257 updated strings (RED indicates old description, GREEN indicates new description):

ID: 50^47
Currency obtained from overseer quests.
Currency of the merchant a mysterious presence in the Plane of Knowledge. Obtained from overseer quests. This currency is also worth one tribute per point.

ID: 50^61

Her lamentation will extract its price in blood.

ID: 51^61

One of the powerful Keepers of the Art in Felwithe. Not the best person to work for, especially when he is hungry.

ID: 52^61

A renowned instrument maker. Famously eccentric, even by gnomish standards.

ID: 53^61

One of the strongest of the Emerald Warriors of Felwithe. Not very popular in Crushbone.

ID: 55^61

Zoo Keeper of Ak`Anon. Please do not tap on the glass.

ID: 57^61

Part of the Wayfarers' Brotherhood, and able to teleport you from the Butcherblock Mountains to camps in many other locations.

ID: 58^61

One of Mayong Mistmoore's chosen servants. Collects statuettes.

ID: 59^61

Renegade daughters of Tandan Nybright. They all agree that their problems are his fault.

ID: 62^61
He gets knocked down, but gets up again, you're never going to keep him down.
He gets knocked down, but gets up again. You're never going to keep him down.

ID: 63^61

Victim of a tragedy. Her most prized possession is a doll her father, Baenar Swiftsong, gave her.

ID: 64^61

Just an ordinary, normal person who doesn't know anything about those vampire attacks nearby. What a shame!

ID: 66^61

Renounced the ways of the shadows and now a Warder of Ro. Still holds a torch for his true love.

ID: 68^61

Every emperor needs someone who is there to tell them they're on the right path.

ID: 69^61
Small, powerful, and mysteriously the owner of half of the Rune of Ivy.
Small, powerful, and somehow in possession of half of the Rune of Ivy.

ID: 70^61

Former member of the Irontoe Brigade. Has found a second career in brewing.

ID: 71^61

A master blacksmith in his time. Very attached to his favorite hammer.

ID: 76^61

Bravely infiltrating enemy territory to bring necessary supplies to his allies.

ID: 77^61

Happy to escort you to your doom.

ID: 78^61

Employs fear, surprise, and ruthless efficiency in its fanatacal devotion to Kerafyrm.

ID: 79^61
A frozen tomb awaits those who dare anger this warrior of Veeshan.
A frozen tomb awaits those who dare to pass this defender of Kerafyrm.

ID: 80^61
ww
Tried to do the right thing, but couldn't follow through.

ID: 81^61

Defender of Castle Mistmoore. He holds a vial of vampire blood which he says protects him from magic.

ID: 83^54
Extravagant
Peaceful

ID: 83^55
Personality type Trait for the Extravagant Personality type
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Personality characteristics.

ID: 83^61

One of Meldrath's early defenders while he began his machinations in the Steamfont Mountains.

ID: 84^54
Frivolous
Bold

ID: 84^55
Personality type Trait for the Frivolous Personality type
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Personality characteristics.

ID: 84^61

Present in Mistmoore Castle to drink and to know things.

ID: 85^54
Shrewd
Cautious

ID: 85^55
Personality type Trait for the Shrewd Personality type
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Personality characteristics.

ID: 85^61

Preemptively ruining elven lands before they're able to ruin his.

ID: 86^61

Emperor Crush has entrusted this orc to lead the invasion deeper into the Faydark forest.

ID: 87^61

Placed as an overseer over the captives of the Crushbone Orcs. Wears a brass earring as a symbol of power.

ID: 92^61

In life, a knowledgeable researcher. In undeath, a powerful enemy.

ID: 93^61

Mysterious ally of the ghouls in Kithicor Forest.

ID: 95^61

Travels as part of Priestess Llandra's party, invading the Faydark.

ID: 96^61

One of the elementals employed in the creation of Crystallos.

ID: 97^61

A young dwarf early on the path of devotion to Brell under the guidance of Gunlok Jure.

ID: 98^61

Working to spread the influence of Brell through prayer and a small amount of smiting.

ID: 99^61

Incredibly knowledgeable about the intricacies of Ak'Anon's inner workings.

ID: 100^57
A Common Conversion Quest that is always available.
Stronger allies must be found if balance is to prevail. By returning agents to their original path a peerless new ally may be sought to continue the fight.

ID: 100^61

Employed to address problems that are too complex for the clockwork guards to handle.

ID: 100^68
A Common Conversion Quest that is always available.
The echos of our former allies reverberates through the aether and a new Agent hears their call...

ID: 100^69
A Common Conversion Quest that is always available.
Stronger allies must be found if balance is to prevail. By returning agents to their original path a peerless new ally may be sought to continue the fight.

ID: 101^57
An Uncommon Conversion Quest that is always available.
Stronger allies must be found if balance is to prevail. By returning agents to their original path a peerless new ally may be sought to continue the fight.

ID: 101^61

An invader in the Faydark forest. Picked to be a lookout for their keen eyesight, or possibly because they couldn't be trusted with anything more complex.

ID: 101^68
An Uncommon Conversion Quest that is always available.
The echos of our former allies reverberates through the aether and a new Agent hears their call...

ID: 101^69
An Uncommon Conversion Quest that is always available.
Stronger allies must be found if balance is to prevail. By returning agents to their original path a peerless new ally may be sought to continue the fight.

ID: 102^57
A Rare Conversion Quest that is always available.
Stronger allies must be found if balance is to prevail. By returning agents to their original path a peerless new ally may be sought to continue the fight.

ID: 102^61

The calcified barbs coating this undead creature make it dangerous to attack.

ID: 102^68
A Rare Conversion Quest that is always available.
The echos of our former allies reverberates through the aether and a new Agent hears their call...

ID: 102^69
A Rare Conversion Quest that is always available.
Stronger allies must be found if balance is to prevail. By returning agents to their original path a peerless new ally may be sought to continue the fight.

ID: 103^68
With our new ally an opportunity to recruit more agents has appeared. Her heroic presence should inspire the gnomes of Ak'Anon to join the cause.

Click [Select Agent] to add [Equestrielle] to the [Quest Party]. Then click [Start Quest!].

Many gnomes and other denizens of Ak'Anon have joined the cause!

ID: 104^68
With our new ally an opportunity to recruit more agents has appeared. Her regal stature should inspire the high elves of Felwithe to join the cause.

Click [Select Agent] to add [Equestrielle] to the [Quest Party]. Then click [Start Quest!].

Many high elves and other denizens of Felwithe have joined the cause!

ID: 105^61

This unit requires maintenance.

ID: 105^68
With our new ally an opportunity to recruit more agents has appeared. Her warrior's spirit should inspire the dwarves of Kaladim to join the cause.

Click [Select Agent] to add [Equestrielle] to the [Quest Party]. Then click [Start Quest!].

Many dwarves and other denizens of Kaladim have joined the cause!

ID: 106^61

It isn't strictly necessary to dive from the heights they do, but it is more thrilling.

ID: 106^68
With our new ally an opportunity to recruit more agents has appeared. Her natural affinity should inspire the wood elves of Kelethin to join the cause.

Click [Select Agent] to add [Equestrielle] to the [Quest Party]. Then click [Start Quest!].

Many wood elves and other denizens of Kelethin have joined the cause!

ID: 107^61

The area is a bit more dangerous, but what a view!

ID: 108^61

Careful tender of an undersea garden.

ID: 110^61

Bravely venturing into dangerous territory for the chance at great wealth.

ID: 111^61

The power of the Dark Reflection is alluring and dangerous.

ID: 115^61

Do not underestimate the might of Mistmoore!

ID: 117^61

We're not losing another one. Not on my watch.

ID: 119^61

A day at the forge is hot, messy, dangerous, and draining. He wouldn't have it any other way.

ID: 120^61

Tirelessly records the events of the day in the hopes that they will prove useful in the future.

ID: 121^61

Has a seemingly endless supply of knicknacks to fulfill your every desire.

ID: 122^61

Will happily explore in peace, or set fire to anyone in their way.

ID: 123^61

Sometimes the easiest way to defeat an enemy is to convince them that you aren't enemies.

ID: 124^61

Incredibly angry at all living things, even by undead standards.

ID: 125^61

I'm sure the guards will handle it. Have you tried this cake?

ID: 126^61

Defending a very small settlement from very large threats.

ID: 127^61

Only the noblest Fae fighters are entrusted with the defense of the Royal Court.

ID: 128^61

One being's mischief is another being's tragedy.

ID: 129^61

Once a noble in a powerful house, now lost and denounced, soon to meet an even more gruesome end.

ID: 130^61

Turned from member of a lawful society to one that preys on that society.

ID: 132^61

Carefully balances taking what is needed for Kelethin with leaving what belongs to the great Faydark forest.

ID: 133^61

Willing to risk life, limb, and breath to discover the ancient secrets of the Kedge. Very protective of a stash of fish scales.

ID: 134^61

Basic training consists of being handed a weapon and told which end goes in your hand and which end goes in the enemy, but it's something, and a grunt has had it.

ID: 135^61

One of the few goblins with a sense of location in the world at large.

ID: 136^61

Ancient elemental defending the last of the Kedge.

ID: 138^61

Walking throughout Faydwer, righting wrongs, solving mysteries, defending the weak, and looking for the other half of a mysterious amulet.

ID: 139^61

Ready to strangle the next person who visits looking for 'some gears, about this big.'

ID: 140^61

For the glory of Kaladim, have at thee!

ID: 141^61

For the protection of all Feir'Dal, there shall be no mercy for your kind!

ID: 142^61

Can create a vast array of useful compounds from the riotous growth surrounding Kelethin.

ID: 143^61

Sings the songs of her people, that the lessons from the past should never be forgotten.

ID: 146^61

Far more effective than the unmasked ones.

ID: 147^61

Known mainly for one thing. Fortunately they enjoy it.

ID: 148^61

Do NOT spill wine on the cloak. It will not end well for you.

ID: 150^61

Unlike other orcs, this one will consider talking rather than stabbing. It does still enjoy the stabbing.

ID: 151^61

When you draw the ire of Emperor Crush, you will meet the troops of the Legion.

ID: 152^61

One of the fastest orc scouts. Stole something valuable from Sarialiyn Tranquilsong of the Song Weavers of Kelethin.

ID: 153^61

Death! Death to all who oppose the Crushbone orcs!

ID: 154^61

Has a mysterious connection to the Jaggedpine.

ID: 155^61

Playful. Deadly.

ID: 157^61

Has found wealth, but not enough to stop diving...

ID: 158^61

Grotesque that was created to scare off intruders, and later animated to attend to the problem more directly.

ID: 159^61

Animated centuries ago to do the bidding of dragonkind.

ID: 160^61

There's a surprising amount of paperwork in a vampire-infested castle.

ID: 162^61

Seeks power in employing opposing forces for the same goal.

ID: 164^61

Whatever she wants is going to cost you dearly.

ID: 170^61

Eternally cursed to wander the same pathways.

ID: 171^61

Preserves the dead for their later service to the Trueborn.

ID: 172^61

Servant of Tunare, defender of the shores.

ID: 174^61

Wanders the Cauldron's shores, happy to drag the foolhardy to their bubbling doom.

ID: 175^61

Once entrusted with a glass key to inner chambers of the Estate of Rest, now cursed to unrest for all eternity.

ID: 200^57
Recruit Fighters
There is an opportunity to gain influence over a useful agent.

ID: 200^68
Recruit Fighters
The agent will now heed the Overseer's advice.

ID: 200^69
Recruit Fighters
The agent remains uninfluenced.

ID: 201^57
Recruit Fighters
There is an opportunity to gain influence over a useful agent.

ID: 201^68
Recruit Fighters
The agent will now heed the Overseer's advice.

ID: 201^69
Recruit Fighters
The agent remains uninfluenced.

ID: 202^57
Recruit Workers
There is an opportunity to gain influence over a useful agent.

ID: 202^68
Recruit Workers
The agent will now heed the Overseer's advice.

ID: 202^69
Recruit Workers
The agent remains uninfluenced.

ID: 203^57
Recruit Workers
There is an opportunity to gain influence over a useful agent.

ID: 203^68
Recruit Workers
The agent will now heed the Overseer's advice.

ID: 203^69
Recruit Workers
The agent remains uninfluenced.

ID: 204^57
Recruit Travelers
There is an opportunity to gain influence over a useful agent.

ID: 204^68
Recruit Travelers
The agent will now heed the Overseer's advice.

ID: 204^69
Recruit Travelers
The agent remains uninfluenced.

ID: 205^57
Recruit Travelers
There is an opportunity to gain influence over a useful agent.

ID: 205^68
Recruit Travelers
The agent will now heed the Overseer's advice.

ID: 205^69
Recruit Travelers
The agent remains uninfluenced.

ID: 206^57
Recruit Fighters
There is an opportunity to gain influence over a useful agent.

ID: 206^68
Recruit Fighters
The agent will now heed the Overseer's advice.

ID: 206^69
Recruit Fighters
The agent remains uninfluenced.

ID: 207^57
Recruit Fighters
There is an opportunity to gain influence over a useful agent.

ID: 207^68
Recruit Fighters
The agent will now heed the Overseer's advice.

ID: 207^69
Recruit Fighters
The agent remains uninfluenced.

ID: 208^57
Recruit Workers
There is an opportunity to gain influence over a useful agent.

ID: 208^68
Recruit Workers
The agent will now heed the Overseer's advice.

ID: 208^69
Recruit Workers
The agent remains uninfluenced.

ID: 209^57
Recruit Workers
There is an opportunity to gain influence over a useful agent.

ID: 209^68
Recruit Workers
The agent will now heed the Overseer's advice.

ID: 209^69
Recruit Workers
The agent remains uninfluenced.

ID: 210^57
Recruit Travelers
There is an opportunity to gain influence over a useful agent.

ID: 210^68
Recruit Travelers
The agent will now heed the Overseer's advice.

ID: 210^69
Recruit Travelers
The agent remains uninfluenced.

ID: 211^57
Recruit Travelers
There is an opportunity to gain influence over a useful agent.

ID: 211^68
Recruit Travelers
The agent will now heed the Overseer's advice.

ID: 211^69
Recruit Travelers
The agent remains uninfluenced.

ID: 212^57
Recruit Fighters
There is an opportunity to gain influence over a useful agent.

ID: 212^68
Recruit Fighters
The agent will now heed the Overseer's advice.

ID: 212^69
Recruit Fighters
The agent remains uninfluenced.

ID: 213^57
Recruit Fighters
There is an opportunity to gain influence over a useful agent.

ID: 213^68
Recruit Fighters
The agent will now heed the Overseer's advice.

ID: 213^69
Recruit Fighters
The agent remains uninfluenced.

ID: 214^57
Recruit Workers
There is an opportunity to gain influence over a useful agent.

ID: 214^68
Recruit Workers
The agent will now heed the Overseer's advice.

ID: 214^69
Recruit Workers
The agent remains uninfluenced.

ID: 215^57
Recruit Workers
There is an opportunity to gain influence over a useful agent.

ID: 215^68
Recruit Workers
The agent will now heed the Overseer's advice.

ID: 215^69
Recruit Workers
The agent remains uninfluenced.

ID: 216^57
Recruit Travelers
There is an opportunity to gain influence over a useful agent.

ID: 216^68
Recruit Travelers
The agent will now heed the Overseer's advice.

ID: 216^69
Recruit Travelers
The agent remains uninfluenced.

ID: 217^57
Recruit Travelers
There is an opportunity to gain influence over a useful agent.

ID: 217^68
Recruit Travelers
The agent will now heed the Overseer's advice.

ID: 217^69
Recruit Travelers
The agent remains uninfluenced.

ID: 218^57
Recruit Fighters
There is an opportunity to gain influence over a useful agent.

ID: 218^68
Recruit Fighters
The agent will now heed the Overseer's advice.

ID: 218^69
Recruit Fighters
The agent remains uninfluenced.

ID: 219^57
Recruit Fighters
There is an opportunity to gain influence over a useful agent.

ID: 219^68
Recruit Fighters
The agent will now heed the Overseer's advice.

ID: 219^69
Recruit Fighters
The agent remains uninfluenced.

ID: 220^57
Recruit Workers
There is an opportunity to gain influence over a useful agent.

ID: 220^68
Recruit Workers
The agent will now heed the Overseer's advice.

ID: 220^69
Recruit Workers
The agent remains uninfluenced.

ID: 221^57
Recruit Workers
There is an opportunity to gain influence over a useful agent.

ID: 221^68
Recruit Workers
The agent will now heed the Overseer's advice.

ID: 221^69
Recruit Workers
The agent remains uninfluenced.

ID: 222^57
Recruit Travelers
There is an opportunity to gain influence over a useful agent.

ID: 222^68
Recruit Travelers
The agent will now heed the Overseer's advice.

ID: 222^69
Recruit Travelers
The agent remains uninfluenced.

ID: 223^57
Recruit Travelers
There is an opportunity to gain influence over a useful agent.

ID: 223^68
Recruit Travelers
The agent will now heed the Overseer's advice.

ID: 223^69
Recruit Travelers
The agent remains uninfluenced.

ID: 402^69
The cargo was taken and merchant is now in danger of losing their business.
The cargo was taken, and merchant is now in danger of losing their business.

ID: 405^69
The dangers of the cauldron proved to harsh and there was not enough time to learn anything.
The dangers of the cauldron proved too harsh and there was not enough time to learn anything.

ID: 419^56
Neither Snow nor Rain?
Neither Snow nor Rain...

ID: 505^68
The secret of the creation of Farstone has been revealed. Many the materials needed are only found in extreme locations that the Wayfarer's Brotherhood is know to travel.
The secret of the creation of Farstone has been revealed. Many the materials needed are only found in extreme locations that the Wayfarer's Brotherhood is known to travel.

ID: 519^69
The couriers were well trained and experienced. Their horses were extremely swift and none could be caught.
The couriers were well trained and experienced. Their horses were extremely swift, and none could be caught.

ID: 525^69
The seller claimed that they had already sold it, though clearly they were not willing to accept a fair price. No deal could be made.
The seller claimed that they had already sold it, though they clearly were not willing to accept a fair price. No deal could be made.

ID: 530^57
Few crafters can create an weapon with silver blades that holds up to the kind of combat they are built for. If these weapons were more available and reliable the influence of the undead might be reduced.
Few crafters can create a weapon with silver blades that holds up to the kind of combat they are built for. If these weapons were more available and reliable the influence of the undead might be reduced.

ID: 532^56
Out On A Limb
Out on a Limb

ID: 544^57
Norrath's heroes intent on breaching the Estate of Unrest frequently have issues passing the hedge maze. Lives might be saved if someone were to map that maze.
Norrath's heroes are intent on breaching the Estate of Unrest frequently have issues passing the hedge maze. Lives might be saved if someone were to map that maze.

ID: 556^56
Gaurd the Bard
Guard the Bard

ID: 558^57
Aviaks are jumpy and aggressive creatures. Gathering their feathers often requires killing them. But this reduces their population, making those feathers even harder to acquire. It is possible, however, to gather their cast off feathers if the one doing the gathering can remain calm and not appear to be a predator.
Aviaks are jumpy and aggressive creatures. Gathering their feathers often requires killing them. But this reduces their population, making those feathers even harder to acquire. It is possible, however, to gather their cast-off feathers if the one doing the gathering can remain calm and not appear to be a predator.

ID: 604^57
There is a rare bird that lives quietly in the forests of Faydark. These simple looking brown chickadees have a little bit of magic that causes their feathers to turn a bright green when they eat enough rare and valuable Vineclinger Berries. These are only found on Kunark . The feathers are important for making many magical items.
There is a rare bird that lives quietly in the forests of Faydark. These simple looking brown chickadees have a little bit of magic that causes their feathers to turn a bright green when they eat enough rare and valuable Vineclinger Berries. These are only found on Kunark. The feathers are important for making many magical items.

ID: 641^69
The curse was too complicated and strange to decipher. No cure was found and many deaths occurred as a result before the curse ran its course.
The curse was too complicated and strange to decipher. No cure was found, and many deaths occurred as a result before the curse ran its course.

ID: 653^69
The cave echoes made homing in on the sound impossible. Several wrong turns lead to dangerous encounters with various horrible monsters, and the souce of the sound was not discovered.
The cave echoes made homing in on the sound impossible. Several wrong turns lead to dangerous encounters with various horrible monsters, and the source of the sound was not discovered.

ID: 739^68
The device was an elaborate and inefficient cleaning device.
The device was just an elaborate and inefficient cleaning device.

ID: 739^69
Someone has created a schematic for some new kind of clockwork device. The first person to build one could advance clockworks dramatically, assuming that they don't kill themselves in the process.
The device was a poorly designed steam container. It exploded when filled.

ID: 745^69
A small and dangerous band of powerful high elves has been stalking dwarves throughout the mountains of butcherblock. The captain of the Kaladim guards is looking for someone that can put an end to these assaults. The fate of the high elven marauders is of no concern to the dwarves.
The elves were too strong, bolstered by some sort of feverish anger.

ID: 746^68
The jewel glowed with a dark red light. Just being near it make people nervous. The undead were extremely angry when they noticed it was gone. It was fortuitous that a courier came to collect it shortly after it was liberated.
The jewel glowed with a dark red light. Just being near it made people nervous. The undead were extremely angry when they noticed it was gone. It was fortuitous that a courier came to collect it shortly after it was liberated.

ID: 746^69
A secretive "collector" is looking for someone to acquire a magical ruby from the Estate of Unrest. They warn that touching the jewel would be dangerous, gloves are suggested. The request notes that killing residents is of no concern, just deliver the jewel. The owner of the ruby may have planted fakes, so be certain that you have the right one.
The undead guarding the gem seemed to be empowered by its presence. It just didn't prove possible to reach it past the see of bones and rotting flesh.

ID: 753^69
Rumors of an underwater ruin off the coast of the Loping Plains have surfaced. This might be just the imagination of bored sailors, but they claim that the ruins can be seen as dark shadows from the surface. Someone with the proper skills and reckless lack of concern for their own safety could be enriched by finding and exploring these ruins, if they exist.
It appears that either the ruins moved, the location given was false, or there never was a ruin at all. Whichever it is, a lot of time and effort was wasted.

ID: 754^68
A drachnid was behind the storms. She was using the magic of a dwarven hammer to summon storms. Some of the energy of the storms was being funneled into a gem. The hammer was recovered when the drachnid was eventually killed, but the gem was whisked away by a gargoyle before it could be recovered.
A drachnid was behind the destruction. She was using the magic of a dwarven hammer to summon storms. Some of the energy of the storms was being funneled into a gem. The hammer was recovered when the drachnid was eventually killed, but the gem was whisked away by a gargoyle before it could be recovered.

ID: 754^69
It is summer and rain and sleet are blowing throughout butcherblock. This has made travel and trade with Kaladim just about impossible, and resources in the city have recently been depleted for some big party. The leadership of Kaladim are looking for someone that can find the source of this clearly magical disturbance and stop it before Kaladim becomes too vulnerable to attack.
A lair was discovered covered in webs and filled with spiders and drachnid. Their defenses and poisons were just too much to defeat. After several weeks the storms stopped, though many lives were lost, and much damage was done.

ID: 755^69
Tension between the dwarves of Kaladim and the elves of Felwithe is high. So high that some are preparing for a war. Others seem to be encouraging it. There are a few dwarves that could be kept from complete ruin if someone were to find a way into the heart of Felwithe and destroy some documents used to track debts owed to Kaladim through trade and aid.
Not only were the records not destroyed, but when the high elves realized what the intruders were after they decided to demand immediate payment of all dwarven debts.

ID: 756^6
Decreases strength, wisdom, and intelligence. Decreases attack speed to #12%.
Increases casting time of detrimental spells by #1%. Decreases attack speed by #9%.

ID: 756^69
An ancient auditorium was discovered in the Butcherblock Mountains. It appears to be a place of worship. Corrupted earth elementals are trying to destroy this shrine. Only the spirit of an ancient dwarf has kept them from destroying the temple by constantly drumming. Heroes are needed to protect the temple and take over drumming before the spirit fades and the temple is lost forever.
The elementals overwhelmed the defenders. The ancient spirit guardian was overwhelmed with magical attacks and dispersed. The temple was destroyed.

ID: 845^69
A secretive "collector" has discovered an ancient dwarven crypt in the Butcherblock Mountains. It is guarded by holy spirits of dwarven soldiers. Rumor has it that an extremely powerful dwarven relic is buried with whatever royalty was entombed there.
The dwarven spirits took control of the living that were invading their resting place. They used the strength of the invaders to defeat them. Only leaving the crypt would force the spirits out.

ID: 847^69
Deep in the forest of Faydwer are some of the oldest trees on Norrath. These trees are precious to the elves and their loss would devastate the forest life. Knowing this, a force of hateful dark elves has invaded the forest with the intent of destroying these ancient trees. Defending these trees would prevent a lot of suffering.
The trees suffered greatly when the defenders were forced to flee. The forest may never recover.

ID: 849^69
Some animals have magical properties, and so are sought after. Some have pretty fur or feathers, and so are hunted. Some have meat that taste good, and so are eaten. The Wayunder Perch has all of these properties. It also swims in a dangerous part of the world. There are need of the magic, scales, and meat of this fish.
There were a lot of deadly predators taking advantage of the spawning. They proved too dangerous to get past and too ravenous to leave enough fish to make it worth the effort.

ID: 850^57
The Mechamatic Guardian has gone haywire. This is not news; it has been a bit broken for a long time. But lately it has changed its path and stomping on encampments and buildings. Getting inside the thing and fixing whatever has gone wrong will not only prevent several deaths each day, but could yield useful information about how the thing works.
The Mechamatic Guardian has gone haywire. This is not news; it has been a bit broken for a long time. But lately it has changed its path and stomping on encampments and buildings. Getting inside the thing and fixing whatever has gone wrong will not only prevent several deaths each day but could yield useful information about how the thing works.

ID: 850^69
The Mechamatic Guardian has gone haywire. This is not news; it has been a bit broken for a long time. But lately it has changed its path and stomping on encampments and buildings. Getting inside the thing and fixing whatever has gone wrong will not only prevent several deaths each day, but could yield useful information about how the thing works.
Not only was the problem not fixed, it was made worse. Several buildings were smashed, and people died before the regular menders figured out how to repair the Guardian.

ID: 851^57
It is rare that anyone has sympathy for a minotaur. But those protecting the fortress they call Karkoten are at risk of being completely destroyed. Orcwere attack them at night, gnomes harrass them during the day. Their loss would allow the orcwere to range even further and could have a cascading effect.
It is rare that anyone has sympathy for a minotaur. But those protecting the fortress they call Karkoten are at risk of being completely destroyed. Orcwere attack them at night, gnomes harass them during the day. Their loss would allow the orcwere to range even further and could have a cascading effect.

ID: 851^68
It turns out that it is possible to negotiate with were creatures, though a show of strength was neccessary to even get the conversation started. They could not be convinced to cease their attacks, but they were convinced that the minotaurs had a new ally that would be dangerous to confront, and have chosen to find other prey, for now.
It turns out that it is possible to negotiate with were creatures, though a show of strength was necessary to even get the conversation started. They could not be convinced to cease their attacks, but they were convinced that the minotaurs had a new ally that would be dangerous to confront, and have chosen to find other prey, for now.

ID: 851^69
It is rare that anyone has sympathy for a minotaur. But those protecting the fortress they call Karkoten are at risk of being completely destroyed. Orcwere attack them at night, gnomes harrass them during the day. Their loss would allow the orcwere to range even further and could have a cascading effect.
The orcwere could not be convinced to hold back on their attacks. They were unconvinced and unimpressed. They chose to try to kill the heroes instead.

ID: 852^57
There is a merchant in Timorous Deep that has been able to acquire some very rare items from Kunark. He is, however, an extremely greedy and competative gnome. He will require something unusual in trade for his wares.
There is a merchant in Timorous Deep that has been able to acquire some very rare items from Kunark. He is, however, an extremely greedy and competitive gnome. He will require something unusual in trade for his wares.

ID: 852^68
Xiblin Fizzlebik asked for things that were beyond his reach and required more skill than any merchant should have. Steal, murder, and several other unpleasant things were required, but unique and powerful items were obtained.
Xiblin Fizzlebik asked for things that were beyond his reach and required more skill than any merchant should have. Stealth, murder, and several other unpleasant things were required, but unique and powerful items were obtained.

ID: 852^69
There is a merchant in Timorous Deep that has been able to acquire some very rare items from Kunark. He is, however, an extremely greedy and competative gnome. He will require something unusual in trade for his wares.
What the merchant was asking for was unreasonable, and despite a lot of effort and risk those requests could not be met.

ID: 853^69
It has become clear that the orcs of Crushbone are in league with a necromancer of great and unusual power. The rangers would like help discovering the origin of this necromantic assistance and putting an end to that source. If possible, find out how the magic the necromancer used to help the orcs was accomplished.
Every attempt to track them was hindered by undead or orc ambushes. Fatigue and injury built up and it just wasn't possible to continue. The orcs were clearly aware of the presence of intruders and were going to be impossible to find.

ID: 854^69
A great clockwork device of unknown origin and purpose has been discovered buried under a rock fall in the Steamfont mountains. It is active and slowly digging its way free of the rubble that has trapped it for an untold number of years. King Ak'Anon is looking for anyone that can learn what its purpose is, then turn it off. Be warned there are a lot of unhinged clockworks between here and there.
The enormous clockwork freed itself before the heroes could reach it. The massive clockwork dug its way free and rampaged through the Steamfont Mountains. It crushed everything in its path and eventually started digging into Ak'Anon. It destroyed much of the city before the entire might of the gnomes managed to stop it. If only it had been prevented from getting free in the first place.

ID: 855^69
Dragons have a depth of knowledge that others can't comprehend. When these creatures gather there is an opportunity to learn a great deal. Some of the elder dragons are gathering in Crystallos for reasons that are unknown. Discovering those reasons and being able to listen in on the conversations of beings that may have been hatched before the first elf was created, could prove invaluable.
The intruders were discovered. Despite their skill and preparedness, they could not hold their own against the might of so many dragons.

ID: 856^57
The orcs of Crushbone have gathered in force. They will be assualting the elves in numbers that have never been seen before. They are well armed and have the assistance of a number of spell casters of all sorts. Their assault will be brutal, but the battle will be short. If they are not stopped quickly with overwhemling violence, they will certainly destroy most of the elves in the forest.
The orcs of Crushbone have gathered in force. They will be assaulting the elves in numbers that have never been seen before. They are well armed and have the assistance of a number of spell casters of all sorts. Their assault will be brutal, but the battle will be short. If they are not stopped quickly with overwhelming violence, they will certainly destroy most of the elves in the forest.

ID: 856^68
The orcs were forced to retreat,but the losses were great.
The orcs were forced to retreat, but the losses on both sides were great.

ID: 856^69
The orcs of Crushbone have gathered in force. They will be assualting the elves in numbers that have never been seen before. They are well armed and have the assistance of a number of spell casters of all sorts. Their assault will be brutal, but the battle will be short. If they are not stopped quickly with overwhemling violence, they will certainly destroy most of the elves in the forest.
Kelethin is on fire. The damage done to the trees and buildings will take a decade to repair. The damage to the citizens and defenders will last forever.

ID: 857^69
The true sign of a master crafter is the ability to teach others well enough to eventually become masters themselves. There is need of just such a teacher for those that do not belong to any city or agency that offers good teachers. Founding such a place on Faydwer, one that teaches all the skills from all the trades, would grant a crafter influence over a generation or more of talented people.
Rivals spread rumors. The rumors took hold. At first it was just difficult to find students. After a few weeks someone lit the building on fire. Later undead assaulted the building. It became increasingly difficult to keep the buildings standing and just about impossible to keep the students safe.

ID: 858^57
There is no doubt that the aquatic residents of Kedge Keep are endowed with magical power. Venturing into the lair of last Kedge is fraught with danger, but gathering the roe of the many types of fish that reside there could be very useful.
There is no doubt that the aquatic residents of Kedge Keep are endowed with magical power. Venturing into the lair of last Kedge is fraught with danger but gathering the roe of the many types of fish that reside there could be very useful.

ID: 858^69
There is no doubt that the aquatic residents of Kedge Keep are endowed with magical power. Venturing into the lair of last Kedge is fraught with danger, but gathering the roe of the many types of fish that reside there could be very useful.
The intrusion into the keep did not go unnoticed by Phinigel. He drove the interlopers from his home with unrelenting pressure.

ID: 859^57
The greatest mysteries can often be unravelled by pulling on a single thread. Even the strongest armor is held together by thinner, lighter material. The Bloodstained Tunic gains its power in part from the blood it bears. But it is stiched together with what appear to be simple threads. The creation of that thread required more magical power and skill than the creation of the tunic as a whole.
The greatest mysteries can often be unraveled by pulling on a single thread. Even the strongest armor is held together by thinner, lighter material. The Bloodstained Tunic gains its power in part from the blood it bears. But it is stitched together with what appear to be simple threads. The creation of that thread required more magical power and skill than the creation of the tunic as a whole.

ID: 859^69
The greatest mysteries can often be unravelled by pulling on a single thread. Even the strongest armor is held together by thinner, lighter material. The Bloodstained Tunic gains its power in part from the blood it bears. But it is stiched together with what appear to be simple threads. The creation of that thread required more magical power and skill than the creation of the tunic as a whole.
The thread snapped. While seeking crafters that might know the secret the heroes offended a necromancer. While the old creature did not respond immediately, he did send an army of undead to attack those that angered him. He also warned his fellows that there were people trying to learn their secrets and none would speak to heroes at all.

ID: 860^69
War happens on the infinite planes much as it does on Norrath. Such wars, however, affect both realms. Armies of ogres, orcs, and goblins are gathering all over Norrath. Spies have overheard a lot of talk among these armies about regaining their power by succeeding where their weak and stupid ancestors failed. If a war on the planes can be avoided, everyone benefits.
The heroes intruded upon the warlord in his keep while he was planning the destruction of another god. He laughed at their pitiful arguments and attempts to convince him to change his mind. Tallon and Vallon escorted the fools out, threating to sick Sullon on them if they should resist.

ID: 861^69
Mayong Mistmoore is a collector of powerful magic items. It is less well known that he sometimes trades for those items. Vampires across Norrath are seeking something but not finding it. If someone could force one of the elder vampires to reveal what they seek and then acquire that item, they could then deal with Mayong directly and obtain just about anything they desire.
After overcoming great peril an item was found, but it turns out to be the wrong item. Mayong was angered by the disturbance and the offer of something that he considered useless. He sent some of his most powerful minions to teach the intruders a lesson.

ID: 862^68
A group of Storm Sheppards were exploring Faydwer. They established a small shrine to the Rainkeeper deep in the Butcherblock Mountains. Agents of Bertoxulous crept into the shrine and summoned an Avatar of Disease. The sheppards and their few worshippers, turning them into hideous beasts spewing disease. The storms stopped when the sheppards and their flock were cured and their temple restored.
A group of Storm Sheppards were exploring Faydwer. They established a small shrine to the Rainkeeper deep in the Butcherblock Mountains. Agents of Bertoxulous crept into the shrine and summoned an Avatar of Disease. The sheppards and their few worshippers, turning them into hideous beasts spewing disease. The storms stopped when the sheppards and their flock were cured, and their temple restored.

ID: 862^69
Rain clouds cover the continent of Faydwer. Dark clouds have persisted for weeks. Rain pours down and lightning showers the continent. The source of this overwhelming assault can only be the Rainkeeper. Something or someone has greatly offended Karana. His anger will need to be sated. It will require skill, experience, bravery, and endurance to find and defeat a foe that can anger the Storm Lord.
The reason for the torrential rain could not be discovered and there was no appeasing the Rainkeeper. Floods swept through the Butcherbock Mountains. Lightning smashed into buildings and shattered trees. If the rain had not been so intense fires would have broken out all over the foothills.

ID: 1371^4
This ability, when activated, increases the amount of experience you gain by 100% for 30 minutes.
*@%N, when activated, increases the amount of experience you gain by *@#1% for *@%Z.

ID: 1372^4
This ability, when activated, increases your strength, stamina, agility, dexterity, wisdom, intelligence, charisma, your resistance to magic, cold, fire, disease and poison by 1000 points and your movement speed by 65% for 15 minutes.
*@%N, when activated, increases your strength, stamina, agility, dexterity, wisdom, intelligence, charisma, your resistance to magic, cold, fire, disease and poison by *@#6 points, and your movement speed by *@#7% for *@%Z.

ID: 1373^4
This ability, when activated, summons a jester from Bristlebane's court that spreads mirth for up to 15 minutes or until you zone.
The Jester will perform one of the following acts every 30 to 60 seconds on one lucky adventurer within 150 feet:
Bristlebane's Gift - Instantly heals a target for 500000 health.

Bristlebane's Surprise - Instantly restores 500000 mana and endurance.

Bristlebane's Diminution - Shrinks the target down to 3 feet tall.

Bristlebane's Expansion - Grows the target up to 9 feet tall.

Bristlebane's Alteration - Causes the target to take the appearance of a creature found in your current zone.

Bristlebane's Cornucopia - Grants the target a stack of 10 Bristlebane's Bread or Bristlebane's Wine with the potential for the food and drink to be poisoned.
Bristlebane's Bread increases health regeneration by 10 points for 30 minutes, or reduces health regeneration by 5 if poisoned.
Bristlebane's Wine increases mana and endurance regeneration by 3 points for 30 minutes, or reduces mana and health regeneration by 3 if poisoned.

Bristlebane's Celebration - Performs a dazzling display of fireworks.

Bristlebane's Hilarity - Shares a comical joke that all are guaranteed to enjoy.

*@%N, when activated, summons a jester from Bristlebane's court that spreads mirth for up to 15 minutes or until you zone.
The Jester will perform one of the following acts every 30 to 60 seconds on one lucky adventurer within 150 feet:
*@*#2%N - Instantly restores *@*#2#1 health.

*@*$2%N - Instantly restores *@*$2#1 mana and endurance.

Bristlebane's Diminution - Shrinks the target down to 3 feet tall.

Bristlebane's Expansion - Grows the target up to 9 feet tall.

Bristlebane's Alteration - Causes the target to take the appearance of a creature found in your current zone.

Bristlebane's Cornucopia - Grants the target a stack of 10 Bristlebane's Bread or Bristlebane's Wine with the potential for the food and drink to be poisoned!
Bristlebane's Bread, when activated blesses the target with *@*#3%N or curses them with *@*$3%N.
Bristlebane's Wine blesses the target with *@*#4%N or curses them with *@*$4%N.

Bristlebane's Celebration - Performs a dazzling display of fireworks.

Bristlebane's Hilarity - Shares a comical joke that all are guaranteed to enjoy.


ID: 1374^4
This ability, when activated, summons all of your corpses and restores 100% of the lost experience from each corpse that can still be resurrected.
*@%N, when activated, summons all of your corpses and restores 100% of the lost experience from each corpse that can still be resurrected.

ID: 1375^4
This ability, when activated, summons a faithful servant that offers healing and minor buffs for up to 30 minutes or until you zone.
The servant will offer one of the following blessings every 15 to 45 seconds on one lucky adventurer within 150 feet:
Servant's Elixir - Heals 35 to 6461 (based on your level) health every 6 seconds for 24 seconds.

Servant's Clarity - Increases the target's maximum mana by 1 to 1682 points, maximum intelligence and wisdom by 1 to 126 points, and their mana regeneration by 1 to 100 points (based on your level) for 15 minutes.

Servant's Armor - Increases the target's base armor class (prior to soft cap multipliers) by 15 to 955 points (based on your level) for 15 minutes.

Servant's Haste - Increases the target's attack speed by 20 to 70% (based on your level) for 15 minutes.

*@%N, when activated, summons a faithful servant that casts healing and buff spells for up to 30 minutes or until you zone.
The servant will offer one of the following blessings every 15 to 45 seconds on one lucky adventurer within 150 feet:
Servant's Elixir - Heals *@*#2#1 to *@$2#1 (based on your level) health every 6 seconds for *@*#2%Z.

Servant's Clarity - Increases the target's maximum mana by *@*#3#1 to *@*$3#1 points, intelligence and wisdom by *@*#3#3 to *@*$3#3 points, and mana regeneration by *@*#3#2 to *@*$3#2 points (based on your level) for *@*#3%Z.

Servant's Armor - Increases the target's armor class by *@*#4#4 to *@*$4#4 points (based on your level) for *@*#4%Z.

Servant's Haste - Increases the target's melee speed by *@*#5#1 to *@*$5#1% (based on your level) for *@*#5%Z.


ID: 1376^4
This ability, when activated, instantly restores 500000 health, mana, and endurance.
*@%N, when activated, instantly restores *@#1 health, mana, and endurance.

ID: 1377^4
This ability, when activated, increases the chance your healing and damage spells will apply critically by 50% and the base damage of your critical melee attacks by 55% for 1 minute.
This ability does not stack with Glyph of Destruction.

*@%N, when activated, increases the chance your healing and damage spells will apply critically by *@#4% and the base damage of your melee attacks by *@#6% for *@%Z.
This ability does not stack with Glyph of Destruction.


ID: 4665^4
This ability, when activated, transports you to the Throne of Heroes in the Guild Lobby.
*@%N, when activated, transports you to the Throne of Heroes in the Guild Lobby.

ID: 4700^4
This ability, when activated, protects you with Armor of Experience which reduces incoming melee damage in 4 phases, each lasting up to 1 minute 30 seconds or for 10 incoming melee hits.
Armor of Experience I absorbs 100% of incoming melee damage.
Armor of Experience II absorbs 75% of incoming melee damage.
Armor of Experience III absorbs 50% of incoming melee damage.
Armor of Experience IV absorbs 25% of incoming melee damage.

*@%N, when activated, reduces incoming melee damage in 4 phases, each lasting for *@%L incoming melee hits or *@%Z.
*@%N absorbs *@#3% of incoming melee damage.
*@*#5%N absorbs *@*#5#3% of incoming melee damage.
*@*#5*#5%N absorbs *@*#5*#5#3% of incoming melee damage.
*@*#5*#5*#5%N absorbs *@*#5*#5*#5#3% of incoming melee damage.


ID: 5006^4
This ability, when activated, summons a personal tribute master that allows donations for favor or modifications to your current benefits for up to 10 minutes or until you zone.
*@%N, when activated, summons a personal tribute master that allows donations for favor or modifications to your current benefits for up to 10 minutes or until you zone.

ID: 5249^6
Increases casting time by #1%. Decreases movement rate by #2%. Decreases attack speed to #12%.
Increases casting time of all spells by #1%. Decreases movement rate by #2%. Decreases attack speed by #12%.

ID: 6885^6
Restores #1 points of health, mana, and endurance.
Instantly restores #1 health, mana, and endurance.

ID: 6886^6
Increases the chance that your damaging and healing spells will apply critically by #4% and increases your base melee damage by #6%.
Increases the chance your healing and damage spells will apply critically by #4% and the base damage of your melee attacks by #6%.
This ability does not stack with Glyph of Destruction.


ID: 7619^6
Covers you in the Armor of Experience and provides amazing protection for a short period of time.
Absorbs #3% of incoming melee damage up to %L hits and applies *#5%N after fading.

ID: 7622^6
Covers you in the Armor of Experience and provides weak protection for a short period of time.
Absorbs #3% of incoming melee damage up to %L hits.

ID: 9000^4
This ability, when activated, summons a mechanical merchant familiar that offers an array of standard spell reagents for up to 10 minutes.
*@%N, when activated, summons a mechanical merchant familiar that offers an array of standard spell reagents for up to 10 minutes.

ID: 9031^4
This ability, when activated, summons a mechanical banker familiar for up to 10 minutes.
*@%N, when activated, summons a mechanical banker familiar for up to 10 minutes.

ID: 9032^4
This ability, when activated, summons a mechanical merchant that offers augmentation distillers for up to 10 minutes or until you zone.
*@%N, when activated, summons a mechanical merchant that sells augmentation distillers for up to 10 minutes or until you zone.

ID: 9033^4
This passive ability reduces the time required between uses of your veteran's rewards by 25%.
This passive ability reduces the reuse time of the following abilities by 25%:
*6880%N
*6881%N
*6882%N
*6883%N
*6884%N
*6885%N
*6886%N
*9177%N
*7619%N
*16995%N
*16601%N
*21815%N
*27673%N


ID: 13087^6
The stress of revival leaves the body weak and weary.
Limits your mana and endurance to #1% of their maximum.

ID: 14129^4
This passive ability grants your 1-Handed melee attacks a chance (with a $1% bonus) to bless you with *#1%N which reduces your base weapon delay by *#1#1% for *#1%Z.
This passive ability grants your 1-Handed melee attacks a chance (with a $1% bonus) to bless you with *#1%N which reduces your base weapon delay by *#1#7% for *#1%Z.

ID: 32327^6
Reduces your base weapon delay by #1%.
Reduces your base weapon delay by #7%.

ID: 38450^6
Heals @1 hit points every 6 seconds.
Heals #1 health every 6 seconds.

ID: 38463^6
Increases mana regeneration by @2.
Increases maximum mana by #1 points, mana regeneration by #2 points, as well as wisdom and intelligence by #3 points.

ID: 38475^6
Increases armor class.
Increases armor class by #4 points.

ID: 38489^6
Increases attack speed to @1% of base.
Increases melee attack speed by #1%.







291 new strings found:

ID: 0^62
ANY

ID: 0^63
A job type that can function as any job

ID: 1^54
Avatar

ID: 1^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 1^58
Wounded

ID: 1^59
A medium duration incapacitation primarily suffered during Plunder quests

ID: 1^60


ID: 1^62
Marauder

ID: 1^63
A Fighter focused Job primarily associated with Plunder Quests

ID: 1^64
Fighter

ID: 1^65
Fighters can have either the Marauder, Spy, or Soldier Job

ID: 1^67
Plunder

ID: 2^54
Aviak

ID: 2^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 2^58
Captured

ID: 2^59
A very long duration incapacitation primarily suffered during Stealth quests

ID: 2^60
Level 1 Common

ID: 2^62
Spy

ID: 2^63
A Fighter focused Job primarily associated with Stealth Quests

ID: 2^64
Worker

ID: 2^65
Workers can have either the Artisan, Harvester, or Scholar Job

ID: 2^67
Stealth

ID: 3^54
Barbarian

ID: 3^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 3^58
Shaken

ID: 3^59
A very long duration incapacitation primarily suffered during Military quests

ID: 3^60
Level 1 Uncommon

ID: 3^62
Soldier

ID: 3^63
A Fighter focused Job primarily associated with Military Quests

ID: 3^64
Traveler

ID: 3^65
Travelers can have either the Diplomat, Merchant, or Explorer Job

ID: 3^67
Military

ID: 4^54
Brownie

ID: 4^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 4^58
Discouraged

ID: 4^59
A medium duration incapacitation primarily suffered during Crafting quests

ID: 4^60
Level 1 Rare

ID: 4^62
Artisan

ID: 4^63
A Worker focused Job primarily associated with Crafting Quests

ID: 4^67
Crafting

ID: 5^54
Clockwork

ID: 5^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 5^58
Exhausted

ID: 5^59
A very long duration incapacitation primarily suffered during Harvesting quests

ID: 5^60
Level 1 Elite

ID: 5^62
Harvester

ID: 5^63
A Worker focused Job primarily associated with Harvesting Quests

ID: 5^67
Harvesting

ID: 6^54
Dark Elf

ID: 6^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 6^58
Discredited

ID: 6^59
An extremely long duration incapacitation primarily suffered during Research quests

ID: 6^60
Level 2 Easy

ID: 6^62
Scholar

ID: 6^63
A Worker focused Job primarily associated with Research Quests

ID: 6^67
Research

ID: 7^54
Dhampyre

ID: 7^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 7^58
Banished

ID: 7^59
A very long duration incapacitation primarily suffered during Diplomacy quests

ID: 7^60
Level 2 Common

ID: 7^62
Diplomat

ID: 7^63
A Traveler focused Job primarily associated with Diplomacy Quests

ID: 7^67
Diplomacy

ID: 8^54
Dragon

ID: 8^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 8^58
Blacklisted

ID: 8^59
An extremely long duration incapacitation primarily suffered during Merchant quests

ID: 8^60
Level 2 Uncommon

ID: 8^62
Merchant

ID: 8^63
A Traveler focused Job primarily associated with Trade Quests

ID: 8^67
Trade

ID: 9^54
Drake

ID: 9^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 9^58
Missing

ID: 9^59
An incredibly long duration incapacitation primarily suffered during Exploration quests

ID: 9^60
Level 2 Rare

ID: 9^62
Explorer

ID: 9^63
A Traveler focused Job primarily associated with Exploration Quests

ID: 9^67
Exploration

ID: 10^54
Drakkin

ID: 10^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 10^58
Released

ID: 10^59
Released agents return to their original path so that a peerless ally may be summoned in their stead

ID: 10^60
Level 2 Elite

ID: 10^67
Recruitment

ID: 11^54
Drixie

ID: 11^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 11^58
Wounded

ID: 11^59
A medium duration incapacitation primarily suffered during Plunder quests

ID: 11^60
Level 3 Easy

ID: 11^67
Recovery

ID: 12^54
Dwarf

ID: 12^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 12^58
Captured

ID: 12^59
A very long duration incapacitation primarily suffered during Stealth quests

ID: 12^60
Level 3 Common

ID: 12^67
Conversion

ID: 13^54
Elddar

ID: 13^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 13^58
Shaken

ID: 13^59
A very long duration incapacitation primarily suffered during Military quests

ID: 13^60
Level 3 Uncommon

ID: 14^54
Elemental

ID: 14^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 14^58
Discouraged

ID: 14^59
A medium duration incapacitation primarily suffered during Crafting quests

ID: 14^60
Level 3 Rare

ID: 15^54
Erudite

ID: 15^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 15^58
Exhausted

ID: 15^59
A very long duration incapacitation primarily suffered during Harvesting quests

ID: 15^60
Level 3 Elite

ID: 16^54
Fairy

ID: 16^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 16^58
Discredited

ID: 16^59
An extremely long duration incapacitation primarily suffered during Research quests

ID: 16^60
Level 4 Easy

ID: 17^54
Froglok

ID: 17^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 17^58
Banished

ID: 17^59
A very long duration incapacitation primarily suffered during Diplomacy quests

ID: 17^60
Level 4 Common

ID: 18^54
Fungus Man

ID: 18^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 18^58
Blacklisted

ID: 18^59
An extremely long duration incapacitation primarily suffered during Merchant quests

ID: 18^60
Level 4 Uncommon

ID: 19^54
Gargoyle

ID: 19^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 19^58
Missing

ID: 19^59
An incredibly long duration incapacitation primarily suffered during Exploration quests

ID: 19^60
Level 4 Rare

ID: 20^54
Ghost

ID: 20^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 20^60
Level 4 Elite

ID: 21^54
Ghoul

ID: 21^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 21^60
Level 5 Easy

ID: 22^54
Gnome

ID: 22^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 22^60
Level 5 Common

ID: 23^54
Goblin

ID: 23^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 23^60
Level 5 Uncommon

ID: 24^54
Golem

ID: 24^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 24^60
Level 5 Rare

ID: 25^54
Half-Elf

ID: 25^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 25^60
Level 5 Elite

ID: 26^54
Halfling

ID: 26^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 27^54
High Elf

ID: 27^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 28^54
Human

ID: 28^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 29^54
Iksar

ID: 29^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 30^54
Imp

ID: 30^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 31^54
Kedge

ID: 31^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 32^54
Kobold

ID: 32^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 33^54
Mermaid

ID: 33^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 34^54
Minotaur

ID: 34^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 35^54
Mummy

ID: 35^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 36^54
Ogre

ID: 36^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 37^54
Orc

ID: 37^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 38^54
Pixie

ID: 38^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 39^54
Scarecrow

ID: 39^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 40^54
Shadowed Man

ID: 40^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 41^54
Skeleton

ID: 41^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 42^54
Spider

ID: 42^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 43^54
Telmiran

ID: 43^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 44^54
Treant

ID: 44^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 45^54
Troll

ID: 45^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 46^54
Unicorn

ID: 46^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 47^54
Vah Shir

ID: 47^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 48^54
Vampire

ID: 48^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 49^54
Wereorc

ID: 49^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 50^54
Werewolf

ID: 50^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 51^54
Wood Elf

ID: 51^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 52^54
Worg

ID: 52^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 53^54
Zombie

ID: 53^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 54^54
Citizen

ID: 54^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.

ID: 55^54
Monster

ID: 55^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.

ID: 56^54
Bard

ID: 56^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.

ID: 57^54
Beastlord

ID: 57^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.

ID: 58^54
Berserker

ID: 58^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.

ID: 59^54
Cleric

ID: 59^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.

ID: 60^54
Druid

ID: 60^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.

ID: 61^54
Enchanter

ID: 61^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.

ID: 62^54
Magician

ID: 62^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.

ID: 63^54
Monk

ID: 63^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.

ID: 64^54
Necromancer

ID: 64^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.

ID: 65^54
Paladin

ID: 65^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.

ID: 66^54
Ranger

ID: 66^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.

ID: 67^54
Rogue

ID: 67^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.

ID: 68^54
Shadowknight

ID: 68^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.

ID: 69^54
Shaman

ID: 69^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.

ID: 70^54
Warrior

ID: 70^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.

ID: 71^54
Wizard

ID: 71^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Class.

ID: 72^54
Agile

ID: 72^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Physical characteristics.

ID: 73^54
Hardy

ID: 73^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Physical characteristics.

ID: 74^54
Diminutive

ID: 74^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Physical characteristics.

ID: 75^54
Mighty

ID: 75^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Physical characteristics.

ID: 76^54
Regal

ID: 76^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Physical characteristics.

ID: 77^54
Rugged

ID: 77^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Physical characteristics.

ID: 78^54
Attractive

ID: 78^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Physical characteristics.

ID: 79^54
Monstrous

ID: 79^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Physical characteristics.

ID: 80^54
Ancient

ID: 80^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Physical characteristics.

ID: 81^54
Exotic

ID: 81^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Physical characteristics.

ID: 82^54
Fierce

ID: 82^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Personality characteristics.

ID: 86^54
Benevolent

ID: 86^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Personality characteristics.

ID: 87^54
Malicious

ID: 87^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Personality characteristics.

ID: 88^54
Heroic

ID: 88^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Personality characteristics.

ID: 89^54
Extravagant

ID: 89^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Personality characteristics.

ID: 90^54
Frivolous

ID: 90^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Personality characteristics.

ID: 91^54
Shrewd

ID: 91^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Personality characteristics.

ID: 6881^6
Increases your strength, stamina, agility, dexterity, wisdom, intelligence, charisma, your resistance to magic, cold, fire, disease and poison by #6 points, and your movement speed by #7%.

ID: 6882^6
Summons a jester from Bristlebane's court that spreads mirth for up to 15 minutes or until you zone.
The Jester will perform one of the following acts every 30 to 60 seconds on one lucky adventurer within 150 feet:
*#2%N - Instantly restores *#2#1 health.

*$2%N - Instantly restores *$2#1 mana and endurance.

Bristlebane's Diminution - Shrinks the target down to 3 feet tall.

Bristlebane's Expansion - Grows the target up to 9 feet tall.

Bristlebane's Alteration - Causes the target to take the appearance of a creature found in your current zone.

Bristlebane's Cornucopia - Grants the target a stack of 10 Bristlebane's Bread or Bristlebane's Wine with the potential for the food and drink to be poisoned!
Bristlebane's Bread, when activated blesses the target with *#3%N or curses them with *$3%N.
Bristlebane's Wine blesses the target with *#4%N or curses them with *$4%N.

Bristlebane's Celebration - Performs a dazzling display of fireworks.

Bristlebane's Hilarity - Shares a comical joke that all are guaranteed to enjoy.

ID: 6883^6
Summons all of your corpses and restores 100% of the lost experience from each corpse that can still be resurrected.

ID: 6884^6
Summons a faithful servant that casts healing and buff spells for up to 30 minutes or until you zone.
The servant will offer one of the following blessings every 15 to 45 seconds on one lucky adventurer within 150 feet:
Servant's Elixir - Heals *#2#1 to $2#1 (based on your level) health every 6 seconds for *#2%Z.

Servant's Clarity - Increases the target's maximum mana by *#3#1 to *$3#1 points, intelligence and wisdom by *#3#3 to *$3#3 points, and mana regeneration by *#3#2 to *$3#2 points (based on your level) for *#3%Z.

Servant's Armor - Increases the target's armor class by *#4#4 to *$4#4 points (based on your level) for *#4%Z.

Servant's Haste - Increases the target's melee speed by *#5#1 to *$5#1% (based on your level) for *#5%Z.

ID: 6896^6
Instantly restores #1 health.

ID: 6897^6
Instantly restores #1 mana and endurance.

ID: 9177^6
Transports you to the Throne of Heroes in the Guild Lobby.

ID: 16601^6
Summons a mechanical banker familiar.

ID: 16995^6
Summons a mechanical merchant familiar that offers an array of standard spell reagents.

ID: 21815^6
Summons a mechanical merchant that sells augmentation distillers for up to 10 minutes or until you zone.

ID: 27673^6
Summons a personal tribute master that allows donations for favor or modifications to your current benefits for up to 10 minutes or until you zone.

ID: 46600^6
Cloaks you in a shimmering illusion that makes you appear to be an Elddar elf.

ID: 46601^6
Cloaks you in a shimmering illusion that makes you appear to be an Elddar elf of the opposite gender.

ID: 46602^6
Cloaks you in a shimmering illusion that makes you appear to be a corroded clockwork.