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

ID: 1686^57
Thach Jerden is looking to unload a collection of worthless armor he has collected through the years. A group of scrappers have confronted him about buying the scrap but something doesn't seem right with one of them. He would like them to be investigated to make sure their books aren't cooked.
Thach Jerden is looking to unload a collection of worthless armor he has collected through the years. A group of scrappers has confronted him about buying the scrap, but something doesn't seem right with one of them. He would like them to be investigated to make sure their books aren't cooked.

ID: 1686^68
After your agents stole the ledger, they discovered that the scrapper in question has been using fraudulent accounting tactics to steal from others. The criminal was reported to the proper authorities and Thach Jerden avoided a costly mistake.
After your agents stole the ledger, they discovered that the scrapper in question had been using fraudulent accounting tactics to steal from others. The criminal was reported to the proper authorities and Thach Jerden avoided a costly mistake.

ID: 1686^69
The scrapper in question was able to protect their books from your agents. Thatch took a risk and lost thousands in platinum.
The scrapper in question was able to protect their books from your agents. Thach took a risk and lost thousands in platinum.

ID: 1688^57
A party of adventurers in Qeynos Hills have contracted a severe illness after a battle against the undead. They were on their way to stop a coven of necromancers from laying a powerful curse over the area but are worried they now won't make it in time. The group's cleric can cure their ailment by making a salve out of Glowlight fungi, if only enough can be collected in time.
A party of adventurers in Qeynos Hills has contracted a severe illness after a battle against the undead. They were on their way to stop a coven of necromancers from laying a powerful curse over the area but are worried they now won't make it in time. The group's cleric can cure their ailment by making a salve out of Glowlight fungi, if only enough can be collected in time.

ID: 1689^68
The Wereorcs were confused and impressed by your agent's daring. They let them wander the keep for the day and keep any scrolls they found.
The Wereorcs were confused and impressed by your agents' daring. They let them wander the keep for the day and keep any scrolls they found.

ID: 1689^69
The Wereorcs were not impressed with your agent's attempts at tact and burned the library to prevent further interest.
The Wereorcs were not impressed with your agents' attempts at tact and burned the library to prevent further interest.

ID: 1692^68
Your agents successfully retrieved the missive, despite the numerous and bizarre traps spread throughout Castle Mischief. However, curiosity got the better of them and they took a peak inside. Turns out the missive was just a picture of Bristlebane laughing with the words "Got you!"
Your agents successfully retrieved the missive, despite the numerous and bizarre traps spread throughout Castle Mischief. However, curiosity got the better of them and they took a peek inside. Turns out the missive was just a picture of Bristlebane laughing with the words "Got you!"

ID: 1694^57
A trade caravan travelling past Bloodmoon Keep was beset upon by a pack of starving worg. The caravan carried vital supplies for a nearby fishing village but, much to their dismay, nothing was left in the wreckage. The townspeople are in desperate need of help gathering enough jute to spin the twine and rope they need for fishing line and nets.
A trade caravan traveling past Bloodmoon Keep was beset upon by a pack of starving worg. The caravan carried vital supplies for a nearby fishing village but, much to their dismay, nothing was left in the wreckage. The townspeople are in desperate need of help gathering enough jute to spin the twine and rope they need for fishing line and nets.

ID: 1698^68
The plans were easy for your agents to pilfer. Once they handed them off to Gertrude the Spymaster she was able to shut down much of the mechanized hoard before it could grow bigger. The reduction in Meldrath's army was a boon to all of Norrath.
The plans were easy for your agents to pilfer. Once they handed them off to Gurtrude the Spymaster she was able to shut down much of the mechanized hoard before it could grow bigger. The reduction in Meldrath's army was a boon to all of Norrath.

ID: 1698^69
Your agents were caught while trying to steal the plans. Gertrude will need to find another way to recover the plans or the war front may soon be overrun.
Your agents were caught while trying to steal the plans. Gurtrude will need to find another way to recover the plans or the war front may soon be overrun.

ID: 1701^69
The Denizens of Fear lashed out at the negotiator and started the ritual early. But only a tendril of Fear filled the area before the summoning collapsed. Though the ritual failed, the corrupted Akhevan continue to work at figuring out how to make the summoning more powerful.
The Denizens of Fear lashed out at the negotiator and started the ritual early. But only a tendril of Fear filled the area before the summoning collapsed. Though the ritual failed, the corrupted Akhevan continues to work at figuring out how to make the summoning more powerful.

ID: 2178^4
This ability, when activated, gives you a 90% chance that all level 101 and lower NPCs will forget about you. If you are successful and are out of immediate combat, this ability will also apply invisibility.
This passive ability increases the base effectiveness of your spell-triggered magical effects from equipped weapons and augments by #1%.

ID: 6340^4
*@%N, when activated, increases the damage your target takes from melee attacks by *@#5% for *@%Z then triggers *@*#2%N after fading, which deals *@*#2#1 damage.
Reduces the reuse time of this ability by 3 minutes.

*@%N, when activated, increases the damage your target takes from melee attacks by *@#5% for *@%Z then triggers *@*#2%N after fading, which deals *@*#2#1 damage.
Reduces the reuse time of this ability by 2 minutes.


ID: 7452^4
This ability, when activated, increases your target's incoming melee damage by 6% for 42 seconds then triggers Shrieking Death VI after this effect fades, dealing 4100 damage.
Reduces the reuse time of this ability by 3 minutes.

*@%N, when activated, increases the damage your target takes from melee attacks by *@#5% for *@%Z then triggers *@*#2%N after fading, which deals *@*#2#1 damage.
Reduces the reuse time of this ability by 1 minute.








88 new strings found:

ID: 1806^56
Season of Dread

ID: 1806^57
The spooky season has returned... Or has it? There is a distinct lack of blood-pumping excitement in the air and even the sounds of merry-making are diminished. It seems that the bizarre but delicious treats typical of the season have all gone missing. A true practitioner of the Nights of the Dead may be needed to find an answer to this health-conscious mystery.

ID: 1806^68
Your agents found Zigan Ribshard sniffing around the empty treat supplies. He has been investigating the missing sugared confections and clearly shows how the candies have been switched for only the healthiest of alternatives.

ID: 1806^69
A nimble figure could be seen darting away from the empty treat supplies. Unfortunately, your agents weren't able to catch up to the elusive individual.

ID: 1807^56
Tricks and Treats

ID: 1807^57
The delectable treats that the Nights of the Dead are famous for continue to go missing. In their place, only fresh fruits and strangely bright baubles remain. Solving this mystery is important, but replacing the confections is critical. Only the savviest of agents can acquire the necessary supplies before the festival well and truly fails.

ID: 1807^68
Your agents were quick on their feet and were able to trade well for their new supplies. They were able to refill the candymakers coffers with some to spare.

ID: 1807^69
Your agents tried hard to purchase the supplies needed to make the candymakers happy, but every time they put the goods in their bags, the previous ones had disappeared.

ID: 1808^56
Ways of the Wicked

ID: 1808^57
Zigan Ribshard has been working hard to restore the conspicuously absent signs of the season but something has been disrupting his work. Every candied spider or enchanted scarecrow is spirited away the moment he turns his back. He needs help, perhaps from a truly ancient ally of fear, to get the festival back on track.

ID: 1808^68
Cikdew the Wicked is particularly fond of the Nights of the Dead. If only because the dreadful energy of the season fuels some of her most potent charms. Once told of the missing tricks and treats she immediately offered her services.

ID: 1808^69
Rumors speak of an ancient witch famous for selling charms to farmers... but your agents were unable to find any sign of the shrew.

ID: 1809^56
Bakes and Shakes

ID: 1809^57
Baked pies and cakes can usually be found everywhere during the Nights of the Dead. Not so this season. And now, frustrated by the lack of sweets, marauding children have begun egging the Plane of Knowledge! Skilled bakers are desperately needed to match the demands of these ravenous hooligans.

ID: 1809^68
Your agents were able to produce numerous baked goods, meeting the needs of the rampaging pipsqueaks and preventing the Plane of Knowledge from coming undone. Now, the parents of these unruly children are enjoying some serious sugar crashes.

ID: 1809^69
Your agents tried their best, but their sugary syrups never reached the right temperatures to turn from frightening goo into delectable treats. Something or someone seems to be hampering their efforts. Meanwhile, the Plane of Knowledge is dealing with an eggy new coat of paint.

ID: 1810^56
Fear Itself

ID: 1810^57
Being an ancient witch, Cikdew the Wicked's motives may be questionable, but her love for the Nights of the Dead is true and she suspects a powerful enemy of fear is responsible for the festival's decline. Cikdew thinks that only the most fearsome of allies are capable of identifying this enemy and thwarting their efforts. Perhaps even an ally that many believe is gone for good.

ID: 1810^68
It is said that the season of dread's bone-tingling excitement was brought by Cazic Thule himself, as he filled each celebrants heart with true fear. But recently, the feeling has faded, along with any sign of the god. By reaching into the past it is possible to bring forth an echo of Cazic Thule in the form of his Avatar, a being determined to restore fear in those who have forgotten its power.

ID: 1810^69
Your agents plunged boldly into the Plane of Fear in search of the god of fear himself. Sadly, they returned alone, but were happy to have escaped with their sanity mostly intact.

ID: 1811^56
Not Our Festival

ID: 1811^57
The Avatar of Cazic Thule has identified the culprits disrupting the Nights of the Dead. Apparently, denizens of the Plane of Health are interfering with the festival. Agents adept at espionage must be sent immediately to the Plane of Health if there is any chance of foiling the efforts of these overzealous interlopers.

ID: 1811^68
Your agents were able to breach the Plane of Health where they found piles and piles of stolen treats. It seems even the power of the plane was incapable of destroying snacks of such sugary magnificence. With stealth and guile, your agents managed to recover every lost treat while remaining completely undetected.

ID: 1811^69
The denizens of the Plane of Health were far more vigilant than your agents expected, catching them moments after entering the plane. It seems that disruption of the Nights of the Dead will continue for the foreseeable future.

ID: 1818^56
Recruit Fippy Darkpaw

ID: 1818^57
Outside the gates of Qeynos, an indomitable force wages a never-ending war against his oppressors. It is Fippy Darkpaw, a legend among the Darkpaw gnolls of Blackburrow. Undoubtedly, Fippy would make an impressive agent. But will his thirst for vengeance ever be sated?

ID: 1818^68
Fippy will lend his strength when needed.

ID: 1818^69
Fippy refused to stray from his chosen path.

ID: 1819^56
Recruit Fippy Darkpaw

ID: 1819^57
Outside the gates of Qeynos, an indomitable force wages a never-ending war against his oppressors. It is Fippy Darkpaw, a legend among the Darkpaw gnolls of Blackburrow. Undoubtedly, Fippy would make an impressive agent. But will his thirst for vengeance ever be sated?

ID: 1819^68
Fippy will lend his strength when needed.

ID: 1819^69
Fippy refused to stray from his chosen path.

ID: 1820^56
Recruit Avatar of Anashti Sul

ID: 1820^57
Once, she was known as the Prime Healer. A life-bringing goddess intent on sharing the gift of immortality at all costs. Her role has changed... but her power remains. Might that power be an asset or a liability?

ID: 1820^68
The power of life, and undeath, are at your command.

ID: 1820^69
The goddess of eternal life has no interest in your petty machinations.

ID: 1821^56
Recruit Avatar of Anashti Sul

ID: 1821^57
Once, she was known as the Prime Healer. A life-bringing goddess intent on sharing the gift of immortality at all costs. Her role has changed... but her power remains. Might that power be an asset or a liability?

ID: 1821^68
The power of life, and undeath, are at your command.

ID: 1821^69
The goddess of eternal life has no interest in your petty machinations.

ID: 1822^56
Recruit Avatar of Luclin

ID: 1822^57
In the darkest corners of the moon that is her namesake, the secrets of the world below are laid bare. Might the Mistress of Shadows be convinced to share these secrets along with her aid?

ID: 1822^68
If the need arises, Luclin is willing to grant you a secret or two. As long as you don't mind sharing your own.

ID: 1822^69
Do you have a secret? Don't worry, it's safe with her. But her secrets are hers alone.

ID: 1823^56
Recruit Avatar of Luclin

ID: 1823^57
In the darkest corners of the moon that is her namesake, the secrets of the world below are laid bare. Might the Mistress of Shadows be convinced to share these secrets along with her aid?

ID: 1823^68
If the need arises, Luclin is willing to grant you a secret or two. As long as you don't mind sharing your own.

ID: 1823^69
Do you have a secret? Don't worry, it's safe with her. But her secrets are hers alone.

ID: 1824^56
Recruit Avatar of Quellious

ID: 1824^57
Among the mountains of her serene island home sits the goddess of tranquility. Her wisdom and grace are a boon to all who meet her. But while she gives these gifts freely, not all are capable of receiving them.

ID: 1824^68
The endless pursuit of balance is something The Tranquil also strives for. She will share her blessing as needed.

ID: 1824^69
Though Quellious sees value in your mission she finds fault in your approach.

ID: 1825^56
Recruit Avatar of Quellious

ID: 1825^57
Among the mountains of her serene island home sits the goddess of tranquility. Her wisdom and grace are a boon to all who meet her. But while she gives these gifts freely, not all are capable of receiving them.

ID: 1825^68
The endless pursuit of balance is something The Tranquil also strives for. She will share her blessing as needed.

ID: 1825^69
Though Quellious sees value in your mission she finds fault in your approach.

ID: 2178^1
Sympathetic Amplification

ID: 29903^28
Wind the Music Box: Miragul's Menagerie

ID: 29904^28
Teleport to The Warrens

ID: 29905^28
Teleport to Erudin

ID: 29906^28
Teleport to Paineel

ID: 29907^28
Teleport to The Ruins of Old Paineel

ID: 29908^28
Teleport to Toxxulia Forest

ID: 29909^28
Teleport to Stonebrunt Mountains

ID: 46739^6
Summons a fast selyrah of fear mount.

ID: 50496^6
Cloaks you in a shimmering illusion that makes you appear to be a bixie worker.

ID: 50497^6
You summon a gnomish hovering transport .

ID: 54900^6
Pry open the Erudite Heritage Crate! What interesting items might it hold?

ID: 54901^6
Summons a Crumbling Gargoyle familiar.

ID: 54902^6
Changes your pet to look like a Crumbling Gargoyle.

ID: 54903^6
Summons a Kejekan Kerran familiar.

ID: 54904^6
Changes your pet to look like a Kejekan Kerran.

ID: 54905^6
Summons a Templebound Spirit familiar.

ID: 54906^6
Changes your pet to look like a Templebound Spirit.

ID: 54907^6
Summons a Kobold Whelp familiar.

ID: 54908^6
Changes your pet to look like a Kobold Whelp.

ID: 54909^6
Summons an Enchanted Tome.

ID: 54910^6
Changes your pet to look like an Enchanted Tome.

ID: 54911^6
Summons a Runic Cazicite Steed mount for you to ride.

ID: 54912^6
Opens a mystical portal that teleports you to the winding tunnels of The Warrens.

ID: 54913^6
Opens a mystical portal that teleports you outside the Vasty Deep Inn in Erudin.

ID: 54914^6
Opens a mystical portal that teleports you to the Abattoir in Paineel.

ID: 54915^6
Opens a mystical portal that teleports you to a library in The Ruins of Old Paineel.

ID: 54916^6
Opens a mystical portal that teleports you to the western dock of Toxxulia Forest.

ID: 54917^6
Opens a mystical portal that teleports you outside the town of Kejek in the Stonebrunt Mountains.

ID: 54918^6
Cloaks you in a shimmering illusion that makes you appear to be a Paineel Skeleton Guard.

ID: 54919^6
Cloaks you in a shimmering illusion that makes you appear to be a Paineel Skeleton Guard.

ID: 161761^43
Play an ominous tune from Miragul's Menagerie.