The Hooded One
Humanoid
SpectreN
Tagshuman, humanoid, not_str, red_blood, Stab_onhit_audio, very_slow_movement
Life
120%
Energy Shield From Life
25%
Evasion
+50%
Resistance
0 0 0 0
Damage
56%
Accuracy
500%
5%
Attack Distance
4 ~ 10
Attack Time
1.17 Second
Damage Spread
±20%
Experience
100%
Model Size
100%
Type
HoodedMentorSingingCavernsSummon
Metadata
HoodedMentorSingingCavernsSummon
Level
68
Life
6,981
Armour
2,413
Evasion Rating
1,062
Energy Shield
2,327
Damage
131
Spell Damage
131
Accuracy
7,392
Attack Time
1.17
Experience
28,634
Minion Life
6,237
Minion Energy Shield
2,079
Minion Damage
543
Minion Armour
2,413
MeleeAtAnimationSpeedUnique
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Melee, ProjectilesFromUser
Basic Attack
Base Damage: 104–157
Critical Hit Chance: 5%
Attack Time: 1.17 sec
action attack or cast time uses animation length [1]
monster penalty against minions damage +% final vs player minions [100]
projectile uses contact position [1]
skill can fire wand projectiles [1]
use scaled contact offset [1]
WalkEmergeNPCExplorer
walk emerge distance [150]
DoLiterallyNothing
???

Object Type

version 2
extends "Metadata/Monsters/NPC/NPCMonsterBase"

Animated
{
	animated_object = "Metadata/NPC/Four_Act1/hoodedmentor.ao"
	serialise_animation_progress = true
}

Positioned {}

Transitionable {}

Actor
{
	basic_action = "Emerge"
}

StateMachine
{
	define_shared_state =
	"
		spawned;
		leave1;
		leave2;
		leave3;
	"
	per_player_quest_flag_state_leave1_1 = "Act4HoodedMentorSummonFirstPieceConvoSeen"
	per_player_quest_flag_state_leave2_1 = "Act4HoodedMentorSummonSecondPieceConvoSeen"
	per_player_quest_flag_state_leave3_1 = "Act4HoodedMentorSummonThirdPieceConvoSeen"
	per_player_quest_flag_state_spawned_4 = "Act4SirenHoodedMentorSeenBefore"

}

MinimapIcon
{
	force_temporary = true
}

Functions
{
	
}

Object Type Codes

version 2
extends "Metadata/Monsters/NPC/NPCMonsterBase"

BaseEvents {}

StateMachine
{
	on_or_create_state_spawned_1 =
	"
		DisableTargetable();
		HideMinimapIcon();
	"

	on_or_create_state_spawned_2 =
	"
		DisableTargetable();
		HideMinimapIcon();
	"

	on_state_spawned_3 =
	"
		ShowMinimapIcon();
		ShowNPCMarker();
		EnableTargetable();
		IfQuestFlagSet( globals.player, Act4WeaponPiecesObtained1, (){}, ()
		{
			PlayTextAudio( SinA4_Wild_FirstPiecePortalIn, 'Metadata/NPC/Four_Act4/HoodedMentorShrikeIslandSummon' );
		} );
	"

	create_state_spawned_3 =
	"
		ShowMinimapIcon();
		ShowNPCMarker();
		EnableTargetable();
	"

	on_state_spawned_4 =
	"
		Delay( 3.0,
		{
			IfState( leave1, >0, ()
			{
				PlayAnimation( fly_exit_01 );
				HideMinimapIcon();
				HideNPCMarker();
				DisableTargetable();
			}, ()
			{
				IfState( leave2, >0, ()
				{
					PlayAnimation( fly_exit_01 );
					HideMinimapIcon();
					HideNPCMarker();
					DisableTargetable();
				}, ()
				{
					IfState( leave3, >0, ()
					{
						Delay( 3.2,
						{
							PlayAnimation( fly_exit_01 );
							HideMinimapIcon();
							HideNPCMarker();
							DisableTargetable();
						} );
					}, ()
					{
						DisableRendering();
						HideMinimapIcon();
						HideNPCMarker();
						DisableTargetable();
					} );
				} );
			} );
		} );
	"

	create_state_spawned_4 =
	"
		DisableRendering();
		HideMinimapIcon();
		HideNPCMarker();
		DisableTargetable();
	"
}

Render
{
	has_light = false
}

Animated
{
	on_end_fly_exit_01 = "DisableRendering();"
	on_fly_exit_01 = "SetGlobalAudioParam( MusicInterlude, 2.0 );"
}

Functions
{
	musicinterlude_start = 
	"
		SetGlobalAudioParam( MusicInterlude, 0.0 );
		PlayInterlude( 'Audio/Music/A4/A4_Weapon/A4_WeaponPiece', 0.5 );
	"
}
-- src\Data\Spectres.lua
minions["Metadata/NPC/Four_Act4/HoodedMentorSingingCavernsSummon"] = {
    name = "The Hooded One",
    life = 1.2,
    energyShield = 0.25,
    fireResist = 0,
    coldResist = 0,
    lightningResist = 0,
    chaosResist = 0,
    damage = 0.56,
    damageSpread = 0.2,
    attackTime = 1.17,
    attackRange = 10,
    accuracy = 5,
    skillList = {
        "MeleeAtAnimationSpeedUnique",
        "WalkEmergeNPCExplorer",
        "DoLiterallyNothing",
    },
    modList = {
    },
}
-- src\Data\Skills\spectre.lua
skills["MeleeAtAnimationSpeedUnique"] = {
    name = "Basic Attack",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.MirageArcherCanUse] = true,
        [SkillType.Projectile] = true,
        [SkillType.MeleeSingleTarget] = true,
        [SkillType.Melee] = true,
        [SkillType.ProjectilesFromUser] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        melee = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "monster_penalty_against_minions_damage_+%_final_vs_player_minions",
        "skill_can_fire_arrows",
        "skill_can_fire_wand_projectiles",
        "action_attack_or_cast_time_uses_animation_length",
        "projectile_uses_contact_position",
        "use_scaled_contact_offset",
    },
    levels = {
        [1] = {100, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["WalkEmergeNPCExplorer"] = {
    name = "WalkEmergeNPCExplorer",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "walk_emerge_distance",
    },
    levels = {
        [1] = {150, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["DoLiterallyNothing"] = {
    name = "???",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
The Hooded One
Humanoid
SpectreN
Tagshuman, humanoid, not_str, red_blood, Stab_onhit_audio, very_slow_movement
Life
120%
Energy Shield From Life
25%
Evasion
+50%
Resistance
0 0 0 0
Damage
56%
Accuracy
500%
5%
Attack Distance
4 ~ 10
Attack Time
1.17 Second
Damage Spread
±20%
Experience
100%
Model Size
100%
Type
HoodedMentorShrikeIslandSummon
Metadata
HoodedMentorShrikeIslandSummon
Level
68
Life
6,981
Armour
2,413
Evasion Rating
1,062
Energy Shield
2,327
Damage
131
Spell Damage
131
Accuracy
7,392
Attack Time
1.17
Experience
28,634
Minion Life
6,237
Minion Energy Shield
2,079
Minion Damage
543
Minion Armour
2,413
MeleeAtAnimationSpeedUnique
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Melee, ProjectilesFromUser
Basic Attack
Base Damage: 104–157
Critical Hit Chance: 5%
Attack Time: 1.17 sec
action attack or cast time uses animation length [1]
monster penalty against minions damage +% final vs player minions [100]
projectile uses contact position [1]
skill can fire wand projectiles [1]
use scaled contact offset [1]
WalkEmergeNPCExplorer
walk emerge distance [150]
DoLiterallyNothing
???

Object Type

version 2
extends "Metadata/Monsters/NPC/NPCMonsterBase"

Animated
{
	animated_object = "Metadata/NPC/Four_Act1/hoodedmentor.ao"
	serialise_animation_progress = true
}

Positioned {}

Transitionable {}

Actor
{
	basic_action = "Emerge"
}

StateMachine
{
	define_shared_state =
	"
		spawned;
		leave1;
		leave2;
		leave3;
	"
	per_player_quest_flag_state_leave1_1 = "Act4HoodedMentorSummonFirstPieceConvoSeen"
	per_player_quest_flag_state_leave2_1 = "Act4HoodedMentorSummonSecondPieceConvoSeen"
	per_player_quest_flag_state_leave3_1 = "Act4HoodedMentorSummonThirdPieceConvoSeen"
	per_player_quest_flag_state_spawned_4 = "Act4ShrikeIslandHoodedMentorSeenBefore"
}

MinimapIcon
{
	force_temporary = true
}

Functions
{
	
}

Object Type Codes

version 2
extends "Metadata/Monsters/NPC/NPCMonsterBase"

BaseEvents {}

StateMachine
{
	on_or_create_state_spawned_1 =
	"
		DisableTargetable();
		HideMinimapIcon();
	"

	on_or_create_state_spawned_2 =
	"
		DisableTargetable();
		HideMinimapIcon();
	"

	on_state_spawned_3 =
	"
		ShowMinimapIcon();
		ShowNPCMarker();
		EnableTargetable();
		IfQuestFlagSet( globals.player, Act4WeaponPiecesObtained1, (){}, ()
		{
			PlayTextAudio( SinA4_Wild_FirstPiecePortalIn, 'Metadata/NPC/Four_Act4/HoodedMentorShrikeIslandSummon' );
		} );
	"

	create_state_spawned_3 =
	"
		ShowMinimapIcon();
		ShowNPCMarker();
		EnableTargetable();
	"

	on_state_spawned_4 =
	"
		Delay( 3.0,
		{
			IfState( leave1, >0, ()
			{
				PlayAnimation( fly_exit_01 );
				HideMinimapIcon();
				HideNPCMarker();
				DisableTargetable();
			}, ()
			{
				IfState( leave2, >0, ()
				{
					PlayAnimation( fly_exit_01 );
					HideMinimapIcon();
					HideNPCMarker();
					DisableTargetable();
				}, ()
				{
					IfState( leave3, >0, ()
					{
						Delay( 3.2,
						{
							PlayAnimation( fly_exit_01 );
							HideMinimapIcon();
							HideNPCMarker();
							DisableTargetable();
						} );
					}, ()
					{
						DisableRendering();
						HideMinimapIcon();
						HideNPCMarker();
						DisableTargetable();
					} );
				} );
			} );
		} );
	"

	create_state_spawned_4 =
	"
		DisableRendering();
		HideMinimapIcon();
		HideNPCMarker();
		DisableTargetable();
	"
}

Render
{
	has_light = false
}

Animated
{
	on_end_fly_exit_01 = "DisableRendering();"
	on_fly_exit_01 = "SetGlobalAudioParam( MusicInterlude, 2.0 );"
}

Functions
{
	musicinterlude_start = 
	"
		SetGlobalAudioParam( MusicInterlude, 0.0 );
		PlayInterlude( 'Audio/Music/A4/A4_Weapon/A4_WeaponPiece', 0.5 );
	"
}
-- src\Data\Spectres.lua
minions["Metadata/NPC/Four_Act4/HoodedMentorShrikeIslandSummon"] = {
    name = "The Hooded One",
    life = 1.2,
    energyShield = 0.25,
    fireResist = 0,
    coldResist = 0,
    lightningResist = 0,
    chaosResist = 0,
    damage = 0.56,
    damageSpread = 0.2,
    attackTime = 1.17,
    attackRange = 10,
    accuracy = 5,
    skillList = {
        "MeleeAtAnimationSpeedUnique",
        "WalkEmergeNPCExplorer",
        "DoLiterallyNothing",
    },
    modList = {
    },
}
-- src\Data\Skills\spectre.lua
skills["MeleeAtAnimationSpeedUnique"] = {
    name = "Basic Attack",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.MirageArcherCanUse] = true,
        [SkillType.Projectile] = true,
        [SkillType.MeleeSingleTarget] = true,
        [SkillType.Melee] = true,
        [SkillType.ProjectilesFromUser] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        melee = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "monster_penalty_against_minions_damage_+%_final_vs_player_minions",
        "skill_can_fire_arrows",
        "skill_can_fire_wand_projectiles",
        "action_attack_or_cast_time_uses_animation_length",
        "projectile_uses_contact_position",
        "use_scaled_contact_offset",
    },
    levels = {
        [1] = {100, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["WalkEmergeNPCExplorer"] = {
    name = "WalkEmergeNPCExplorer",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "walk_emerge_distance",
    },
    levels = {
        [1] = {150, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["DoLiterallyNothing"] = {
    name = "???",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
The Hooded One
Humanoid
SpectreN
Tagshuman, humanoid, not_str, red_blood, Stab_onhit_audio, very_slow_movement
Life
120%
Energy Shield From Life
25%
Evasion
+50%
Resistance
0 0 0 0
Damage
56%
Accuracy
500%
5%
Attack Distance
4 ~ 10
Attack Time
1.17 Second
Damage Spread
±20%
Experience
100%
Model Size
100%
Type
HoodedMentorSolitaryConfinementSummon
Metadata
HoodedMentorSolitaryConfinementSummon
Level
68
Life
6,981
Armour
2,413
Evasion Rating
1,062
Energy Shield
2,327
Damage
131
Spell Damage
131
Accuracy
7,392
Attack Time
1.17
Experience
28,634
Minion Life
6,237
Minion Energy Shield
2,079
Minion Damage
543
Minion Armour
2,413
MeleeAtAnimationSpeedUnique
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Melee, ProjectilesFromUser
Basic Attack
Base Damage: 104–157
Critical Hit Chance: 5%
Attack Time: 1.17 sec
action attack or cast time uses animation length [1]
monster penalty against minions damage +% final vs player minions [100]
projectile uses contact position [1]
skill can fire wand projectiles [1]
use scaled contact offset [1]
WalkEmergeNPCExplorer
walk emerge distance [150]
DoLiterallyNothing
???

Object Type

version 2
extends "Metadata/Monsters/NPC/NPCMonsterBase"

Animated
{
	animated_object = "Metadata/NPC/Four_Act1/hoodedmentor.ao"
	serialise_animation_progress = true
}

Positioned {}

Transitionable {}

Actor
{
	basic_action = "Emerge"
}

StateMachine
{
	define_shared_state =
	"
		spawned;
		leave1;
		leave2;
		leave3;
	"
	per_player_quest_flag_state_leave1_1 = "Act4HoodedMentorSummonFirstPieceConvoSeen"
	per_player_quest_flag_state_leave2_1 = "Act4HoodedMentorSummonSecondPieceConvoSeen"
	per_player_quest_flag_state_leave3_1 = "Act4HoodedMentorSummonThirdPieceConvoSeen"
	per_player_quest_flag_state_spawned_4 = "Act4PrisonerHoodedMentorSeenBefore"
}

MinimapIcon
{
	force_temporary = true
}

Functions
{
	
}

Object Type Codes

version 2
extends "Metadata/Monsters/NPC/NPCMonsterBase"

BaseEvents {}

StateMachine
{
	on_or_create_state_spawned_1 =
	"
		DisableTargetable();
		HideMinimapIcon();
	"

	on_or_create_state_spawned_2 =
	"
		DisableTargetable();
		HideMinimapIcon();
	"

	on_state_spawned_3 =
	"
		ShowMinimapIcon();
		ShowNPCMarker();
		EnableTargetable();
		IfQuestFlagSet( globals.player, Act4WeaponPiecesObtained1, (){}, ()
		{
			PlayTextAudio( SinA4_Wild_FirstPiecePortalIn, 'Metadata/NPC/Four_Act4/HoodedMentorShrikeIslandSummon' );
		} );
	"

	create_state_spawned_3 =
	"
		ShowMinimapIcon();
		ShowNPCMarker();
		EnableTargetable();
	"

	on_state_spawned_4 =
	"
		Delay( 3.0,
		{
			IfState( leave1, >0, ()
			{
				PlayAnimation( fly_exit_01 );
				HideMinimapIcon();
				HideNPCMarker();
				DisableTargetable();
			}, ()
			{
				IfState( leave2, >0, ()
				{
					PlayAnimation( fly_exit_01 );
					HideMinimapIcon();
					HideNPCMarker();
					DisableTargetable();
				}, ()
				{
					IfState( leave3, >0, ()
					{
						Delay( 3.2,
						{
							PlayAnimation( fly_exit_01 );
							HideMinimapIcon();
							HideNPCMarker();
							DisableTargetable();
						} );
					}, ()
					{
						DisableRendering();
						HideMinimapIcon();
						HideNPCMarker();
						DisableTargetable();
					} );
				} );
			} );
		} );
	"

	create_state_spawned_4 =
	"
		DisableRendering();
		HideMinimapIcon();
		HideNPCMarker();
		DisableTargetable();
	"
}

Render
{
	has_light = false
}

Animated
{
	on_end_fly_exit_01 = "DisableRendering();"
	on_fly_exit_01 = "SetGlobalAudioParam( MusicInterlude, 2.0 );"
}

Functions
{
	musicinterlude_start = 
	"
		SetGlobalAudioParam( MusicInterlude, 0.0 );
		PlayInterlude( 'Audio/Music/A4/A4_Weapon/A4_WeaponPiece', 0.5 );
	"
}
-- src\Data\Spectres.lua
minions["Metadata/NPC/Four_Act4/HoodedMentorSolitaryConfinementSummon"] = {
    name = "The Hooded One",
    life = 1.2,
    energyShield = 0.25,
    fireResist = 0,
    coldResist = 0,
    lightningResist = 0,
    chaosResist = 0,
    damage = 0.56,
    damageSpread = 0.2,
    attackTime = 1.17,
    attackRange = 10,
    accuracy = 5,
    skillList = {
        "MeleeAtAnimationSpeedUnique",
        "WalkEmergeNPCExplorer",
        "DoLiterallyNothing",
    },
    modList = {
    },
}
-- src\Data\Skills\spectre.lua
skills["MeleeAtAnimationSpeedUnique"] = {
    name = "Basic Attack",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.MirageArcherCanUse] = true,
        [SkillType.Projectile] = true,
        [SkillType.MeleeSingleTarget] = true,
        [SkillType.Melee] = true,
        [SkillType.ProjectilesFromUser] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        melee = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "monster_penalty_against_minions_damage_+%_final_vs_player_minions",
        "skill_can_fire_arrows",
        "skill_can_fire_wand_projectiles",
        "action_attack_or_cast_time_uses_animation_length",
        "projectile_uses_contact_position",
        "use_scaled_contact_offset",
    },
    levels = {
        [1] = {100, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["WalkEmergeNPCExplorer"] = {
    name = "WalkEmergeNPCExplorer",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "walk_emerge_distance",
    },
    levels = {
        [1] = {150, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["DoLiterallyNothing"] = {
    name = "???",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
The Hooded One Topic /9
NPCName
UnaThis shade is a curious one. It is quite odd to have a blue-eyed shadow in the camp watching us, but things truly have been taking a turn for the better since you freed him. Some of the folk here consider his presence a sign of good luck... though I wonder if it is actually you that brings us these better fortunes.
RenlyThat Hooded fellow is a strange one, but if you think he's trustworthy, then you've got my support. Let's hope you're right.
RenlyThis 'Hooded One' is here on your honour. Don't take this as a threat, but it's your head if he turns out to be as evil as he looks.
FinnSo, you found a shadow in the forest, and you brought it {here}. Good. Great. Superb.
FinnThose glowing blue eyes make it hard to sleep at night. I'd wear something over my face to block out the glare, but, silly me, I left my sleeping veil back at my palace.
RisuWhat is that being? Does it travel with you? I would tell you not to trust a mysterious stranger in black, but that would make my own situation rather difficult...
AlvaThat hooded fellow over there... He's a friend of yours, I take it? Seems to be one of few words. Oh well. I'm not one to judge the company you choose to keep. Oswald's going to lose his wits if any more of you show up though!
ShambrinWhen I face his direction, there is a faint... impression. Even the sun does not intrude upon my blindness, so this is a new sensation for me. What am I seeing from your strange companion?
UnaThis shade... Is it... still alive? Perhaps it can give us the answers we seek. Only the Count's sword has the power to bind souls to the Tree like this. We must free it somehow. To release that being from the Tree of Souls we'll need more than simply cutting his rope... The ancient runes that imbue the count's blade created the binding, and only ancient runes can break it.
The Hooded One Text Audio /129
Name
Mortal! Please...!
HoodedOneHelpWild1
Help me...!
HoodedOneHelpWild2
Free me...!
HoodedOneHelpWild3
Thank you, mortal, for releasing me. I would join you, if you would accept my aid. Long have I walked this world, so I may be able to give you guidance.
HoodedOneReleasedTalk
These strange occurrences. The wild beasts growing mad, the dead rising. These are not a coincidence. The source of this affliction may be found in Ogham Village. The count has stolen something. Something that can not be left in mortal hands. If we do not intervene quickly, we will all be at risk. The Tree of Souls is connected to this ancient forest. It knows a quicker way. I will... persuade it... to allow passage.
HoodedOneGiveQuest
Go quickly. I will return to your 'Clearfell.' Seek me when you have need of guidance.
HoodedOneOldForestWildDepart
The boundless horrors of mishandled Corruption cannot be conveyed simply through words. Let us hope that we can find and contain the Seed before it is too late.
HoodedOneSeedOfCorruptionGossip
The Count accosted me and stole a very dangerous object. A Seed that I have kept hidden from humanity. Somehow he knew that I possessed it. He can have no idea how dangerous it is. His attempts to harness its power will court disaster. You must hurry to the Manor. At the very least, those who are still sane may be convinced to stop the inevitable course of events that will follow, if they feed and nurture the Seed of Corruption.
HoodedOneIronCountGossip
All children have imaginary friends. Most grow out of that phase. A rare few refuse to let go, creating real from unreal through sheer stubbornness. Gods born of man certainly exist, but did a gigantic red tiger named Farrul actually run the plains of the primordial world? There is no way to know. Will the world end if she and her savage ilk return? The answer, I imagine, is up to those who would stand and fight on that day. Be glad that today is not that day... as far as I know.
The First Ones
Corruption once had a purpose. Let us term it a disorganiser of what would otherwise be ordered. One consequence of this chaos is the warping of pathways, both through the woods, and in the mind. The land so afflicted is never the same when trod upon a second time; men afflicted by Corruption know not where or when they are, only that they are in pain, and you appear as a horrible creature to their distorted senses.
Madness
The village has been destroyed? Then madness has already reached a boiling point in the minds of the Count's men. You must infiltrate the Manor and put a stop to this by any means necessary. The fate that befell Ogham Village is only a single raindrop in the storm that is coming.
The Village
If you intend to face the Count, I must warn you: an ancient corrupting power has driven him to madness. There is no telling what you may find within the walls of the Manor. Where the Seed of Corruption takes root, life bends itself into unnatural shapes, and the minds of men grow fevered. Though you may face horrors beyond comprehension, it is this Seed that is the true danger at the heart of the Manor.
Count Geonor
We must pursue Oriana! The Seed of Corruption has begun to grow, but there is still a chance that we can end this before it is too late. The fledgling Beast is leaving Corruption in its wake, so we have a trail to follow. When you are ready to part from this place, we can leave immediately.
Death of the Count
Allow me to clear your mind, if only for a moment.
HoodedOneGeonorDeathSequenceFirst
Where has she taken the Beast?
HoodedOneGeonorDeathSequenceSecond
Hmm... From the Vastiri?
HoodedOneGeonorDeathSequenceThird
As you wish.
HoodedOneGeonorDeathSequenceFourth
We must make haste. Let us return to Clearfell to make our preparations.
HoodedOneGeonorDeathSequenceFifth
This outpost seems to be part of a trade route, so we should be able to find a Maraketh caravan. They are an honourable people, and I have no doubt they will assist us.
Our Next Move
The trail of Corruption leads east, so east we shall go, to the Plains of Vastiri...
HoodedOneEndOfA1FollowSeed
What if the Faridun attack your flank through the lower pass?
MentorConversationWithAsalaOne
I see.
MentorConversationWithAsalaTwo
The Perennial King has the Seed. Your outriders will become confused when they draw near its influence.
MentorConversationWithAsalaThree
A wise plan.
MentorConversationWithAsalaFour
I am curious, what led to Keth's decline?
MentorConversationWithZarkaOne
Was any attempt made to irrigate and conserve water?
MentorConversationWithZarkaTwo
I suppose it could be looked at that way...
MentorConversationWithZarkaThree
I've likely said this before, but I was captivated by her. Not just by her appearance, which Divinity crafted for her, but by the fierceness of her soul.
MentorConversationWithZarkaFour
I certainly hope so.
MentorConversationWithZarkaFive
[DNT-UNUSED] Greetings.
mentor
Utzaal is close. Be careful. The Vaal heavily relied on the use of Corruption. Their lands may still be dangerous.
Legacy of the Vaal
From memory, somewhere in this region, there were sophisticated canals and waterways. We might be able to use them to drain this lake. We must hope that the mechanisms are still functioning, despite their age. It is the only way to reverse the drowning of this once thriving city... the first step in our search for the secret knowledge of the Vaal.
Mentor_G3_Town_Post_Alva_Intro
It is strange to return to this place of my divine youth and see it so aged and forgotten. When I was here, the Vaal were the height of civilisation, and their future was bright.They had their problems, like any other people, but I thought I could free them from the moral hazards of Divinity by removing gods from the equation.While we are here, I would like to discover whether this ruination is my fault, or whether something else happened to them...
The Vaal
Because we have lost the trail of the Seed of Destruction, our only hope is to seek the knowledge of those who studied the Beast for centuries: the Vaal. I know something of the Beast's creation myself... but I was asleep while it was actually alive. There is only one Vaal city left intact after two thousand years, and that is where we must go. In my wanderings these last twenty years, I have seen evidence that a Vaal scientist was working on an incredibly powerful device intended to defend his people against a potential Cataclysm. Obviously, it wasn't completed in time... but perhaps we can pick up where he left off.
Ancient Device
Utzaal is the last intact Vaal city, for a reason that will also be our greatest hurdle. During the first Cataclysm, the city was flooded, killing most of its population and burying its wealth under a valley of water. Corruption has since poisoned that water, making it impossible for anyone to loot the city. From my time in Utzaal when I was young, I do have some idea how to solve this problem... we shall speak again when we find it.
Utzaal
You have found the Waterways? Search it for a control mechanism. Vaal technology, at least in that era, was based on engraved stonework and latent systems of channeled energy. It should be operational, even after all this time... drain the city, and let us see what ancient secrets Utzaal has kept protected for us.
Lowering the Water
Returning with Doryani was an inspired move. As the foremost expert on the Beast that ever lived, he is exactly the man we need.

I doubt we can trust him in a broader sense, but, for the moment, our goals are aligned. He wishes to contain the Beast, and so do we.

If he thinks we should travel south to Ngamakanui, then so we shall. This weapon of the Precursors... it may just be our best hope...
Doryani's Capture
The members of this expedition seem to believe the Ziggurat beneath our feet holds an ancient device that was intended to be used against the Cataclysm that destroyed the Vaal.
The source of that Cataclysm was the previous Beast... which means the device below may be exactly what we need to stop the new one. Find your way into the Ziggurat, and let us see what the greatest minds of the Vaal Empire created.
If they didn't manage to complete it in time, maybe we can finish their work...
Lowering the Water
This portal provides an opportunity that I had never considered. To consult the greatest minds of the Vaal directly.
Enter the portal. Find their experts on the Beast, or on Corruption. They may know of ways to control corruption that even I am not aware of.
Ancient Gateway
The Beast is on the move, twisting the desert as it goes, waking ancient dead and unknown horrors alike. The Countess brought it here as part of some nefarious plan. I assume she has allies here. We must track them down and convince them to give up this madness.
Our Next Move
Asala has agreed to aid us, exactly as I expected. The Beast represents an existential threat to all the peoples of Wraeclast, but even beyond that, she seems to be quite driven. She reminds me of a rambunctious young woman I once knew in Keth, who eventually rose to power, attained divinity, and led her people to greatness.
Asala
I am accustomed to others shivering and turning away when my gaze falls upon them, but I must confess, for once the feeling is reversed. Although she is blind, I sometimes have the strangest notion that she is looking at me - even at night.
Shambrin
It takes courage to go against one's people. I once faced a similar decision. There were men and women like me, who believed themselves to be exceptional, and they were correct... terribly, horribly correct. I cursed myself to a permanent exile from my own peers by betraying them. I was unlike mortals, but hated by immortals. I was alone. I would do it all again... and I still might.
Risu
You have no idea how much restraint it requires to listen to tales of peoples and places I knew, yet {not} correct her. She's close, I shall grant her that. Often startlingly so, in certain details or sequences of events, but the spirit of what happened thousands of years ago, the {essence} of that life... it has been embellished. Yet other times, the stories convey only a pale shadow, and the true magnificence is lost. Or is it my memories that have drifted with time? I suppose we shall never know, because those days are gone, never to return... all that I once loved has been dust hundreds of years longer than you have even been alive.
Zarka
Those creatures are too coherent and intelligent to be manifestations of Corruption. I suspect they are the descendants of Divine tampering. There was a being I once knew in the ancient days, a trickster who would have appreciated someone to laugh at his ill-conceived humour. What more perfect audience for a sickening jester than a pack of gibbering hyenas?
Sun Clan Hyenas
The Maraketh have a cultural history deeper than most know. Theirs is a strict tradition, bordering on brutal, but it is that adherence to shared beliefs that has kept them strong when entire Empires have come and gone around them.
The Maraketh
Yes, I have seen the slaves pulling the carts. I am uncomfortable with the practice, but from what I understand, it allows those captured in battle to serve rather than simply being executed. There are not enough resources to keep prisoners who do not work. In this harsh land, it is perhaps the lesser of two evils. That is... what I tell myself, at least.
Slavery
The Countess has used Corruption to resurrect Jamanra, and they have escaped with the Beast... thankfully, we have some idea what the Faridun intend. We must reach Deshar as soon as possible.
Our Next Move
They call themselves the Faridun in this era, but they have died out and been reborn many times. They are not an independent culture. They are the Maraketh's dark secret, the inevitable consequence of life's haphazard nature. A society cannot simply purge itself of the weak, the ill, or the disadvantaged. Those unwanted newborns who are abandoned among the dunes... they rarely die, no matter how much the Maraketh wish to make them simply disappear. No, they live. The Faridun are the shadow of the Maraketh, always just out of sight, always watching. They rescue those children and raise them on the outside, looking in. An unspoken relief for the father and mother that must give up their child, but a gathering storm fated to one day return home with a fury.
The Faridun
Ah, Keth. Now nothing but dunes of sand, but once, it was glorious. The waters flowed in patterns crafted by artisans of skill beyond belief. The hanging gardens could impress even the most jaded heart.
Keth
Do not tarry long in that valley. There are ancient pacts in this world that govern more than you and I are meant to know, but we still may suffer the consequences if we break them. Do what you must, and then abscond.
Valley of the Titans
The lost-men of the Badlands have no knowledge of our wars. They will attack you because they do not understand you. It is unfortunate, but we cannot allow them to stand in the way. This conflict will determine their fate as well, so in a sense, we are saving them despite themselves. The greater good is all that matters.
Mastodon Badlands
I am not Maraketh, but I did come to love this land and its people. They built their necropolis during the height of Keth's power, so I am pleasantly surprised to find that the towers are still standing. In the end, the works of Man may outlast the gods themselves.
Deshar
The path to Deshar has been opened. Infiltrate the towers, and stop the Faridun from feeding the Beast!
Our Next Move
We are out of time. The Beast may already be too dangerous to contain through mortal means. The time for all-out war has arrived. Help the Ardura attack the Faridun war machine before it is too late!
Our Next Move
My worst fears have been realised. The Beast is beyond our means now.
Worst Fears
My worst fears have been realised. The Beast is beyond our means now.
HoodedOneA2RevealIntroduction_HoodDown
You're right. I have not been entirely forthcoming ... it is time I told you who I truly am.
Confession
You're right. I have not been entirely forthcoming ... it is time I told you who I truly am.
HoodedOneA2RevealIntroductionTwo_HoodDown
I am... a god. I am the Thief of Virtue. I am Sin. And I have failed once again. It was I who created the Beast... the Seed of Corruption that now threatens to grow anew, and it is my responsibility. As it is my creation that once again threatens all of Wraeclast, it is by my hand that it must be contained. All I can ask is that, knowing who I am, you still see the importance of our task.
Identity
The Beast has grown beyond our ability to contain it. We must search for something greater than we currently possess, something that can drain its power and bring it back to a more manageable form. While I slumbered under the numbing effects of Corruption, there was an empire that mastered the use of that deadly energy. We must go to the jungles of the long-ago Vaal. Their ruins may yet hold the secrets we need. That is where we must go, to the sunken city of Utzaal. It is our only hope.
HoodedOneA2RevealConfessionContinue
The Beast has grown beyond our ability to contain it. We must search for something greater than we currently possess, something that can drain its power and bring it back to a more manageable form. While I slumbered under the numbing effects of Corruption, there was an empire that mastered the use of that deadly energy. We must go to the jungles of the long-ago Vaal. Their ruins may yet hold the secrets we need. That is where we must go, to the sunken city of Utzaal. It is our only hope.
To Utzaal
I am thousands of years old. I was mortal first, but then I was deified against my will by my brother... but that is a story for another time. I spent my early divine life in Keth. I loved, and was loved. I even had a daughter. This shrine depicts them both. They were revered by the Maraketh.
The Shrine
Garukhan was the true jewel of the Vastiri, at least to me. Divine love is much like mortal love, at least from what I can remember, and we were happy for a time longer than the lives of many mortal men. The time came, however, when love was not enough. Her humanity sifted through the cracks of her life like fine sand, leaving a divine shell that held her image, but nothing of her soul. It is a trap, you see. Divinity. Faith empowers, but faith also shapes. To gather more power, a god must play the part, becoming more and more the icon their followers perceive. When does perception become reality? It's impossible to pinpoint, and that's the most sinister thing about it. You never know the moment you cross the line.
Wife
You want the truth? I betrayed her, and had her killed. There are not enough excuses in all of Wraeclast to make up for what I did. I thought it was the right thing to do at the time. I thought it was the only way to save humanity. And yet, here we are again, chasing the Beast and fighting for the fate of the world. I am beginning to suspect that the cycle of history may never end, unless we surpass ourselves and find another way. But until we do, we will solve this the only way we know how: with violence.
Daughter
The Ardura can take us south, to the edge of the jungle. The sunken city of Utzaal is not hidden, nor hard to reach... it is protected by a different danger, but we will deal with that when we come to it. When you are ready, we should begin the journey as soon as possible.
Our Next Move
I was asleep during the era of Jamanra. I cannot attest to the truth of Risu's tale... though I cannot say it is outside the realm of possibility. The Maraketh have strict traditions, erring on the side of brutal.
Jamanra
How long has it been? I was hunted... The Count... He stole something that is beyond dangerous... It will cause sickness... Then madness... It can still be contained... We must put the Seed back...
A Warning
Yes... please... find it... I am still too weak.... this will only grow worse...
Find the Seed
I must... thank you... for releasing me. I am... indebted to you... but you must find the Seed. I will aid you in any way that I can. I am still weak, but I have some knowledge that may be of use. Bring me any magical objects you find. I can identify them for you.
HoodedOneNewReleaseThanks
The Count accosted me and stole a very dangerous object—a Seed that I have kept hidden from humanity. Somehow, he knew that I possessed it. He cannot possibly know how dangerous it is. His attempts to harness its power will court disaster. You must hurry to the Village. At the very least, those who are still sane may be convinced to aid in containing the Seed.
Count Geonor
The trail of Corruption leads east, so east we shall go. It seems fate conspires to return me to the Plains of Vastiri...
Follow the Beast's trail
The boundless horrors of mishandled Corruption cannot be conveyed simply through words. I only hope that you can find and contain the Seed before it is too late.
The Seed of Corruption
Twenty years ago, in the wake of those tremendous events, mankind was busy with its own survival. No one was looking for me, and no one saw me. I lurked in high places, and dark places, seeking to keep the Seed safe from men of ambition. In recent years, however, I found myself continually forced to move from place to place. There was always one more hunter, one more patrol, one more grove being cut down or cave being mined. There was nowhere to hide, and my path inexorably took me here... which was, apparently, exactly where someone wanted me to be. This was all a trap, laid over the course of years, and at colossal expense. Someone wanted the Seed at any cost, which surely bodes ill for their intentions...
Hunted
Somewhere in this region, there were sophisticated canals and waterways. We might be able to use them to drain this lake.
We must hope that the mechanisms are still functioning, despite their age. It is the only way to reverse the drowning of this once thriving city... the first step in our search for the secret knowledge of the Vaal.
Introduction
You might not know this, but the common tongue we are speaking is derived from ancient Vaal—they were the largest empire on Wraeclast for thousands of years. They {should} be able to understand you.
Common Language

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The Hooded One

The Hooded One on The Weapon /1
: The Weapon is radiating intense Corruption... It will sicken and madden all those who near it... Quickly... he has returned to Ngakanu... You must stop him!
The Hooded One on Doryani /14
: Doryani sees the world through a different lens. We must remember that he is of a bygone era...
: ... I can hear you, you know.
: Indeed.
: And of what era are you, exactly?
: Older still. I have seen many civilisations rise and fall.
Warrior: We all have our differences.
Witch: Yes... fight!
Sorceress: Must I listen to squabble?
Ranger: You are both equally questionable.
Huntress: Hey now... Break it up.
Monk: Please. We must remain calm.
Mercenary: Heh. I'd pay money to watch you two brawl it out.
: It is a strange feeling, meeting someone so gifted in sciences I unintentionally brought to the world. All of Vaal technology and advancements, derived from my ultimate mistake...
: You call the Beast a mistake? On this, I do not agree. The gods were nothing but monstrous tyrants. The power of Corruption allowed humanity to seize back control of their destiny!
: And what did you do with that control? In your experiments, I saw death. Dismemberment. A living nightmare.
: A means to an end. They were all willing sacrifices.
: That is, somehow, even more frightening. The zealotry. The fervor. I've seen it all too often... a kind of madness, seemingly fundamental to mankind.
: Perhaps, but it was their choice to make. They gave themselves in the hopes of saving our people. My only regret is that I failed.
: Oh to bear but {one} regret...
Warrior: One day, all regrets will be cast aside. We will put things right.
Witch: And this is what I get for trying to make small talk.
Sorceress: Regrets are what shape us. Learnings observed about ourselves. No one is perfect.
Ranger: Regrets are useless. We have to move forward. Best you both try to as well.
Huntress: I've certainly made some mistakes I wish I could take back. But we must accept them and move on.
Monk: The burdened mind drags itself down. The past is behind us.
Mercenary: Oof, sorry I asked.
The Hooded One on Allies /5
: Now, we need allies. I believe we have earned good will throughout Wraeclast. It is time to call upon those debts. One last journey, recruiting any who will join us, before we assault Oriath. The Karui are already with us. We should call upon the Ezomytes and the Maraketh.
: As it so happens, I may... also have some forces in reserve.
Warrior: Forces in reserve? You mean {living} Vaal?
Witch: Where would you be hiding something like that?
Sorceress: You have {living} warriors? Where?
Ranger: What? Living Vaal? How?
Huntress: Really? Where might they be?
Monk: What does {that} mean?
Mercenary: You're a tricky one, aren't ya, mate?
: Suffice to say, I've always got a contingency plan.
: On we go, then, to build an alliance against the end.
The Hooded One on Unity /3
: It has been thousands of years since I've seen an alliance such as this. Wraeclast has finally united the way I always hoped it would. Come, let us plan our assault on Oriath.
: I've been working on a strategy of sorts.
Warrior: Let's hope it's a good one this time...
Witch: That's good. For once, I don't think blasting my way in will work.
Sorceress: Indeed, the time of heroes is upon us once more.
Ranger: I'm ready. Let's end this.
Huntress: The final rush of the hunt.
Monk: The end is nigh, one way or another.
Mercenary: I'm glad you're with us, boss.
The Hooded One on First Weapon Piece /8
: This piece of the Weapon... it has writing on it...
: The first example of Precursor writing I've ever seen!
: I... recognise some of these symbols...
: What? How?
: When I was very young, but a boy, and still mortal... hmm. Such a faded memory... I was... in her lap... and symbols like these, decorated a vivid book... I can almost hear her saying the words... what they mean...
Warrior: Who was this person?
Witch: Are you saying what I think you're saying?
Sorceress: Please. You must recall. What do they mean?
Ranger: What's happening? What do you remember?
Huntress: What's goin' on?
Monk: Clear your mind. Try to recall. What do they mean?
Mercenary: What are you saying, old fella?
: I'm not sure... I have to think on it... I have to try to remember...
: Then {we} must find the other pieces. We need more information.
The Hooded One on Oriana /5
Warrior: Oriana... Ogham's downfall... was part of the Twilight Order all along! Greatwolf ravage her!
Witch: So, the Twilight Order and Oriana are one and the same. Who knew?
Sorceress: It makes sense. Oriana is part of this Twilight Order.
Ranger: Oriana's working for the Twilight Order. First Ogham, then the Vastiri... now the world.
Huntress: Oriana and the Twilight Order... she's got a lot to answer for.
Monk: Oriana is behind the Twilight Order. Pulling its strings.
Mercenary: Count Geonor's missus is the leader of the Twilight Order! What a bloody twist!
: We should have known. Their goals were in alignment. It's obvious, in retrospect.
: We had centuries of science at our disposal... and still we could not control the Beast. These religious fools are going to cause another Cataclysm.
: We must find them. We must make them see reason!
: I was the most reasonable man of my era, and until my hand was forced, I didn't listen. I suspect... they won't, either.
The Hooded One on The Twilight Order /3
: I thought I could deal with the gods single-handedly, without consequence. It should always have been a communal choice. I applaud them for their efforts.
: It seems they despise the gods. I dare say, it is understandable. Mankind has no need of divine tyrants.
Warrior: I wonder if the Order {could} be of some aid to us. They have the numbers.
Witch: I find those overly-happy types truly unsettling... leave them to it, I say.
Sorceress: The gods are not inherently evil. We have seen them do great things for the Vastiri and our people.
Ranger: I don't trust this 'Twilight Order.' Keep your beliefs to yourself, I say.
Huntress: Gods derived from mankind are flawed. The Spirit... is beyond all of that.
Monk: We cannot fathom the weight of such a thing... to be divine.
Mercenary: Either way, them lot on Arastas... they feel a bit off.
The Hooded One on The Third Edict /3
: There is no doubt now in my mind. It {is} the Weapon I saw in that third mural. The forging revealed an inscription. The symbols declare it 'The instrument of the Third Edict.' It was designed for the sole purpose of cleansing Corruption... ... and destroying the Beast.
: The Third Edict? What is the meaning... of these Edicts? Perhaps it follows that the Seed was the instrument of a {Second} Edict... But why? What part of this tale are we missing? Why would any civilisation intentionally create the Seed of Corruption?
Warrior: A question lost to time. All we can do now is destroy it.
Witch: The pursuit of power, obviously. Now, we have to clean up their mess.
Sorceress: They must have had a good reason... but we have no choice. We must destroy the Beast.
Ranger: The hubris of man never changes. Just look at history.
Huntress: You can fuss over that. We have the Weapon. The hunt is on.
Monk: The truth may come to us in time. Until then, we have what we need.
Mercenary: That's above my pay grade. Let's go destroy the Beast and be done with it.
The Hooded One on Second Weapon Piece /5
: This piece has writing, too! I have some sense of the meaning...
: Give me everything you recall, no matter how insignificant. We must try to translate them.
Warrior: What does it mean to you? Do you remember?
Witch: Something very strange is going on here... explain!
Sorceress: There must be a tale, locked in the back of your mind. Focus on it.
Ranger: Do you know why, yet? Why they seem familiar to you?
Huntress: Some mysteries are best left untouched, you know.
Monk: We are stumbling upon some sort of hidden truth here.
Mercenary: Oh boy. This is gettin' good.
: As a child, I was sent to live among the Azmeri with my brother and sister... But before that, I lived... {somewhere else...} Somewhere with great works of stone and metal and glass... And a kind, smiling face... a woman's face... I haven't thought about this in thousands of years... it's a mortal memory, faded to static...
: Don't get distracted. Keep the thought in your mind. You must find the last piece. Now go. We will work on this.
The Hooded One on Third Weapon Piece /6
: The final piece... these symbols...
: The translation work we've done... is it enough?
: Something about a forge... This part says 'You must finish it,' or something like it. 'You must forge it.' The word forge is drawn like a name. It's not an action. It's a place.
: So, we must find an ancient Precursor forge.
Warrior: But where? It could be anywhere.
Witch: And how are we supposed to do that then?
Sorceress: A forge? How do we find it?
Ranger: Do we have a trail? Where do we start looking?
Huntress: I've hunted many things... never a forge. Where do we look?
Monk: A forge? Where are we to start looking?
Mercenary: What! How do we do that?
: This is the first time in my life I'm forced to admit - I have no idea. Ask the crew perhaps. The Karui. They live here, after all.
The Hooded One on The Weapon /6
: The final piece... these symbols...
: The translation work we've done... is it enough?
: Something about a forge... This part says 'You must finish it,' or something like it. 'You must forge it.' The word forge is drawn like a name. It's not an action. It's a place.
: So, we must find an ancient Precursor forge.
Warrior: But where? It could be anywhere.
Witch: And how are we supposed to do that then?
Sorceress: A forge? How do we find it?
Ranger: Do we have a trail? Where do we start looking?
Huntress: I've hunted many things... never a forge. Where do we look?
Monk: A forge? Where are we to start looking?
Mercenary: What! How do we do that?
: This is the first time in my life I'm forced to admit - I have no idea. Ask the crew perhaps. The Karui. They live here, after all.
The Hooded One on Travel to Ogham /1
: To Ogham, then. Hopefully, they've had time to rebuild.
The Hooded One on Travel to Ogham /1
: To Ogham, then. Hopefully, they've had time to rebuild.
The Hooded One on Travel to Ogham /1
: To Ogham, then. Hopefully, they've had time to rebuild.
The Hooded One on Travel to the Vastiri /1
: At this time of year, I know where to find the Ardura {Akhara.} Let us travel to the Vastiri.
The Hooded One on Travel to the Vastiri /1
: At this time of year, I know where to find the Ardura {Akhara.} Let us travel to the Vastiri.
The Hooded One on Travel to the Vastiri Desert /1
: At this time of year, I know where to find the Ardura {Akhara.} Let us travel to the Vastiri.
The Hooded One on Travel to Mount Kriar /1
: Let us seek out Doryani's reserves... whatever they may be.
The Hooded One on Travel to Mount Kriar /1
: Let us seek out Doryani's reserves... whatever they may be.
The Hooded One on Travel to Mount Kriar /1
: Let us seek out Doryani's reserves... whatever they may be.
The Hooded One on Travel to Oriath /2
: The time has come. We can only hope our alliance will be enough. That fateful hour... a return to Oriath. We can set sail immediately.
Warrior: How far we've come... and now, to war.
Witch: Oriath. How I've always wanted to see that fell city from the inside.
Sorceress: Let us show the world that we will not allow it to be destroyed!
Ranger: I feel calm. And dread. All at once.
Huntress: Spirit guide me.
Monk: The Dreamer leads and I follow.
Mercenary: Lock n' load.
The Hooded One on Tukohama Tribe /5
: I am glad the Tukohama Tribe still thrives. In the early days, Tukohama was a good man.
: You... knew him?!
: Yes... and I also helped kill him, too. Much to my regret.
Warrior: It's true, then? The tales of the Godslayer, in decades past...
Witch: So you really did rampage with the Godslayer?
Sorceress: The tales are true! You journeyed with the Godslayer?
Ranger: So, the Godslayer really existed.
Huntress: The stories of the Godslayer are true?
Monk: Ah, so the Godslayer was indeed real.
Mercenary: Oh, so the Godslayer wasn't just a tavern tale after all.
: Yes... at the time, there was no other way... There is one consolation... his spark was not lost...
The Hooded One on The Weapon /5
: The more I consider it, the more I believe I've seen a depiction of the Weapon. Especially now that I can study the piece in Doryani's possession...
: A depiction? Where? The scraps I know, I learned from incredibly ancient ruins.
: Yes... when I consulted the ancient being Kalandra, she told me where to find the Seed of Corruption... She was cryptic, and said that it already belonged to me. That it always had. I can still only guess what she meant... In the ruins where the Seed was sealed, I saw carvings on the wall. It was a message, left for anyone who might follow in the eons to come. A series of giant murals. The first was broken, but the second depicted the creation of the Seed. The third mural portrayed the Seed's destruction. At the time, I thought it was a warning. Now, I see the Weapon was depicted quite literally, being driven into the Seed. It might not have been a warning. It might have been... {instructions.}
: This confirms my hypothesis. The Weapon is the key to destroying the Beast. We must find and reassemble it, no matter the cost.
Warrior: I will do whatever it takes.
Witch: Leave it to me.
Sorceress: I am honour-bound to do this, but I would still volunteer.
Ranger: If it's the only way to save the lands I love, I will give my all.
Huntress: I will give my very life, if I must.
Monk: We will succeed. Together.
Mercenary: Least we've got a plan.
The Hooded One on The Weapon /7
: It is curious that the Weapon was broken into pieces and dispersed here.
: From what I've seen, I don't believe the Weapon was broken apart. It was never fully completed at all. I have only ever seen it portrayed in pieces. The third mural, the one you saw, {must} have been an instruction. It is my belief that the creators of the Weapon were... interrupted.
Warrior: Interrupted? How?
Witch: Ooh that sounds ominous! What do you think happened?
Sorceress: Let me guess, did something destroy them?
Ranger: What befell them?
Huntress: Sounds a nice way of putting it...
Monk: Do you know their fate?
Mercenary: Interrupted? By what then?
: It's impossible to know for certain. They were wiped out thousands of years before my time. Do... {you} have any notion?
: I was too young to remember much. I was among the Azmeri when it happened. But they did tell stories... I recall tales of... a great fire, a great wasting...
: {You} were alive for {that?} The historical record... it's always been conjecture...!
: I remember fear. I remember sorrow. But the Azmeri had chosen their homes carefully. They were separatists. They rejected technology. And in the end, they were right...
The Hooded One on Kulemak /4
Warrior: My mind... I see... I hear...
Witch: Ooh... that's a neat trick.
Sorceress: It's like a tale being told in my mind...
Ranger: What did you just do?!
Huntress: So many voices...
Monk: I've felt this sensation before.
Mercenary: That's a hookah hit and a half. Whew!
: You now possess understanding of their language. Tread carefully. In ages past, these creatures served a dark god... Kulemak, the Lich Lord, master of Undeath. The alliance destroyed his body in battle countless times, but the Well of Souls remained beyond our reach.
: I must go. I cannot risk capture.
: I must go. I cannot risk capture.
The Hooded One on The Lightless /4
: So the ancient enemy has returned! Hmmm... but why is this one not attacking us?
: The Thief of Virtue! Stealer of Kulemak's spark!
Warrior: What's it saying?
Witch: This language... it was in some of the forbidden tomes.
Sorceress: Step back, vile wretch!
Ranger: Do you understand me, creature?
Huntress: What's it saying? Evil dreams whisper like that...
Monk: Greetings... friend. I don't understand you.
Mercenary: I can't understand a bloody word it says.
: In a time long past, I aided an alliance that fought these beings for centuries. They are the Lightless. The Abyssals. The spawn of the Well of Souls. I can teach you its ancient tongue, for knowledge was our greatest weapon. Hold still.
The Hooded One on Follow the Beast's trail /1
: The trail of Corruption leads east, so east we shall go. It seems fate conspires to return me to the Plains of Vastiri...
The Hooded One on The Ezomytes /1
: We must leave this place. It is best the Ezomytes come with us. If we survive what is coming, we will return here with force, and face the origin of this Nameless threat... But for now, we must away.
The Hooded One on Dark Forces /1
: There is something very wrong in these lands. It is not Corruption... it is something far older, far darker... I must search my memories... give me time...
The Hooded One on Memories /1
: The longer one lives, the heavier the weight of time. I must cast myself into the realm within, seeking states of mind, seeking the man I was in a given era. Despair has taken my poetry from me. In my divine youth, I was quite the passionate soul. And in that era, we fought for the light...
The Hooded One on Memories /1
: The longer one lives, the heavier the weight of time. I must cast myself into the realm within, seeking states of mind, seeking the man I was in a given era. Despair has taken my poetry from me. In my divine youth, I was quite the passionate soul. And in that era, we fought for the light...
The Hooded One on Memories /1
: The longer one lives, the heavier the weight of time. I must cast myself into the realm within, seeking states of mind, seeking the man I was in a given era. Despair has taken my poetry from me. In my divine youth, I was quite the passionate soul. And in that era, we fought for the light...
The Hooded One on Khari Bazaar /1
: I can still see this place, as it was.There was so much life. Colour. Noise. Children playing in that fountain. Merchants selling wares.Nothing but dust and wind, now...
The Hooded One on Zarokh /1
: I have long considered it a mistake to bind souls to {baryas}. Not only is the punishment egregious, but it allows them to persist long past their time. Zarokh achieved many great things during the war against the Abyssals, but his ambition outgrew his sense. Now, he remains to torment us, when he should have passed from this world long ago. He worked closely with the tale-women of the era, and stole their wisdom, becoming the first Chronomancer. If he has lent his powers to Azmadi, this will not be a simple contest of strength. It will be far more dangerous than that.
The Hooded One on The Cuachic /1
: The Cuachic may have joined our cause, but that will last only as long as we share a common enemy. Be wary. If we do manage to stop the Twilight Order and slay the Beast... we may suddenly have more to worry about.
The Hooded One on Doryani's Contingency /1
: Just between us, the existence of this 'Cuachic Vault' gives me pause. How many other plans does Doryani have in motion? Keep your eyes open.
The Hooded One on Doryani /1
: I am struggling to reconcile two men. One is history's greatest monster, maligned across Wraeclast's written and oral traditions. The other is the man we brought back from the past, one who portrays himself as desperately trying to save his people. Are they one and the same? He accepts responsibility for the things he has done, claiming they were necessary. I suppose I have no moral high ground to stand on... Doryani could not have done any of what he did if I had not grown the Beast...
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