The dwarf was there – he always thought I didn't see him, but I did – but now he's a ghost. Adam said he was an Antiquarian, some sort of scholar, so I tried to control him and find out what he knows.*

*I was over-eager, though, and he got away. An opportunity lost. He might know something that could help me get past Aksha and her ghouls and free Mardracht from her influence. Someday, somehow, I will get rid of her. I will.*

## Location

Found in Lizzaria's laboratory in the Bone Keep.
Letter from Beric Sunblaze

Letter from Beric Sunblaze is a lore document found in the Palace of Ice DLC. It provides additional insight and information on characters and events, contributes to world-building. It is also a quest item.

## Description

A reply to Etheyn Cook's request to join the order of the shield at the Einareum.

## Text

*Dear Etheyn Cook,*

*I am pleased to announce that the selection committee has accepted your request to begin trials to join the Order of the Shield. I will personally contact Commander Miles, and will ask him to relieve you of your current duties so that you may join our disciples at the Einareum.*

*Once more, thank you for your commitment to the faith and your service to justice.*

*May Einar guide you.*

*Marshal Beric Sunblaze*

## Location

Found on a corpse at the Highrock Outpost.
Increased Spell Attack

Increased Spell Attack 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

Increased Spell Attack applies the following effects:

* +2 to spell attacks.

## Application and Removal

**Increased Spell Attack can be applied by:** Demonic Grease of Dawn Break

**Increased Spell Attack can be removed by:** –
Light

Light is a cantrip level spell from the Evocation school. The spell causes an object the caster can touch to emit a powerful light for a limited time.

## Spell effects

Light can be cast on an item. Enchanted item becomes a light source casting: 4 cells bright + 4 cells dim light.

## On Spell Lists

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

* Bard
* Cleric
* Fighter (Spellblade only)
* Sorcerer
* Wizard
Longbow +2

Longbow +2 is a magical two-handed ranged weapon. It has the second tier enchantment (+2), which provides a +2 bonus to attack and damage. It uses ammunition in a form of arrows. Proficiency with martial weapons or longbows is required to use it effectively.

## Description

*Defineth Sharpsight, the famous sylvan elf enchanter who designed many various bows, created this bow for only one, grim purpose: to kill his cousins, the elves of the Manacalon Empire.*

## Location

* Sold by Joriel Foxeye
* Sold by Signy Wisecat
* Found as random loot
Iolair Faisech

Dean Iolair Faisech is a representative of the Tower of Knowledge on the Legacy Council. He hails from the Kingdom of Gallivan.

Iolair comes of as somewhat brusque, even to the point of rudeness. He seems to be the most belligerent of all the councilors. He does not have much patience and does not suffer games, or fools.

Faisech is very well-read and educated. Just like Edvan Danantar, he is a practical man that does not like dealing in conjectures. Tangible proof, meticulous research, established facts – those are much more his speed.

Iolair is the first one to demand a tangible proof of Soraks’ existence and the first one to propose that the Crown should be taken away from the deputies and secured. But after the Crown is secured in the Temple of Einar, he quickly accused the Council of favoring the Principality.

## Poisoning of the Tower

Faisech, 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.

Dean Faisech himself did not seem to be among the infiltrators.
Leira Kean

Protector Leira Kean is an Oathkeeper for the Legacy Council and a member of the Church of Einar. She is trusted by all and endeavors to guarantee fairness in all proceedings of the Council.

As an Oathkeeper, Leira is responsible for swearing in each new deputy of the Council and making sure they understand their responsibilities. She also coordinated every Council session, making sure order and mutual respect are being observed.

Most of the time, Leira is levelheaded but forceful. She knows her place and makes sure that others do not overstep their bounds. Yet sometimes, even she can lose her temper and shout down the councilors as if they were a pack of unruly children.

 Remember the dignity of your positions!
Longstrider (Condition)

Longstrider 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

Longstrider applies the following effects:

* Creature’s move speed is increased by 2 cells.

## Application and Removal

**Longstrider can be applied by:** Longstrider

**Longstrider can be removed by:** –
Lightbringer Longbow

### In-game properties

Magical, Piercing Damage, Radiant Damage, Range, Ammunition, Heavy, Two-Handed, Wood

Lightbringer Longbow is a craftable two-handed ranged piercing weapon. In the main campaign, the weapon cannot be bought or found, it can only be crafted. Proficiency with martial weapons or longbows is required to use it effectively.

## Description

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

## Crafting

**Ingredients:** Primed Longbow, Stardust

**Crafting Difficulty:** DC 18, Hard

**Required Successes:** 14
Metallic Headband

Metallic Headband is an unidentified wondrous item. Before it is identified, it has no special properties. It can be equipped in a head 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 **Metallic Headband**. 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 Headband of Intellect.

Metallic Headband has to be identified only once per playthough. Afterwards, the party will recognize the Headband of Intellect automatically and identification will not be necessary.
Incendiary Cloud

Incendiary Cloud is an eighth level spell of the Conjuration school. The spell makes a cloud of smoke appear in a 4-cell radius sphere area. The cloud damages all creatures inside and travels, moving away from the caster each turn.

Incendiary Cloud requires concentration.

## Spell Effects

The spell targets a 4-cell radius sphere area and creates a cloud of smoke. Creatures inside the area cannot see anything and are dealt 10d8 fire damage (half that on 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 VIII: +1 damage die.

## On Spell Lists

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

* Sorcerer
* Wizard
Dalon Fall

Dalon Fall is one of the characters introduced in the Palace of Ice DLC. He is a vendor located in The Einareum. 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 Principality of Masgarth faction relationship. Stock does not 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 Longbow

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

If the party never identified (or bought) this weapon before, it will appear in the inventory as **Magnificent Longbow**. 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 Longbow +1 or Longbow +2.

Each variation of the Magnificent Longbow 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 crafted longbow with engravings and runes. Probably magical.*

## Location

The weapon can be:

* Found as random loot.
Morningstar of Power

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

When you use this morningstar, your **Strength is set to 19.**

## Description

*This enchanted weapon was forged using the ancient knowledge of Manacalon’s master smiths. Some creatures only respect physical strengths. Manacalon arcanists created this morningstar to give champions of the Iron Legions the strength their elven bodies didn’t provide.*

## Crafting

**Ingredients:** Primed Morningstar, Blood Ruby, Diamond of Elai, Bulette Teeth

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

**Required Successes:** 16

## Recipe

* Sold by Heddlon Surespell
* Sold by Rogar Dostar
Light Crossbow of Accuracy

Light Crossbow of Accuracy is a craftable two-handed ranged piercing weapon. In the main campaign, the weapon cannot be bought or found, it can only be crafted. Proficiency with martial weapons or light crossbows is required to use it effectively.

## Crafting

Ingredients: Primed Crossbow, Oil of Acuteness

Crafting Difficulty: DC 14, Medium

Required Successes: 12

## Recipe

* Sold by Circe Gerardoirin
* (Lost Valley) Found on a bookshelf in the Living Quarters in the Underground Ruin (The Verdant Valley)
* Received at the start of the Palace of Ice DLC