The Legend of Dawn game guide is a detailed walkthrough of all main and side quest missions, complete with authorial tips. It will also provide you with information on character creation, available skills and everything you need to know about the crafting system. Detailed maps containing the locations of all the most important characters and points of interests will be of additional help.
Due to a large number of quests in Korden's Fall, the location has been separated into two chapters. The first covers quest within the city and ahead of the river, the second the ones beyond the river.
The forests of Narr and filled with dangersLegend of Dawn is an RPG that takes place in the land of Narr, a completely open world filled with different kinds of missions and challenges. The game allows for a freedom in class choice, a feature that lets you play as a mage and a warrior at the same time without losing the proficiency in various types of weapons.
Marcin "Xanas" Baran ()
1. Bandage and Scroll of Faith are the most important survival items in the game.
2. Bandage and Scroll of Faith can be used several at once for a better effect.
3. Fires regain health, and all types of wells - the "Faith" mana.
4. Runes collected throughout the game are divided into five categories:
5. Chests are opened by combining the shining runes with your own.
6. Fighting more than two monsters at once is often fatal.
7. When you die, you can regenerate in the assigned "Spawn Point".
8. To assign to a Spawn Point, click the right mouse button on it.
9. Traps cannot be disarmed.
10. Chests glowing in gold hold better items.
11. The Dawn Artifacts are hidden exclusively in stone chests with a gold emblem.
12. When you're close to an artifact, the eyes on both sides of your shortcut bar start to glow.
13. Only some items can be grouped.
14. All collectible items that should be given to NPCs can be found in chests.
15. The quests Secret Language, Ancient Secret and Golden Talisman are bugged in the current version of the game.
Before you begin the game, you need to create a character. Click on the "New Game" icon to display the character selection window.
After selecting "Create Character", a window with race and gender selection will appear. There are three races to choose from, though originally there should have been five.
You can choose between:
Humans
Elves
Danians
Character scores selectionSelect the chosen race and gender, then click "Next" to open a score selection window. Initially, all scores are set to "10". You have "15" points to distribute.
The score attributes are:
Strength - determines the number of damage dealt by your physical attacks. The more points you invest, the stronger the character will attack. It also raises the load capacity of your inventory.
Dexterity - determines the attack's accuracy. The more points you invest, the more accurate you character will be.
Vitality - responsible for the character's health. The more points you invest, the longer your character will be able to survive.
Charisma - determines the shop prices. The more points you invest, the less you're going to need to pay for items.
Intelligence - determines Faith. The more points you invest, the more Faith (mana) points your character will have.
Appearance screenAfter assigning attribute points and clicking "Next", you'll be asked to choose a head and hair. You can also change their color there.
Modify the game's difficulty level on your ownClick "Next" again and another window will appear, this time to choose the character's name and the game's difficulty level. You can freely determine various aspects of the difficulty level by selecting the "Custom" option. Click "Next" one last time and you can choose your character from the list. Now, "Start Game".
Key:
Spell Name (1) - Type in the name of your spell.
Spell Type (2) - Define whether the spell is supposed to be a protective one (on yourself), a missile, or a ward cast around a certain area.
Spell Icon (3) - Choose what the spell will look like in your inventory. Pure cosmetics.
Spell Level (4) - The higher the level, the better the effects, though more Faith is used up.
Spell Effects (5) - Here's where you put the colored runes from your pack. Only when you've placed the rune here, will you see what effect it is going to have. Naturally, you can change it freely afterwards. You can place maximum six runes into one spell. The more runes you put, the more Faith you're going to need.
Faith (6) - Mana consumption; determined automatically depending on the spell level (4) and the number of spell effects (5)
Create Spell (7) - Click to create the spell and have it land in your inventory. Drag it onto the shortcut bar and make use of it as you please.
Below is the list of spells every character should have:
Heal - A spell that heals a certain amount of health over a certain amount of time. If you put one healing rune into it, you will get 1 health point every once in a while. If you put six runes, the number will go up to 6. Type: Protection.
Accelerate - Hastens the character's movements. Extremely useful while exploring the larger areas within Narr. The more runes you put into it, the faster your character is going to move. Type: Protection.
Missile - An offensive spell that deals a large amount of damage to a selected unit. It pays off to create a missile that deals enough damage to kill most creatures. It may be costly, but it may also save your life. 1-2 damage dealing runes and the highest spell level possible work best. Type: Missile.
There are maximum 12 points that can be invested into each character skill, and each level you get 9 to distribute between them.
Skills that you can gainThe skills in Legends of Dawn are divided into several categories:
Weapon Skills:
Description: Weapon Skills determine how well the character handles a certain type of weapon. If the character holds a two handed sword, they get 2 attack points for each point invested in the "Two Handed Sword" skill, but not if they hold another weapon.
- One Handed Sword
- Two Handed Sword
- One Handed Axes
- Two Handed Axes
- One Handed Maces
- Two Handed Maces
- Knives
- Polearms
- Spears
- Staves
- Bows
Creature Lore Skills:
Description: Creature Lore Skills define how well the character fights against certain types of creatures. The character receives 4 attack points for each point invested in the skill when fighting against a certain monster type. For example, if you have 4 skill points invested in "Elemental Lore" and you're a battling a "Fire Elemental" creature, you receive +16 attack points for the purpose of that battle.
- Animal Lore
- Elemental Lore
- Reptile Lore
- Humanoid Lore
- Arachnid Lore
- Ancient Beast
- Insect Lore
- Undead Lore
Crafting Skills:
Description: Crafting Skills determine how good at crafting items the character is. Open the crafting tab to see what items you can craft on a given difficulty level. Each skill is different here.
- Armorsmithing - Allows crafting armor, helmets and shields.
- Cooking -Allows making character-healing foods.
- Herbalism - Allows picking better plants and brewing potions.
- Jewelcrafting - Allows crafting better jewelry (often with extra bonuses).
- Leatherworking - Allows crafting shoes, gloves and trousers.
- Metalworking - Allows crafting metal ingots (necessary in weapon- and armorsmithing).
- Weaponsmithing - Allows crafting all types of weapons.
Gathering Skills
Description: Gathering Skills define how good at acquiring natural resources the character is. The higher the skill level, the better resources can be found. Extraction is possible only in glowing areas.
- Mining - Allows extracting metals from ore deposits.
- Lumbering - Allows acquiring planks from trees.
Resistance Skills
Description: Resistance Skills determine how resistant against certain types of attacks the character is. The more points invested in a given skill, the less damage of that type the character receives. For each point invested in a Resistance, the character gets +2 to resistance against a given type of attack.
- Tolerance to Cold
- Tolerance to Fire
- Tolerance to Electricity
- Tolerance to Acid
- Tolerance to Poison
- Tolerance to Disease
- Tolerance to Magic
Divine Skills
Description: Divine Skills determine the rate at which the character regenerates their mana (Faith). The higher the skill level, the faster Faith regenerates.
- Devotion
Right at the very beginning of the game, take a moment to consider what type of weapon you would like your character to wield. Whether it's going to be a sword or a bow is only up to you, because the game doesn't apply a strict division into something like a class system. As a result, you may easily control a mage that defends himself with an axe.
The major differences between weapons are as follows:
One handed weapons - Fast, but deal less damage that two handed weapons. Wielding a one handed weapon allows you to hold a shield that raises your defenses.
Two handed weapons - Slow, but once they hit, they deal a substantial amount of damage.
Bows - Don't need arrow reserves and are great for pestering the enemy from a distance.
Magic - Deals huge amounts of damage, but once a spell is cast, the character cannot act again for a while. What's more, spells cost a lot of Faith, and regenerating Faith to its maximum amount lasts forever, even with every point invested in it. To even speak of using magic, you first need to create spells (see: "Spell Crafting").
Lore selection depends on what type of enemies you will be encountering the most. Here's where the problem begins: when you click on an enemy, it doesn't say which type it belongs to. In case of wolves or spiders the case is simple enough, but it's not that easy when you're facing off, for example, a Varr. Even if you try to look closely, you'll never be certain of its type.
Regular animals are encountered only at the beginning, so there's no point investing too many points in them.
The most frequent types of enemies you will be encountering throughout the game are spiders, bandits, undead and elementals. You'll be fighting with the latter quite a lot towards the end.
Spiders - These beasts will come against you almost throughout the entire game, so you should really consider investing in Spider Lore.
Human - Bandits are hiding in every fort that you can find an artifact in, so be prepared for frequent encounters.
Undead - The biggest cluster of the undead is in the center of the map. These small flying bats will suck the blood right out of you.
Elementals - They will be swarming at you towards the end of the game, near the Ungoras region. Spend some points in Undead Lore before the quest in the elven city ends.
CookingThe crafting system in the Legends of Dawn doesn't have a crucial effect on the gameplay, but it may come in handy during the course of certain quests.
Cooking - In ver. 1.06, Cooking allows preparing food which regenerates 1 HP per second. A short break is required between meals, and while eating, the character cannot move. Instead, it's better to buy Bandages - they don't cost much and can be activated 10 at a time, which means they can regenerate 10 HP per second.
ArmorSmithing, WeaponSmitnig and Leatherworking - Allow crafting pieces of clothing that you can put on. If you are thorough and open every chest you lay your eyes on, you'll probably not need using crafting at all. Chests usually hold better items that you could craft yourself anyway.
Herbalism - You can brew potions that raise resistances or character scores.
Jewelcrafting - While exploring the world, you won't find many rings or amulets, or even less that have special features. The ones you can craft on higher levels give some nice resistance bonuses.
Choosing resistances is a very important aspect of the game, because they determine whether you survive an encounter or not. The general rule is the same as with Lore. The best resistances are:
Tolerance to Magic - Because every skill used by a monster is of magic origin and may thus be neutralized.
Tolerance to Poison - Because spiders use mainly poison attacks.
Tolerance to Fire - Because towards the end of the game you'll be walking on grounds where Fire Elementals are hiding behind every corner.
There is only one Divine Skill and it should be raised to maximum as soon as possible. It doesn't matter whether you're a mage or a warrior, Faith is always handy.
Even if you're a regular warrior, make sure to create spells such as:
Heal - Regenerates 1 HP/second
Accelerate - Makes your slowly-moving character faster
Offensive spells - Spells never miss the target, so when you have an enemy you can't harm the usual way, try an offensive spell.
It's not difficult to raise these skills to their maximum capacity. With 9 points per level, and with 17 as the max level you can achieve, you can fully upgrade even 12 skills. However, it's the reaching of level 17 that isn't easy. Getting from 13 to 14 requires a very large amount of XP.
Key:
Rilan (1)
Your Stuff - Find your stuff (2), then report back to Rilan (1).
Buy Beer - Take beer from the tavern (3), then give it to the thirsty Rilan (1).
Practice - Kill the spiders behind the village gates (4). When you do, brag about it to Rilan (1).
Gorn (5)
Drunken Sailors - Take beer from the tavern (3), then report back to Gorn (5).
Radik (6)
Winter Cold - Take wood from Miro, who is standing on the pier (7). Once you have it, take it back to Radik (6).
Darian (8)
Intruders at the Gate - Talk to Darian about the problems at the gate. (8). When spiders show up, kill them and return to the guardsman (8).
Berilis (9)
Berilis Things - Go to the cemetery and go down into the catacombs (10). Find Berilis' stuff, then take it back to him (9).
Kordelis (11)
Grave Darkness - Go to the cemetery (12) and kill the bandits lurking there. When you're done, report back to Kordelis (10).
Glore (13)
Return the Favor - Gather or buy the plants Glore needs (14 or 15), and bring them to him (13).
Arpal Munatir (16)
Windmill - Go to the blacksmith and collect the tools (17). When you have them, take them back to the windmill (16).
Tormaden Ras (18)
Young Thief - Go talk to the prisoner (19), and when you're done, talk to Tormaden (18).
Vida Lamin (20)
Cure - Buy the stuff for Vida in several shops (21,14,3). Once you have everything, take it all back to her (20).
Jani Cicapo (22)
Hunger - Go to the tavern (3) and take the bread from the man by the door. Report back to Jani (22).
Smugglers Cave (23)
Pirate Lair - In the cave, take the letter from the table, then make your way to Moneril's rooms (15). Talk to him as soon as you enter.
Noah Rowanburg (24)
Lunatics - Make your way to the cave next to Noah. Kill the monsters there, then inform the man about it (24).
Barilen Kravilen (25)
Debt Collections - Collect the debt from Jani Cicapo (22) and Vinkel Minkel (26). Take the money back to Barilen (25).
As soon as the game begins, you'll find yourself next to a ship, and your character will be reading a letter from their father. When you finish, you'll see a man nearby (1). Talk to him and it will turn out that he's been sent to greet you and his name is Rilan.
Your stuff
He'll give you your first quest, which is to find your basic equipment. Go back to the ship and look for a chest. It's located near the starboard. Take everything you find inside and go back to the man.
Reward: XP, Apple, Sword, Minor Healing Potion, Tea
Your next task is to find some beer for Rilan (1), because he's very thirsty. There is a tavern in the village, so go there and fill the bottle from the barrel behind the counter.
Beer barrels
With the beer, go back to Rilan and hand it to him. He'll thank you and joke that he would offer you a sip, but since you're on duty, it would be against regulations.
Reward: XP
As soon as you hand the beer back to Rilan (1), he'll give you another quest. This time you're going to be hunting spiders, which are a serious plague in the area. You should find them in the spot pictured below (4). Watch out, though, because the quest is bugged and sometimes it won't allow you to complete it (ver. 1.6).
Village's exit, with spiders nearbyGo through the gate and, shortly, you'll see the first spider to your right. Slay a few and go back to Rilan to get your reward.
Note: your quest log doesn't update.
Reward: XP
When you enter the city, you'll see two men having a conversation (5). Talk to them and they'll ask you to bring them some beer. They're sailors, soaking their woes in alcohol.
Gorn and Cel, the drunken sailorsYou may either refuse or complete the quest. You'll find beer in the tavern (click on the beer barrels). If you refuse, the quest will simply end and land in the Failed tab.
Reward: XP
Radik (6), a merchant from the village center, will ask you to find some wood, because a cold winter is coming and without wood, everyone will freeze to death.
Harbor and MiroMake your way to the docks and talk to a man named Miro (7). After a short conversation, he'll give you 6 pieces of wood. When you take it back to Radik, you'll receive a Ring of Charisma and some XP.
Reward: Ring of Charisma (Charisma +1), XP
As you take the path north from the market square, you'll come to a gate, and standing before it - a guard named Darian (8). When you talk to him, you'll learn that spiders are plaguing the city by constantly showing up at the gate.
Fighting spiders at the gateAs soon as you finish talking, another wave of spiders will appear. They'll start emerging from the ground like bugs, and rush straight at you. Help the guard get rid of them, and you'll receive some armor and XP.
Reward: Armor (Armor +2, Defense +16), XP
On the market, Jani Cicapo (22) tells about the hunger that's taking hold of the city.
The man on the left will give you the breadHe'll ask you to go to the tavern. Once you're there, talk to the man standing next to the beer barrels. He'll give some bread to take back to Jani. When you're done, the mission will be completed and you will receive some XP.
Reward: XP
Talk to Berilis the gravedigger. He'll ask you to find his box, which is hidden under the bed in the cemetery's mausoleum.
Keep going left of the east gates.
Cemetery gatesEventually, you'll see the cemetery gates, with some enemies around the cathedral. Get rid of them without delay, then go inside. Open the trapdoor and go down into the mausoleum (10). Watch out, there will be a lot of traps and monsters as you go.
There are four spiders in the room on the left. Once you take them down, you'll have four coffins to rob of their treasures, though one of them is locked.
As you go down the main corridor, check out the coffins on the right. You'll find two keys that will come in handy later. Use one of them on the door at the end of the hallway. Spiders again. A good way to get rid of them on level 1 is to drag them out into the hallway one by one - not fighting them all at once.
One of the chambers in the mausoleumThere are several chests to rob in these two chambers. Now, backtrack to the beginning and when you can, turn left into a sideway alley. You'll see shooting towers, so destroy them and proceed forward. Collect everything you find, together with the box from the bed, and report back to Berilis (9).
Reward: XP
To receive this quest, go to the village's marquis, Kordelis. He'll tell you about an unrest on the cemetery and ask you to investigate.
Fighting bandits on the cemeteryBefore you go there, it's worth (though not needed) to talk to Berilis the gravedigger and Brailen Kravain. The former will give you the "Berilis Things" quest. The latter will tell you to inform him of every task the marquis gives you first. Naturally, you may refuse.
After exiting the village through the east gate, follow the path on the right. You'll pass a road sign which will reassure you that you're going in the right direction.
Enter the cemetery and kill the bandits around the cathedral. Go back to marquis and report it wasn't the undead, but bandits that caused trouble.
Reward: XP
A guard named Glore asks you for a favor - to find a specific plant that grows not far from the village. If you don't have a high enough level in Herbalism, you can buy the plant from a priestess (14). It will cost you around two silver pieces per plant. Once you have them, one way or another, go back to Glore and hand them to him. If you want to find them on your own, they grow all around the area, as far as the bridges spread (though they can be gathered only at dawn, which starts at 5:30)
Glore the guard who gives you a questNote: If you don't wish to waste money or don't feel like going out of town, you can go to the marquis' house and find the plants in one of the rooms on the right (15). One will be in a chest, the other on the bookcase next to it.
Reward: XP, gold
In the lowest part of town, there is a windmill. If your curiosity gets the better of you, have a look inside. Go through all the rooms and into the one with all the machinery.
The broken and mill and Arpal the millerA baker named Arpal Munatir (16) will tell you that the grinding machine is broken, and the local blacksmith refuses to help. He'll plead that you go talk to him. Make your way to the forge (17) at once. After tiring dilly-dallying, the blacksmith will eventually hand you the tools to repair the windmill. Take them back to Arpal (16).
Reward: XP
Tormaden Ras (18) will tell you that an elf has been caught nearby, who is supposedly a thief. The man will ask you to go and see him, because he thinks something is off. Go to the prison, then, and talk to the elf (19).
The imprisoned elfWhen the conversation begins, the elf will tell you that bandits are attacking elven merchants in his town. He has come here to check whether this village isn't behind it. He'll ask you to convince the people that they have nothing to fear from his town. He'll also give you his amulet to hand back to his family in case something happens to him. If you should have trouble getting in, he also tells you the password: LORELARN.
Right afterwards, the elf drops to the ground, killed by some kind of poison. Talk to the nearby guard about it. A quick conversation will reveal that only Tormaden has been buying bread for the prisoner, but he hasn't had any reasons to poison the elf. Go talk to him (18).
Tormaden will tell you that you need to go the elven city and hand the amulet back to the elf's family. You need to heal this conflict. For now, the quest will end and disappear from your quest log.
Reward: XP, password to the other side of the mountains
First of all, to receive this quest you need to go the Smugglers' Cave (23), a small cavern in the west. To reach it, go into the river displayed on the map, and approach the entrance. Inside, you'll stumble upon some bandits who won't be too eager to talk. Kill them and search the cave; there are some chests and spots which you can hit with a pickaxe.
Entrance to the smugglers' caveLook for a scroll hidden in one of the chests. Its contents say that a man named Moneril (15) is doing business with smugglers. Go talk to him; you'll find him in the marquis' house.
There are two ways to solve this matter. When he offers you a bribe, you may take it and the quest will end. You may refuse, and the quest will end as well. So it's better to take it (
Reward: XP or XP, gold
There is a man near the High Bridge, who is a lunatic (24). He'll tell you that Skittlers have appeared nearby and asks whether you could kill them. As far as I've noticed, the quest is active only during the night. The entrance to mines is behind the man's back.
Noah Rowanburg, the lunaticGo inside and slay the beasts. Go back to Noah afterwards.
Reward: XP
Vida Lamin (20), a merchant on the market in the center of the village, has a sick leg. She's wounded it when she tried to leave the town and was attacked by spiders. Now she needs your help.
Market square, Vida Lamin in the bottom right cornerThe woman will ask you to bring her 3 Annora Roots, 2 pieces of Elderbalm, Elven Altanas Tea and 1 Light Cotton Thread.
Similar to the "A Secret Medical" quest, you can either gather the plants outside the gate or buy them from merchants. Maldar Silmein, the cleric (14), has them for certain.
As for the Light Coton Thread, you can buy it from the Merchant near the NTG seat (21).
You can get the Elven Altanas Tea from Tamika in the tavern (3).
When you have everything, report back to Vida to complete the quest.
Reward: XP, Sword (attack: 5)
Barilen Kravilen (25) from the NTG seat will ask you to collect debts from two people in town: Jani Cicapo (22) and Vinkel Minkel (26). Each owes Barilen one gold piece. Find them.
One of the indebted gentleman is in this tent
Jani can be found near the fountain on the market. He won't to be too happy about you visiting, and as soon as he learns why you're there, he'll raise the prices for you, but will pay the debt anyway.
The second gentleman can be located in the large white-and-red tent next to the east gate. He won't be too happy about paying the debt too, but will pay as well. Go back to the NTG seat.
Reward: XP, gold
Key:
Tamika (1)
A Secret Medicine - Find the plants outside the city (2 and 3), then take them to the tavern and hand back to Tamika (1).
Gorn (4)
Missing Cargo - Go to the wreckage and find the stuff Gorn is asking for (5). Take them back to him (4).
Antimun (6)
Abandoned Cemetery - Go to the cemetery (7) and kill the Vampire Echorider in the crypt. When you do, report back to Antimun (6).
Alatea (8)
Memories - Go to the cemetery (7) and clean the grave near the crypt. When it shines, go back to Alatea (8).
Blacksmith (9)
Flying Beast - Slay several Vampire Nightriders in the area (10) or in the crypt (7). Collect their wings and bring them to the Blacksmith (9).
Tamundo (11)
Shrine of Varunaj - Go to the shrine (12) and kill the beasts there. Report back to Tamundo (11).
Kordelas (13)
Black Omen - Go to Saber's house (14), then give a report your findings to the city governor (13).
Harbinger Sword - Go to the Talboa keep (15) and find the sword that lays underground. Bring it back to Kordelas (13).
The last warrior of the clan - Go to the cave in the west (16) and talk to the dwarf camping there. Find some things for him (17, 18, 19, 1), then go back to the cave and talk to him again (16).
Cleric (20)
Sarium Outpost - Make your way to the Sarium keep (21) and go down below the ground. Find the head and report back to the cleric (20).
Tamika (1), the barmaid in the tavern, has told you that if you come to her after dusk, she'll have a job for you. Wait until night settles is and enter the tavern - you'll learn about the illness of her husband. She's already asked the cleric for help, but he demanded too much for her to afford. She doesn't know anything about brewing medicinal potions, but she needs 4 Annora Roots (2) and 2 Iron Thorns (3). One grows ahead of the bridge, the other a little beyond.
Reward: XP
One of the drunks, Gorn (4) told you about a wreckage in the north-west. If you wish to check it out, go and have a look around. Once you're there, keep an eye out for Kvarilan's things for him.
The crate with Gorne's thingsLeave the city and go north, across the fields. Cross the bridge, indicated as "Bridge" on the map, and proceed forward. In the middle of the island, turn left and if you see crystal elementals, it means you're on the right path. Fight them and go down to the beach. (5).
Shortly, you'll see the wreckage of the ship; follow it, killing more crystal enemies. When you kill the last one, you should see a crate near the rocks. Kvarilan's things are inside. Take them and go back to Gorn.
Reward: XP, Golden Amulet
Approach Anitmun (6), a hairdresser with a lovely parlour located in the eastern part of the village, near the gate. When he asks you whether you want a haircut, say no.
He'll then proceed to the heart of the matter. You'll learn about a cemetery in the north, which is supposedly cursed. Apparently, some bandits had hidden their robbed treasures there. What's more, when the hairdresser went down into the crypt, he had stumbled upon a Vampire Echorider.
Inside the catacombsNaturally, as a professional adventurer, your job is to go there immediately and investigate. Leave through the north gate and make your way towards the north drawbridge, called the High Bridge.
When you cross it, you'll be on the Northern Feron Plains. Turn right and you'll see the cemetery (7), along with the cathedral, shortly. It's all going to be guarded by bandits, so take them out before entering the catacombs.
The catacombs are quite vast and you may encounter bandits, earth elementals and bats there. To complete the quest, keep going straight ahead until you come across two guarding towers. Destroy them, then turn right. Now up the stairs, left and through the hallway.
At the end of the hallway there will be a room with bats, and among them the Vampire Echorider, which you must slay. If you want to collect things from the other rooms, be careful, because there are many more enemies all over the catacombs. The trick is to drag them out from behind in ones or twos. Fighting a swarm may end in death.
When you kill the Echorider, report back to the hairdresser (6).
Reward: XP
Alatea (8), the wife of the baker, has a big problem. She would like to refresh her family grave, which is located on a cemetery on the other side of the river. Of course, since you're the hero of this story, agree to do it for her - the roads are dangerous and impassable to regular folk.
The Alatey family graveLeave the city, cross the High Bridge and you'll find yourself in the cemetery in no time. If you've already completed the "Abandoned Cemetery" quest, you shouldn't encounter any problems getting there.
Enter the cemetery (7) and find the grave without any markings. Interact with it, then report back to the thankful woman.
Reward: XP, Tin Ring of Intelligence (Int+1)
The local blacksmith is the quest giver here (9). Note, however, that you can only accept the quest during the night. Approach the blacksmith and he'll ask you to bring him six wings of Vampire Nightriders.
Vampire battleMake your way out of the gates and north. Keep running in that direction until you find yourself beyond a bridge on the right-most side. Turn a little to the right and you'll find the bats when the ground elevates (10).
You can also collect the wings from the cemetery (7), which is located in the same area, but a little more to the west. You're going to need to go down to the catacombs and up the floor. Be on your guard, though, because there are many enemies lurking down there.
Once you have what you need, report back for your reward.
Reward: XP, Hammer (attack: 6)
Tamundo (11) is a miner who lives in the cabin near the blacksmith's forge. When you talk to him, he'll tell you about a shrine of the Varunaj cult, and ask that you go to Northern Feron Plains and clear the place of any beasts.
The Varunaj shrine, where you'll be fighting three monstersGo north, through the city gates. Keep running in that direction until you find yourself beyond a bridge. Turn right until you reach your destination (12). Inside the Varunaj circle, there will be three beasts. Kill them and go back to Tamundo (11).
Reward: XP, Scroll of Faith
As soon as you complete the "Grave Darkness" quest, talk to Kordalis the marquis again (13). He'll give you another quest - to find a man named Saber, who is hiding somewhere within the Northern Feron Plains. Go through the gate next to the hairdresser's parlour and take the path up north. Cross the Navara Bridge.
Saber's hideout in the Northern Feron PlainsOnce you're on the other side, go right. Watch out - the monsters here are much stronger that the ones ahead of the bridge.
Eventually, you'll come across a cabin (14) and few bandits in front of it. Eliminate them and go inside. You'll find a lot of blood, but no sign of the wanted man. Make your way back to the marquis at once.
Reward: XP
The governor will ask you to retrieve a certain sword that is currently in the possession of bandits in the Talboa keep (15).
Use the house from the "Black Omen" quest as your landmark. From the house, go north until you see the keep. It's quite small, but filled with armed men nonetheless.
The container that holds the swordAs soon as you're within the walls, go right, breaking through waves of enemies. When you see a catapult set by the path, turn right and go through the door in the wall.
You'll go down into some small catacombs, where two bandits will attack you. Ahead, there is some sort of an altar. Take the sword out of it and report back to the marquis.
Reward: XP
The local priest (20) asks you to go to one of the outposts in the north-east. It's very far, so consult the map for directions. Leave the village and make your way north. When you're high enough, go through the village and turn right. Run until you reach the outpost (21).
The sarcophagus room, the head inside one of themThere will be some Skittlers inside, and many rooms. Start going through them one by one, until you reach the one with sarcophaguses. Take the head out of one of them. On the map, it's the highest room located on the right-most side. Armed with the head, make your way back to the cleric.
Reward: XP, Minor Healing Potion
Marquis Kordelis (13) will tell you that more and more people are being robbed in the mountains and nobody knows what's going on. Go investigate.
You need to find a cave located on the eastern side of the mountains, above the forest (16).
Leave the village and make your way north. Go across the bridge called "Bridge" and turn left. You'll reach the mountains, but won't be able to cross them on this side, so head north until the map ends. You'll have the entrance on the right.
Inside, you'll find a dwarf, who will tell you about a weird Skipper. The dwarf is also sick and he'll ask you to get him some curatives.
He's going to need:
4 Snakespikes (17) - you can find in the Ardan Mountain near the Korivasur village (9 in Herbalism will be enough)
1 Heavy Silken Thread (18) - can be bought from the merchant in the Korlivan settlement
3 Pah Rouns Tears (19) - you can find them in the Northern Feron Plains, but they can only be gathered at night (starting at 20:00)
1 Rakia (1) - can be bought in the village tavern
With all items taken care of, go back to the dwarf. As thanks, he'll tell you his story and give you a one handed hammer.
Reward: XP, Hammer (attack: 8)
Key:
Father (1)
Goodbay Capitan - interact with the corpse of your father and go to Kordelis (2)
As you go through Suraia Hills, you'll stumble upon a place with burning wood and corpses all around (1). Generally speaking, the place looks like there has been a fight.
The corpse of your father, a sad momentStart searching the bodies and among them you'll find one with the insignia of the guard. It turns out, this is your father. After a painful goodbye, you're going to need to go back to the village and tell the marquis about your loss (2).
Reward: XP
Key:
Mile Bibor (1)
Ruins of Gidirim - Enter the ruins and find Mile's friends. Once you do, report back (1).
Peasant (2)
Catapult - Buy the necessary items to repair the catapult (3 and 4), then bring them to the Peasant (2).
Mile Bibor (1), a man standing in front of the entrance to the catacombs, asks you to find his missing companions. From what he can tell you, they've been running away from spiders, but three of them had stayed behind.
The survivor in the ruinsGo through the door behind Milo and enter the dungeon. Just like he told you, there a swarms of spiders inside, so watch your back. In order to find the missing survivors, go to the other end of the room, then follow the map up. After a while, you'll find yourself in a room with a sarcophagus, along with an agitated man. It turns out, he's the only one that survived. Talk to him, then go back to Milo and finish the quest.
Naturally, you may search the other rooms as well, but apart from a shrine, there's nothing else to rob but crates.
Reward: XP
The man by the catapult (2) located north of the keep wants to enact vengeance on bandits who had taken over the castle. To do that, he needs to repair the catapult, so he asks you for help.
The man is going to need:
2 Light Cotton Threads - received from the merchant near the NTG seat (3)
1 Cariara Wood - received from Gorski the merchant, standing on the market near the fountain (4)
Once you have everything, report back to the man by the catapult (1).
Reward: XP
Key:
Shine Heimdale (1)
Dwarven Monuments - Go into the water near the ruins and fight the elementals (2). Once they're down, enter the Farau ruins (3) and find the book. Go back to Shine and hand it back to her (1).
Efilan Nordblum (4)
Rizars - Kill the giant spider in the Burdur village and find the relic (5). Once you have it, take it back to Efilan (4).
Tomir Ras Kasen (6)
Fear of Wood - Buy some bandages (7 or 8), then go back to Tomir (6).
Mata Ronal (9)
Borogan Quarry - Get rid of 6 Great Skittlers wandering about the mountains (10), then tell Mata the coast is clear (8).
Shine Heimdale (1) asks you to find an old book in the ruins of the Farau temple. Head as you would like to reach the Sarium keep, and when you're there, turn south, towards the beach.
Go around the water to get to the platformYou'll immediately notice that the water is full of elementals (2). Kill them in the water while circling around the temple platform. Once you're on the other side, you'll see an entrance. Step onto the platform and go towards the rocks. Eventually, you'll find the way in (3).
Inside, make your way forward and turn south when possible. Keep going down the corridor until you find yourself in a room with a sarcophagus. The book is hidden in it.
Report back to Shine (1).
Reward: XP, Pitiable Sword "Spiderfoe" (Damage:10-11)
Efilan Nordblum (4), standing in front of the gate to the abandoned village, asks you for a favor - to kill a spider raging in the village and find an artifact left there.
Enter the village, then, and you'll face off the first big boss (5) right away. Killing it isn't too hard, but it all depends on your level and equipment. If you're expecting trouble, make sure to have some bandages and run when it gets too hot.
Fighting the Spider QueenIt's a good tactic, given that the spider will stop chasing after you and its health doesn't regenerate that quickly. Watch out, though, for the little spiders it summons, but they're not that bad.
After you slay the monster, enter the house on your left. On the pedestal, there's a bag to open - the relic is inside.
If you wish to search the village, you'll find some crates and drums. To open the chest, play the drums (drums from right: 1,2,3,4): 4-4-1-3-3-2.
Go back to Efilan with the artifact (4).
Reward: XP
Near the Burdur village, you'll come across a unit with a wounded soldier. Due to the whole incident, they can't leave the hill. Tomir (6) asks you to buy 10 Bandages. Make your way to the Merchant in the Korovi settlement (7) or to the village (8) and buy them there.
Regardless of whether you choose option 1 or 2, you're still going to need to get the bandagesGo back to Tomir, and as a token of his thanks he'll give you the password to the other side of the mountains.
Reward: XP, Password to the other side of the mountains
Mata Ronal (9), a man who lives in a cabin over the Sarium Outpost, asks you to thin the ranks or Skittlers that have appeared in the mountains.
Mata Ronal in front of her houseBacktrack a little and kill 6 Great Skittlers (10). There's a whole lot of them there, but you shouldn't have any problems. The trick is to kill them before they stop casting spells.
When you're done, report back to the hermit (9).
Reward: XP, Minor Healing Potion
Key:
Garen Ras Drilanes (1)
City of Recca - Enter the marquis' building and talk to him (1)
Broken Relationships - Talk to Kordelis about releasing the body of the elf (2), then go back to Garen (1)
Spiders - Enter the Spider Queen cave (3) and kill her. Once the threat is over, report back to the City of Recca's marquis (1)
Olan Ardas Nevera (4)
Covenant - Talk to Olan (4)
Lost Caravan - Go to the "Merchant Camp" (5) on the eastern side of the mountains. Take the book from there and go back to Olan.
Konarin Ras Izivis (6)
Valarak Ruins - Go to the ruins in the north-east and find the king's helmet (7), then give it back to Konarin.
Dain Ras Palon (8)
Herbalist - find the plants (9, 10, 11) and hand them to Dain.
God's Anger - Collect 7 jaws from the bodies of Reakachs (12) and put them as offerings on the altar by the headless statue (13). When the offer is accepted, inform Dain about it.
Darion Ras Garilas (14)
Lost Merchant - Find the missing merchant (15), then inform Darion (14) that he's safe now.
Family Letter - Deliver the letter to Tormaden in Korden's Fall (16).
Idires Ras Baladon (17)
Vestein Cave - Find 1 Tin Plate and 1 Iron Bar (18) and take them back to Idires (17).
Metal - craft 2 Silver Bars and bring them to Idires (17).
Marata Ras Lavas (20)
Quiet Harbor - Bring Marack Wood to Maratan (in loot crates) (21, 22, 23, 24), or inform Garen (1) what Marat is planning.
Holena Ras Bordin (25)
Spinning Sculpture - Go to Mata (26) who lives by the Sarium Outpost. Take the Spinning Sculpture from him and report back to Holena (25).
Ezdeal Ras Bandan (27)
Mutual Benefit - Go talk to Vida (28), then go back to Ezdeal (27) with the urn received from her.
Mine - Go to the mine marked as "Oderin Passage" (29), kill Mountain Deerts, then go back to Ezdeal.
Baran Ras Daziren (30)
Orak's Hut - Go to "Orak's Hut" settlement (31) and take everything from the elf's grave. When you do, go back to Baran and talk to him about it (30).
Iliren Ras Mijnes (32)
Lost Patrol - Go to the Koshk ruins (33) and find the missing patrol. Talk to the patrol member and report back to Iliren (32).
As soon as you cross the mountains (you need to complete the "Young Thief" quest), go to the marquis' house in the north and talk to him (1).
Garen Ras DrilanesInterestingly enough, if you have completed the "Young Thief" quest, the guards will let you cross to the other side of the mountain, but take your amulet. Then, during the conversation with the marquis, he'll be very curious how come you have the amulet on you.
Anyway, the conversation will give you free access to move about the city.
Reward: XP
Talk to Olan Ardas Nevera (4), who is standing by the desk on your right when facing Garen Ras Drilanes.
Olan Ardas Nevera in the marquis' houseThe conversation will go well and you'll receive due XP.
Reward: XP
After talking to Olan (4) you're going to have to find a lost caravan. The elf asks you specifically to find his book that's been carried along with the merchandise. Agree and head east.
The orange spot on the map pinpoints the location of the caravanOnce you're on the eastern side of the mountains, go to "Merchant Camp" (5), located north-east from the mountain pass.
Take the book from the chests lying on the wagon, and bring it back to Olan.
Reward: XP, Danian Spear (attack: 11)
Konarin (6) tells you about the ruins of Valark and the artifact known as the king's helmet hidden within them. As you may be guessing, it's your job to recover it. Leave the city, then, and cross over to the eastern part of the mountains.
The sarcophagus with the crownThere is a long road ahead of you, east past Burdur. When you're near Hill, cross to the north and you'll see two towers by the stairs; go up them (7). There will be a lot of elementals in your way, but the sarcophagus is waiting for you just at the end. The helmet is hidden inside.
Bring it back to Konarin.
Reward: XP
Garen (1) tells you he would like to recover the body of the young elf who has been poisoned in the "Young Thief" quest. He asks you to be his emissary. Agree and head back to Korden's Fall to talk to the marquis.
Talking to an old friendKoldelis (2) won't be too happy about it, but will release the body of the elf to his brethren. Go back to Garen to report the news.
Reward: XP
Garen (1) asks you to kill the Spider Queen, who has her lair near the mausoleum in the north. Make sure you go in there during the night, otherwise you won't find any spiders to speak of.
Fighting the Queen; hit her as fast as you canWhen it's past 00:00, go inside (3), and you'll immediately see an overgrown spider (though no bigger than the one in the village). The battle isn't hard, the Queen won't be doing anything different than a regular spider, so it's pretty straightforward. It's going to get a little harder once she stops casting spells, but you should be all right nonetheless.
After you kill her, go back to Garen.
Reward: XP
Dain (8) tells you that somebody needs to lay 7 jaws of Reakach on a destroyed altar to prevent the rage of the gods. Naturally, since you're the hero, volunteer.
First, collect the 7 jaws. Unfortunately, the beasts on this side of the mountains aren't very jaws-y, so need to kill some on the other side (12).
The altar has no headHead across the mountains, then keep straight and you'll stumble upon Reakach. Go a little to the north and you'll find the destroyed altar between (13) the "Merchant Camp" and "Burdur" markers. Keep your eyes open, though, because it's not marked.
Interact with it and the statue will take the 7 jaws from you automatically. Report back to Dain.
Reward: XP, Minor Healing Potion, Scroll of Faith
Dain (8) asks to help him gather a few plants:
4 Snakespikes (9)
3 Sagecrowns (10)
1 Somberwort (11)
SnakespikeThe first two can be found near the elven city, the last one a little below, beyond the bridge in the south. Once you have them all, hand them back to Dain.
Reward: XP
Darion (14) asks you to find a certain person, namely Galinda Ridis Daery. According to him, he can't be far and must be somewhere around the city.
Galdin, hiding on a hillIn truth, Galin is located far to the south, in a location called Suramar (15). He'll be hiding on a hill. Talk to him, then go back to Darion (14).
Reward: XP
Darion (14) asks you to deliver a letter to a relative of his, who lives in Korden's Fall. Once you get the letter, make your way over to the eastern side of the mountain.
Your reward for delivering the letterOnce there, head south towards the village. Tormaden (16) will be very thankful for delivering the correspondence.
Interestingly enough, this must by the first quest with a reward higher than level 1.
Reward: XP, Elven Two Handed Axe (attack: 15)
Idires (17) asks you to go to a cave in Gerota Highlands and bring him 1 Tin Plate and 1 Iron Bar.
Entrance to the mine in Gerota HighlandsMake your way towards Gerota Highlands and find the cave near the Vestein Lake (18). Go inside and you should see the chests on the right. Open them to find 1 Tin Plate.
Next, enter the large chamber to find the Iron Bar in a wagon in the eastern part. If you're skilled enough in Metalworking, you can craft the item yourself.
Once you have both ingredients, report back to Irides.
Reward: XP, Battle Armor (Defense: 18)
Idires (17), the elven blacksmith, asks you to bring him 2 Silver Bars. You can craft them out of Silver Ore. Here's the problem, though: I've travelled the whole map high and wide and haven't been able to find Silver Ore any other way than from inside crates.
Silver Ore in the inventoryThe only solution so far (which I've discovered) is to find Silver Ore in crates, then.
Once you have six, craft 2 Silver Bars and take them to Irides.
(17).
Reward: XP
Marata Ras Lavas (20) asks you to bring him 4 Marrack Trees to burn the bodies that float down the river. However, these trees are sacred to elven people.
Your quest giver burning the bodiesYou have a choice: you can deliver the trees or tell Garen (1) about Marata's deed. If you choose the former, you'll get a Copper Bar, if the latter - Marrack Tree Bow.
The Marrack Tree is hard to find, but they are in crates. One piece is in the elven village (24), the second in Mata Ronal's house (21), the third in the impaled corpses near the Wind Trail (23), and the fourth in Korvenalis (22) (as long as loot isn't random).
Reward: XP, Copper Bar or Marrack Tree Bow (attack: 4)
Holena (25), one of the elves, asks to get her a Spinning Sculpture. Your character supposes that your friend Mata Ronal may make one.
Mata Ronal, the hermitCross over to the other side of the mountain and head to his house (21), which is located in the north-eastern part of the map (corner). You'll find the man standing in front of the building (26).
Take the Spinning Sculpture from him, then bring it back to Holena.
Reward: XP
Elf Ezdeal (27) asks you to deliver a package to Korden's Fall. Agree, naturally, and move out. Use the mountain pass, then make your way south towards the village. The item is a vase, and the receiver - Vida (28), who you'll find on the market square.
Your old friend VidaWhen you hand it to her, she'll give an urn to bring back to the elf (27). Take it back, then, and ask for payment (or not).
Reward: XP
Ezdeal (27) tells you about troubles in the mine to the north. Apparently, Deerts have broken inside and are taking the place over. Somebody has to take care of them.
Inside the Oderin mineWithout delay, make your way north to Oderin Passage (29) and start killing the Deerts there. When you're done, go back to the elf to collect your reward.
Note: If you clear the mine prior to this quest, it will get bugged and you won't be able to finish it.
Reward: XP
Elf Baran (30) tells you a story about a hunter who has been hunting the wildest animals that have ever appeared on earth all by himself. Curious about him, he asks you to go to his encampment, find his grave and tell him all about your discoveries.
The grave of the great elven hunterGo across to the eastern side of the mountains, then towards the "Orak's Hut" (31), located a little more to the north. The camp is destroyed, but there is a grave nearby - open it. If you find a skull and a necklace inside, this is the one. Take everything and go back to Baran (30).
Reward: XP
Iliren Ras Mijnes (32), an elf who is standing right beyond the bridge leading to the city, is worried that he hasn't seen the patrol that went to Koshk in a longer while. He asks you to find them and make sure they're alive.
The Elven Patron in the ruins of KoshkMake your way, then, south of the village. The road is long and you're going to encounter 10 level monsters on the way. Make sure to have large quantities of bandages on you. The ruins lie in the bottom left corner of the map (33). When you get there, talk to one of the elves.
Reward: XP
Key:
Gromen (1)
Help for Hunters - Go to the City of Recca and pick up your new traps (2). With them, go back to Gromen (1).
Gromen (1), one of the hunters, tells you that the local folk have a problem with Rakhean. To bring back peace, they need to set up more traps around the village. The problem is, though, they're out of traps.
Gromen, the hunterGromens asks you, then, to go to Recca and buy new ones. Make your way to the elven city and find the artisans' building. Talk to Irides the blacksmith (2) and he'll give you traps to take back to the hunter (1).
When you do, the quest will be completed.
Reward: XP, Elven Hunting Bow (attack: 10)
Key:
Zuer Ras Hidarlnas (1)
Rest in Peace - Go to Queen's Nest and poison the breeding grounds (2). Once all eggs have been burned, go back to Zuer (1).
Complete the "Spiders" first.
Zuer Ras Hidarlnas (1), and elf on guard at the mausoleum, tells you that the surrounding areas are full of spiders. Tell him that you've killed the queen, and he'll recognize you - but also let you know that the queen had already managed to lay new eggs.
The breeding caveHe'll give you seven vials of poison that needs to be poured over the breeding grounds. Go to the location right next to you (2) and start pouring the mixture to destroy the eggs. You do it by clicking on the nests. When it's done, report back to Zuer (1).
Reward: XP, Minor Healing Potions
Key:
Aera Sil Zaer (1)
A Great Adventure - Go to the Arenboa castle and inside you'll meet Morolog (2). Kill him and go back to Aera (1).
Vultur Ras Komoreh (3)
Secret Language (4)- the quest doesn't work in ver. 1.06
Nurda Ras Prencola (5)
Food for the Hungry - Find the ingredients for the stew (6, 7), then cook it. When it's ready, take it back to the hungry man (5).
Loren Ras Pol (8)
Shade Cemetery - Go to "Sadak Passage" (9) and activate the stone you find there. When you do, report back to Loren (8).
Arin Ras Kinas(10)
Son of Fire - Find Bezhargl among the rocks and kill him (11). Go back to Arin once he's dead (10).
Xocutus, The Blind Librarian (12)
Lights of Dawn - Talk to Xocutus (12).
Aera (1) and her companions have lately stormed the Arenboa castle. However, they suffered immense losses and the elf asks you whether you could help them slay Morolog. Agree, of course.
Entrance to the castle. If you can't see it, walk on air (no bridge texture)Head for the castle. Kill the guards in front of the bridge, the cross the "invisible" ramp over the moat and enter the castle (in ver. 1.06 you can't see the bridge's textures). Keep going straight ahead and you'll find Morolog in the second part of the castle, near the tables (2).
Kill him. You can cast spells freely - there is a well in front of the entrance to this part of the castle. Its water regenerates mana fully.
After killing the bandit, go back to the elf (1).
Reward: XP
There are two elves near the ruins in Suramar (5). One of them asks you to bring him a Varra stew. To do it, you need at least 3 in Cooking. Additionally, you also need 3 Coals, 3 Cooking Spices and 2 pieces of Varr Meat. The first two are available from merchants (6), but the meat has to be extracted from Varr bodies (7), which you can find in Suraia Hills.
Elves waiting for the Varra stewOnce the stew is ready, bring it back to the hungry elves (5).
Reward: XP
Loren Ras Pol (8), an elf in Suramar, asks you to activate a certain stone below the cemetery. It's hidden very deep, and the only way to reach is to cross the "Sadak Passage" (9). The entrance is located in the south-east. If you see Magma Elementals inside, you're in the right place.
When you go in, you'll find yourself at the altar of a god (1a). Follow the map above until you reach a door that changes location (1b). You'll emerge in a corridor (1c), so go down it until you reach a fork in the road, at which turn right (1d). There will a stone to activate.
The elf has told you that you can only activate it during the night, when there is not a stream of light. Wait until about 00:00 and activate the stone.
Afterwards, go back to the elf. (8).
Reward: XP, Elven Two Handed Hammer (Attack: 18)
Arin Ras Kinas (10) tells you about a fiery golem named Bezharal and asks you to find and kill him. Without delay, go east until you almost reach the mountains that separate you from the cemetery, and then turn south.
You'll find yourself of a characteristic path between rocks. When you see three towers, you'll know you're in the right place. Destroy them and proceed further until you trigger a cutscene which will present you your new opponent (11).
Your opponent. Kill it before his minions appearThe boss itself isn't that hard to beat, be he is going to have a lot of fire elemental helpers. Try to kill him the moment he summons them, or even before, because if you don't have a high enough fire resistance, 6-8 fire elementals will eat you for dinner.
In order to protect yourself from his attacks, invest in fire resistance as much as you can. Until his mana runs out, all of his attacks will be fire-based.
Additionally, you can create protective spells against fire. Obviously enough, damage-increasing, resistance-increasing and all kinds of debuffing spells work well too.
If you're battling him on level 13, you shouldn't have any troubles.
If your resistance, however, isn't high enough, focus solely on the boss. Don't bother killing the summoned elementals - it's a waste of time, besides they may kill you before you can kill them.
Also, keep in mind that if the enemies cast fire spells at you, they'll never miss.
If you fail and they kill you, go back to where fight takes place and drag the elementals one by one, then do the same with the boss. He shouldn't summon any more of them.
Reward: XP
In Suramar, you'll surely stumble upon a man standing next to stone doors. It turns out he's a librarian (12) who is conducting research regarding dwarven artifacts. He'll tell you that in order to use the stone doors and go down below, you need to collect all 23 artifacts.
The librarian by the stone doorsAt the end of the conversation, he'll give you one. You'll find the rest in stone chests with a gold glyph, which automatically open the artifact tab. These artifacts are scattered all over the world, but there's no quest that entails collecting them - it's only an information.
(If you followed the guide, you should have only 3 bugged quests in the quest log).
Reward: XP, Artifact: Veluna's Light