Game text
902,736 entries
- It explains much about them.
- Gives me shivers. Good day to you.
- The Cycle of Dawn's teacher says that we must be very careful and polite around the other races. They have many...nicks and scars on their emotions from when they were small.
- So it seems.
- These are questions for our scholars at the Durmand Priory.
- You're in the Durmand Priory? I am too, just recently. Perhaps you've heard then that humans believe their gods gave magic to the world. It's an odd theory, but fascinating.
- Truly odd. Truly fascinating. Good luck with your inquiries.
- Just remembered. I have to go.
- Friends?
- There's nothing of interest inside this barrel.
- May I guide you somewhere? I must assist as many as I can today. It is an assignment from my teacher.
- Careful. We've been getting reports of Aetherblade sightings in this area.
- How wonderful to see you! My mentor is testing my knowledge of the Grove by asking me to show newcomers around. Do you wish me to take you someplace?
- Aetherblade?
- Thanks for the warning.
- A new pirate gang. You can't miss them. They're decked out in blue-and-white gear or shiny armor. And they're dangerous.
- Sure. Is it safe?
- No. I'm good.
- On second thought, I'm not interested.
- You and your krewe are prepared to extract Doxa from the MIG, but it won't be easy...or safe. So many things could go wrong: Doxa could die, the MIG could run amok again, or the Inquest could storm in and ruin everything. Still, if geniuses avoided conducting experiments that could blow up in their faces, there'd never be any progress. Onward!
- You and your krewe have decided to fuse Kazz with another golem so that he and Doxa can be together. It's an old story: boy meets girl, girl gets fused to a golem, boy fuses himself to a golem...and as long as Kazz and Doxa don't die, and the golems don't run amok, and the Inquest doesn't spoil everything, this tale might just have a happy ending.
- Put on
- Securing the second piece of the relic was easy enough, thanks to the VOED, Zojja, and some quick thinking on your part. Now to beat the Inquest to the next piece...
- You're determined the mystery relic detected by the VOED has three pieces. Your krewe has two, the Inquest has the other—and since they extorted it from you in the first place, it's only fair you should steal it back. The plan is to hit the Inquest caravan while the treasure is in transit. That'll teach them to mess with your krewe!
- You've determined that the mystery relic has three pieces, and your krewe has acquired two. Now to steal back the first piece that the Inquest extorted from you. Nothing like a little counter-espionage to keep those villains in their place!
- The mystery relic turned out to be a key that opens Gadd's laboratory—Gadd, one of the most famous and impressive geniuses that ever lived. All that remains is for you to access Gadd's lab, search the place, and claim whatever treasures lie inside.
- Getting in to Gadd's lab wasn't easy, but the artifact you discovered there ought to be worth it. Time to get Gadd's last treasure back to your lab and determine just how valuable it is.
- %str1% is on a Rampage!
- %str1% is Conquering!
- %str1%, Combat Medic!
- Diving Goggles
- %str1%, Siege Master!
- %str1%, Demolitions Expert!
- %str1% is making it rain!
- %str1% is Storming the Castle!
- %str1% is on the Hunt!
- %str1%, King Slayer!
- Help!
- Mr. Sparkles and I fought our way into the Funhouse to rescue Zojja. Once inside, we found she had the Inquest goons who took her either on the run or unconscious, so you could also say we rescued them from her. In any case, we helped Zojja get out of the facility and destroyed the Inquest's vile incinerator golem, into which they had been feeding test subjects who had outlived their usefulness. Then Zojja informed us that our krewe chief Varkk had been working with the Inquest all along, and that the Inquest had kidnapped Pol. I had to decide: rescue my friend and krewemate Pol, or see that the traitor Varkk gets what he deserves?
- Zojja and Mr. Sparkles joined Pol and I in an attempt to reclaim our translocator, but the Inquest was ready for us. That skunk Teyo used the translocator to scatter us all over the region. I was able to find Pol and Mr. Sparkles, but not Zojja. We can't just leave her in the Inquest's clutches, so we made tracking her down and rescuing her our top priority.
- Use the VOED to find another powerful magical object to show the judges.
- Use the VOED to find yet another powerful magical artifact to show the judges.
- Zojja and I beat the Inquest to the next piece of the relic. We also used some of our best weaponry to beat the Inquest to a pulp. We deduced that there are only three pieces of the artifact in all: the two we have plus the one the Inquest extorted from us. We decided that in order to complete our collection and assemble the full artifact, we would have to take back the Inquest's piece by force.
- Speak to Zojja.
- Tequatl is attacking!
- Attend Trahearne's speech.
- The Sylvari Dream
- Throw Explosive Boulder
- Front Damage
- Back damage