12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 60 61 62 63 64 65 66 67 68 69 94 95 96 97 98 99 100 Item for online play. (Can also be used from the Multiplayer menu.) Creates a summon sign for cooperative multiplayer. Arrive as a cooperator (Furled Finger) with the objective of defeating the area boss of the world to which you were summoned. A finger of corpse wax, furled like a hook. It is a relic of those who came before, left to help those who would come after. 101 Item for online play. (Can also be used from the Multiplayer menu.) Creates a summon sign for competitive multiplayer. Arrive as an adversary (Duelist) with the objective of defeating the Host of Fingers of the world to which you were summoned. A finger of corpse wax, furled like a hook. The bronze adornments are the mark of a duelist. 102 Item for online play. (Can also be used from the Multiplayer menu.) Attempts an invasion of another player's world. If successful, you will arrive as an invader (Bloody Finger) with the objective of defeating the Host of Fingers of that world. Glistening blood has been siphoned into the nail of this finger. Its sickly pale skin feels nothing now, but the nail still aches with sweetest pain. 103 Item for online play. (Can also be used from the Multiplayer menu.) Use as a Host of Fingers to select a summoned player and send them back to their world. Use when you have been summoned to another player's world to return to your own world. This phantom blade severs the link formed by a Furled Finger, but the maidens scorn those who abuse its use. 104 Item for online play. (Can also be used from the Multiplayer menu.) Allows you to automatically request for a hunter from another world to come to your rescue when your world is invaded. (Summoning is not always possible.) One of the lost mystic codes said to have been bestowed by the Two Fingers. 105 Item for online play. (Can also be used from the Multiplayer menu.) Puts the wearer in ready state to answer should someone in another world call for rescue. You will be summoned to their world as a hunter. During hunter multiplayer, your objective will be to defeat the invader of the summoned world. 106 Item for online play. (Can also be used from the Messages menu.) Use to write messages. Your messages will be conveyed to other worlds, allowing other players to read them. A finger of corpse wax, so emaciated the bone is visible. It is a relic of those who came before, left to help those who would come after. 107 Item for online play. Obtained after invading another world. Consumed upon use. Attempts another invasion of the most recently invaded world. This may come in handy should separation from the Host of Fingers force a temporary retreat. 108 Item for online play. (Can also be used from the Multiplayer menu.) Lures in invaders. This allows your world to be invaded without any Furled Finger cooperators present, and it also shortens the interval between windows of opportunity for invasion. Additionally, enables the arrival of a second invader to join when a cooperator is present. (With two invaders, the maximum number of cooperators becomes one.) 109 Item for online play. (Can also be used from the Multiplayer menu.) Send a cooperative summon sign to several summoning pools (activated pools only). In cooperative multiplayer, your objective will be to defeat the area boss of the world to which you were summoned. 110 Item for online play. (Can also be used from the Multiplayer menu.) Send a competitive summon sign to several summoning pools (activated pools only). In competitive multiplayer, your objective will be to defeat the Host of Fingers of the world to which you were summoned. 111 Item for online play. (Can also be used from the Multiplayer menu.) Consumed upon use. Attempts an invasion of another player's world. If successful, you will arrive as an invader (Bloody Finger) with the objective of defeating the Host of Fingers of that world. This furled finger is blackened with blood congestion. It seems to have been chopped off rather unceremoniously. 112 Item for online play. (Can also be used from the Multiplayer menu.) Attempts an invasion of another player's world. If successful, you will arrive as an invader (Recusant) with the objective of defeating the Host of Fingers of that world. This furled finger is covered in snake scales. An heirloom of the lord of the Volcano Manor, bequeathed to Tarnished who have become family. 113 Item for online play. Obtained after invading another world. Consumed upon use. Attempts another invasion of the most recently invaded world. This may come in handy should separation from the Host of Fingers force a temporary retreat. 114 Item for online play. Obtained after invading another world. Consumed upon use. Attempts another invasion of the most recently invaded world. This may come in handy should separation from the Host of Fingers force a temporary retreat. 115 The memory of first grace, which once guided bygone Tarnished to the Lands Between. Lose all runes and return to last site of grace visited. It is merely a cycle. Stand before the Elden Ring. Become the Elden Lord. 130 A delicate goldwork ring. Can be used as a finger whistle. Sound the whistle to summon and ride Torrent, the spectral steed. (Dismounts steed when used while on horseback.) Upon his death, the spectral steed can be summoned again, but doing so drains the Flask of Crimson Tears. 131 132 133 134 135 Item for online play. Obtained after using the Mohg's Great Rune and invading another world. Consumed upon use. Enemies inside the invaded world receive a blessing of blood, which boosts their attack power when blood loss occurs nearby. Also, your HP recovers when blessed enemies defeat a player. 150 Item for online play. (Can also be used from the Multiplayer menu.) Craftable item. Reveals cooperative and competitive multiplayer signs. Co-op summoning signs will be shown in gold, while hostile summoning signs will be shown in red. Multiplayer begins when you summon a player from another world through their sign. 170 Item for online play. (Can also be used from the Multiplayer menu.) Creates a summon sign for cooperative multiplayer. Arrive as a cooperator (Furled Finger) with the objective of defeating the area boss of the world to which you were summoned. A finger of corpse wax, furled like a hook. It is a relic of those who came before, left to help those who would come after. 171 Item for online play. (Can also be used from the Multiplayer menu.) Creates a summon sign for competitive multiplayer. Arrive as an adversary (Duelist) with the objective of defeating the Host of Fingers of the world to which you were summoned. A finger of corpse wax, furled like a hook. The bronze adornments are the mark of a duelist. 172 Item for online play. (Can also be used from the Multiplayer menu.) Attempts an invasion of another player's world. If successful, you will arrive as an invader (Bloody Finger) with the objective of defeating the Host of Fingers of that world. Glistening blood has been siphoned into the nail of this finger. Its sickly pale skin feels nothing now, but the nail still aches with sweetest pain. 173 174 Item for online play. (Can also be used from the Multiplayer menu.) Allows you to automatically request for a hunter from another world to come to your rescue when your world is invaded. (Summoning is not always possible.) One of the lost mystic codes said to have been bestowed by the Two Fingers. 175 Item for online play. (Can also be used from the Multiplayer menu.) Puts the wearer in ready state to answer should someone in another world call for rescue. You will be summoned to their world as a hunter. During hunter multiplayer, your objective will be to defeat the invader of the summoned world. 176 177 178 Item for online play. (Can also be used from the Multiplayer menu.) Lures in invaders. This allows your world to be invaded without any Furled Finger cooperators present, and it also shortens the interval between windows of opportunity for invasion. Additionally, enables the arrival of a second invader to join when a cooperator is present. (With two invaders, the maximum number of cooperators becomes one.) 179 Item for online play. (Can also be used from the Multiplayer menu.) Send a cooperative summon sign to several summoning pools (activated pools only). In cooperative multiplayer, your objective will be to defeat the area boss of the world to which you were summoned. 180 Item for online play. (Can also be used from the Multiplayer menu.) Send a competitive summon sign to several summoning pools (activated pools only). In competitive multiplayer, your objective will be to defeat the Host of Fingers of the world to which you were summoned. 181 A delicate goldwork ring. Can be used as a finger whistle. Sound the whistle to summon and ride Torrent, the spectral steed. (Dismounts steed when used while on horseback.) Upon his death, the spectral steed can be summoned again, but doing so drains the Flask of Crimson Tears. 182 Item for online play. (Can also be used from the Multiplayer menu.) Craftable item. Reveals cooperative and competitive multiplayer signs. Co-op summoning signs will be shown in gold, while hostile summoning signs will be shown in red. Multiplayer begins when you summon a player from another world through their sign. 183 Item for online play. (Can also be used from the Multiplayer menu.) Consumed upon use. Attempts an invasion of another player's world. If successful, you will arrive as an invader (Bloody Finger) with the objective of defeating the Host of Fingers of that world. This furled finger is blackened with blood congestion. It seems to have been chopped off rather unceremoniously. 184 Item for online play. (Can also be used from the Multiplayer menu.) Attempts an invasion of another player's world. If successful, you will arrive as an invader (Recusant) with the objective of defeating the Host of Fingers of that world. This furled finger is covered in snake scales. An heirloom of the lord of the Volcano Manor, bequeathed to Tarnished who have become family. 185 186 187 188 189 190 A shard of the shattered Elden Ring. Grants the blessing of an equipped Great Rune upon use. Even if no Great Rune is equipped, it will slightly increase maximum HP upon use. The lower arc of the Elden Ring is held to be the basin in which its blessings pool. Perhaps this shard originates from that very arc. 191 A Great Rune of the shardbearer Godrick. Its blessing raises all attributes. This Great Rune is known as the anchor ring, found in the center of the Elden Ring. The first demigods were The Elden Lord Godfrey and his offspring, the golden lineage. 192 A Great Rune of the shardbearer Radahn. Its blessing raises maximum HP, FP and Stamina. Radahn was amongst the children of Rennala and Radagon, who became demigod stepchildren after Radagon's union with Queen Marika. The Great Rune burns, to resist the encroachment of the scarlet rot. 193 A Great Rune of the shardbearer Morgott. Its blessing greatly raises maximum HP. This Great Rune is the anchor ring that houses the base, and proves two things: That the Omen King was born of the golden lineage, and that he was indeed the Lord of Leyndell. 194 A Great Rune of the shardbearer Rykard. Its blessing restores HP upon defeating enemies. Rykard was amongst the children of Rennala and Radagon, who became demigod stepchildren after Radagon's union with Queen Marika. But Rykard fed himself to the blasphemous serpent, Great Rune and all. 195 A Great Rune of the shardbearer Mohg. Its blessing grants a blessing of blood to summoned phantoms, and imparts a Phantom Great Rune upon successful invasion. Mohg and Morgott are twin brothers, and their Great Runes are naturally similar. But Mohg's rune is soaked in accursed blood, from his devout love for the wretched mire that he was born into far below the earth. 196 A Great Rune of the shardbearer Malenia. The blessing of this half-rotted rune reduces the healing power of Flask of Crimson Tears. And yet, due to the infusion of Malenia's spirit of resistance, attacks made immediately after receiving damage will partially recover HP. Malenia is daughter to Queen Marika and Radagon, and her Great Rune should have been the most sacred of all. 197 198 199 200 A sacred flask modelled after a golden holy chalice that was once graced by a tear of life. Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish. It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet. 201 A sacred flask modelled after a golden holy chalice that was once graced by a tear of life. Filled with crimson tears, this flask restores HP with use. Rest at a site of grace to replenish. It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet. 202 A sacred flask modelled after a golden holy chalice that was once graced by a tear of life. Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish. It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet. 203 A sacred flask modelled after a golden holy chalice that was once graced by a tear of life. Filled with crimson tears, this flask restores HP with use. Rest at a site of grace to replenish. It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet. 204 A sacred flask modelled after a golden holy chalice that was once graced by a tear of life. Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish. It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet. 205 A sacred flask modelled after a golden holy chalice that was once graced by a tear of life. Filled with crimson tears, this flask restores HP with use. Rest at a site of grace to replenish. It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet. 206 A sacred flask modelled after a golden holy chalice that was once graced by a tear of life. Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish. It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet. 207 A sacred flask modelled after a golden holy chalice that was once graced by a tear of life. Filled with crimson tears, this flask restores HP with use. Rest at a site of grace to replenish. It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet. 208 A sacred flask modelled after a golden holy chalice that was once graced by a tear of life. Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish. It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet. 209 A sacred flask modelled after a golden holy chalice that was once graced by a tear of life. Filled with crimson tears, this flask restores HP with use. Rest at a site of grace to replenish. It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet. 210 A sacred flask modelled after a golden holy chalice that was once graced by a tear of life. Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish. It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet. 211 A sacred flask modelled after a golden holy chalice that was once graced by a tear of life. Filled with crimson tears, this flask restores HP with use. Rest at a site of grace to replenish. It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet. 212 A sacred flask modelled after a golden holy chalice that was once graced by a tear of life. Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish. It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet. 213 A sacred flask modelled after a golden holy chalice that was once graced by a tear of life. Filled with crimson tears, this flask restores HP with use. Rest at a site of grace to replenish. It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet. 214 A sacred flask modelled after a golden holy chalice that was once graced by a tear of life. Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish. It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet. 215 A sacred flask modelled after a golden holy chalice that was once graced by a tear of life. Filled with crimson tears, this flask restores HP with use. Rest at a site of grace to replenish. It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet. 216 217 218 219 220 A sacred flask modelled after a golden holy chalice that was once graced by a tear of life. Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish. It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet. 221 A sacred flask modelled after a golden holy chalice that was once graced by a tear of life. Filled with cerulean tears, this flask restores FP with use. Rest at a site of grace to replenish. It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet. 222 A sacred flask modelled after a golden holy chalice that was once graced by a tear of life. Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish. It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet. 223 A sacred flask modelled after a golden holy chalice that was once graced by a tear of life. Filled with cerulean tears, this flask restores FP with use. Rest at a site of grace to replenish. It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet. 224 A sacred flask modelled after a golden holy chalice that was once graced by a tear of life. Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish. It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet. 225 A sacred flask modelled after a golden holy chalice that was once graced by a tear of life. Filled with cerulean tears, this flask restores FP with use. Rest at a site of grace to replenish. It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet. 226 A sacred flask modelled after a golden holy chalice that was once graced by a tear of life. Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish. It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet. 227 A sacred flask modelled after a golden holy chalice that was once graced by a tear of life. Filled with cerulean tears, this flask restores FP with use. Rest at a site of grace to replenish. It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet. 228 A sacred flask modelled after a golden holy chalice that was once graced by a tear of life. Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish. It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet. 229 A sacred flask modelled after a golden holy chalice that was once graced by a tear of life. Filled with cerulean tears, this flask restores FP with use. Rest at a site of grace to replenish. It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet. 230 A sacred flask modelled after a golden holy chalice that was once graced by a tear of life. Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish. It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet. 231 A sacred flask modelled after a golden holy chalice that was once graced by a tear of life. Filled with cerulean tears, this flask restores FP with use. Rest at a site of grace to replenish. It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet. 232 A sacred flask modelled after a golden holy chalice that was once graced by a tear of life. Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish. It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet. 233 A sacred flask modelled after a golden holy chalice that was once graced by a tear of life. Filled with cerulean tears, this flask restores FP with use. Rest at a site of grace to replenish. It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet. 234 A sacred flask modelled after a golden holy chalice that was once graced by a tear of life. Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish. It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet. 235 A sacred flask modelled after a golden holy chalice that was once graced by a tear of life. Filled with cerulean tears, this flask restores FP with use. Rest at a site of grace to replenish. It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet. 250 A relic of the physick chemists, priests of the Erdtree. Harnesses the powers of crystal tears, which only form after the passage of many moons. Various special effects are bestowed upon the drinker, dependent on the specific mixture of crystal tears. Rest at a site of grace to replenish. Basins are placed at the feet of Minor Erdtrees throughout the Lands Between in order to collect their crystallized tears. 251 A relic of the physick chemists, priests of the Erdtree. Harnesses the powers of crystal tears, which only form after the passage of many moons. Various special effects are bestowed upon the drinker, dependent on the specific mixture of crystal tears. Though currently empty, simply rest at a site of grace to replenish. Basins are placed at the feet of Minor Erdtrees throughout the Lands Between in order to collect their crystallized tears. 300 Craftable item prepared using a cracked pot. A cocktail of incendiary materials is sealed inside. Throw at enemies to inflict fire damage. 301 Craftable item prepared using a ritual pot. Engraved with the crest of red-maned lion. Throw at enemies to inflict heavy fire damage. Even today, the survivors of Radahn's battalion employ fire to stave off the scarlet rot. 302 Craftable item prepared using a ritual pot. Enchanted by incantations of the Giants' Flame. Consumes FP. Throw at enemies to inflict heavy fire damage. Damage scales with faith. 320 Craftable item prepared using a cracked pot. A cocktail of fulminating materials is sealed inside. Throw at enemies to inflict lightning damage. 321 Craftable item prepared using a ritual pot. Engraved with the crest of the ancient dragon. Throw at enemies to inflict heavy lightning damage. Allows one to wield ancient drake lightning regardless of faith. The residual power of relics is a purely natural phenomenon. 322 323 324 325 326 327 328 329 330 Craftable item prepared using a cracked pot. A cocktail of effluents is sealed inside. As the mixture ferments, toxins are produced alongside a putrid stench that seeps out once ripe. Throw at enemies to cause buildup of deadly poison. Beware though; those who carry these pots will slowly accumulate poison in their own bodies. Push someone in a privy; expect to get dung on your hands. 331 332 333 334 335 336 337 338 339 340 Craftable item prepared using a cracked pot. A cocktail of effluents is sealed inside. Throw at enemies to set a swarm of bloodflies upon them. The vile swarm deals damage and builds up onset of blood loss. The cacophony of their wings assails the sanity of berserkers. The maggots found in waste feed on blood and turn into vicious flies that are pitiably short-lived. 341 342 343 344 345 346 347 348 349 350 Craftable item prepared using a cracked pot. Enchanted by incantations of the Golden Order. Consumes FP. Throw at enemies to inflict holy damage. Highly effective against Those Who Live in Death, even preventing them from rising again. The Golden Order has no mercy for those who trespass beyond life's bounds. 351 Craftable item prepared using a ritual pot. Enchanted by incantations of the Golden Order. Consumes FP. Throw at enemies to inflict heavy holy damage. Highly effective against Those Who Live in Death, even preventing them from rising again. The Golden Order has no mercy for those who trespass beyond life's bounds. 352 353 354 355 356 357 358 359 360 Craftable item prepared using a ritual pot. Engraved with the crest of the Carian Royals. Throw at enemies to cause buildup of frost. Originates from the cold, dark moon of Ranni, the Carian princess. 361 362 363 364 365 366 367 368 369 370 Craftable item prepared using a cracked pot. A cocktail of poisonous materials is sealed inside. Throw at enemies to cause buildup of poison. 371 372 373 374 375 376 377 378 379 380 Craftable item prepared using a cracked pot. A cocktail of oil-infused materials is sealed inside. Throw at enemies to soak them in oil, making them heavily susceptible to fire damage. 381 382 383 384 385 386 387 388 389 390 Craftable item prepared using a ritual pot. Enchanted with assassin incantations. Consumes FP. Throw to create a pale shadow. The illusion will lure in and distract foes of human build outside of combat, while demi-humans will be lured in even during combat. 391 Craftable item prepared using a ritual pot. Enchanted with assassin incantations. Consumes FP. Throw to create a red shadow. The illusion lures in beasts into attacking it. This effect does not change even during combat. 392 393 394 395 396 397 398 399 400 Craftable item prepared using a cracked pot. A cocktail of incendiary materials is sealed inside, and a short rope that aids throwing has been secured around the pot. Throw at rearward enemies to inflict fire damage. 420 Craftable item prepared using a cracked pot. A cocktail of fulminating materials is sealed inside, and a short rope that aids throwing has been secured around the pot. Throw at rearward enemies to inflict lightning damage. 421 422 423 424 425 426 427 428 429 430 Craftable item prepared using a cracked pot. A cocktail of effluents is sealed inside, and a short rope that aids throwing has been secured around the pot. Throw at rearward enemies to cause buildup of deadly poison. Beware though; those who carry these pots will slowly accumulate poison in their own bodies. Push someone in a privy; expect to get dung on your hands. 431 432 433 434 435 436 437 438 439 440 Craftable item prepared using a cracked pot. A cocktail of poisonous materials is sealed inside, and a short rope that aids throwing has been secured around the pot. Throw at rearward enemies to cause buildup of poison. 441 442 443 444 445 446 447 448 449 450 Craftable item prepared using a cracked pot. A cocktail of oil-infused materials is sealed inside, and a short rope that aids throwing has been secured around the pot. Throw at rearward enemies to soak them in oil, making them heavily susceptible to fire damage. 451 452 453 454 455 456 457 458 459 460 Craftable item prepared using a cracked pot. A cocktail of magically resonant materials is sealed inside, and a short rope that aids throwing has been secured around the pot. Consumes FP. Throw at rearward enemies to inflict magic damage. 461 462 463 464 465 466 467 468 469 470 Craftable item prepared using a cracked pot. A cocktail of effluents is sealed inside, and a short rope that aids throwing has been secured around the pot. Throw at rearward enemies to release a swarm of flies. Their fangs inflict countless painful lacerations on the victim while the grating sound of their wings assails their sanity. The maggots found in waste feed on blood and turn into vicious flies that are pitiably short-lived. 471 472 473 474 475 476 477 478 479 480 Craftable with a cracked pot. Frost has been sealed inside. A short rope that aids throwing is attached. Thrown at rearward enemies using the rope, the pot explodes, causing frostbite buildup in enemies. 481 482 483 484 485 486 487 488 489 490 Craftable item prepared using a cracked pot. Powdered volcanic rock is sealed inside, and a short rope that aids throwing has been secured around the pot. Thrown at rearward enemies to disperse a cloud of heat, dealing continuous damage to those caught inside for a short duration. 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 Craftable item prepared using a cracked pot. Enchanted by incantations of the Golden Order, and a short rope that aids throwing has been secured around the pot. Consumes FP. Throw at rearward enemies to inflict holy damage. Highly effective against Those Who Live in Death, even preventing them from rising again. The Golden Order has no mercy for those who trespass beyond life's bounds. 600 Craftable item prepared using a cracked pot. Powdered volcanic rock is sealed inside. Throw at enemies to disperse a cloud of heat, dealing continuous damage to those caught inside for a short duration. 601 602 603 604 605 606 607 608 609 610 Craftable item prepared using a ritual pot. Enchanted by sorceries of the Cuckoos. Consumes FP. Throw at enemies to impede recovery actions using a flask of tears for a certain duration. The Knights of the Cuckoos do declare. Behold, thy defiled blood. Unlike any humor that flows in our grand realm. 630 Craftable item prepared using a ritual pot. Decorated with the crest of the Lord of Blood. Throw at enemies to douse them in accursed blood, causing summoned spirits to assail them with a rabid fervor. A childhood memory of the Lord of Blood. 631 632 633 634 635 636 637 638 639 640 Craftable item prepared using a cracked pot. Enchanted by the incantations of St. Trina. Consumes FP. Throw enemies to cause buildup of sleep. Like a lullaby, or a quagmire, its light-purple haze irresistibly draws its victims down into sleep. Sweet dreams. 641 642 643 644 645 646 647 648 649 650 Craftable item prepared using a cracked pot. Enchanted by the ancient death hex. Consumes FP. Throw at enemies to spawn vengeful spirits that chase down foes. In times of old, the dead were burned with ghostflame, and from those cinders arose vengeful spirits. 651 652 653 654 655 656 657 658 659 660 Craftable item prepared using a cracked pot. A cocktail of magically resonant materials is sealed inside. Called a "faux sorcery" in Raya Lucaria. Consumes FP. Throw at enemies to inflict magic damage. 661 Craftable item prepared using a ritual pot. Enchanted by Raya Lucaria sorceries. Consumes FP. Throw at enemies to inflict heavy magic damage. This pot, considered a "faux sorcery," was employed to protect the academy. 662 663 664 665 666 667 668 669 670 Craftable item prepared using a ritual pot. Decorated with the crest of scarlet wings. Throw at enemies to cause buildup of scarlet rot. The rot bubbles up from the Swamp of Aeonia, and eats away at life like a vicious plague. 810 Preparation of dried Rowa fruit. Craftable item. Feed to Torrent, the spectral steed, while riding to restore his HP. Humans are unable to digest Rowa fruit, but Torrent seems to have a taste for it. 811 Preparation of dried Golden Rowa fruit. Craftable item. Feed to Torrent, the spectral steed, while riding to greatly restore his HP. Golden Rowa fruit is not unlike honey, and Torrent seems to have a taste for it. 812 Preparation of dried Rimed Rowa. Craftable item. Feed to Torrent, the spectral steed, while riding to vastly restore his HP. Torrent seems to enjoy the sensation of chewing this frozen, dried seed. 813 814 815 816 817 818 819 820 Boiled crab meat. A prime specimen of plump and moist meat. True connoisseurs know how to keep from over-salting. Greatly boosts physical damage negation for a certain duration. Unlike the "prawn" sold, this truly is crab. Not that it matters, it's delicious all the same. 821 822 823 824 825 826 827 828 829 830 Boiled prawn meat. A prime specimen of plump and moist meat. True connoisseurs know how to keep from over-salting. Boosts physical damage negation for a certain duration. The meat actually looks to have come from a crayfish. Not that it matters, it's delicious all the same. 900 Green boluses made from cave moss. Craftable item. Alleviates poison buildup and cures poison ailment. Poison accumulates gradually, coming into effect once the threshold is reached. Poison ailment lowers HP in steady increments for a period. 901 902 903 904 905 906 907 908 909 910 Red boluses made from cave moss. Craftable item. Alleviates impending blood loss. Blood loss escalates gradually, causing great damage once the threshold is reached. Take one of these in timely fashion to avoid such an event. 911 912 913 914 915 916 917 918 919 920 Ice-hued boluses made from cave moss. Craftable item. Alleviates buildup of frost and cures frostbite ailment. Frost accumulates gradually, causing damage and inflicting frostbite once the threshold is reached. Vulnerability to damage increases for a certain duration. 921 922 923 924 925 926 927 928 929 930 Light-purple boluses made from cave moss. Craftable item. Alleviates buildup of sleep. Sleep accumulates gradually, causing sudden fogginess and loss of FP once the threshold is reached, even if it does not force the afflicted into true slumber. Take one of these in timely fashion to avoid such an event. 931 932 933 934 935 936 937 938 939 940 Scarlet boluses made of cave moss. Craftable item. Alleviates scarlet rot buildup and cures rot aliment. Scarlet rot accumulates gradually, coming into effect once the threshold is reached. Scarlet rot ailment greatly lowers HP in steady increments for a period. 941 942 943 944 945 946 947 948 949 950 Black boluses made of cave moss. Craftable item. Alleviates death blight buildup. Blight accumulates slowly, causing instant death once the threshold is reached. Take one of these in timely fashion to avoid such an event. 951 952 953 954 955 956 957 958 959 960 Yellow boluses made of cave moss. Craftable item. Alleviates madness buildup. Madness accumulates slowly, inflicting heavy damage and reducing FP once the threshold is reached. Take one of these in timely fashion to avoid such an event. 1000 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1001 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with crimson tears, this flask restores HP with use. Rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1002 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1003 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with crimson tears, this flask restores HP with use. Rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1004 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1005 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with crimson tears, this flask restores HP with use. Rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1006 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1007 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with crimson tears, this flask restores HP with use. Rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1008 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1009 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with crimson tears, this flask restores HP with use. Rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1010 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1011 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with crimson tears, this flask restores HP with use. Rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1012 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1013 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with crimson tears, this flask restores HP with use. Rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1014 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1015 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with crimson tears, this flask restores HP with use. Rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1016 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1017 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with crimson tears, this flask restores HP with use. Rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1018 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1019 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with crimson tears, this flask restores HP with use. Rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1020 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1021 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with crimson tears, this flask restores HP with use. Rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1022 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1023 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with crimson tears, this flask restores HP with use. Rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1024 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1025 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with crimson tears, this flask restores HP with use. Rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1050 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1051 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with cerulean tears, this flask restores FP with use. Rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1052 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1053 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with cerulean tears, this flask restores FP with use. Rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1054 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1055 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with cerulean tears, this flask restores FP with use. Rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1056 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1057 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with cerulean tears, this flask restores FP with use. Rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1058 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1059 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with cerulean tears, this flask restores FP with use. Rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1060 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1061 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with cerulean tears, this flask restores FP with use. Rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1062 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1063 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with cerulean tears, this flask restores FP with use. Rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1064 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1065 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with cerulean tears, this flask restores FP with use. Rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1066 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1067 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with cerulean tears, this flask restores FP with use. Rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1068 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1069 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with cerulean tears, this flask restores FP with use. Rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1070 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1071 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with cerulean tears, this flask restores FP with use. Rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1072 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1073 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with cerulean tears, this flask restores FP with use. Rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1074 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1075 A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing. Filled with cerulean tears, this flask restores FP with use. Rest at a site of grace to replenish. The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring. 1100 Turtle neck meat, pickled in a bitter medicinal solution. Craftable item. Temporarily boosts stamina recovery. The nutrients churn through the body, practically boiling out endless power. 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 Cured strip of meat, dried out after pickling in a green medicinal solution. Craftable item. Temporarily boosts immunity. Higher immunity helps to mitigate the buildup of various poisons and scarlet rot. 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 Cured strip of meat, dried out after pickling in a red medicinal solution. Craftable item. Temporarily boosts robustness. Higher robustness helps to mitigate the buildup of frost and blood loss. 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 Cured strip of meat, dried out after pickling in a purple medicinal solution. Craftable item. Temporarily boosts focus. Higher focus helps to mitigate the buildup of sleep and madness. 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 Cured strip of meat, dried out after pickling in a dappled medicinal solution. Craftable item. Temporarily boosts immunity, robustness, and focus. 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 Cured animal liver, dried out after pickling in a blue medicinal solution. Craftable item. Temporarily boosts magic damage negation, improving damage mitigation against attacks imbued with magic. 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 Cured animal liver, dried out after pickling in a red medicinal solution. Craftable item. Temporarily boosts fire damage negation, improving damage mitigation against attacks imbued with fire. 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 Cured animal liver, dried out after pickling in an yellow medicinal solution. Craftable item. Temporarily boosts lightning damage negation, improving damage mitigation against attacks imbued with lightning. 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 Cured animal liver, dried out after pickling in a golden medicinal solution. Craftable item. Temporarily boosts holy damage negation, improving damage mitigation against attacks imbued with holiness. 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 Four-toed foot of a fowl, pickled in a silvery medicinal solution. Craftable item. Temporarily boosts item discovery. Since old times, the needy would scrape the meat clean even from a fowl's claw. 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 Four-toed foot of a fowl, pickled in a golden medicinal solution. Craftable item. Boosts the amount of runes obtained from defeating enemies for a certain duration. Since old times, the needy would scrape the meat clean even from a fowl's claw. 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 A lump of animal flesh pickled in a medicinal solution mixed with fiery spices. Craftable item. Temporarily boosts physical attack. Considered a delicacy in the badlands, this invigorating repast was for the exclusive benefit of those who they deem heroes. 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 A grey colored cured liver, dried out after pickling in a medicinal solution. Craftable item. Boosts instant death resistance for a short time. 1235 A pungent raw meatball, made succulent by virtue of being on the verge of turning. Restores HP but also poisons the user. Not recommended for those who prefer to know the origin of their meats. 1236 1237 1238 1239 1240 A yellowing, oozing eyeball of the infirm. The surface is shriveled, and the inside is squishy, not unlike a large, overly-ripe grape. Give to the blind maiden to guide her to the distant light. 1290 An ephemeral sliver that gives off a pale blue glow. What remains of a passing flash of starlight. Use to gradually recover FP. A prized item that was once used in the Eternal City as an ingredient in intoxicating draughts. 1310 A white sliced meat, dried out after pickling in a green medicinal solution. Craftable item. Temporarily boosts immunity. Lasts longer than traditional cured meat, but with reduced effectiveness. 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 A white sliced meat, dried out after pickling in a red medicinal solution. Craftable item. Temporarily boosts robustness. Lasts longer than traditional cured meat, but with reduced effectiveness. 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 A white sliced meat, dried out after pickling in a purple medicinal solution. Craftable item. Temporarily boosts focus. Lasts longer than traditional cured meat, but with reduced effectiveness. 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 A white sliced meat, dried out after pickling in a dappled medicinal solution. Craftable item. Temporarily boosts immunity, robustness, and focus. Lasts longer than traditional cured meat, but with reduced effectiveness. 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 A black-gold colored cured liver, dried out after pickling in a medicinal solution. Craftable item. Boosts resistance to instant death for a short time. The blood has been properly drained, giving it a longer effect than traditional dried meat. 1400 Solidified grease made from a mixture of incendiary materials. Craftable item. Coats armament, adding fire damage to attacks. The effect lasts only for a short time. 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 Solidified grease made from a mixture of fulminating materials. Craftable item. Coats armament, adding lightning damage to attacks. The effect lasts only for a short time. 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 Solidified grease made from a mixture of magically resonant materials. Craftable item. Coats armament, adding magic damage to attacks. The effect lasts only for a short time. 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 Solidified grease made from a mixture of holy resonant materials. Craftable item. Coats armament, adding holy damage to attacks. The effect lasts only for a short time. 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 Solidified grease made from a mixture of blood-red materials. Craftable item. Coats armament, inflicting blood loss. The effect lasts only for a short time. 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 Solidified grease made from a mixture of light-purple materials. Craftable item. Coats armament, inflicting sleep. The effect lasts only for a short time. 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 Solidified grease made from a mixture of poison-green materials. Craftable item. Coats armament, inflicting poison. The effect lasts only for a short time. 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 Solidified grease made from a mixture of frozen materials. Craftable item. Coats armament, inflicting frost. The effect lasts only for a short time. 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 Solidified grease made from a mixture of Gravel Stones. Craftable item. Coats armament, granting anti-dragon effects. The effect lasts only for a short time. When the dragons were born from their ancient kin, they lost their stone scales, which can now be used to cause them mortal harm. 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 Solidified grease made from a mixture of rotten materials. Craftable item. Coats armament, inflicting scarlet rot. The effect lasts only for a short time. 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 Solidified grease made from a mixture of incendiary materials. Craftable item. A short string is attached to this lump. Quickly coats armament, inflicting fire damage, but with a brief effect, owing to its small size. 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 Solidified grease made from a mixture of fulminating materials. Craftable item. A short string is attached to this lump. Quickly coats armament, inflicting lightning damage, but with a brief effect, owing to its small size. 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 Solidified grease made from a mixture of magically resonant materials. Craftable item. A short string is attached to this lump. Quickly coats armament, inflicting magic damage, but with a brief effect, owing to its small size. 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 Solidified grease made from a mixture of holy resonant materials. Craftable item. A short string is attached to this lump. Quickly coats armament, inflicting holy damage, but with a brief effect, owing to its small size. 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 Blistered solid grease made from a mixture of blood-red materials. Craftable item. A short string is attached to this lump. Quickly coats armament, inflicting blood loss, but with a brief effect, owing to its small size. 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 Solidified grease made from a mixture of light-purple materials. Craftable item. A short string is attached to this lump. Quickly coats armament, inflicting sleep, but with a brief effect, owing to its small size. 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 Solidified grease made from a mixture of poison-green materials. Craftable item. A short string is attached to this lump. Quickly coats armament, inflicting poison, but with a brief effect, owing to its small size. 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 Solidified grease made using Rani's furtive arts. Craftable item. A short string is attached to this lump. Quickly coats weapon, inflicting frostbite. The women of the Carian royal family look to the moon to guide their fates. Rani's is a moon dark and blanketed with rime. 1590 Solidified grease made from a mixture of rotten materials. Craftable item. A short string is attached to this lump. Quickly coats armament, inflicting scarlet rot, but with a brief effect, owing to its small size. 1690 Solidified grease made from a mixture of magically resonant materials. Craftable item. Coats left-hand armament, boosting guarding ability and all forms of damage negation. The effect lasts only for a short time. Primarily used on shields. 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 Short dagger for throwing. It has no handguard. The blade is polished, and its weight is expertly balanced. Throw at enemies to deal damage. This auxiliary weapon, used primarily to constrain an enemy's movements, can still be deadly in the right hands. 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 Animal bone sharpened into a knife for throwing. Craftable item. Throw at enemies to inflict damage. 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 Animal bone sharpened into a knife for throwing, with a poison-laced tip. Craftable item. Throw at enemies to inflict damage and build up poison. 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 A large knife used for throwing. Its curved blade is sharp enough to slice flesh cleanly. Throw at enemies to inflict damage and build up onset of blood loss. This heavy throwing weapon is unsuitable for swift attacks, but is able to inflict heavy damage. 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 Throwing knife chiseled from impure crystal. Craftable item. Consumes FP. Throw at enemies to deal magic damage. Long ago, it is said that a golem crafter employed a similar crystal tool. 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 A set of five throwing knives bundled together. A concealed weapon cherished by the raptor assassins. The thin knives fan out when thrown, dealing damage to the target. Each knife deals paltry damage, but the wide range makes it suitable for constraining enemies. 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 Stone fragment found near places where ruins have fallen from the sky. Can be used for crafting, or simply for throwing at enemies. These shards of stone are believed to have once been part of a temple in the sky. They glow with a faint light from within. 1810 A lump of beast flesh pickled in egg wash. Craftable item. Beasts are highly attracted to its scent. The rancid scent prevents ingestion by any ordinary human. 1830 A small stone with a smoldering core. Explodes when thrown at enemies, inflicting fire damage. Miners employ these stones as tools for rock blasting, but have long forgotten how to craft them. 1831 A clump of small stones with smoldering cores. Explodes when thrown together at enemies, inflicting fire damage. Miners employ these stones as tools for rock blasting, but have long forgotten how to craft them. 1832 1833 1834 1835 1836 1837 1838 1839 1840 A small stone with a poison core. Throw at enemies to cause buildup of poison. Miners employ these stones as tools for pest extermination, but have long forgotten how to craft them. 1841 A clump of small stones with poison cores. Throw together at enemies to cause buildup of poison. Miners employ these stones as tools for pest extermination, but have long forgotten how to craft them. 2020 Ruin Fragment that has undergone some simple processing. Craftable item. Stones such as these shine with the colors of the rainbow, making them useful markers when placed on the ground. Can also be dropped to gauge the distance of a fall. The higher the pitch of the sound, the higher the likelihood of the fall being fatal. Once used to entertain children on the fringes of the Lands Between. 2021 2022 2023 2024 2025 2026 2027 2028 2029 2030 Polished Ruin Fragment that shines brighter than Rainbow Stone. Craftable item. Emits light from the location it is placed, illuminating surroundings. However, the effect is short-lived, and it lacks the diverse colors of rainbow stones. May serve some benefit in dark places, or at night. 2031 2032 2033 2034 2035 2036 2037 2038 2039 2040 Astrology tool used by members of the Carian royal family. A stolen part of a larger instrument. Allows the viewer to better see faraway things. During the age of the Erdtree, Carian astrology withered on the vine. The fate once writ in the night skies had been fettered by the Golden Order. 2041 2042 2043 2044 2045 2046 2047 2048 2049 2050 A fetish indicating the guidance of grace. Craftable item. Similar to grace, this fetish draws rays guiding the way, only without any sense of order. Useful as a last resort for those who have lost their way, or for use by those who believe that unrefined guidance will lead to truer encounters. 2070 A small waist-worn lantern that illuminates surroundings. Use once to turn on, and again to turn off. While its light is dimmer than that of a torch, it has the advantage of freeing up the user's hands. 2071 2072 2073 2074 2075 2076 2077 2078 2079 2080 A slab of rock engraved with traces of the Rune of Death. Can deflect the power of the Black Blade. On the night of the dire plot, Ranni rewarded Praetor Rykard with these traces. Should the coming trespass one day transpire, they would serve as a last-resort foil, allowing Rykard to challenge Maliketh the Black Blade, the black beast of Destined Death. 2081 2082 2083 2084 2085 2086 2087 2088 2089 2090 A source that gives rise to Those Who Live in Death. The Beast Clergyman, found at Bestial Sanctum in the distant east, collects and devours these roots. On the night of the dire plot the stolen Rune of Death enabled the first Death of a demigod. Later, the Rune of Death spread across the Lands Between through the underground roots of the Greattree, sprouting in the form of Deathroot. 2091 2092 2093 2094 2095 2096 2097 2098 2099 2100 A soft but sturdy cotton formed from splitting open Rowa fruit in a particular manner. Craftable item. Attaching this cotton to the bottom of one's feet allows for a temporary reduction in fall damage and sound. It also reduces the sound of one's footsteps. If you must court danger, at the very least, tread lightly. 2120 A plant-based soap made from mushroom juice. Craftable item. Cleans off filth and other accumulations on the body while also slightly reducing poison buildup. Filth covering the exterior eventually seeps inside, soiling one's very spirit. 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 A hidden Tear found in the Eternal City. Also known as a Night Tear. Allows one to carry out an Absolution at the Church of Vows, reversing all antagonizations. Once upon a time, the stars of the night sky guided fate, and this is a recollection of those times. 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 A fetish bathed in golden magic. Shackles were used to bind the accursed people called the Omen, and these ones were made to keep a particular Omen under strictest confinement. Though faint, the shackles still retain vestiges of power—enough to trap the once-bound Margit on earth, if only for a short time. 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 A fetish bathed in golden magic. Shackles were used to bind the accursed people called the Omen, and these ones were made to keep a particular Omen under strictest confinement. Though faint, the shackles still retain vestiges of power—enough to trap the once-bound Mohg on earth, if only for a short time. 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 Proof that one is a glorious knight of the new Dynasty of Mohgwyn that the Lord of Blood will inaugurate. Use to be granted audience with Mohg. Only, it is not yet time. For Mohg yet slumbers beside the Divinity. Be patient. The new dynasty is nigh. 2190 One of the unalloyed gold needles that Miquella crafted to ward away the meddling of outer gods. Capable of subduing the flame of frenzy if inherited, allowing one to cheat fate and avoid becoming Lord of Frenzied Flame. However, the needle is as yet unfinished and can only be used in the heart of the storm beyond time said to be found in Farum Azula. 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 Twisted clay sculpt in the shape of a human head. Emits a voice that says "Hello." A wistful fetish that imparts voices and words on an eternal journey. 2201 Twisted clay sculpt in the shape of a human head. Emits a voice that says "Thank you." A wistful fetish that imparts voices and words on an eternal journey. 2202 Twisted clay sculpt in the shape of a human head. Emits a voice that says "Apologies." A wistful fetish that imparts voices and words on an eternal journey. 2203 Twisted clay sculpt in the shape of a human head. Emits a voice that says "Wonderful." A wistful fetish that imparts voices and words on an eternal journey. 2204 Twisted clay sculpt in the shape of a human head. Emits a voice that says "Please help." A wistful fetish that imparts voices and words on an eternal journey. 2205 Twisted clay sculpt in the shape of a human head. Emits a voice that says "My beloved." A wistful fetish that imparts voices and words on an eternal journey. Expressions of love are among the most fickle. 2206 Twisted clay sculpt in the shape of a human head. Emits a voice that says "Let's get to it." A wistful fetish that imparts voices and words on an eternal journey. 2207 Twisted clay sculpt in the shape of a demi-human head. Emits a voice that says "You're beautiful." A wistful fetish that imparts voices and words on an eternal journey. Unconditional love. Unrestrained assurance. It must have been a mother speaking. 2290 Grace that dwells within the inhabitants of The Lands Between; the lingering residue of gold. Use to gain many runes. Grace was brought to the very fringes and lowlands of the Lands Between. And with the Golden Order came the weight of its history. A history of conquest and subjugation. 2900 Grace that dwells within the inhabitants of the Lands Between; the lingering trace of gold. Use to gain 200 runes. Runes are nourishment for the development of any Tarnished. Provided a Finger Maiden can be found... 2901 Grace that dwells within the inhabitants of the Lands Between; the lingering trace of gold. Use to gain 400 runes. Runes are nourishment for the development of any Tarnished. Provided a Finger Maiden can be found... 2902 Grace that dwells within the inhabitants of the Lands Between; the lingering trace of gold. Use to gain 800 runes. Even now, runes are still imbued with the power of life itself. Do you see the Erdtree towering o'er? 2903 Grace that dwells within the inhabitants of the Lands Between; the lingering trace of gold. Use to gain 1200 runes. Even now, runes are still imbued with the power of life itself. Do you see the Erdtree towering o'er? 2904 Grace that dwells within the inhabitants of the Lands Between; the lingering trace of gold. Use to gain 1600 runes. Even now, runes are still imbued with the power of life itself. Do you see the Erdtree towering o'er? 2905 Grace that dwells within the inhabitants of the Lands Between; the lingering residue of gold. Use to gain 2000 runes. Those born at the foot of the Erdtree are blessed. At least, that is the enduring belief of the people of the plateau. 2906 Grace that dwells within the inhabitants of the Lands Between; the lingering residue of gold. Use to gain 2500 runes. Those born at the foot of the Erdtree are blessed. At least, that is the enduring belief of the people of the plateau. 2907 Grace that dwells within the inhabitants of the Lands Between; the lingering residue of gold. Use to gain 3000 runes. Those born at the foot of the Erdtree are blessed. At least, that is the enduring belief of the people of the plateau. 2908 Grace that dwells within the inhabitants of the Lands Between; the lingering residue of gold. Use to gain 3800 runes. Those born at the foot of the Erdtree are blessed. At least, that is the enduring belief of the people of the plateau. 2909 Grace that dwells within the inhabitants of the Lands Between; the lingering residue of gold. Use to gain 5000 runes. The grace of gold blessed those who were first to serve it with the most vivid coloration. 2910 Grace that dwells within the inhabitants of the Lands Between; the lingering residue of gold. Use to gain 6250 runes. The grace of gold blessed those who were first to serve it with the most vivid coloration. 2911 Grace that dwells within the inhabitants of the Lands Between; the lingering residue of gold. Use to gain 7500 runes. The grace of gold blessed those who were first to serve it with the most vivid coloration. 2912 Grace that dwells within the inhabitants of the Lands Between; the lingering residue of gold. Use to gain 10000 runes. The grace of gold blessed those who were first to serve it with the most vivid coloration. 2913 Grace that dwells within the inhabitants of the Lands Between; the lingering residue of gold. Use to gain 12500 runes. The Numen are said to have come from outside the Lands Between, and are in fact of the same stock as Queen Marika herself. 2914 Grace that dwells within the inhabitants of the Lands Between; the lingering residue of gold. Use to gain 15000 runes. There were once heroes who walked the battlefields, abundantly blessed by the Erdtree itself, who upon earning their honor simply died. 2915 Grace that dwells within the inhabitants of the Lands Between; the lingering residue of gold. Use to gain 20000 runes. There were once heroes who walked the battlefields, abundantly blessed by the Erdtree itself, who upon earning their honor simply died. 2916 Grace that dwells within the inhabitants of the Lands Between; the lingering residue of gold. Use to gain 25000 runes. There were once heroes who walked the battlefields, abundantly blessed by the Erdtree itself, who upon earning their honor simply died. 2917 Grace that dwells within the inhabitants of the Lands Between; the lingering residue of gold. Use to gain 30000 runes. There were once heroes who walked the battlefields, abundantly blessed by the Erdtree itself, who upon earning their honor simply died. 2918 Grace that dwells within the inhabitants of the Lands Between; the lingering residue of gold. Use to gain 35000 runes. There were once heroes who walked the battlefields, abundantly blessed by the Erdtree itself, who upon earning their honor simply died. 2919 Grace that dwells within the inhabitants of the Lands Between; true vestiges of gold. Use to gain 50000 runes. Runes of one who was destined to become a Lord, but when the Elden Ring was shattered, all that remained was a distant duty. 2950 Remembrance of Godrick, the Grafted, hewn into the Erdtree. The power of its namesake can be unlocked by the Finger Reader. Alternatively, it can be used to gain a great bounty of runes. A feeble man sought power through the grotesque act of grafting. "One day we'll return together, to our home, bathed in rays of gold." 2951 Remembrance of Starscourge Radahn, hewn into the Erdtree. The power of its namesake can be unlocked by the Finger Reader. Alternatively, it can be used to gain a great bounty of runes. The Red Lion General wielded gravitational powers which he learned in Sellia during his younger days. All so he would never have to abandon his beloved but scrawny steed. 2952 Remembrance of Morgott, the Omen King, hewn into the Erdtree. The power of its namesake can be unlocked by the Finger Reader. Alternatively, it can be used to gain a great bounty of runes. Though born one of the graceless Omen, Morgott took it upon himself to become the Erdtree's protector. He loved not in return, for he was never loved, but nevertheless, love it he did. 2953 Remembrance of Rykard, Lord of Blasphemy, hewn into the Erdtree. The power of its namesake can be unlocked by the Finger Reader. Alternatively, it can be used to gain a great bounty of runes. Rykard took the form of a giant serpent that he might devour, grow, and live eternally. "I understand. The road of blasphemy is long and perilous. One cannot walk it unprepared to sin." 2954 Remembrance of Malenia, Goddess of Rot, hewn into the Erdtree. The power of its namesake can be unlocked by the Finger Reader. Alternatively, it can be used to gain a great bounty of runes. Miquella and Malenia are both the children of a single god. As such they are both Empyreans, but suffered afflictions from birth. One was cursed with eternal childhood, and the other harbored rot within. 2955 Remembrance of Mohg, Lord of Blood, hewn into the Erdtree. The power of its namesake can be unlocked by the Finger Reader. Alternatively, it can be used to gain a great bounty of runes. Wishing to raise Miquella to full godhood, Mohg wished to become his consort, taking the role of monarch. But no matter how much of his bloody bedchamber he tried to share, he received no response from the young Empyrean. 2956 Remembrance of Maliketh, the Black Blade, hewn into the Erdtree. The power of its namesake can be unlocked by the Finger Reader. Alternatively, it can be used to gain a great bounty of runes. Maliketh was a shadowbound beast given to his Empyrean. Marika's sole need of her shadow was a vessel to lock away Destined Death. Even then, she betrayed him. 2957 Remembrance of the warrior Hoarah Loux, hewn into the Erdtree. The power of its namesake can be unlocked by the Finger Reader. Alternatively, it can be used to gain a great bounty of runes. When Godfrey, first Elden Lord was robbed of his grace, becoming Tarnished, he took with him his kinfolk and left the Lands Between. After the Long March of the Tarnished came to an end, Godfrey divested himself of kingship, becoming a simple warrior once more. 2958 Remembrance of Dragonlord Placidusax, hewn into the Erdtree. The power of its namesake can be unlocked by the Finger Reader. Alternatively, it can be used to gain a great bounty of runes. The Dragonlord whose seat lies at the heart of the storm beyond time is said to have been Elden Lord in the age before the Erdtree. Once his god was fled, the lord continued to await its return. 2959 Remembrance of Rennala, Queen of the Full Moon, hewn into the Erdtree. The power of its namesake can be unlocked by the Finger Reader. Alternatively, it can be used to gain a great bounty of runes. In her youth, Rennala was a prominent champion who charmed the academy with her lunar magic, becoming its master. She also led the Glintstone Knights and established the house of Caria as royalty. 2960 Remembrance of Lichdragon Fortissax, hewn into the Erdtree. The power of its namesake can be unlocked by the Finger Reader. Alternatively, it can be used to gain a great bounty of runes. After Godwyn the Golden became the Prince of Death, the ancient dragon fought long and hard against the Death within its companion. Alas, victory was never achieved and its only reward was corruption. 2961 Remembrance of Fire Giant, hewn into the Erdtree. The power of its namesake can be unlocked by the Finger Reader. Alternatively, it can be used to gain a great bounty of runes. The Fire Giant is a survivor of the War against the Giants. Upon realizing the flames of their forge would never die, Queen Marika marked him with a curse. "O trifling giant, mayest thou tend thy flame for eternity." 2962 Remembrance of the Regal Ancestor Spirit, hewn into the Erdtree. The power of its namesake can be unlocked by the Finger Reader. Alternatively, it can be used to gain a great bounty of runes. Ancestral spirits exist as a phenomenon beyond the purview of the Erdtree. Life sprouts from death, as it does from birth. Such is the way of the living. 2963 Remembrance of the Elden Beast, hewn into the Erdtree. The power of its namesake can be unlocked by the Finger Reader. Alternatively, it can be used to gain a great bounty of runes. It was the vassal beast of the Greater Will and living incarnation of the concept of Order. 2964 Remembrance of Astel, Naturalborn of the Void, hewn into the Erdtree. The power of its namesake can be unlocked by the Finger Reader. Alternatively, it can be used to gain a great bounty of runes. A malformed star born in the lightless void far away. Once destroyed an Eternal City and took away their sky. A falling star of ill omen. 2990 Grace said to have once dwelled in the eyes of the inhabitants of the Lands Between; the lingering residue of gold. Use to gain 3000 runes. No grace resides in the eyes of the Tarnished; if it ever did, it is now lost. 2991 2992 2993 2994 2995 2996 2997 2998 2999 3000 Skull of a very young ancestral spirit. Just think how many sproutings It might bear. Uses FP to spray spirit vapor inflicting magic damage. The vapor becomes a temporary geyser which deals continuous damage to everything it touches until it disappears. 3001 3002 3003 3004 3005 3006 3007 3008 3009 3010 Doll of a curseborn bairn. Uses FP to unleash wraiths that chase down foes. Omen babies have all their horns excised, causing most to perish. These fetishes are made to memorialize them. "Please, don't hate me, or curse me. Please." 3011 Doll of a curseborn bairn from the Erdtree's royal line. Uses FP to unleash many wraiths that chase down foes. Omen babies born of royalty do not have their horns excised, but instead are kept underground, unbeknownst to anyone, imprisoned for eternity. These memorial fetishes are fashioned in secret. 3012 3013 3014 3015 3016 3017 3018 3019 3020 This statuette depicts a flower that preys on humans, posed in prayer. Uses FP to call down a deluge of light. Miranda, maiden of the Flower Crucible is said to have been the very first of this breed. 3021 3022 3023 3024 3025 3026 3027 3028 3029 3030 Lump of broken glintstone enwreathed with magic power. A "faux sorcery" used by the Knights of the Cuckoo. Craftable item. Launched straight ahead, using FP. A magic bolt springs forth from the point of impact. 3031 3032 3033 3034 3035 3036 3037 3038 3039 3040 Golden veil of intricate design. Uses FP to mimic nearby objects. When Godrick was hounded from Leyndell, the Royal Capital, this was one of a multitude of treasures he took with him. Also known as "Marika's Mischief." 3041 3042 3043 3044 3045 3046 3047 3048 3049 3050 Piece of glintstone tinged with unstable magic. Found in crystal tunnels. Break gem, using FP to produce a magic bolt. Poor quality and thereby easily broken, a sorcerer wouldn't give it a second look. 3051 Large piece of glintstone tinged with unstable magic. Found in crystal tunnels. Break gem, using FP to produce a magic bolt. Poor quality and thereby easily broken, a sorcerer wouldn't give it a second look. 3052 3053 3054 3055 3056 3057 3058 3059 3060 Shard of rock found in the wake of a meteorite strike. It is imbued with a particularly weighty magic. Uses FP to emit gravitational shockwave. The desperate ones who scavenge for these shards dub themselves "starcallers." 3061 3062 3063 3064 3065 3066 3067 3068 3069 3070 Shard of rock found in the wake of a meteorite strike. It is imbued with a particularly weighty magic. Throw at enemies, using FP to cause a gravitational explosion. The desperate ones who scavenge for these shards dub themselves "starcallers." 3071 3072 3073 3074 3075 3076 3077 3078 3079 3080 Bell used by worshippers of revenants. Ring bell, using FP to summon prowling wraiths. This can be done multiple times in a row. Wraiths are said to be the vengeful spirits of those who died when cursed. 3300 Grease which holds the blessing of the Erdtree. Craftable item. Consumes FP when coated on weapon, allowing it to deal magical damage and purify those who have lived beyond death. There is no place in the Golden Order for those who have exceeded life's bounds. These blemishes must be hunted down by the Virtuous. 3301 3302 3303 3304 3305 3306 3307 3308 3309 3310 Ruin Fragment blessed with an incantation of the Two Fingers. Craftable item. Uses FP to generate warmth, continuously restoring the HP of those nearby. It's said that the Erdtree was once as warm as the gentle sun, and would gradually heal all who bathed in its rays. 3311 Ruin Fragment blessed with an incantation of the Three Fingers. Craftable item. Uses FP to generate warmth, continuously restoring the HP of those who host the frenzied flame. Confers madness upon those who have not adopted the flame. Take care not to mistake this for its gentler cousin. 3312 3313 3314 3315 3316 3317 3318 3319 3320 Ruin Fragment with a cipher inscription. Craftable item. Uses FP to reveal more messages from other worlds. Words are gregarious things, drawn to one another much as people are. 3350 Tree branch blessed with an incantation of unalloyed gold. Craftable item. Pierce a foe, using FP to turn them into a temporary ally. The Empyrean Miquella is loved by many people. Indeed, he has learned very well how to compel such affection. 3351 3352 3353 3354 3355 3356 3357 3358 3359 3360 Favor bestowed by a deathbed companion. Protection of a hidden temple in the guise of a bedchamber. Uses FP to temporarily boost poise. The favor allows one to forget any aches and pains. In Death, there is only peace, for in Death, there can be no sensation. 3361 Protection of a hidden temple in the guise of a bedchamber. This blessing is of the utmost rarity. Uses FP to temporarily raise poise. The effect lasts longer than a mere favor. It is said a deathbed companion will only produce a blessing of this kind for a champion but once in her entire life. The sole blessing which she imbues of her own volition. 3500 Art of the perfumers who fought in the Shattering. Craftable with a perfume bottle. Uses FP to raise the attack power of the user and nearby allies while also reducing the damage from one incoming attack by half. This aromatic has an extremely potent morale-raising effect that makes those accustomed to it fearless in the face of death. It was this influence that made the perfumers exceptional commanders. 3501 3502 3503 3504 3505 3506 3507 3508 3509 3510 Art of the perfumers who fought in the Shattering. Craftable with a perfume bottle. Uses FP to broadly scatter sparks in a wide arc straight ahead. Though fire was prohibited to those who served the Erdtree, this rule was forgotten as the war drew ever on. 3511 3512 3513 3514 3515 3516 3517 3518 3519 3520 Forbidden art of depraved perfumers. Craftable with a perfume bottle. Uses FP to temporarily turn body to steel, boosting poise, resistances and damage negation at the expense of mobility and lightning resistance. An art that requires fragments of hunted noble jars. Depraved perfumers are plainly in league with jar poachers. 3550 Forbidden art of depraved perfumers. Craftable with a perfume bottle. Uses FP to enter a temporary state of fervor, raising maximum attack power and stamina while also increasing damage received. "Even upon the battlefield, do you fear being wounded? Take a good look. Your limbs are frozen stiff." 3580 Forbidden art of depraved perfumers. Craftable with a perfume bottle. Uses FP to release a poison mist from user's mouth, causing a buildup of poison. Perfumed powder is held in the mouth to dissolve before being expelled. It was once a restorative art, or so it is said. 3610 Forbidden art of depraved perfumers. Craftable with a perfume bottle. Uses FP to release an acidic mist from user's mouth, damaging armaments and temporarily lowering attack power. Perfumed powder is held in the mouth to dissolve before being expelled. It was once a restorative art, or so it is said. 4000 The most basic glintstone sorcery of the Academy of Raya Lucaria. The glintstone serves as a conduit, launching magical projectiles at foes. This sorcery can be cast repeatedly and while in motion. This is a universal first step on the journey to true knowledge of sorcery. 4001 One of the glintstone sorceries of the Academy of Raya Lucaria. The glintstone serves as a conduit, launching large magical projectiles at foes. This sorcery can be cast repeatedly and while in motion. Those unworthy of the stone crown typically end their brief journey into sorcery here. 4002 4003 4004 4005 4006 4007 4008 4009 4010 One of the glintstone sorceries of the Academy of Raya Lucaria. The glintstone serves as a conduit, launching swift magical projectiles at foes. This sorcery can be used without delay after performing another action. Those unworthy of the stone crown typically end their brief journey into sorcery here. 4011 4012 4013 4014 4015 4016 4017 4018 4019 4020 One of the glintstone sorceries of the Academy of Raya Lucaria. Fires a magical comet with a trailing tail. This sorcery can be cast repeatedly and while in motion. Charging enhances potency. A sorcery of the Karolos Conspectus, the most venerable of the academy. 4021 One of the glintstone sorceries of the Academy of Raya Lucaria. Fires a great magical comet. This sorcery can be cast repeatedly and while in motion. Charging enhances potency. The greatest of the Karolos Conspectus's sorceries, that only a very few sorcerers have ever mastered. 4022 4023 4024 4025 4026 4027 4028 4029 4030 One of the glintstone sorceries of the Academy of Raya Lucaria. Fires twin projectiles that form a spiral as they travel. This sorcery can be cast repeatedly and while in motion. Charging enhances potency. A sorcery of the Karolos Conspectus, the most venerable of the academy. This was the product of a failed attempt to create a new comet. 4031 4032 4033 4034 4035 4036 4037 4038 4039 4040 One of the glintstone sorceries of the Academy of Raya Lucaria. Fires three magic shooting stars that pursue the target. This sorcery can be cast while in motion. Charging enhances potency. A sorcery of the Olivinus Conspectus, which attracts sorcerers from Sellia, Town of Sorcery. 4041 4042 4043 4044 4045 4046 4047 4048 4049 4050 One of the glintstone sorceries of the Academy of Raya Lucaria. Fires six magic shooting stars that pursue the target. This sorcery can be cast while in motion. Charging enhances potency. The most difficult to master of the Olivinus Conspectus sorceries. 4051 4052 4053 4054 4055 4056 4057 4058 4059 4060 One of the glintstone sorceries of the Academy of Raya Lucaria. Fires a volley of glintstone crystal shards. Charging increases potency. A sorcery of the Crystal Cadre, a group of sorcerers who pursue the wisdom of stone—the secrets locked in the faint cogitation of the Crystalians. 4061 4062 4063 4064 4065 4066 4067 4068 4069 4070 One of the glintstone sorceries of the Academy of Raya Lucaria. Fires a horizontal arc of magic that spreads outward. This sorcery can be cast repeatedly and while in motion. Granted to sorcerers who depart from the academy to embark on journeys, in order to fend off large groups of would-be adversaries. Fools often roam in packs. 4071 4072 4073 4074 4075 4076 4077 4078 4079 4080 One of the glintstone sorceries of the Academy of Raya Lucaria. Lobs an explosive magic projectile that flies in an arc. Charging enhances potency. Drawn from the conspectus of Haima, the adjudicator of the academy, this sorcery employs might as a means to quell conflict. 4081 4082 4083 4084 4085 4086 4087 4088 4089 4090 One of the glintstone sorceries of the Academy of Raya Lucaria. Fires a burst of glintstone crystal shards. This sorcery can be cast repeatedly and while in motion. Charging increases potency. A sorcery of the Crystal Cadre, a group of sorcerers who pursued the wisdom of stone—the secrets locked in the faint cogitation of the Crystalians. 4091 4092 4093 4094 4095 4096 4097 4098 4099 4100 One of the glintstone sorceries of the Academy of Raya Lucaria. Imbues the ferrule of the caster's staff with magic, then thrusts it into the ground to create a magical shockwave. Allows one follow-up attack. A Stonedigger sorcery used by the glintstone miners of the crystal tunnel. At the academy, use of this sorcery was a stigma that marked out failed scholars. 4101 4102 4103 4104 4105 4106 4107 4108 4109 4110 One of the glintstone sorceries of the Academy of Raya Lucaria. Imbues the ferrule of the caster's staff with magic, then thrusts it into the ground to create a massive magical shockwave. Hold to continue moving without striking the ground, and then push the end of the staff into enemies. An enhanced version of the glintstone miners' Stonedigger sorcery. 4111 4112 4113 4114 4115 4116 4117 4118 4119 4120 One of the glintstone sorceries of the Academy of Raya Lucaria. Creates a magical greathammer and slams it down. Allows one follow-up attack. Drawn from the scholarly conspectus of Haima, the adjudicator of the academy, this sorcery employs might as a means to quell conflict. 4121 4122 4123 4124 4125 4126 4127 4128 4129 4130 One of the glintstone sorceries of the Academy of Raya Lucaria. Draws an academy sigil upon the ground, raising the magic strength of those within. Once, the sigil would be cast from the highest belfry of the academy, covering the entire institution's grounds. This spell allows such vivid experience of spell-casting success, it turns many a fledgling into a true sorcerer in a flash of newfound understanding. 4131 4132 4133 4134 4135 4136 4137 4138 4139 4140 One of the glintstone sorceries of the Academy of Raya Lucaria. Creates a small, floating star light that illuminates surroundings. This sorcery can be cast while in motion. Granted to sorcerers who depart from the academy to embark on journeys. Even during the blackest nights, sojourns underground, or imprisonment in gaol, the stars are never far from a sorcerer's side. 4200 Legendary sorcery devised by Azur, primeval sorcerer. Fires a tremendous comet in a torrent akin to the distant starry expanse, the place said to be the origin of glintstone. Hold to continue releasing the sorcery's power. When Azur glimpsed into the primeval current, he saw darkness. He was left both bewitched and fearful of the abyss. 4201 4202 4203 4204 4205 4206 4207 4208 4209 4210 The eldest primeval sorcery, said to have been discovered by an ancient astrologer. A sorcery of legendary status. Summons a dark cloud of stars overhead. Shortly after, the cloud will release a violent deluge of star rain. This sorcery can be cast while in motion. Charging increases potency. Thought to be the founding glintstone sorcery. The glimpse of the primeval current that the astrologer saw became real, and the stars' amber rained down on this land. 4211 4212 4213 4214 4215 4216 4217 4218 4219 4220 Legendary sorcery devised by Lusat, primeval sorcerer. Fires twelve dark shooting stars that pursue the target. This sorcery can be cast while in motion. Charging increases potency. When Lusat glimpsed into the primeval current, he beheld the final moments of a great star cluster, and upon seeing it, he too was broken. 4300 One of the sorceries of the Carian royal family. Creates a defensive arch of magic glintblades overhead, which automatically attack nearby foes. This sorcery can be cast while in motion. Bestowed upon the enchanted Carian knights, who combined this art with their swordsmanship to maintain pressure upon their foes, striking in waves of steel and sorcery. 4301 One of the sorceries of the Carian royal family. Creates a defensive arch of numerous magic glintblades overhead, which automatically attack nearby foes. This sorcery can be used cast while in motion. An enhanced version of the glintblade sorcery used by enchanted knights. 4302 One of the sorceries of the Carian royal family. Creates a defensive arch of larger magic glintblades overhead, which automatically attack nearby foes. Used by the enchanted troll knights. They were the comrades of the young Rennala, bound by oath. 4360 Sorcery symbolic of the Carian queen. Uses the caster as a vessel to incarnate a full moon, then sends it floating toward foes. The full moon dispels all sorcery that touches it, and temporarily reduces magic damage negation for those it strikes. Queen Rennala encountered this enchanting moon when she was young, and later, it would bewitch the academy. 4361 Legendary sorcery symbolic of the Carian queen. Uses the caster as a vessel to incarnate a cold, dark moon, then sends it floating toward foes. The dark moon dispels all sorcery that touches it, and temporarily reduces magic damage negation for those it strikes. This moon was encountered by a young Ranni, led by the hand of her mother, Rennala. What she beheld was cold, dark, and veiled in occult mystery. 4362 4363 4364 4365 4366 4367 4368 4369 4370 One of the sorceries of the Carian royal family. Summons a mass of magic that fires projectiles over a wide area. This sorcery can be cast while in motion. Charging extends duration. Said to have been taught by the Crystalians to mark the swearing of the old concord. 4371 4372 4373 4374 4375 4376 4377 4378 4379 4380 Sorcery used by Royal Knight Loretta. Creates a magic greatbow and fires a great arrow. Charging enhances potency. Hold to keep the great arrow nocked. It is said that the bow was Loretta's favored weapon. 4381 Sorcery used by Loretta, Knight of the Haligtree. Creates a magic greatbow and fires four great arrows simultaneously. Charging enhances potency. Hold to keep the great arrows nocked. Developed by Loretta after her long, bloody journey to seek out a place where the Albinaurics could live in peace. 4382 4383 4384 4385 4386 4387 4388 4389 4390 An old sorcery of the Carian royal family. Creates a sigil overhead, from which an enemy-seeking glintblade appears after a brief delay. This sorcery can be used while in motion. Charging increases the delay. Said to be the prototype of the sword-phalanx sorceries wielded by royal enchanted knights. 4391 4392 4393 4394 4395 4396 4397 4398 4399 4400 Sorcery said to have been used by the old snow witch. The glintstone serves as a conduit, launching a mass of cold magic. This sorcery can be cast repeatedly and while in motion. The snowy crone taught the young Ranni to fear the dark moon as she imparted her cold sorcery. 4401 4402 4403 4404 4405 4406 4407 4408 4409 4410 Ice sorcery of the Town of Zamor. Strike the ground with the staff to create a freezing tornado. Charging enhances potency. Cloaked in icy tempests, the knights of Zamor have challenged the Fire Giants since ancient times. 4411 4412 4413 4414 4415 4416 4417 4418 4419 4420 Sorcery said to have been used by the old snow witch. Releases a cold mist before the caster. This sorcery can be cast while in motion. Charging enhances range of the mist. The snowy crone taught the young Ranni to fear the dark moon as she imparted her cold sorcery. 4421 4422 4423 4424 4425 4426 4427 4428 4429 4430 One of the sorceries of the Carian royal family. Conjures a magic greatsword and then delivers a sweeping blow. This sorcery can be cast repeatedly. Armed with this spell, sorcerers gain the strength of knights, their loyalty sworn to the moon. 4431 Sorcery of Adula, the Glintstone Dragon. Conjures a cold magic greatsword, then delivers a sweeping blow that launches a blade-like projectile of frost. This sorcery can be cast repeatedly. Adula, a devourer of sorcerers, was bested by Ranni and subsequently swore a knightly oath to her Dark Moon. 4432 4433 4434 4435 4436 4437 4438 4439 4440 One of the sorceries of the Carian royal family. Conjures a magic sword and delivers a swift sweeping slash. This sorcery can be used without delay after performing another action. Even among the Carian sword sorceries, this is a notably effective technique. 4441 4442 4443 4444 4445 4446 4447 4448 4449 4450 One of the sorceries of the Carian royal family. Conjures a magic greatsword to impale foes. Charging lengthens the initial step in. This sorcery forms a counterpart to Carian Greatsword. Highly lethal when used against single foes riding alone. 4451 4452 4453 4454 4455 4456 4457 4458 4459 4460 One of the glintstone sorceries of the Academy of Raya Lucaria. Enchants armament held in the right hand with magic-affinity attacks. This sorcery can be cast while in motion. Taught to the Knights of the Cuckoo by the academy as payment for their contract. 4461 4462 4463 4464 4465 4466 4467 4468 4469 4470 One of the glintstone sorceries of the Academy of Raya Lucaria. Enchants shield held in the left hand with additional damage negation. This sorcery can be cast while in motion. Taught to the Knights of the Cuckoo by the academy as payment for their contract. 4471 4472 4473 4474 4475 4476 4477 4478 4479 4480 One of the sorceries of the Carian royal family. Alleviates buildup of sleep and madness. This sorcery can be cast while in motion. The Carian knights never waver. 4481 4482 4483 4484 4485 4486 4487 4488 4489 4490 Sorcery said to have been used by the old snow witch. Enchants armament held in the right hand with frost. This sorcery can be cast while in motion. The snowy crone taught the young Ranni to fear the dark moon as she imparted her cold sorcery. 4491 4492 4493 4494 4495 4496 4497 4498 4499 4500 Sorcery of the mysterious Crystalians. Creates a mass of crystal, then shatters it in a forward burst. Charging enhances potency. The Crystalians are inorganic beings, yet they live. They cleave close to the ideals of the primeval current, and as such, they are revered guests of the sorcerers. 4501 4502 4503 4504 4505 4506 4507 4508 4509 4510 Sorcery of the mysterious Crystalians. Creates a mass of crystal, then shatters it to scour a wide area with a violent rain of crystal shards. This sorcery is used by high-ranking adepts among the Crystalians. Some also call this sorcery "the Crystal Sun." 4511 4512 4513 4514 4515 4516 4517 4518 4519 4520 Sorcery of the mysterious Crystalians. Creates a mass of crystal, then fires off shards in rapid succession. Hold to continue firing shards. The wrath of the Crystalians encapsulated in sorcery. Each shard is of substantial size, making even a stray blow capable of inflicting a severe wound. 4600 One of the night sorceries of Sellia, Town of Sorcery. Launches a projectile from a distance removed from the caster, so as to strike the enemy from behind. This sorcery can be cast repeatedly. The Sellian sorcerers were assassins, and it is said that they often hunted their fellows. 4601 4602 4603 4604 4605 4606 4607 4608 4609 4610 One of the night sorceries of Sellia, Town of Sorcery. Swiftly fires a semi-invisible projectile. This sorcery can be used without delay after performing another action. The Sellian sorcerers were assassins, and it is said that they often hunted their fellows. 4611 4612 4613 4614 4615 4616 4617 4618 4619 4620 One of the night sorceries of Sellia, Town of Sorcery. Fires a semi-invisible magic comet. This sorcery can be cast repeatedly and while in motion. Charging enhances potency. The Sellian sorcerers were assassins, and it is said that they often hunted their fellows. 4621 4622 4623 4624 4625 4626 4627 4628 4629 4630 The lifelong pursuit of Thops the Bluntstone. Creates a magic forcefield that deflects sorceries and incantations. Hold to continuously create barriers. Future generations will learn. They will know the foolishness of the sneering sorcerers who ridiculed this theory, little realizing that it was in fact a discovery worthy of a new conspectus of the academy. 4631 4632 4633 4634 4635 4636 4637 4638 4639 4640 One of the sorceries of the Carian royal family. Swing your staff to dispel incoming sorceries and incantations, using their power to retaliate with glintblades. This was the Carian royal family's secret means to prepare against the disloyalty of the academy. The moon and stars would one day go their separate ways. 4641 4642 4643 4644 4645 4646 4647 4648 4649 4650 Forbidden sorcery of Sellia, Town of Sorcery. Creates a space of darkness that draws in sorceries and incantations. This sorcery can be cast while in motion. Originally a lost sorcery of the Eternal City; the despair that brought about its ruin made manifest. 4651 4652 4653 4654 4655 4656 4657 4658 4659 4660 One of the night sorceries of Sellia, Town of Sorcery. Enchants armament held in right hand, making it completely invisible. This sorcery can be cast while in motion. Used by Sellian assassins to present themselves as unarmed sorcerers. 4661 4662 4663 4664 4665 4666 4667 4668 4669 4670 One of the night sorceries of Sellia, Town of Sorcery. Makes the caster semi-invisible. While on horseback, effect extends to cover the mount. This sorcery can be cast while in motion. The Sellian assassins considered every option that aided their dirty work. 4700 One of the glintstone sorceries that manipulates gravitational forces. Summons a void that emits a rain of small meteorites. Hold to continue the effect. This sorcery originates from the Onyx Lords, who had skin of stone, and were called lords in reverential fear of their destructive power. 4701 One of the glintstone sorceries that manipulates gravitational forces. Summons a void that emits a hail of meteorites. Hold to continue the effect. A manifestation of the power with which Astel leveled the Eternal City. 4702 4703 4704 4705 4706 4707 4708 4709 4710 One of the glintstone sorceries that manipulates gravitational forces. Pulls a clump of rocks from the earth and sends them flying. This sorcery can be cast while in motion. A gravitational technique studied by the young Radahn. His master was an Alabaster Lord with skin of stone. 4711 4712 4713 4714 4715 4716 4717 4718 4719 4720 One of the glintstone sorceries that manipulates gravitational forces. Fires a projectile of condensed gravitational force. Those struck by it will be pulled toward the caster. Charging enhances potency. A gravitational technique studied by the young Radahn. His master was an Alabaster Lord with skin of stone. 4721 One of the glintstone sorceries that manipulates gravitational forces. Fires numerous gravitational projectiles. Any foes struck will be pulled toward the caster. Charging enhances potency. A gravitational technique mastered by the young Radahn. "I thank you for your tutelage, for now I can challenge the stars." 4800 One of the sorceries developed from the magma of Mt. Gelmir. Fires a lump of magma that explodes on contact. Charging enhances potency. After discovering the ancient hexes of Gelmir, Rykard, son of Queen Rennala, brought them back into practical use as new forms of sorcery. 4801 4802 4803 4804 4805 4806 4807 4808 4809 4810 One of the sorceries developed from the magma of Mt. Gelmir. Conjures a surge of magma from the earth, covering the area. Charging extends the surge of magma. This sorcery is held to represent the fury of the volcano, but the arrogance of attempting to harness it is solely that of men and serpents. 4811 4812 4813 4814 4815 4816 4817 4818 4819 4820 One of the sorceries developed from the magma of Mt. Gelmir. Fires a lump of condensed magma that explodes a short delay after hitting the target. Charging enhances potency and further delays the explosion. After discovering the ancient hexes of Gelmir, Rykard, son of Queen Rennala, brought them back into practical use as new forms of sorcery. 4821 4822 4823 4824 4825 4826 4827 4828 4829 4830 The terrible power of Rykard, Lord of Blasphemy. Summons searing spirits that leave a trail of delayed explosions in their wake. These spirits manifest from the rancor of heroes who met a violent end. The lord granted them an audience, whereupon they were welcomed by the maw of the great serpent—and within the serpent's bowels, they became the lord's kin. 4900 An aberrant sorcery discovered by exiled criminals. Theirs are the sorceries most reviled by the academy. Wounds the caster with thorns of sin, creating a spiral of bloodthorns. This sorcery can be cast repeatedly, up to three times. The guilty, their eyes gouged by thorns, lived in eternal darkness. There, they discovered the blood star. 4901 4902 4903 4904 4905 4906 4907 4908 4909 4910 An aberrant sorcery discovered by exiled criminals. Theirs are the sorceries most reviled by the academy. Wounds the caster with thorns of punishment, sending a trail of bloodthorns running over the ground to impale enemies from below. This sorcery can be cast repeatedly. The guilty, their eyes gouged by thorns, lived in eternal darkness. There, they discovered the blood star. 5000 Sorcery of the servants of Death. Summons vengeful spirits that chase down foes. Charging enhances potency. Once thought lost, this ancient death hex was rediscovered by the necromancer Garris. 5001 Sorcery of the servants of Death. Summons a horde of vengeful spirits that chase down foes. Charging enhances potency. They are cinders of the ancient death hex, raked from the fires of ghostflame by Deathbirds. 5002 5003 5004 5005 5006 5007 5008 5009 5010 Sorcery of the servants of Death. Strike the ground with the staff, triggering an explosion of ghostflame that burns the surrounding area. In the time when there was no Erdtree, death was burned in ghostflame. Deathbirds were the keepers of that fire. 5011 5012 5013 5014 5015 5016 5017 5018 5019 5020 Sorcery of Fia, the Deathbed Companion. Creates a deathly mist before the caster, which inflicts Death blight upon those who enter. This sorcery can be cast while in motion. Charging enhances range of the mist. This sorcery was developed to oppose the Roundtable Hold, and is effective only against the Tarnished. 5021 5022 5023 5024 5025 5026 5027 5028 5029 5030 Sorcery of the servants of Death. Summons a group of Those Lost in Death. Three skeletons will appear some distance from the caster and attack foes before disappearing. The dead have long been left to wander; what they need is leadership. 5031 5032 5033 5034 5035 5036 5037 5038 5039 5040 Incantation that channels the power of the ancient dragon Fortissax, now corrupted by Death. Strikes surroundings with a storm of Death lightning. Inflicts Death blight upon foes. Charging extends duration of the storm. It said that this golden lightning was wielded by Godwyn, who befriended Fortissax. 5100 Sorcery of the claymen who served as priests in the ancient dynasty. Produces several small magical bubbles that drift towards foes before they naturally pop. Charging increases the delay before the bubbles pop. The claymen search for lost oracles within their bubbles. 5101 5102 5103 5104 5105 5106 5107 5108 5109 5110 Sorcery of the claymen who served as priests in the ancient dynasty. Produces a gigantic magical bubble that drifts towards foes before it naturally ruptures. Charging increases the delay before the bubble pops. The claymen search for lost oracles within their bubbles. 6000 Incantation originating from a sinister prophecy. Momentarily sparks flame from the caster's hand. This incantation can be cast without delay after performing another action. The flame of ruin is anathema to the Erdtree. But prophets sometimes glimpse it within the faith all the same. Sadly when this occurs their sole reward is banishment. 6001 Incantation of the Fire Monks. Momentarily sparks roaring flame from the caster's hand. Charging enhances potency. The Giants' Flame still smolders upon the distant northern mountaintop, and the Fire Monks are its guardians. 6002 6003 6004 6005 6006 6007 6008 6009 6010 Incantation originating from a sinister prophecy. Throws a ball of raging fire. Charging enhances potency and causes the ball of fire to explode. The flame of ruin is anathema to the Erdtree. But prophets sometimes glimpse it within the faith all the same. Sadly when this occurs their sole reward is banishment. 6011 6012 6013 6014 6015 6016 6017 6018 6019 6020 One of the incantations that draws directly from the power of the Fire Giants. Hurls several balls of fire at once. Charging enhances potency and causes the balls of fire to explode. There is no record of this incantation in common prayerbooks. Only a select few prelates know of its existence. 6021 6022 6023 6024 6025 6026 6027 6028 6029 6030 Superior incantation of the Fire Monks. Creates a spiraling stream of fire that burns the area before the caster. Charging enhances potency and reach. Fire beguiles those who gaze into it. And so the guardians of the Flame are also its worshippers. 6031 6032 6033 6034 6035 6036 6037 6038 6039 6040 One of the incantations of the Fire Monks. Creates a fire within that burns away toxins. Alleviates poison and scarlet rot buildup and cures these ailments. This incantation leaves the caster with subtle burns—a reminder that they must fear the flame. 6041 6042 6043 6044 6045 6046 6047 6048 6049 6050 Superior incantation of the Fire Monks. Creates an invigorating fire within that enhances physical and fire-affinity attack power. This incantation does not burn the caster, and so it is considered forbidden by the guardians of the Flame. 6051 6052 6053 6054 6055 6056 6057 6058 6059 6060 The most ancient of the Fire Monks' incantations. Creates a fire within that greatly increases fire damage negation. It is said that this incantation was used during the War against the Giants long ago, during which it protected the champions of the Erdtree. 6100 One of the incantations that draws directly from the power of the Fire Giants. Hurls a massive ball of raging fire. Charging enhances potency and causes the ball of fire to explode. There is no record of this incantation in common prayerbooks. Only a select few prelates know of its existence. 6101 6102 6103 6104 6105 6106 6107 6108 6109 6110 This legendary incantation is one of several that draws directly from the power of the Fire Giants. Releases a ball of raging fire said to be inhabited by a fell god. The fireball floats toward enemies and explodes, setting the area ablaze. Arghanthy, the chief guardian of the Flame, had kept this incantation a well-kept secret until it was stolen by Adan. The fell god still lurks within the Fire Giants. 6111 6112 6113 6114 6115 6116 6117 6118 6119 6120 One of the incantations that draws directly from the power of the Fire Giants. Raises a series of flame pillars around the caster. Charging further increases the number of flame pillars. The Fire Giants borrowed from the power of a fell god, and still they were defeated. Yet their failure released them from their solitary curse: to serve as keepers of the Flame for eternity. 6210 A black flame incantation of the Godskin Apostles. Throws a ball of raging black fire. Charging enhances potency and causes the fireball to explode. Black flame is weighty. After dealing damage it continues to sap foes' HP for a very short time. 6211 6212 6213 6214 6215 6216 6217 6218 6219 6220 Superior incantation of the Fire Monks. Creates a stream of fire to burn the area before the caster. This incantation can be cast while in motion. Hold to maintain the effect. The Giants' Flame is the flame of ruin, capable of burning the Erdtree. And so, following the War against the Giants, its ruinous blaze was sealed, and guardians were appointed to watch over it. 6221 6222 6223 6224 6225 6226 6227 6228 6229 6230 A black flame incantation of the Godskin Apostles. Sweeps a wide area before the caster with black flame. Charging enhances range. The black flame could once slay gods. But when Maliketh sealed Destined Death, the true power of the black flame was lost. 6231 6232 6233 6234 6235 6236 6237 6238 6239 6240 Superior black flame incantation of the Godskin Apostles. Summons a circle of black flame pillars around the caster. Charging increases the size of the circle. The Gloam-Eyed Queen led the apostles. It is said that she was an Empyrean chosen by the Fingers. 6241 6242 6243 6244 6245 6246 6247 6248 6249 6250 A black flame incantation of the Godskin Apostles. Engulfs armament held in the right hand with black flame. This incantation can be cast without delay after performing another action. Black flame is weighty. After dealing damage it continues to sap foes' HP for a very short time. 6251 6252 6253 6254 6255 6256 6257 6258 6259 6260 A black flame incantation of the Godskin Apostles. Summons black fire within, increasing physical damage negation. However, sacred flasks and other such forms of HP restoration are impaired. The Apostles were all embraced by the Gloam-Eyed Queen, and the black flame was their armor within. 6261 6262 6263 6264 6265 6266 6267 6268 6269 6270 Ancient power of the Godskin Nobles. Thrust out belly with gusto to produce a shockwave that knocks back nearby foes. Charging enhances potency, knocking enemies into the air. Once a sign of the gods' wrath, this incantation became a trophy of the Nobles' god hunt. 6300 A Blood Oath incantation, granted by the Lord of Blood. Creates bloodflame lacerations before the caster, which explode in an instant. This incantation can be cast repeatedly. After dealing damage, bloodflame continues to build up onset of blood loss for a very short time. 6301 6302 6303 6304 6305 6306 6307 6308 6309 6310 Sacred incantation of Mohg, Lord of Blood. Thrust arm into the body of the Formless Mother, then scatter the bloodflame to set the area ablaze. This incantation can be cast while in motion. The mother of truth craves wounds. When Mohg stood before her, deep underground, his accursed blood erupted with fire, and he was besotted with the defilement that he was born into. 6311 6312 6313 6314 6315 6316 6317 6318 6319 6320 A Blood Oath incantation, granted by the Lord of Blood. Engulfs armament held in the right hand with bloodflame. This incantation can be cast while in motion. After dealing damage, bloodflame continues to build up onset of blood loss for a very short time. 6321 6322 6323 6324 6325 6326 6327 6328 6329 6330 One of the incantations of Erdtree Worship. Greatly increases magic damage negation for the caster and nearby allies. Hold to continue praying and delay activation. This incantation was used by the champions of the Erdtree in the First and Second Liurnian Wars, during which the red-haired Radagon joined the heroes' ranks. 6331 6332 6333 6334 6335 6336 6337 6338 6339 6340 A superior incantation of Erdtree Worship. Increase damage negation for all affinities except physical, for both the caster and nearby allies. Hold to continue praying and delay activation. In the beginning, everything was in opposition to the Erdtree. But through countless victories in war, it became the embodiment of Order. 6400 Incantation of the Two Fingers' faithful. Produces a shockwave that knocks back nearby foes. Charging increases the size of the shockwave. Hark, Tarnished! If you truly walk in faith, you must be prepared to reject all else. 6401 6402 6403 6404 6405 6406 6407 6408 6409 6410 Superior Erdtree Worship incantation. Produces a golden shockwave that knocks back nearby foes. Charging increases the size of the shockwave. This incantation was discovered when the Elden Ring was shattered, and it was feared as a sign of the Erdtree's wrath. 6411 6412 6413 6414 6415 6416 6417 6418 6419 6420 Incantation of the Two Fingers' faithful. Heals a small amount of HP. This incantation can be cast while in motion. The Two Fingers has high hopes for the Tarnished; that even if they should be wounded, even should they fall, they will continue to fight for their duty. 6421 Incantation of the Two Fingers' faithful. Heals HP for the caster and nearby allies. Hold to continue praying and delay activation. The Two Fingers has high hopes for the Tarnished; that even if they should be wounded, even should they fall, they will continue to fight for their duty. 6422 Superior incantation of the Two Fingers' faithful. Greatly heals HP for the caster and nearby allies. Hold to continue praying and delay activation. The Two Fingers has high hopes for the Tarnished; that even if they should be wounded, even should they fall, they will continue to fight for their duty. 6423 Incantation bestowed by the Two Fingers upon the Tarnished deemed worthy of becoming a lord. Heals a massive amount of HP for the caster and nearby allies. Hold to continue praying and delay activation. Tarnished—O, Tarnished! Seek the Erdtree and stand before Marika, its Queen. Become the Elden Lord! 6424 One of the ancient Erdtree incantations. Heals a vast amount of HP for the caster and nearby allies. Hold to continue praying and delay activation. The Erdtree once flourished with abundance—yet it was only for a fleeting moment. Such is the course of all life. 6425 6426 6427 6428 6429 6430 One of the ancient Erdtree incantations. Grants a blessing to the caster and nearby allies, gradually restoring HP. Hold to continue praying and delay activation. Blessings once fell like tears from the Erdtree, and this incantation is but a lingering remnant of their power. 6431 One of the ancient Erdtree incantations. Grants a greater blessing to the caster and nearby allies, gradually restoring a large amount of HP. Hold to continue praying and delay activation. The Erdtree once flourished with abundance—yet it was only for a fleeting moment. Such is the course of all life. 6432 6433 6434 6435 6436 6437 6438 6439 6440 Incantation of the Two Fingers' faithful. Alleviates poison buildup and cures poison. This incantation can be cast while in motion. The Two Fingers has high hopes for the Tarnished; that even if they should be wounded, even should they fall, they will continue to fight for their duty. 6441 Incantation bestowed by the Two Fingers upon the Tarnished deemed worthy of becoming a lord. Alleviates buildup of poison, blood loss, and sleep for the caster and nearby allies. Additionally, cures poison. Hold to continue praying and delay activation. 6442 6443 6444 6445 6446 6447 6448 6449 6450 Incantation of the Two Fingers' faithful. Increases fire damage negation. This incantation can be cast while in motion. Follow the path that has been set for you, and you will make enemies of all others: the monks, the sorcerers, the ancient dragon knights, and the scions of gold. Heed me—the Lands Between offers no welcome to the Tarnished. 6451 6452 6453 6454 6455 6456 6457 6458 6459 6460 Incantation of the Two Fingers' faithful. Increases magic damage negation. This incantation can be cast while in motion. Follow the path that has been set for you, and you will make enemies of all others: the monks, the sorcerers, the ancient dragon knights, and the scions of gold. Heed me—the Lands Between offers no welcome to the Tarnished. 6461 6462 6463 6464 6465 6466 6467 6468 6469 6470 Incantation of the Two Fingers' faithful. Increases lightning damage negation. This incantation can be cast while in motion. Follow the path that has been set for you, and you will make enemies of all others: the monks, the sorcerers, the ancient dragon knights, and the scions of gold. Heed me—the Lands Between offers no welcome to the Tarnished. 6471 6472 6473 6474 6475 6476 6477 6478 6479 6480 Incantation of the Two Fingers' faithful. Increases holy damage negation. This incantation can be cast while in motion. Follow the path that has been set for you, and you will make enemies of all others: the monks, the sorcerers, the ancient dragon knights, and the scions of gold. Heed me—the Lands Between offers no welcome to the Tarnished. 6481 6482 6483 6484 6485 6486 6487 6488 6489 6490 Incantation taught to Gideon the All-Knowing by the Two Fingers. Greatly increases holy damage negation for the caster and nearby allies. Hold to continue praying and delay activation. Gideon gained true knowledge after his long exchange with the Two Fingers—discovering all had been broken long ago; that the trembling fingers, bent with age, and the Erdtree itself, were no exception. 6491 6492 6493 6494 6495 6496 6497 6498 6499 6500 One of the night sorceries of Sellia, Town of Sorcery. Releases a life-sapping silver mist before the caster, dealing damage to all caught within, including the caster. This sorcery can be cast while in motion. Below Sellia, the Eternal City of Nokron sleeps. This sorcery originates from the maidens of that place. 6501 6502 6503 6504 6505 6506 6507 6508 6509 6510 Incantation of the Two Fingers' servants, who once served as the assassins of the Roundtable Hold. Completely silences the footsteps of the caster. Additionally, reduces fall damage and the sound produced by falling. This incantation can be cast while in motion or crouching. The assassins were charged with eliminating Tarnished who had strayed from guidance. 6511 6512 6513 6514 6515 6516 6517 6518 6519 6520 Incantation of the Two Fingers' servants, who once served as the assassins of the Roundtable Hold. Creates a pale gold shadow before the caster, luring foes of human build and attracting their aggression. This incantation can be cast while in motion or crouching, and will still affect foes that are already in a combat state. It is said that those beguiled by the shadow see within it a hated foe. 6521 6522 6523 6524 6525 6526 6527 6528 6529 6530 Incantation of the Two Fingers' servants, who once served as the assassins of the Roundtable Hold. Creates a veil of darkness that conceals the caster. This incantation can be cast while in motion or crouching. The assassins were themselves once Tarnished who had strayed from guidance, and they pursued their duty in the darkness that is without grace. 6600 An incantation of Erdtree Worship. Increases attack power and defense for the caster and nearby allies. Hold to continue praying and delay activation. This incantation has been taught to knights of the royal capital for generations, and knights sent on distant expeditions lean on it as a source of courage. 6700 One of the incantations of the Golden Order fundamentalists. Produces a ring of light and fires it forwards. The ring of light returns to a position close to the caster before disappearing. This incantation can be cast repeatedly. A gift from the young Miquella to his father, Radagon. 6701 One of the incantations of the Golden Order fundamentalists. Produces three rings of light and fires them forwards. The rings of light return to a position close to the caster before disappearing. This incantation can be cast repeatedly. A gift from the young Miquella to his father, Radagon. 6702 6703 6704 6705 6706 6707 6708 6709 6710 One of the incantations of the Golden Order fundamentalists. A gift of gratitude to the young Miquella from his father, Radagon. Produces a golden ring of light and fires it across a wide area. Charging enhances range. And yet, the young Miquella abandoned fundamentalism, for it could do nothing to treat Malenia's accursed rot. This was the beginning of unalloyed gold. 6711 6712 6713 6714 6715 6716 6717 6718 6719 6720 This legendary incantation is the most ancient of those that derive from the Erdtree. Creates a stream of golden shooting stars that assail the area. It is said that long ago, the Greater Will sent a golden star bearing a beast into the Lands Between, which would later become the Elden Ring. 6721 6722 6723 6724 6725 6726 6727 6728 6729 6730 Incantation of the Golden Order fundamentalists. One of the key fundamentals. Heals all negative statuses, dispels special effects, and reveals mimicry in all its forms. The fundamentalists describe the Golden Order through the powers of regression and causality. Regression is the pull of meaning; that all things yearn eternally to converge. 6731 6732 6733 6734 6735 6736 6737 6738 6739 6740 One of the incantations of the Golden Order fundamentalists. Enchants shield held in the left hand with the light of regression, increasing all forms of non-physical damage negation and ailment resistance. Two concepts form the basis for Golden Order fundamentalism. One is the law of regression, to which this incantation relates. 6741 6742 6743 6744 6745 6746 6747 6748 6749 6750 One of the incantations of the Golden Order fundamentalists. Used by hunters of Those Who Live in Death. Creates an image of Order, dealing holy damage to nearby foes. This incantation is especially damaging to Those Who Live in Death. Any felled by this incantation cannot be revived. The role of the hunters is to stamp out defiled reason—all for the perfection of the Golden Order. 6751 6752 6753 6754 6755 6756 6757 6758 6759 6760 One of the incantations of the Golden Order fundamentalists. One of the key fundamentals. Manifests a small ring of causality within that allows the caster to automatically retaliate upon receiving a certain number of blows. The fundamentalists describe the Golden Order through the powers of regression and causality. Causality is the pull between meanings; that which links all things in a chain of relation. 6761 6762 6763 6764 6765 6766 6767 6768 6769 6770 One of the incantations of the Golden Order fundamentalists. Used by hunters of Those Who Live in Death. Enchants armament held in the right hand with holy-affinity attacks. This incantation is especially damaging to Those Who Live in Death. Any felled by this incantation cannot be revived. The role of the hunters is to stamp out defiled reason—all for the perfection of the Golden Order. 6771 6772 6773 6774 6775 6776 6777 6778 6779 6780 One of the incantations of the Golden Order fundamentalists. Used by hunters of Those Who Live in Death. Alleviates death blight buildup. The noble Goldmask lamented what had become of the hunters. How easy it is for learning and learnedness to be reduced to the ravings of fanatics; all the good and the great wanted, in their foolishness, was an absolute evil to contend with. Does such a notion exist in the fundamentals of Order? 6800 Incantation taught by Gurranq, the Beast Clergyman. Swiftly flings a number of sharp rock shards. This incantation can be cast without delay after performing another action. It is said that in the time before the Erdtree, stones were the first weapons of the beasts who had gained intelligence. 6801 6802 6803 6804 6805 6806 6807 6808 6809 6810 Superior incantation taught by Gurranq, the Beast Clergyman. Hurls a boulder before the caster. This incantation can be cast repeatedly. Long ago, Gurranq was a beast of such terrifying ferocity that his former name meant "Death of the Demigods." 6811 6812 6813 6814 6815 6816 6817 6818 6819 6820 Incantation taught by Gurranq, the Beast Clergyman. Creates beast claws that rend the land with shockwaves. Charging enhances potency. This incantation represents the fury of Gurranq, his bestial nature returned, as much as it does his restless agitation. 6821 6822 6823 6824 6825 6826 6827 6828 6829 6830 Superior incantation taught by Gurranq, the Beast Clergyman. Creates beast claws that rend surroundings with shockwaves. Long ago, Gurranq was a beast of such terrifying ferocity that his former name meant "Death of the Demigods." 6831 6832 6833 6834 6835 6836 6837 6838 6839 6840 Incantation taught by Gurranq, the Beast Clergyman. Fills the body with bestial vigor, restoring HP over a period of time. Having gained intelligence, the beasts must have felt how their wildness slipped away as civilization took hold. 6841 6842 6843 6844 6845 6846 6847 6848 6849 6850 Incantation taught by Gurranq, the Beast Clergyman. Fills the body with bestial vigor, alleviating buildup of frost and blood loss. Having gained intelligence, the beasts must have felt how their wildness slipped away as civilization took hold. 6851 6852 6853 6854 6855 6856 6857 6858 6859 6860 6900 One of the incantations of the capital's ancient dragon cult. Summons a lightning spear and hurls it before the caster. Charging causes a lightning bolt to strike the point of impact. Long ago, Godwyn the Golden defeated the ancient dragon Fortissax, and befriended his fallen foe—an event that gave rise to the ancient dragon cult in the capital. 6901 6902 6903 6904 6905 6906 6907 6908 6909 6910 A secret incantation of the capital's ancient dragon cult. Summons a red bolt of lightning that scatters and spreads around the surrounding area. Charging enhances the range of the lightning bolt. Spoken of in legend, red lightning is the weapon wielded by the ancient dragons. 6911 6912 6913 6914 6915 6916 6917 6918 6919 6920 One of the incantations of the capital's ancient dragon cult. Summons a bolt of lightning that scatters and spreads around the surrounding area. This incantation can be cast repeatedly. Ancestors of the modern dragons, the ancient dragons had scales of Gravel Stone and wielded lightning as their weapon. It is said that once they attacked Leyndell, the Royal Capital. 6921 Incantation that channels the power of the Dragonkin Soldiers. Creates a spear of ice lightning and stabs it into the ground from above. On impact, the spear will burst into trails of lightning advancing forwards. The Dragonkin were born in the Eternal City, where they knew no true sky, nor true lightning. Instead, ice lightning was their weapon. 6922 6923 6924 6925 6926 6927 6928 6929 6930 One of the incantations of the capital's ancient dragon cult. Summons a bolt of lightning to strike foes from above. This incantation can be cast repeatedly. Long ago, Godwyn the Golden defeated the ancient dragon Fortissax, and befriended his fallen foe—an event that gave rise to the ancient dragon cult in the capital. 6931 6932 6933 6934 6935 6936 6937 6938 6939 6940 A secret incantation of the capital's ancient dragon cult. Creates a spear of red lightning and stabs it into the ground from above. On impact, the spear will burst into trails of lightning covering the area. Spoken of in legend, red lightning is the weapon wielded by the ancient dragons. 6941 Incantation that channels the power of the ancient dragon Fortissax. Creates two spears of red lightning and stabs them into the ground from above, one after another. On impact, each spear will burst into trails of lightning covering the area. During the War of the Ancient Dragons, these twin red lightning stakes were the hallmark of one ancient dragon who was called the mightiest boulderstone. 6942 6943 6944 6945 6946 6947 6948 6949 6950 Incantation that channels the power of the ancient dragon Lansseax. Creates a red-lightning glaive and sweeps the area from above. This attack unleashes trails of lightning. Lansseax was the sister of Fortissax. It is said that she took the form of a human to commune with the knights as a priestess of the ancient dragon cult. 6951 6952 6953 6954 6955 6956 6957 6958 6959 6960 One of the incantations of the capital's ancient dragon cult. Enchants armament held in the right hand with lightning-affinity attacks. Long ago, Godwyn the Golden defeated the ancient dragon Fortissax, and befriended his fallen foe—an event that gave rise to the ancient dragon cult in the capital. 6961 6962 6963 6964 6965 6966 6967 6968 6969 6970 Incantation of Vyke, knight of the Roundtable Hold. Summons red lightning to bolster both the caster's body and their armament held in the right hand. Enchants armament with lightning-affinity attacks and increases maximum equipment load. However, lightning damage negation will be reduced. Of all the knights, Vyke the Dragonspear was the one Lansseax loved the most. 6971 Superior incantation of the capital's ancient dragon cult. Summons lightning to bolster the caster's body. Attacks become easier to deflect and resistance to all ailments is increased. However, lightning damage negation will be reduced. Only those loved by dragons can survive the ordeal of cladding their bodies in lightning. 7000 One of the incantations of Dragon Communion. Transforms caster into a dragon to spew flaming breath. Charging extends duration. Incantation of those who have hunted dragons and feasted upon their hearts. Theirs is a pure and overwhelming power. 7001 Superior incantation of Dragon Communion. Channels the power of the flying dragon Agheel. Transforms caster into a dragon to spew flaming breath from above. Charging extends duration. This incantation can be used while jumping. The dead gazed at the skies over the lakes of Limgrave, praying that the dragons' flames would burn them to ash. 7002 7003 7004 7005 7006 7007 7008 7009 7010 One of the incantations of Dragon Communion. Transforms caster into a wyrm to spew magma breath. Allows one follow-up attack. Those who have performed the Dragon Communion will find their humanity slowly slipping away. Once they fully succumb to their fate, they are left no more than wyrms that crawl the earth. 7011 Superior incantation of Dragon Communion. Channels the power of the great wyrm Theodorix. Transforms caster into a great wyrm to spew a large volume of magma breath. Allows one follow-up attack. The name of the ancient troll warrior Theodorix lives on—as a hero of the War against the Giants. 7012 7013 7014 7015 7016 7017 7018 7019 7020 One of the incantations of Dragon Communion. Transforms caster into a dragon to spew icy breath. Charging extends duration. Those extraordinary individuals who perpetuate Dragon Communion are called the dragon-hearted. 7021 Superior incantation of Dragon Communion. Channels the power of Borealis, the Freezing Fog. Transforms caster into a dragon to spew icy breath from above. Charging extends duration. This incantation can be cast while jumping. The ice dragons were once lords of the mountaintops long ago, until they were defeated by the Fire Giants and chased from the peak. 7022 7023 7024 7025 7026 7027 7028 7029 7030 One of the incantations of Dragon Communion. Transforms caster into a dragon to spew scarlet rot breath. Charging extends duration. Those extraordinary individuals who perpetuate Dragon Communion are called the dragon-hearted. 7031 Superior incantation of Dragon Communion. Channels the power of Ekzykes, the Decaying. Transforms caster into a dragon to spew scarlet rot breath from above. Charging extends duration. This incantation can be cast while jumping. Ekzykes, Dragon Communion Revenger, did not forget his hatred even as he succumbed to the scarlet rot. 7032 7033 7034 7035 7036 7037 7038 7039 7040 One of the incantations of Dragon Communion. Transforms caster into a dragon to spew magic breath. Charging extends duration. Those extraordinary individuals who perpetuate Dragon Communion are called the dragon-hearted. 7041 Superior incantation of Dragon Communion. Channels the power of Smarag, the Glintstone Dragon. Transforms caster into a dragon to spew magic breath from above. Charging extends duration. This incantation can be cast while jumping. Smarag was a devourer of sorcerers, and over time, his body became corrupted by their glintstones. 7042 7043 7044 7045 7046 7047 7048 7049 7050 Power gleaned from the remembrance of Dragonlord Placidusax. Transforms caster into the Dragonlord to spew golden breath from above. This incantation can be cast while jumping. These are the dying wails of the Dragonlord who once dwelled eternally beyond time. 7051 7052 7053 7054 7055 7056 7057 7058 7059 7060 One of the incantations of Dragon Communion. Transforms caster into a dragon to tear through foes with dragon claws. Allows one follow-up attack. Incantation of those who have hunted dragons and feasted upon their hearts. Theirs is a pure and overwhelming power. 7080 One of the incantations of Dragon Communion. Transforms caster into a dragon to bite enemies before them. Incantation of those who have hunted dragons and feasted upon their hearts. Theirs is a pure and overwhelming power. 7081 7082 7083 7084 7085 7086 7087 7088 7089 7090 Superior incantation of Dragon Communion. Channels the power of Greyoll, the Elder Dragon. An incantation of legendary status. Transforms caster into a dragon to emit a terrible roar, reducing the attack power and defense of nearby enemies. Greyoll was the mother of all dragons, dwarfing all who stood before her like a looming mountain. 7091 7092 7093 7094 7095 7096 7097 7098 7099 7100 7200 Incantation of the servants of rot. Secretes countless sticky threads, launching them forwards. A technique of the pale pests who crawl through the lands afflicted by scarlet rot; the abandoned children of the goddess. "Do you have an interest in rot incantations?" 7201 7202 7203 7204 7205 7206 7207 7208 7209 7210 A Blood Oath incantation, shared from the Lord of Blood's power. Releases a swarm of bloodflies before the caster to assault foes. The vile swarm deals damage and builds up onset of blood loss. This incantation can be cast while in motion. The new palace of the Lord of Blood lies in a swamp of festering blood, and these flies are said to spawn from excrement in that land. 7211 7212 7213 7214 7215 7216 7217 7218 7219 7220 Incantation of the servants of rot. Releases a poisonous mist before the caster. This incantation can be cast while in motion. Those who dwell within poison know rot all too well. The death that begets life, that comes to all equally. That is to say: it is the cycle of rebirth put into practice. 7221 7222 7223 7224 7225 7226 7227 7228 7229 7230 Incantation of the servants of rot. Enchants armament held in the right hand with poison. This incantation can be cast while in motion. Those who dwell within poison know rot all too well. The death that begets life, that comes to all equally. That is to say: it is the cycle of rebirth put into practice. 7231 7232 7233 7234 7235 7236 7237 7238 7239 7240 Technique of Malenia, the Goddess of Rot. Creates a gigantic flower that blooms into an explosion of scarlet rot. Each time the scarlet flower blooms, Malenia's rot advances. It has bloomed twice already. With the third bloom, she will become a true goddess. 7300 Incantation originating from the maddening Three Fingers. Causes the yellow flame of frenzy to blaze from the caster's eyes. The caster then latches onto foes, spreading the madness. This incantation also causes buildup of madness in the caster, and is only effective against Tarnished. To gaze into one another's eyes is truly the most intimate form of human contact. 7301 7302 7303 7304 7305 7306 7307 7308 7309 7310 Incantation originating from the maddening Three Fingers. Causes the yellow flame of frenzy to burst forth from the caster's eyes. Charging increases the range of the burst. The flame of frenzy deals damage and causes buildup of madness. This incantation also causes buildup of madness in the caster, and is only effective against Tarnished. 7311 Incantation originating from the maddening Three Fingers. Causes the yellow flame of frenzy to violently burst forth from the caster's eyes. Hold to continue channeling the flame. This incantation can be used while in motion. It is the maddening pain and unstoppable tears of those afflicted with the flame of frenzy brought into being. 7312 7313 7314 7315 7316 7317 7318 7319 7320 Incantation originating from the maddening Three Fingers. Releases concentrated blasts of the yellow flame of frenzy from the caster's eyes. Charging enhances potency, enabling the blasts to penetrate the enemy's guard. In times past, every single person who attempted to control the flame of frenzy succumbed to madness after a desperate internal struggle. This incantation is testament to a meager victory. 7321 7322 7323 7324 7325 7326 7327 7328 7329 7330 Incantation originating from the maddening Three Fingers. Releases a maddening shriek that causes madness buildup in foes nearby. This incantation also causes madness buildup in the caster and makes enemies more likely to target them. It is said that the sickness of the flame of frenzy began with Shabriri, the most reviled man in all history. 7500 One of the ancient Erdtree incantations. Creates a supple tail that sweeps through foes before the caster. Charging enhances potency. This is a manifestation of the Erdtree's primal vital energies—an aspect of the primordial crucible, where all life was once blended together. 7501 7502 7503 7504 7505 7506 7507 7508 7509 7510 One of the ancient Erdtree incantations. Creates a mighty horn on the caster's shoulder to gore foes from a low stance. Charging allows the caster to barrel into foes before delivering the final attack. This is a manifestation of the Erdtree's primal vital energies—an aspect of the primordial crucible, where all life was once blended together. 7511 7512 7513 7514 7515 7516 7517 7518 7519 7520 One of the ancient Erdtree incantations. Creates a throat pouch on the caster's neck, allowing them to spew fiery breath while walking. Charging increases duration of the breath. This is a manifestation of the Erdtree's primal vital energies—an aspect of the primordial crucible, where all life was once blended together. 7521 7522 7523 7524 7525 7526 7527 7528 7529 7530 Power gleaned from the remembrance of Maliketh. Caster creates an illusory black blade, then leaps forward to deliver a spinning slash that emits a wave of light. This can be followed up with one additional attack. This blade was once imbued with Destined Death. In addition to dealing damage, it reduces foes' maximum HP and continues to sap their current HP for a very short time. 7900 Incantation originating from a deeply ominous prophecy. Sets both the caster and the surrounding area ablaze with raging flames. The caster's body will remain engulfed in flame for a while, burning them and any who draw near. Charging enhances potency. The prophet despaired, looking up at the Erdtree, for soon the kindling would burst into flame, bringing ruin. "The burning of the Erdtree is the first cardinal sin. That is not the domain of mere men." 7901 7902 7903 An incantation of Erdtree Worship. Greatly increases lightning damage negation for the caster and nearby allies. Hold to continue praying, delaying the effect. This incantation was used by the knights of the Erdtree during the assault by the great ancient dragon Gransax, and the bitter War of the Ancient Dragons that followed. 8000 A sword-shaped stone key. Breaks the seal on imp statues, but remains embedded in the statue after use, meaning it can only be used once as an item. Think well before using one. 8001 8002 8003 8004 8005 8006 8007 8008 8009 8010 Rusted iron key. Opens a locked door in Stormveil Castle. 8102 Sacred seal of a hidden shrine that looks much like a bedchamber. A faint light leaks through a crack in its fastened doors, as if the Firefly is beckoning to come inside. Raise in prayer to gain protection. Gaining protection consumes this item, but can grant unique effects. Take care though, these effects cannot be undone. 8103 8104 8105 Left half of a split medallion depicting the Erdtree. Brandishing the medallion with both halves conjoined will activate the Grand Lift of Dectus, connecting the Altus Plateau to Liurnia. The right half is said to reside in Fort Faroth in the Dragonbarrow, far to the east. 8106 Right half of a split medallion depicting the Erdtree. Brandishing the medallion with both halves conjoined will activate the Grand Lift of Dectus, connecting the Altus Plateau to Liurnia. The left half is said to reside in the coastal Fort Haight to the far west. 8107 Conjoined split medallion depicting the Flame Peak. Brandishing the medallion activates the Grand Lift of Rold, connecting Leyndell to the Mountaintops of the Giants. The forge of the flame of ruin is said to be found upon their peaks, and it is here Melina wishes to travel in resuming your journey together. 8108 8109 Key to the seals binding both gates to the Academy of Raya Lucaria. Activates warp magic bound within the seals. A glintstone key will remember its user, meaning once used it can never be passed on to another. The academy does not welcome the indolent. 8110 8111 Statuette of a scholar, with ground and sky inverted. Reveals the hidden form of the Carian Study Hall, which connects to the divine tower. To unveil the secret, affix it to the pedestal of the celestial globe. 8112 8113 8114 8115 8116 8117 8118 8119 8120 8121 Ring depicting a leaden full moon. Symbolic of a cold oath, the ring is supposed to be given by Lunar Princess Ranni to her consort. Ranni is an Empyrean, meaning her consort would by rights earn the title of lord. A warning is engraved within; "Whoever thou mayest be, take not the ring from this place, the solitude beyond the night is better mine alone." 8122 8123 8124 8125 8126 Eyeball of the knight Vyke, inflamed yellow. Seared with a repulsive fingerprint burn akin to those that marred his entire body. If offered to the blind maiden, it will lead her to the source of the distant light, allowing her to become a Finger Maiden. 8127 A written request from Volcano Manor disclosing the name of a Tarnished to be hunted. "Old Knight Istvan" He can be found in Limgrave. Find the red mark on your map for the exact location. 8128 Tonic in a small brass vial. Banishes distress and bitter memories. A gift bestowed by Rykard, sworn to blasphemy, to Lady Tanith, who unfortunately had no use for it. "My Lord, there could be no greater distress than to forget you." 8129 Amnion from the mother's womb which cradled the poor unwanted offspring of a repellant birthing ritual. It will never dry out, remaining damp indefinitely. 8130 A necklace worn and treasured by Irina. Given to her as a farewell gift. 8131 Letter given by Irina, addressed to her father, the commander of Castle Morne. Gorgeous silken handkerchief, lightly stained with blood. Words can be made out within. 8132 A written request from Volcano Manor disclosing the name of a Tarnished to be hunted. "Rileigh the Idle" He can be found in Altus Plateau. Find the red mark on your map for the exact location. 8133 A written request from Volcano Manor disclosing the name of a Tarnished to be hunted. As the final request, the letter is vivid red. "Juno Hoslow, Knight of Blood" He can be found in the Mountaintops of the Giants. Find the red mark on your map for the exact location. 8134 Key to Volcano Manor's drawing room. The door can be found in the westward corridor, upon the left hand side. 8135 8136 Necklace stolen from Rya by the blackguard. Features a relief of a dignified looking woman from a foreign country. It appears to hold great significance for Rya. 8137 Letter given by Rya as thanks for retrieving her necklace. Contains an invitation to Volcano Manor. "Brave Tarnished, Seek the Altus Plateau in the realm of the Erdtree. Prove yourself by making this journey, and the Volcano Manor will fully extend its invitation. To fight, amongst a family of champions." 8138 8139 8140 8141 8142 An ephemeral sliver that gives off a pale amber glow. What remains of a passing flash of starlight. If the stars command our fates, then amber-hued stars must command the fates of the gods. Such is the belief that inspired the use of these shards to prepare a most special draught. Cannot be consumed by mere humans. 8143 Scroll bearing a royal coat of arms. A letter of introduction written by Preceptor Seluvis. Addressed to a glintstone sorceress by the name of Sellen. The contents of the scroll cannot be discerned. 8144 Glintstone from within the sorceress Sellen's body. Seemingly half-alive, blood vessels are visible within. In essence, a primal glintstone is a sorcerer's soul. If transplanted into a compatible new body after their original body dies, the sorcerer will rise again. "My apprentice, do you think it distasteful?" 8145 8146 A doll resembling Ranni the Witch. From head to toe every detail is perfect. This unresponsive doll seems pleasantly cool. 8147 An asimi that has infected a tarnished. An intelligent silver sludge; asimi infect the body of tarnished, granting the host power. 8148 The Great Rune of the shardbearer Godrick, devoid of any benediction. Seek the Divine Tower of Limgrave, which stands beyond the great bridge from Stormveil Castle. 8149 The Great Rune of the shardbearer Radahn, devoid of any benediction. Seek the Divine Tower of Caelid, which stands upon the precipice at the Dragonbarrow's shore. 8150 The Great Rune of the shardbearer Morgott, devoid of any benediction. Seek the Divine Tower of East Altus, which stands beyond the great bridge from Leyndell's eastern ward. 8151 The Great Rune of the shardbearer Rykard, devoid of any benediction. Seek the Divine Tower of West Altus, which stands upon the precipice at the coast southwest of Leyndell. 8152 The Great Rune of the shardbearer Mohg, devoid of any benediction. Seek the Divine Tower of East Altus, which stands beyond the great bridge from Leyndell's eastern ward. 8153 The Great Rune of the shardbearer Malenia, devoid of any benediction. Seek the Isolated Divine Tower, which stands beyond the lost great bridge. 8154 Pure white oath-cloth given by Varré. The final trial to be anointed a Knight of Mohg, Lord of Blood. "Soak the cloth with a maiden's blood... The blood of anyone's maiden will do. You are maidenless, after all." 8155 Fully reddened oath-cloth, dyed in a maiden's blood. The final trial is complete. Luminary Mohg is sure to welcome you into his service, as a knight who will lay the foundations for his dynasty. 8156 A letter affixed to a graveyard crow's leg. Sought after by Kalé. 8157 8158 A bell capable of summoning various spirits from ashen remains. It usually requires FP to use. Spirits can only be summoned in the vicinity of a rebirth monument. When summoning is possible, the monument icon will be visible on the left side of the screen. Only one type of spirit may be summoned at once, and none may be summoned during multiplayer. 8159 The hidden treasure of the Eternal City of Nokron; a blade said to have been born of a corpse. This blood-drenched fetish is proof of the high treason committed by the Eternal City and symbolizes its downfall. Cannot be wielded by those without a fate, but is said to be able to harm the Greater Will and its vassals. 8160 8161 A large sewing needle, curved like a fang. Boc the demi-human's prized possession. 8162 Sewing needle made of gold. Unique item made to alter demigod attire. One of the tools brought by Radagon when he entered into marriage with Rennala, Queen of the Full Moon, and joined the Carian line. 8163 A portable set of tailoring tools. Enables armor alterations at sites of grace. 8164 Small flask received from Preceptor Seluvis containing a cloudy tonic of bluish black. "Find Nepheli, and ensure she drinks it." 8165 8166 Small flask received from Preceptor Seluvis containing a gleaming amber draught for use in a scheme. "Give it to Ranni and ensure she drinks it. And we'll be in a position to claim the very finest puppet ever crafted." 8167 A written request from Volcano Manor addressed to Patches disclosing the name of a Tarnished to be hunted. "Great Horned Tragoth" He can be found at the Ruin-Strewn Precipice. Find the red mark on your map for the exact location. 8168 Castanets used by dancers from foreign lands. Received from Patches. The passionate dance comprises no seductiveness, but merely a dignified beauty. 8169 Glintstone key received from the sorceress Sellen. Capable of breaking the seal that keeps Master Lusat confined. Sellia, Town of Sorcery can be found in Caelid. This key was said to have been found in the possession of a Sellian sorcerer. 8170 8171 Memento left by the chrysalids sacrificed for grafting. A brooch wrapped in red velvet. Traces of blood are visible. Faintly visible spirits try to convey something, but their voices cannot be heard. 8172 On the Night of the Black Knives, someone stole a fragment of Death from Maliketh, the Black Blade, and imbued its power into the assassins' daggers. This mark is evidence of the ritual, and hides the truth of the conspiracy. 8173 A written request from Volcano Manor addressed to Bernahl disclosing the names of two Tarnished to be hunted. "Vargram the Raging Wolf" "Errant Sorcerer Wilhelm" Both men can be found in the Royal Capital of Leyndell. Find the red mark on your map for the exact location. 8174 Key to the seals binding both gates to the Academy of Raya Lucaria. Activates warp magic bound within the seals. This glintstone key is still brand new, unused by anyone. 8175 Left half of a split medallion depicting the Haligtree. Brandishing the medallion with both halves conjoined will activate the Grand Lift of Rold, granting access to a hidden path. In other words, this secret medallion will guide the bearer to the land of Miquella's Haligtree. 8176 Right half of a split medallion depicting the Haligtree. Brandishing the medallion with both halves conjoined will activate the Grand Lift of Rold, granting access to a hidden path. In other words, this secret medallion will guide the bearer to the land of Miquella's Haligtree. 8177 8178 8179 8180 8181 A letter written about the caravans. It seems to have been sent from the capital underground. 8182 Rune discovered by the noble Goldmask. Used to restore the fractured Elden Ring when brandished by the Elden Lord. A rune of transcendental ideology which will attempt to perfect the Golden Order. The current imperfection of the Golden Order, or instability of ideology, can be blamed upon the fickleness of the gods no better than men. That is the fly in the ointment. 8183 Rune gestated by Fia, the Deathbed Companion. Used to restore the fractured Elden Ring when brandished by the Elden Lord. Formed of the two hallowbrand half-wheels combined, it will embed the principle of life within Death into Order. The Golden Order was created by confining Destined Death. Thus, this new Order will be one of Death restored. 8184 Loathsome rune gestated by the Dung Eater. Used to restore the fractured Elden Ring when brandished by the Elden Lord. The reviled curse will last eternally, and the world's children, grandchildren, and every generation hence, will be its pustules. If Order is defiled entirely, defilement is defilement no more, and for every curse, a cursed blessing. 8185 Core of a creature of mimicry known as a silver tear. As much a substance as it is a living organism. Material required by the amber egg cradled by Rennala, Queen of the Full Moon, to birth people anew. Being born anew allows the reallocation of attributes boosted by leveling up. 8186 Stone key shaped like a sword. A special item, imbued with rich blue magic. Breaks the seal on the imp statues guarding the sending gates enshrined in each belfry, but remains embedded in the statue after use, meaning it can only be used once as an item. Think well before using one. 8187 A doll resembling Ranni the Witch. From head to toe every detail is perfect. The chilliness is gone, feeling now like an empty husk. There is no response. 8188 Tailoring tools made from gold. Tools brought with the red-haired Radagon when he married into the Carian line. With these, even demigod attire can be altered at a site of grace. 8189 A letter of confession found on Iji's corpse. He declares his own guilt for having sealed away Blaidd. 8190 A simple map given by Fia. A clue to the whereabouts of a black knifeprint. 8191 Cursemark carved into the discarded flesh of Ranni the Witch. Also known as the half-wheel wound of the centipede. This cursemark was carved at the moment of Death of the first demigod, and should have taken the shape of a circle. However, two demigods perished at the same time, breaking the cursemark into two half-wheels. Ranni was the first of the demigods whose flesh perished, while the Prince of Death perished in soul alone. 8192 The shedding of an Asimi that infected a tarnished. 8193 Curse grown on a corpse killed and defiled by the Dung Eater. A tender pox afflicted with omen horns. The Dung Eater cultivates the seedbed curse on corpses. By doing so he prevents dead souls returning to the Erdtree, leaving them forever cursed. One of the most loathsome things found in all the Lands Between. 8194 Ashes of a hawk revered by all others as sovereign back in the days when Stormveil's winds still raged like no other. This ancient monarch is proud however, refusing to answer anyone's summons. 8195 An Asimi that infected a tarnished. 8196 An intricately crafted needle of unalloyed gold. Removed by Millicent from her flesh. Bears no trace of befouled blood, but is faintly moist with dew. "There is something I must return to Malenia. The dignity, the sense of self, that allowed her to resist the call of the scarlet rot." 8197 Filthy key received from the Dung Eater. Unlocks sewer-gaol door said to lie beneath Leyndell, the Royal Capital. 8198 Simple map found on a corpse. Seems to point to a meeting place. The man it came from surely desired one. The sole means of gaining entry into the academy: a glintstone key. 8199 A key discarded by Lunar Princess Ranni alongside her very flesh. Opens a treasure chest passed down to Carian Princesses. It is said to be found in the Grand Library of Raya Lucaria with her mother Rennala. 8200 Work of a wandering artist. Reminiscence of a painting titled "Homing Instinct." This painter is said to have captured the landscapes seen during the last moments of those welcomed into death's embrace. The soul of the painter, and vestiges of the dead's last moments can be discovered by visiting the location depicted even now. 8201 Work of a wandering artist. Reminiscence of a painting titled "Resurrection." This painter is said to have captured the landscapes seen during the last moments of those welcomed into death's embrace. The soul of the painter, and vestiges of the dead's last moments can be discovered by visiting the location depicted even now. 8202 Work of a wandering artist. Reminiscence of a painting titled "Champion's Song." This painter is said to have captured the landscapes seen during the last moments of those welcomed into death's embrace. The soul of the painter, and vestiges of the dead's last moments can be discovered by visiting the location depicted even now. 8203 Work of a wandering artist. Reminiscence of a painting titled "Sorcerer." This painter is said to have captured the landscapes seen during the last moments of those welcomed into death's embrace. The soul of the painter, and vestiges of the dead's last moments can be discovered by visiting the location depicted even now. 8204 Work of a wandering artist. Reminiscence of a painting titled "Prophecy." This painter is said to have captured the landscapes seen during the last moments of those welcomed into death's embrace. The soul of the painter, and vestiges of the dead's last moments can be discovered by visiting the location depicted even now. 8205 Work of a wandering artist. Reminiscence of a painting titled "Flightless Bird." This painter is said to have captured the landscapes seen during the last moments of those welcomed into death's embrace. The soul of the painter, and vestiges of the dead's last moments can be discovered by visiting the location depicted even now. 8206 Work of a wandering artist. Reminiscence of a painting titled "Redmane." This painter is said to have captured the landscapes seen during the last moments of those welcomed into death's embrace. The soul of the painter, and vestiges of the dead's last moments can be discovered by visiting the location depicted even now. 8221 Farewell letter written in an inexpert hand. "I wish to set out on a journey. So that one day, I can carry on Mother's work. Be the proud daughter of Tanith of Volcano Manor. Farewell. You've always been so kind. So uncompromising. My champion." 8222 A keepsake of the warrior jar Alexander. Found at the core of the dead flesh that once filled the great jar. The jars contain dregs inherited from those who came before. Thus are warriors passed from jar to jar, carrying dreams of greatness. 8223 Letter written in a trembling hand. "I forgot to tell you, but it seems D has a younger brother. I heard he lies in a deep sleep in the aqueduct beside the Eternal City of Nokron. And it's said he stood before the Prince of Death not far beyond that spot." 8224 Note sold by a nomadic merchant imparting knowledge in brief. "Preceptor Seluvis is hiding a dirty secret in a cellar among the ruins not far from the sisters three. The vile Graven Witch seems to be a frequent visitor to that place." 8225 A simple, badly weathered map. Left discarded and forgotten for some time. Depicts streaks of amber light. 8226 A note sold by a nomadic merchant. Contains information about the preceptor's secret. Further details are available only to paying customers. 8227 A simple, badly weathered map. Left discarded and forgotten for some time. Further details are available only to paying customers. 8500 Leather bag containing a pestle and mortar, small blade, and various other tools. Enables item crafting from the main menu. Provides both means to fight and means to survive. 8590 Whetstone with a cipher inscription, made to look like a small knifeblade. Allows the use of ashes of war at a site of grace to bestow new battle arts and affinities to armaments as skills. The battle arts and affinities will depend on the ashes of war used. 8591 8592 8593 8594 8595 8596 8597 8598 8599 8600 Map of the western region of Limgrave. The demesne of Limgrave, far south of the Erdtree, is bordered to the northwest by the cliffs of Stormveil, and under its ever-clouded skies roll the great steppes of the pale lands. 8601 Map of the Weeping Peninsula. The peninsula, to Limgrave's south, is named for its unceasing rainfall, redolent of lament. 8602 Map of the eastern region of Limgrave. Other than the Mistwood which envelops the south, it is known for its lands which lead to Caelid, a path trod by many a soldier in the past. 8603 Map of Liurnia's eastern region. The majority of Liurnia, known for its vast forests and ever-present fog, is sinking into a lake. The eastern coast is home to a highroad running north and south. 8604 Map of Liurnia's northern region. The Academy of Raya Lucaria towers over the north, while at its base spreads the town built around it, now flooded. Two highroads end their journeys here. 8605 Map of Liurnia's western region. The majority of Liurnia, known for its vast forests and ever-present fog, is sinking into a lake. The western coast has always been closely associated with Carian royalty. 8606 Map of Altus Plateau and environs. The Altus Plateau, where the Erdtree's base can be found, contains the Royal Capital of Leyndell to the east, and Mt. Gelmir to the west. Scars from the Shattering remain apparent to this day. 8607 Map of the Royal Capital of Leyndell and environs. Leyndell, City of the Erdtree, is a metropolis enclosed by double ramparts. The inner wall remains unbreached to this day. 8608 Map of Mt. Gelmir and environs. Mt. Gelmir, which houses the Volcano Manor at its summit, is characterized by sheer cliffs and ominous skies. These qualities only became more pronounced after the Shattering. 8609 Map of Caelid and environs. Caelid, known as the locale of the last battle between General Radahn and Malenia, Blade of Miquella, is a vast land consummately marred by scarlet rot. 8610 Map of Dragonbarrow and environs. The dragons that escaped the scarlet rot made a nest of the plateau to Caelid's north. Thus it was named "Dragonbarrow," and none dare to enter. 8611 Map of Western Mountaintops of the Giants. Marching ground during the War against the Giants. They carved winding paths in the cliff walls right up to the summit, leading to the untrodden snow-laden region beyond. 8612 Map of Eastern Mountaintops of the Giants. The remote, desolate eastern summit is the highest point in all the Lands Between, overlooking even the Flame Peak to the south. 8613 Map of Ainsel River and environs. Two great rivers flow beneath the Lands Between, the Siofra and the Ainsel. This vast region is said to be the grave of civilizations that flourished before the Erdtree. 8614 Map of Lake of Rot and environs. A great lake of standing water downstream of the Ainsel River. It is said that the divine essence of an outer god is sealed away in this land. 8615 Map of Siofra River and environs. Two great rivers flow beneath the Lands Between, the Siofra and the Ainsel. This vast region is said to be the grave of civilizations that flourished before the Erdtree. 8616 Map of Mohgwyn Palace and environs. In the lightless depths lies the grave of an ancient civilization. It is here Mohg, the Lord of Blood, is building his palace, to be the seat of his coming dynasty named Mohgwyn. And whatever nightmares that may bring. 8617 Map of Deeproot Depths and environs. At the very depths of the Erdtree's majestic roots lies the source of the Ainsel and the Siofra rivers. Here too begins the network of Greattree roots that spread throughout the Lands Between. 8618 Map of Consecrated Snowfield and environs. The route through this land, crossed east to west by a frozen river, leads to Miquella's Haligtree. This is the path taken by those unchosen, though it is a trial all the same. 8660 Simple map taken from an imp statue. A riddle concerning a rise that vanishes like a mirage. 8700 Note sold by a nomadic merchant imparting knowledge in brief. "There is a hidden cave in the town of Sellia. Look beyond the graveyard at the precipice." 8701 Note sold by a nomadic merchant imparting knowledge in brief. "Nothing can touch the shades of imps in the heroes' graveyard. Only Rosus's light can give them form." 8702 Note sold by a nomadic merchant imparting knowledge in brief. "A Flask of Wondrous Physick still remains in the Third Church of Marika, north of the Mistwood. Cross the highway bridge and follow the animal trail north." 8703 Note sold by a nomadic merchant imparting knowledge in brief. "The heads of the stonedigger trolls bear old wounds." 8704 Note sold by a nomadic merchant imparting knowledge in brief. "To stop the mausoleum's stride, you'll need to clean up around its feet first." 8705 Note sold by a nomadic merchant imparting knowledge in brief. "Some assassins cannot be seen with the naked eye. Seems the Erdtree sentries once carried torches that could cast light on these prowlers." 8706 Note sold by a nomadic merchant imparting knowledge in brief. "Great coffins travel the Lands Between, carrying the bodies of nameless fallen warriors. Might be a good source of armaments..." 8707 Note sold by a nomadic merchant imparting knowledge in brief. "Beware the Fire Monks' chariots bearing the faces of giants. A well-aimed blow to the chimney on top may prove effective, but opportunities for a plunging attack will be rare indeed." 8708 Note sold by a nomadic merchant imparting knowledge in brief. "Slay the demi-human mob's leader first, and the rest will lose hope and panic." 8709 Note sold by a nomadic merchant imparting knowledge in brief. "Land squirts are soft where they touch the ground, and poison will cause them to rupture." 8710 Note sold by a nomadic merchant imparting knowledge in brief. "Gravitational power that pulls can bring flying foes low." 8711 Note sold by a nomadic merchant imparting knowledge in brief. "The crawling royal revenants and their followers are all cursed. Healing powers will harm rather than mend." 8712 Note sold by a nomadic merchant imparting knowledge in brief. "Someone lurks among the waypoint ruins on the roads through Limgrave." 8713 Note sold by a nomadic merchant imparting knowledge in brief. "Fort Gael in Caelid houses a gateway that leads to Redmane Castle." 8714 Note written by a nomadic merchant succinctly detailing knowledge acquired. "The Empyrean Miquella crafted a needle to resist the influence of outer gods. Those who have inherited the flame of frenzy, yet wish not to become its lord would do well to seek Miquella's needle." 8715 Note sold by a nomadic merchant imparting knowledge in brief. "South of the Grand Lift of Dectus lies the Frenzied Flame Village, inhabited by the sick. Stay well away." 8716 Note sold by a nomadic merchant imparting knowledge in brief. "Beneath Leyndell, at the very bottom lies our lord, lord of the frenzied. The Three Fingers who holds us in thrall." 8717 Note sold by a nomadic merchant imparting knowledge in brief. "Below the royal capital of Leyndell is a vast network of sewers. The well in the city below reaches deep into its tunnels." 8750 A note sold by a nomadic merchant. Contains information about a hidden cave. Further details are available only to paying customers. 8751 A note sold by a nomadic merchant. Contains information about imp shades. Further details are available only to paying customers. 8752 A note sold by a nomadic merchant. Contains information about a Flask of Wondrous Physick. Further details are available only to paying customers. 8753 A note sold by a nomadic merchant. Contains information about stonedigger trolls. Further details are available only to paying customers. 8754 A note sold by a nomadic merchant. Contains information about the Wandering Mausoleum. Further details are available only to paying customers. 8755 A note sold by a nomadic merchant. Contains information about unseen assassins. Further details are available only to paying customers. 8756 A note sold by a nomadic merchant. Contains information about great coffins. Further details are available only to paying customers. 8757 A note sold by a nomadic merchant. Contains information about flame chariots. Further details are available only to paying customers. 8758 A note sold by a nomadic merchant. Contains information about demi-human mobs. Further details are available only to paying customers. 8759 A note sold by a nomadic merchant. Contains information about land squirts. Further details are available only to paying customers. 8760 A note sold by a nomadic merchant. Contains information about advantageous use of gravity. Further details are available only to paying customers. 8761 A note sold by a nomadic merchant. Contains information about revenants. Further details are available only to paying customers. 8762 A note sold by a nomadic merchant. Contains information about waypoint ruins. Further details are available only to paying customers. 8763 A note sold by a nomadic merchant. Contains information about a gateway. Further details are available only to paying customers. 8764 8765 A note sold by a nomadic merchant. Contains information about the Frenzied Flame Village. Further details are available only to paying customers. 8766 8767 A note sold by a nomadic merchant. Contains information about the sewers below the capital. Further details are available only to paying customers. 8850 A sorcery scroll from the Academy of Raya Lucaria. Details superior sorceries taught to scholars worthy of donning the stone crown and studying a certain conspectus. Can be given to a learned sorcerer to gain access to the following sorceries: - Glintstone Cometshard - Star Shower 8851 Sorcery scroll of the Carian royal family, the heads of the Academy of Raya Lucaria. Can be given to a learned sorcerer to gain access to the following sorceries: - Glintblade Phalanx - Carian Slicer 8852 8853 8854 8855 Prayerbook of the Fire Monks, who came from the Mountaintops of the Giants far to the north. Can be given to a learned cleric to gain access to the following incantations: - O, Flame! - Surge, O Flame! 8856 Prayerbook that contains the secrets of the Fire Giants. Kept hidden by the prelates who monitor the Giant's Flame. Can be given to a learned cleric to gain access to the following incantations: - Giantsflame Take Thee - Flame, Fall Upon Them 8857 Prayerbook bound in supple skin. Incantations of the god-slaying black flame are written within. Can be given to a learned cleric to gain access to the following incantations: - Black Flame - Black Flame Blade 8858 Prayerbook containing incantations of the Two Fingers. An item once entrusted to Tarnished worthy of lordship. Can be given to a learned cleric to gain access to the following incantations: - Lord's Heal - Lord's Aid 8859 Prayerbook of the Roundtable Hold's assassins. Can be given to a learned cleric to gain access to the following incantations: - Assassin's Approach - Darkness 8860 Scroll containing incantations. Can be given to a learned cleric in order to learn incantations. 8861 Scroll containing incantations. Can be given to a learned cleric in order to learn incantations. 8862 Prayerbook of the Golden Order fundamentalists. A dense and complex academic treatise that contains the Order's fundamental principles. Can be given to a learned cleric to gain access to the following incantations: - Radagon's Rings of Light - Law of Regression 8863 Scroll containing incantations. Can be given to a learned cleric in order to learn incantations. 8864 Prayerbook of the capital's ancient dragon cult. A text of the knights' faith that arose after the War of the Ancient Dragons. Can be given to a learned cleric to gain access to the following incantations: - Lightning Spear - Honed Bolt - Electrify Armament 8865 Prayerbook of the capital's ancient dragon cult. A lost tome that never reached the Lands Between. Contains red lightning incantations. Can be given to a learned cleric to gain access to the following incantations: - Ancient Dragons' Lightning Spear - Ancient Dragons' Lightning Strike 8866 Scroll of the Academy of Raya Lucaria, the glintstone sorcerers' place of study. Can be given to a learned sorcerer to gain access to the following sorceries: - Great Glintstone Shard - Swift Glintstone Shard 8910 Servant Pidia's bell bearing, found upon his perished flesh. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items. 8911 Preceptor Seluvis's bell bearing, found upon his perished flesh. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items. 8912 Patches' bell bearing, found upon his perished flesh. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items. 8913 Sorceress Sellen's bell bearing, found upon her perished flesh. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items. 8914 8915 D's bell bearing, found upon his perished flesh. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items. 8916 Knight Bernahl's bell bearing, found upon his perished flesh. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items. 8917 Miriel, Pastor of Vows' bell bearing, found upon his perished flesh. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items. 8918 Gatekeeper Gostoc's bell bearing, found upon his perished flesh. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items. 8919 Sorcerer Thops's bell bearing, found upon his perished flesh. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items. 8920 Merchant Kalé's bell bearing, found upon his perished flesh. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items. 8921 A nomadic merchant's bell bearing, found upon his perished flesh. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items. 8922 A nomadic merchant's bell bearing, found upon his perished flesh. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items. 8923 A nomadic merchant's bell bearing, found upon his perished flesh. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items. 8924 A nomadic merchant's bell bearing, found upon his perished flesh. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items. 8925 A nomadic merchant's bell bearing, found upon his perished flesh. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items. 8926 An isolated merchant's bell bearing, found upon his perished flesh. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items. 8927 An isolated merchant's bell bearing, found upon his perished flesh. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items. 8928 A nomadic merchant's bell bearing, found upon his perished flesh. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items. 8929 Bell bearing of a hermetic merchant, found upon his perished flesh. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items. 8930 A nomadic merchant's bell bearing, found upon his perished flesh. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items. 8931 A nomadic merchant's bell bearing, found upon his perished flesh. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items. 8932 A nomadic merchant's bell bearing, found upon his perished flesh. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items. 8933 A nomadic merchant's bell bearing, found upon his perished flesh. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items. 8934 A nomadic merchant's bell bearing, found upon his perished flesh. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items. 8935 An isolated merchant's bell bearing, found upon his perished flesh. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items. 8936 Bell bearing of a hermetic merchant, found upon his perished flesh. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items. 8937 Bell bearing of a merchant left behind, found upon his perished flesh. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items. 8938 Bell bearing of a hermetic merchant, found upon his perished flesh. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items. 8939 An imprisoned merchant's bell bearing, found upon his perished flesh. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items. 8940 Iji the Smithing Master's bell bearing, found upon his perished flesh. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items. 8941 Rogier the Sorcerer's bell bearing, found upon his perished flesh. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items. 8942 The Blackguard's bell bearing, found upon his perished flesh. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items. 8943 Brother Corhyn's bell bearing, found upon his perished flesh. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items. 8944 Sage Gowry's bell bearing, found upon his perished flesh. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items. 8945 Bell bearing of an unfortunate bone peddler who was slain by the Bell Bearing Hunter. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items: - Thin Animal Bones - Hefty Beast Bone 8946 Bell bearing of an unfortunate meat peddler who was slain by the Bell Bearing Hunter. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items: - Sliver of Meat - Lump of Flesh - Turtle Neck Meat 8947 Bell bearing of an unfortunate medicine peddler who was slain by the Bell Bearing Hunter. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items: - Neutralizing Boluses - Stanching Boluses - Thawfrost Boluses - Stimulating Boluses 8948 Bell bearing of an unfortunate gravity stone peddler who was slain by the Bell Bearing Hunter. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items: - Gravity Stone Fan - Gravity Stone Chunk 8949 8950 8951 The bell bearing of a miner who once dug for smithing stone. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items: - Smithing Stone [1] - Smithing Stone [2] - Glintstone Scrap 8952 The bell bearing of a miner who once dug for smithing stone. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items: - Smithing Stone [3] - Smithing Stone [4] - Explosive Stone 8953 The bell bearing of a miner who once dug for smithing stone. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items: - Smithing Stone [5] - Smithing Stone [6] 8954 The bell bearing of a miner who once dug for smithing stone. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items: - Smithing Stone [7] - Smithing Stone [8] - Ruin Fragment 8955 The bell bearing of a miner who once dug for somber smithing stone. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items: - Somber Smithing Stone [1] - Somber Smithing Stone [2] - Glintstone Scrap 8956 The bell bearing of a miner who once dug for somber smithing stone. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items: - Somber Smithing Stone [3] - Somber Smithing Stone [4] - Cracked Crystal 8957 The bell bearing of a miner who once dug for somber smithing stone. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items: - Somber Smithing Stone [5] - Somber Smithing Stone [6] 8958 The bell bearing of a miner who once dug for somber smithing stone. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items: - Somber Smithing Stone [7] - Somber Smithing Stone [8] - Sanctuary Stone 8959 The bell bearing of a miner who once dug for somber smithing stone. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items: - Somber Smithing Stone [9] 8960 The bell bearing of a forager who once picked grave glovewort flowers. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items: - Grave Glovewort [1] - Grave Glovewort [2] - Grave Glovewort [3] 8961 The bell bearing of a forager who once picked grave glovewort flowers. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items: - Grave Glovewort [4] - Grave Glovewort [5] - Grave Glovewort [6] 8962 The bell bearing of a forager who once picked grave glovewort flowers. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items: - Grave Glovewort [7] - Grave Glovewort [8] - Grave Glovewort [9] 8963 The bell bearing of a forager who once picked ghost glovewort flowers. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items: - Ghost Glovewort [1] - Ghost Glovewort [2] - Ghost Glovewort [3] 8964 The bell bearing of a forager who once picked ghost glovewort flowers. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items: - Ghost Glovewort [4] - Ghost Glovewort [5] - Ghost Glovewort [6] 8965 The bell bearing of a forager who once picked ghost glovewort flowers. Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items: - Ghost Glovewort [7] - Ghost Glovewort [8] - Ghost Glovewort [9] 8966 8967 8968 8969 8970 Iron whetblade with a cipher engraved. Can be used as a whetstone knife. When applying an affinity using ashes of war, an additional affinity of heavy, keen, or quality can be chosen. 8971 Red-hot whetblade with a cipher engraved. Can be used as a whetstone knife. When applying an affinity using physical or flame-type ashes of war, an additional affinity of fire or flame art can be chosen. 8972 Sanctified whetblade with a cipher engraved. Can be used as a whetstone knife. When applying an affinity using physical or golden-type ashes of war, an additional affinity of sacred or lightning can be chosen. 8973 Glintstone whetblade with a cipher engraved. Can be used as a whetstone knife. When applying an affinity using physical or magic-type ashes of war, an additional affinity of magic or frost can be chosen. 8974 Black whetblade with a cipher engraved. Can be used as a whetstone knife. When applying an affinity using physical or occult-type ashes of war, an additional affinity of poison, blood, or occult can be chosen. 8975 An intricately crafted needle of unalloyed gold, snapped in half. A ritual implement crafted to ward away the meddling of outer gods, it is thought capable of forestalling the incurable rotting sickness. Sage Gowry has designs for this needle. 8976 An intricately crafted needle of unalloyed gold. Once snapped in half, it has been repaired by Sage Gowry. A ritual implement crafted to ward away the meddling of outer gods, it is thought capable of forestalling the incurable rotting sickness. "Now, all you need do is deliver the needle to Millicent, convalescing in the church atop the cliff just beyond Sellia." 8977 Golden prosthesis once used by the one-armed valkyrie. A masterwork of craftsmanship, with practice and skill it can be used as proficiently as a real arm. When Maleigh Marais, Lord of the Shaded Castle, embraced this prosthesis, he claimed to feel the presence of his personal goddess. 8978 Note given by Sage Gowry detailing the secret he promised. The Town of Sellia hides the source. Light three flames atop the candle towers to break the seal. 8979 Claw-marked stone eye received from Gurranq, Beast Clergyman. It is said to tremble when near Deathroot. The murky violet iris writhes as if alive. "I am not sated... Feed me more...Death..." 8980 Dagger received from Fia, the Deathbed Companion. She wishes for it to be returned to its rightful owner. It was once a special weapon of gold and silver intertwined, but is now worn down and marred by a black gash. 9000 A formal bow 9001 A stiff bow 9002 A reverential bow 9003 9004 Wave hand 9005 9006 9007 A tough fist gesture 9008 9009 Raise morale 9010 9011 9012 9013 9014 9015 9016 9017 9018 9019 9020 Pledge on one's sword 9021 9022 A threatening gesture 9023 An inspiriting gesture 9024 9025 9026 9027 Slump to the floor 9028 9029 9030 9031 Rest on the floor 9032 9033 9034 A dismissive gesture 9035 9036 9037 9038 9039 9040 A prayer borne of despair 9041 9042 9043 9044 9045 9046 9047 9048 9049 9050 9100 Resting at a site of grace will restore your HP, FP, and cleanse any status ailments. It will also refill your sacred flasks. However, most of the enemies you've defeated will be revived. You can find sites of grace by going where light converges. 9101 You can memorize sorceries and incantations at sites of grace. You must have a staff equipped to cast sorceries, or a sacred seal equipped to cast incantations. Casting sorceries and incantations consumes FP. : 9102 Equip a bow to fire arrows. You can equip up to two types of arrows to choose from at once. When wielding a bow with two hands, hold for precision aiming. Use to adjust your aim. : Fire arrow type 1 : Fire arrow type 2 : Precision aiming 9103 Crouch to make it harder for enemies to discover you. Especially effective in tall grass. Attacking an enemy that hasn't noticed you will cause more damage than usual. : 9104 Some attacks may break an enemy's stance, giving you a chance to perform a critical hit. Charge attacks and jump attacks make it particularly easy to break an enemy's stance. Hold : Charge attack while jumping: Jump attack 9105 Upon dying, you will be revived at the last site of grace that you visited. However, if there is a Stake of Marika near where you died, you can choose to be revived there instead. 9106 You can perform a counterattack immediately after blocking an enemy attack. Guard counters make it easy to break an enemy's stance. immediately after blocking an attack: Guard Counter 9107 Use your map to check your current position, as well as the terrain and surrounding structures. You can update your map with new information by finding Map fragments at steles along the road. You can also use the map to freely place beacons of light to serve as landmarks as you explore. : 9108 Grace exists to guide the Tarnished and lead them along the proper path. Even now, some sites of grace retain that power. Their golden rays will guide you along your way. 9109 Use the Spectral Steed Whistle to summon and ride your spectral steed. If your spectral steed dies, you can summon it again, but it will cost one Flask of Crimson Tears to do so. You can dismount by using the whistle again or by pressing . 9110 Upon dying, you will be revived at the last site of grace that you visited. You will drop any runes in your possession at the site of your death. If you die again before reclaiming those runes, they will be lost forever. The compass at the top of the screen indicates the direction of the lost runes. 9111 With a Spirit Calling Bell, you can use ashes to summon various spirits. Summoning typically consumes FP. You can only summon one type of spirit at a time. You cannot summon spirits during multiplayer. 9112 Use an armament in your left hand or both hands to guard against incoming attacks. Guarding is especially effective when done with a shield. Guarding consumes stamina. If your stamina runs out, your stance will be broken. : Guard 9113 If you have a Crafting Kit, you can make various items from materials that you find. Select "Item Crafting" from the main menu to make items. You can learn to craft more items by finding cookbooks. : 9114 9115 You can find crystal tears at the bases of Minor Erdtrees and elsewhere throughout the Lands Between. At sites of grace, you can mix two crystal tears in the Flask of Wondrous Physick. This will allow you to create elixirs with various custom effects. 9116 With a Whetstone Knife, you can use ashes of war to grant your armaments new skills at sites of grace. An armament can only have one skill. Any skill it previously had will be removed. An armament's type determines what skills it can have. Some special armaments have unique skills and cannot be granted new ones. 9117 Use the Birdseye Telescopes in each area to see into the distance like a bird and get a better view of your destination. : Zoom in : Zoom out 9118 Jump while on horseback near a spiritspring to ride its current high into the air. You won't take damage from jumping into a spiritspring while on horseback, even from a great height. at a spiritspring while on horseback: Spiritspring jump 9119 Vanquishing an enemy group will replenish your flasks. The number and type of flasks to be replenished varies, depending on the enemy group. You cannot replenish more flasks than your maximum amount allows. 9120 There are both Crimson and Cerulean Teardrop Scarabs. Defeat them to replenish the flasks that match their type. However, you cannot replenish more flasks than your maximum amount allows. 9121 Use Furlcalling Finger Remedy to reveal summon signs of players from other worlds. Gold signs indicate an ally. Red signs indicate an adversary. The multiplayer session will begin once either type has been summoned. (You will take the role of the Host of Fingers.) 9122 Use Tarnished's Furled Finger to write a gold summon sign. Cooperative multiplayer will begin once you have been summoned by a player from another world. You will take the role of an ally (Furled Finger) and your objective is to defeat the area boss. The compass at the top of the screen indicates the direction of the summoner (Host of Fingers). 9123 Use Duelist's Furled Finger to write a red summon sign. Competitive multiplayer will begin once you have been summoned by a player from another world. You will take the role of an adversary (Duelist) and your objective is to defeat the Host of Fingers who summoned you. 9124 Use Festering Bloody Finger to attempt to invade the world of another player. The multiplayer session will begin once the invasion succeeds. You will take the role of an invader (Bloody Finger) and your objective is to defeat the Host of Fingers of that world. If you stray far from the Host of Fingers, the compass at the top of the screen points to their location. 9125 If you use a Blue Cipher Ring, you will make yourself open to summons for rescue from other worlds. The multiplayer session will begin once you have been summoned as a hunter, and your objective is to defeat the invader of that world. The compass at the top of the screen indicates the direction of the summoner (Host of Fingers). 9126 In each area, you may find effigies of martyrs. These effigies are summoning pools. You'll find it easy to summon other players at these locations, as co-op and hostile summoning signs created with small effigies gather at summoning pools. 9127 You must be near a rebirth monument to summon spirits from ashes. When you are close to a rebirth monument and able to summon, a monument icon will appear on the left side of the screen. 9128 If you use a White Cipher Ring, you will automatically request for a hunter from another world to come to your rescue when your world is invaded. (Can also be used after you are invaded.) The hunter will be summoned once the request succeeds, and their objective is to defeat the invader of your world. 9129 Armaments have special abilities called skills. Skills are highly varied, and range from powerful attacks to temporary effects. Using skills consumes FP. : 9130 Through your map, you can instantly travel to any sites of grace that you've discovered. However, there are some dungeons and other areas where this cannot be done. 9131 At a smithing table, you can spend runes and smithing stones to strengthen your armaments. Somewhere in the Lands Between, you may meet a blacksmith who can make your armaments even stronger. 9132 The Roundtable Hold is a place where Tarnished gather, guided by grace. Combat is prohibited on the premises due to a pact of non-aggression. (This rule is in effect when the Roundtable icon is displayed.) The Roundtable Hold is located outside of this world, and fast travel by grace is the only means of reaching it. (Use the map to travel there.) : 9133 9134 In every corner of the Lands Between, you will find fruits and flowers, mushrooms and butterflies, and various other useful materials. These materials can be used for item crafting. 9135 You will need cracked pots or other containers to craft certain items. You will not be able to make more of those items than you have containers. Containers will be consumed when crafting, but they can be reused when emptied. 9136 With a Whetstone Knife, you can use ashes of war to grant affinities to your armaments at sites of grace. This way, you can alter an armament's attack affinity, boost attribute scaling, and more. An armament's type determines what affinities it can have. Some special armaments, like those with unique skills, cannot be granted new affinities. 9137 From "Pouch" in the main menu, you can equip six items to your pouches. Four of those items can be used without opening the main menu. +: Use item in Pouch 1 +: Use item in Pouch 2 +: Use item in Pouch 3 +: Use item in Pouch 4 9138 You can avoid enemy attacks with a dodge roll or backstep. Both of these actions consume stamina. +: Dodge roll : Backstep 9139 9140 Each hand can be equipped with up to three armaments, allowing you to toggle between them. Armaments can also be two-handed, making attacks more difficult to repel with shields and boosting effective strength by 50%. : : +/: Wield with two hands 9141 The Great Runes you receive by defeating shardbearers have lost their beneficial power. However, their power can be restored at Divine Towers throughout the Lands Between. See the description of each Great Rune to discover which Divine Tower you should visit. 9142 Jump down the hole ahead, and you will find the Cave of Knowledge. There, you can learn more about game controls and basic actions, as well as other tips that may be helpful during your adventures in the Lands Between. 9143 9144 9145 9146 9147 9148 9149 9150 To engage in combat with other players, touch the effigy of Marika in a Colosseum. Duels, in which combatants fight one on one, can be undertaken in this venue. 9151 To engage in combat with other players, touch the effigy of Marika in a Colosseum. United Combat and Combat Ordeals can be undertaken in this venue. In United Combat two teams of fighters clash. Combat Ordeals are all-out brawls in which every combatant is out for themselves. 9152 To engage in combat with other players, touch the effigy of Marika in a Colosseum. In this venue spirit ashes are permitted for use in battle. 9153 The effigy of Marika at the Roundtable Hold can be used to enter Colosseum combat. Your preferred ruleset may be chosen from those of Colosseums already visited. 9195 You will need certain items to participate in each type of multiplayer: cooperative, invasion, or competitive. Select "Multiplayer" from the main menu to see your multiplayer items. You can also use them directly from this menu. : 9196 9197 9198 9199 9200 Letter addressed to someone: Confirmed traces of silvery slime in the ruins in front of Stormgate. Found on the soldiers' camp supplies. 9201 Letter addressed to someone: Traces of silvery slime found on Godwyn's Highroad. Just after until the procession with the big coffin passed by. 9202 9203 9204 9205 9206 9207 9208 9209 9300 A record of crafting techniques left by roaming nomad warriors. Contains knowledge for surviving in the face of utter scarcity. Acquire the knowledge to craft the following: - Bone Arrow - Bone Arrow (Fletched) - Bone Bolt 9301 A record of crafting techniques left by roaming nomad warriors. Contains knowledge for surviving in the face of utter scarcity. Acquire the knowledge to craft the following: - Pickled Turtle Neck - Poisonbone Arrow - Poisonbone Arrow (Fletched) - Poisonbone Bolt 9302 A record of crafting techniques left by roaming nomad warriors. Contains knowledge for surviving in the face of utter scarcity. Acquire the knowledge to craft the following: - Blood Grease - Drawstring Blood Grease - Bloodbone Arrow - Bloodbone Arrow (Fletched) - Bloodbone Bolt 9303 A record of crafting techniques left by roaming nomad warriors. Contains knowledge for surviving in the face of utter scarcity. Acquire the knowledge to craft the following: - Stormwing Bone Arrow 9304 Recipe book written by a roaming warrior, chased by someone through the Lands Between. Adds more craftable items. Includes techniques for survival in extreme situations and prolonged battle. 9305 A record of crafting techniques left by roaming nomad warriors. Contains knowledge for surviving in the face of utter scarcity. Acquire the knowledge to craft the following: - Soft Cotton - Stanching Boluses - Rainbow Stone Arrow 9306 A record of crafting techniques left by roaming nomad warriors. Contains knowledge for surviving in the face of utter scarcity. Acquire the knowledge to craft the following: - Cursed-Blood Pot 9307 A record of crafting techniques left by roaming nomad warriors. Contains knowledge for surviving in the face of utter scarcity. Acquire the knowledge to craft the following: - Sweet Raisin - Warming Stone 9308 A record of crafting techniques left by roaming nomad warriors. Contains knowledge for surviving in the face of utter scarcity. Acquire the knowledge to craft the following: - Bone Great Arrow - Bone Great Arrow (Fletched) - Bone Ballista Bolt 9309 A record of crafting techniques left by roaming nomad warriors. Contains knowledge for surviving in the face of utter scarcity. Acquire the knowledge to craft the following: - Frozen Raisin - Clarifying Cured Meat - Clarifying White Cured Meat 9310 A record of crafting techniques left by roaming nomad warriors. Contains knowledge for surviving in the face of utter scarcity. Acquire the knowledge to craft the following: - Soap - Oil Pot - Roped Oil Pot 9311 A record of crafting techniques left by roaming nomad warriors. Contains knowledge for surviving in the face of utter scarcity. Acquire the knowledge to craft the following: - Glowstone - Invigorating Cured Meat - Invigorating White Cured Meat 9312 A record of crafting techniques left by roaming nomad warriors. Contains knowledge for surviving in the face of utter scarcity. Acquire the knowledge to craft the following: - Alluring Pot 9313 A record of crafting techniques left by a man who, unable to become a Finger Maiden, instead became a missionary, and went forth to spread holy teachings. Acquire the knowledge to craft the following: - Holyproof Dried Liver 9314 9315 9316 9317 9318 9319 9320 A record of crafting techniques left by an armorer who served the great general Radahn. Contains knowledge of dealing with rot; the application of fire in particular. Acquire the knowledge to craft the following: - Fire Grease - Drawstring Fire Grease - Fireproof Dried Liver 9321 A record of crafting techniques left by an armorer who served the great general Radahn. Contains knowledge of dealing with rot; the application of fire in particular. Acquire the knowledge to craft the following: - Firebone Arrow - Firebone Arrow (Fletched) - Firebone Bolt - Neutralizing Boluses 9322 A record of crafting techniques left by roaming nomad warriors. Contains knowledge for surviving in the face of utter scarcity. Acquire the knowledge to craft the following: - Crystal Dart - Spellproof Dried Liver - Shattershard Arrow 9323 A record of crafting techniques left by roaming nomad warriors. Contains knowledge for surviving in the face of utter scarcity. Acquire the knowledge to craft the following: - Volcano Pot - Roped Volcano Pot 9324 Expands crafting repertoire 9325 A record of crafting techniques left by an armorer who served the great general Radahn. Contains knowledge of dealing with rot; the application of fire in particular. Acquire the knowledge to craft the following: - Giantsflame Fire Pot 9326 A record of crafting techniques left by an armorer who served the great general Radahn. Contains knowledge of dealing with rot; the application of fire in particular. Acquire the knowledge to craft the following: - Redmane Fire Pot 9327 A record of crafting techniques left by roaming nomad warriors. Contains knowledge for surviving in the face of utter scarcity. Acquire the knowledge to craft the following: - Dappled Cured Meat - Dappled White Cured Meat 9328 A record of crafting techniques left by an armorer who served the great general Radahn. Contains knowledge of dealing with rot; the application of fire in particular. Acquire the knowledge to craft the following: - Exalted Flesh 9329 A record of crafting techniques left by roaming nomad warriors. Contains knowledge for surviving in the face of utter scarcity. Acquire the knowledge to craft the following: - Thawfrost Boluses - Stimulating Boluses 9330 A record of crafting techniques left by an armorer who served the great general Radahn. Contains knowledge of dealing with rot; the application of fire in particular. Acquire the knowledge to craft the following: - Preserving Boluses 9331 A record of crafting techniques left by an armorer who served the great general Radahn. Contains knowledge of dealing with rot; the application of fire in particular. Acquire the knowledge to craft the following: - Immunizing Cured Meat - Immunizing White Cured Meat 9332 9333 9334 9335 9336 9337 9338 9339 9340 A record of crafting techniques left by a glintstone craftsman who served the academy. Contains information on "faux sorceries," such as they were called. Acquire the knowledge to craft the following: - Magic Pot - Roped Magic Pot - Shield Grease 9341 A record of crafting techniques left by a glintstone craftsman who served the academy. Contains information on "faux sorceries," such as they were called. Acquire the knowledge to craft the following: - Cuckoo Glintstone 9342 A record of crafting techniques left by a glintstone craftsman who served the academy. Contains information on "faux sorceries," such as they were called. Acquire the knowledge to craft the following: - Magic Grease - Drawstring Magic Grease - Magicbone Arrow - Magicbone Arrow (Fletched) - Magicbone Bolt 9343 A record of crafting techniques left by roaming nomad warriors. Contains knowledge for surviving in the face of utter scarcity. Acquire the knowledge to craft the following: - Rancor Pot 9344 A record of crafting techniques left by a glintstone craftsman who served the academy. Contains information on "faux sorceries," such as they were called. Acquire the knowledge to craft the following: - Academy Magic Pot 9345 A record of crafting techniques left by a glintstone craftsman who served the academy. Contains information on "faux sorceries," such as they were called. Acquire the knowledge to craft the following: - Freezing Grease 9346 A record of crafting techniques left by a glintstone craftsman who served the academy. Contains information on "faux sorceries," such as they were called. Acquire the knowledge to craft the following: - Freezing Pot 9347 A record of crafting techniques left by a glintstone craftsman who served the academy. Contains information on "faux sorceries," such as they were called. Acquire the knowledge to craft the following: - Coldbone Arrow - Coldbone Arrow (Fletched) - Coldbone Bolt 9348 A record of crafting techniques left by a glintstone craftsman who served the academy. Contains information on "faux sorceries," such as they were called. Acquire the knowledge to craft the following: - Albinauric Pot 9360 A record of crafting techniques left by a man who, unable to become a Finger Maiden, instead became a missionary, and went forth to spread holy teachings. Acquire the knowledge to craft the following: - Scriptstone - Grace Mimic - Gold-Pickled Fowl Foot 9361 A record of crafting techniques left by a man who, unable to become a Finger Maiden, instead became a missionary, and went forth to spread holy teachings. Acquire the knowledge to craft the following: - Holy Water Pot - Roped Holy Water Pot 9362 Expands crafting repertoire 9363 A record of crafting techniques left by a man who, unable to become a Finger Maiden, instead became a missionary, and went forth to spread holy teachings. Acquire the knowledge to craft the following: - Sacred Order Pot 9364 A record of crafting techniques left by a man who, unable to become a Finger Maiden, instead became a missionary, and went forth to spread holy teachings. Acquire the knowledge to craft the following: - Holy Grease - Drawstring Holy Grease - Haligbone Arrow - Haligbone Arrow (Fletched) - Haligbone Bolt 9365 A record of crafting techniques left by a man who, unable to become a Finger Maiden, instead became a missionary, and went forth to spread holy teachings. Acquire the knowledge to craft the following: - Silver-Pickled Fowl Foot 9380 A record of crafting techniques left by roaming nomad warriors. Contains knowledge for surviving in the face of utter scarcity. Acquire the knowledge to craft the following: - Fetid Pot - Roped Fetid Pot 9381 Expands crafting repertoire 9382 Expands crafting repertoire 9383 A record of crafting techniques left by roaming nomad warriors. Contains knowledge for surviving in the face of utter scarcity. Acquire the knowledge to craft the following: - Beastlure Pot 9384 A record of crafting techniques left by a military perfumer. Contains martial techniques beyond the repertoire of an ordinary physician. Acquire the knowledge to craft the following: - Spark Aromatic - Uplifting Aromatic 9385 A record of crafting techniques left by a depraved perfumer. Contains perilous techniques no ordinary physician would attempt. Acquire the knowledge to craft the following: - Poison Spraymist - Bloodboil Aromatic 9386 A record of crafting techniques left by a depraved perfumer. Contains perilous techniques no ordinary physician would attempt. Acquire the knowledge to craft the following: - Ironjar Aromatic 9387 A record of crafting techniques left by roaming nomad warriors. Contains knowledge for surviving in the face of utter scarcity. Acquire the knowledge to craft the following: - Poison Pot - Roped Poison Pot - Poisonbone Dart 9388 A record of crafting techniques left by roaming nomad warriors. Contains knowledge for surviving in the face of utter scarcity. Acquire the knowledge to craft the following: - Poison Grease - Drawstring Poison Grease 9389 A record of crafting techniques left by roaming nomad warriors. Contains knowledge for surviving in the face of utter scarcity. Acquire the knowledge to craft the following: - Rot Pot - Rot Grease - Drawstring Rot Grease 9390 A record of crafting techniques left by roaming nomad warriors. Contains knowledge for surviving in the face of utter scarcity. Acquire the knowledge to craft the following: - Rotbone Arrow - Rotbone Arrow (Fletched) - Rotbone Bolt 9391 A record of crafting techniques left by roaming nomad warriors. Contains knowledge for surviving in the face of utter scarcity. Acquire the knowledge to craft the following: - Swarm Pot - Roped Fly Pot 9392 A record of crafting techniques left by a depraved perfumer. Contains perilous techniques no ordinary physician would attempt. Acquire the knowledge to craft the following: - Acid Spraymist 9393 A record of crafting techniques left by a travelling perfumer who served in the Shattering. Expands crafting repertoire. Acquire the knowledge to craft the following: -Maddening Boluses 9394 9395 9396 9397 9398 9399 9400 A record of crafting techniques taught by the capital's ancient dragon cult. Details techniques that harness lightning, the weapon of the ancient dragons. Acquire the knowledge to craft the following: - Lightning Grease - Drawstring Lightning Grease - Lightningbone Arrow - Lightningbone Arrow (Fletched) - Lightningbone Bolt 9401 A record of crafting techniques taught by the capital's ancient dragon cult. Details techniques that harness lightning, the weapon of the ancient dragons. Acquire the knowledge to craft the following: - Lightning Pot - Roped Lightning Pot 9402 A record of crafting techniques taught by the capital's ancient dragon cult. Details techniques that harness lightning, the weapon of the ancient dragons. Acquire the knowledge to craft the following: - Ancient Dragonbolt Pot - Lightningproof Dried Liver 9403 A record of crafting techniques taught by the capital's ancient dragon cult. Details techniques that harness lightning, the weapon of the ancient dragons. Acquire the knowledge to craft the following: - Dragonwound Grease 9420 A record of crafting techniques left by a man who was utterly captivated by St. Trina. He continued the search for her in his slumber. Acquire the knowledge to craft the following: - Sleep Pot 9421 A record of crafting techniques left by a man who was utterly captivated by St. Trina. He continued the search for her in his slumber. Acquire the knowledge to craft the following: - Bewitching Branch 9422 A record of crafting techniques left by a man who was utterly captivated by St. Trina. He continued the search for her in his slumber. Acquire the knowledge to craft the following: - Soporific Grease - Drawstring Soporific Grease - Sleepbone Arrow - Sleepbone Arrow (Fletched) - Sleepbone Bolt 9423 A record of crafting techniques left by a man who, unable to become a Finger Maiden, instead became a missionary, and went forth to spread holy teachings. Acquire the knowledge to craft the following: - Rejuvenating Boluses 9440 A record of crafting techniques left by those afflicted by the madness of the flame of frenzy. Contains techniques discovered in desperation. Acquire the knowledge to craft the following: - Clarifying Boluses 9441 A record of crafting techniques left by those afflicted by the madness of the flame of frenzy. Contains techniques discovered in desperation. Acquire the knowledge to craft the following: - Frenzyflame Stone 9500 This empty pot somehow mends itself when broken. Essential vessel for crafting cracked pot items. The materials and magics sealed within deploy their effects when the pot is thrown. 9501 This empty pot somehow mends itself when broken. Special item with greater durability than a cracked pot. Essential vessel for crafting ritual pot items. The materials and magics sealed within deploy their effects when the pot is thrown. 9502 9503 9504 9505 9506 9507 9508 9509 9510 Glass bottles used by perfumers. Used to seal various scent compounds. Essential vessel for crafting perfume items. The art of perfuming was once jealously guarded in the capital, but after the perfumers were drafted into service during the Shattering, the art became widely practiced throughout the Lands Between. 10000 Glass shard covered in dirt. Because it sparkles in the light, it might be mistaken for an object of value when seen from afar. It cannot produce light by itself. Essentially worthless. 10001 10002 10003 10004 10005 10006 10007 10008 10009 10010 A golden seed, found at the base of an illusory tree. Increases a Sacred Flask's number of uses. (Can be used after resting at a site of grace.) When the Elden Ring was shattered, these seeds flew from the Erdtree, scattering across the various lands, as if life itself knew that its end had come. 10011 10012 10013 10014 10015 10016 10017 10018 10019 10020 Blessing of the Erdtree, worshiped in the churches of all lands; this is but a faint vestige. Increases the potency of a Sacred Flask's restorative effects. (Can be used after resting at a site of grace.) During the age of the Erdtree, these tears were used to spread the faith, for theirs was once a certain blessing. 10021 10022 10023 10024 10025 10026 10027 10028 10029 10030 A black, lightly beguiling stone. Prized by the sorcerers who produce them. Increases memory slots. Said to be a fragment of the black moon that once hung above the Eternal City. 10031 10032 10033 10034 10035 10036 10037 10038 10039 10040 Small, withered bag, knitted by hand. Bestowed upon the ruling lord, or those attempting to become lord, by the elderly Finger Reader. Increases talisman equip slots. As the voices of the Two Fingers, Finger Readers are said to live lives eternal, and one is even supposed to have served as a wetnurse to royalty. 10060 Dragon heart seized by a dragon tracker. Riddled with Gravel Stone, this grotesque organ continues to beat vivaciously. An offering used in the Dragon Communion. Consume a dragon's heart at the altar to make its power yours. While a terrible and savage-looking thing, the heart has a peculiar beauty to it. 10061 10062 10063 10064 10065 10066 10067 10068 10069 10070 Empty ashes of war, devoid of any memories of battle. Unable to apply any kind of affinity in their current state, but can be used by Smithing Master Hewg of the Roundtable Hold to recreate other ashes. Thus does the copy pass into becoming the genuine article. 10071 10072 10073 10074 10075 10076 10077 10078 10079 10080 Amber egg clutched by Rennala, Queen of the Full Moon. Great Rune of unborn demigods. Perfects those who have been born anew. Children born anew by Rennala are all frail and short-lived. Imperfect beings, each and all. 10100 Stone used to smith a variety of armaments. A shard found in plenty. Strengthens armaments up to +3. Smithing stone is found throughout the Lands Between, and mining galleries built to excavate it can be found everywhere. 10101 Stone used to smith a variety of armaments. A large shard found in plenty. Strengthens armaments up to +6. Smithing stone is found throughout the Lands Between, and mining galleries built to excavate it can be found everywhere. 10102 Stone used to smith a variety of armaments. A particularly hard specimen. Strengthens armaments up to +9. Smithing stone is found throughout the Lands Between, and mining galleries built to excavate it can be found everywhere. 10103 Stone used to smith a variety of armaments. A large and particularly hard specimen. Strengthens armaments up to +12. Smithing stone is found throughout the Lands Between, and mining galleries built to excavate it can be found everywhere. 10104 Stone used to smith a variety of armaments. A rare specimen, it is tinged with gold. Strengthens armaments up to +15. Mined near the foot of the Erdtree, these stones are said to have been used to bolster the strength of the Royal forces. 10105 Stone used to smith a variety of armaments. A larger rare specimen, it is tinged with gold. Strengthens armaments up to +18. Mined near the foot of the Erdtree, these stones are said to have been used to bolster the strength of the Royal forces. 10106 Stone used to smith a variety of armaments. Found in a polar region, it is semi-vitrified. Strengthens armaments up to +21. Thought to have been used to hone the weapons of the champions of the War against the Giants at the birth of the Erdtree. 10107 Stone used to smith a variety of armaments. Found in a polar region, it is semi-vitrified. Strengthens armaments up to +24. Thought to have been used to hone the weapons of the champions of the War against the Giants at the birth of the Erdtree. 10140 Smithing stone made by polishing a golden Gravel Stone. A scale of the Ancient Dragonlord, and hidden treasure of Farum Azula. Strengthens armaments to +25. The Ancient Dragonlord's seat is said to lie beyond time. This stone lightly twists time, allowing the creation of a weapon capable of slaying a god. 10160 Shard of smithing stone drained of color. Strengthens special armaments to +1. Special armaments with unique characteristics cannot be strengthened with colored smithing stones. Number of steps and amount strengthened differ from standard equipment. 10161 Large shard of smithing stone drained of color. Strengthens special armaments to +2. Special armaments with unique characteristics cannot be strengthened with colored smithing stones. Number of steps and amount strengthened differ from standard equipment. 10162 Hard smithing stone drained of color. Strengthens special armaments to +3. Special armaments with unique characteristics cannot be strengthened with colored smithing stones. Number of steps and amount strengthened differ from standard equipment. 10163 Large hard smithing stone drained of color. Strengthens special armaments to +4. Special armaments with unique characteristics cannot be strengthened with colored smithing stones. Number of steps and amount strengthened differ from standard equipment. 10164 Gold smithing stone drained of color. Strengthens special armaments to +5. Special armaments with unique characteristics cannot be strengthened with colored smithing stones. Number of steps and amount strengthened differ from standard equipment. 10165 Large gold smithing stone drained of color. Strengthens special armaments to +6. Special armaments with unique characteristics cannot be strengthened with colored smithing stones. Number of steps and amount strengthened differ from standard equipment. 10166 Polar smithing stone drained of color. Strengthens special armaments to +7. Special armaments with unique characteristics cannot be strengthened with colored smithing stones. Number of steps and amount strengthened differ from standard equipment. 10167 Large polar smithing stone drained of color. Strengthens special armaments to +8. Special armaments with unique characteristics cannot be strengthened with colored smithing stones. Number of steps and amount strengthened differ from standard equipment. 10168 Ancient dragonrock smithing stone drained of color. A scale of the Ancient Dragonlord, and hidden treasure of Farum Azula. Strengthens special armaments to +10. The Ancient Dragonlord's seat is said to lie beyond time. This stone lightly twists time, allowing the creation of a weapon capable of slaying a god. 10200 Ancient smithing stone drained of color. Strengthens special armaments to +9. Special armaments with unique characteristics cannot be strengthened with colored smithing stones. Number of steps and amount strengthened differ from standard equipment. 10900 White flower that blooms in catacombs. Each a soundless bell used to summon spirits. Strengthens ashes to +1. The art of strengthening ashes is known as spirit tuning. Only a spirit tuner may perform this deed. 10901 White flower that blooms in catacombs. Each a soundless bell used to summon spirits. Strengthens ashes to +2. Spirit tuning is not merely the simple act of imbuing strength. It is an art that lies somewhere between tuning an instrument and conducting a conversation, leaving both parties enriched. 10902 White flower that blooms in catacombs. Each a soundless bell used to summon spirits. Strengthens ashes to +3. Spirit tuning is not merely the simple act of imbuing strength. It is an art that lies somewhere between tuning an instrument and conducting a conversation, leaving both parties enriched. 10903 White flower that blooms in catacombs. Each a soundless bell used to summon spirits. Strengthens ashes to +4. Spirit tuning is not merely the simple act of imbuing strength. It is an art that lies somewhere between tuning an instrument and conducting a conversation, leaving both parties enriched. 10904 White flower that blooms in catacombs. Each a soundless bell used to summon spirits. Strengthens ashes to +5. Spirit tuning is not merely the simple act of imbuing strength. It is an art that lies somewhere between tuning an instrument and conducting a conversation, leaving both parties enriched. 10905 White flower that blooms in catacombs. Each a soundless bell used to summon spirits. Strengthens ashes to +6. Spirit tuning is not merely the simple act of imbuing strength. It is an art that lies somewhere between tuning an instrument and conducting a conversation, leaving both parties enriched. 10906 White flower that blooms in catacombs. Each a soundless bell used to summon spirits. Strengthens ashes to +7. Spirit tuning is not merely the simple act of imbuing strength. It is an art that lies somewhere between tuning an instrument and conducting a conversation, leaving both parties enriched. 10907 White flower that blooms in catacombs. Each a soundless bell used to summon spirits. Strengthens ashes to +8. Spirit tuning is not merely the simple act of imbuing strength. It is an art that lies somewhere between tuning an instrument and conducting a conversation, leaving both parties enriched. 10908 White flower that blooms in catacombs. Each a soundless bell used to summon spirits. Strengthens ashes to +9. Spirit tuning is not merely the simple act of imbuing strength. It is an art that lies somewhere between tuning an instrument and conducting a conversation, leaving both parties enriched. 10909 White flower that blooms in catacombs. An especially large specimen. Strengthens ashes to +10. Since times of old, large gloveworts were used to comfort heroic spirits. Given in tribute to those who died the most glorious of deaths, in the hope their stories would become legend. 10910 White flower that blooms in catacombs. A spirit nestles close to it. Strengthens renowned ashes to +1. Ashes which keep their renown even after death cannot be strengthened by merely corporeal glovewort. 10911 White flower that blooms in catacombs. A spirit nestles close to it. Strengthens renowned ashes to +2. Ashes which keep their renown even after death cannot be strengthened by merely corporeal glovewort. 10912 White flower that blooms in catacombs. A spirit nestles close to it. Strengthens renowned ashes to +3. Ashes which keep their renown even after death cannot be strengthened by merely corporeal glovewort. 10913 White flower that blooms in catacombs. A spirit nestles close to it. Strengthens renowned ashes to +4. Ashes which keep their renown even after death cannot be strengthened by merely corporeal glovewort. 10914 White flower that blooms in catacombs. A spirit nestles close to it. Strengthens renowned ashes to +5. Ashes which keep their renown even after death cannot be strengthened by merely corporeal glovewort. 10915 White flower that blooms in catacombs. A spirit nestles close to it. Strengthens renowned ashes to +6. Ashes which keep their renown even after death cannot be strengthened by merely corporeal glovewort. 10916 White flower that blooms in catacombs. A spirit nestles close to it. Strengthens renowned ashes to +7. Ashes which keep their renown even after death cannot be strengthened by merely corporeal glovewort. 10917 White flower that blooms in catacombs. A spirit nestles close to it. Strengthens renowned ashes to +8. Ashes which keep their renown even after death cannot be strengthened by merely corporeal glovewort. 10918 White flower that blooms in catacombs. A spirit nestles close to it. Strengthens renowned ashes to +9. Ashes which keep their renown even after death cannot be strengthened by merely corporeal glovewort. 10919 White flower that blooms in catacombs. A spirit nestles close to this grand specimen Strengthens renowned ashes to +10. Since times of old, large gloveworts were used to comfort heroic spirits. Given in tribute to those who died the most glorious of deaths, in the hope their stories would become legend. 11000 A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground. Can be mixed in the Flask of Wondrous Physick. The resulting concoction temporarily raises one's maximum HP. 11001 A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground. Can be mixed in the Flask of Wondrous Physick. The resulting concoction temporarily raises one's maximum stamina. 11002 A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground. Can be mixed in the Flask of Wondrous Physick. The resulting concoction restores half of one's maximum HP. 11003 A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground. Can be mixed in the Flask of Wondrous Physick. The resulting concoction restores half of one's maximum HP. 11004 A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground. Can be mixed in the Flask of Wondrous Physick. The resulting concoction restores half of one's maximum FP. 11005 A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground. Can be mixed in the Flask of Wondrous Physick. The resulting concoction restores half of one's maximum FP. 11006 A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground. Can be mixed in the Flask of Wondrous Physick. The resulting concoction temporarily raises all resistances and heals all status ailments. 11007 A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground. Can be mixed in the Flask of Wondrous Physick. The resulting concoction automatically heals one's HP in the moment before death. However, this effect only occurs once, and will expire after a certain duration. 11008 A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground. Can be mixed in the Flask of Wondrous Physick. Provides significant damage negation. However, this effect only occurs once, and will expire after a certain duration. 11009 A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground. Can be mixed in the Flask of Wondrous Physick. The resulting concoction gradually restores one's HP over time. 11010 A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground. Can be mixed in the Flask of Wondrous Physick. The resulting concoction temporarily boosts stamina recovery speed. 11011 A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground. Can be mixed in the Flask of Wondrous Physick. The resulting concoction temporarily boosts all forms of damage negation. 11012 A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground. Can be mixed in the Flask of Wondrous Physick. Temporarily reduces equipment load. 11013 A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground. Can be mixed in the Flask of Wondrous Physick. The resulting concoction makes consecutive attacks grow stronger the longer they continue. However, the effect lasts only for a short time. 11014 A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground. Can be mixed in the Flask of Wondrous Physick. The resulting concoction increases the power of charged attacks for a certain duration. 11015 A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground. Can be mixed in the Flask of Wondrous Physick. The resulting concoction increases the effectiveness of dodge rolls for a certain duration. However, damage taken is also increased during the concoction's effect. 11016 A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground. Can be mixed in the Flask of Wondrous Physick. Causes the resulting concoction to explode. A defective crystal tear which possesses absolutely no medicinal qualities. A lesson said to be learned the hard way for some; faith can be a volatile matter, after all. 11017 A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground. Can be mixed in the Flask of Wondrous Physick. Causes the resulting concoction to explode. A defective crystal tear which possesses absolutely no medicinal qualities. A lesson said to be learned the hard way for some; faith can be a volatile matter, after all. 11018 A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground. Can be mixed in the Flask of Wondrous Physick. The resulting concoction temporarily boosts one's poise. 11019 A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground. Can be mixed in the Flask of Wondrous Physick. The resulting concoction prevents one's runes from being lost upon death. However, the effect lasts only for a short time. 11020 A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground. Can be mixed in the Flask of Wondrous Physick. The resulting concoction converts incoming damage into recovered HP instead. However, physical damage cannot be converted. This effect is only brief and will quickly expire. 11021 A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground. Can be mixed in the Flask of Wondrous Physick. The resulting concoction temporarily boosts one's strength. 11022 A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground. Can be mixed in the Flask of Wondrous Physick. The resulting concoction temporarily boosts one's dexterity. 11023 A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground. Can be mixed in the Flask of Wondrous Physick. The resulting concoction temporarily boosts one's intelligence. 11024 A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground. Can be mixed in the Flask of Wondrous Physick. The resulting concoction temporarily boosts one's faith. 11025 A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground. Can be mixed in the Flask of Wondrous Physick. The resulting concoction eliminates all FP consumption. However, this effect is only brief and will quickly expire. 11026 A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground. Can be mixed in the Flask of Wondrous Physick. The resulting concoction makes one's attacks more likely to break enemy stances. However, the effect lasts only for a short time. 11027 A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground. Can be mixed in the Flask of Wondrous Physick. The resulting concoction purifies the curse from Mohg, Lord of Blood's terrifying rite of blood. 11028 A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground. Can be mixed in the Flask of Wondrous Physick. The resulting concoction temporarily boosts the power of one's fire attacks. 11029 A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground. Can be mixed in the Flask of Wondrous Physick. The resulting concoction temporarily boosts the power of one's magic attacks. 11030 A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground. Can be mixed in the Flask of Wondrous Physick. The resulting concoction temporarily boosts the power of one's lightning attacks. 11031 A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground. Can be mixed in the Flask of Wondrous Physick. The resulting concoction temporarily boosts the power of one's holy attacks. 15000 A slice of thinly carved beast flesh. Material used for crafting items. Found by hunting herbivorous beasts. The dried meat toughens the constitution. 15001 15002 15003 15004 15005 15006 15007 15008 15009 15010 The fresh liver of a beast; a luscious fruit of life. Material used for crafting items. Found by hunting herbivorous beasts. Dried liver boosts damage negation. 15011 15012 15013 15014 15015 15016 15017 15018 15019 15020 A lump of beast flesh filled with rich juices. Material used for crafting items. Found by hunting carnivorous beasts. Meat suitable for a rustic feast. 15021 15022 15023 15024 15025 15026 15027 15028 15029 15030 Fresh beast blood, glinting with gold. Material used for crafting items. Found by hunting carnivorous beasts. This glimmering blood never rots or decays. 15031 15032 15033 15034 15035 15036 15037 15038 15039 15040 A rarely-seen specimen of beast fang. Material used for crafting items. Found by hunting carnivorous beasts. These multiple, overlapping fangs grow from a single root. Perhaps they're a vestige of the primordial crucible. 15041 15042 15043 15044 15045 15046 15047 15048 15049 15050 A rarely-seen specimen of a young, budding horn. Material used for crafting items. Found by hunting herbivorous beasts. This horn began to sprout on a beast that typically bears no horn. Perhaps it's a vestige of the primordial crucible. 15051 15052 15053 15054 15055 15056 15057 15058 15059 15060 Flight feather of birds. Material used for crafting items. Commonly used for arrow fletchings. 15061 15062 15063 15064 15065 15066 15067 15068 15069 15070 Rarely-seen dark plumage found inside the wing. Material used for crafting items. Death's bearers were once said to have taken the form of birds, symbolized by these black feathers. 15071 15072 15073 15074 15075 15076 15077 15078 15079 15080 A four-toed fowl's foot. Material used for crafting items. In the Lands Between, having three digits is seen as a bad omen. As such, the four-toed fowl's foot is a gift of great luck indeed. 15081 15082 15083 15084 15085 15086 15087 15088 15089 15090 A splendid, lengthy cut of turtle neck meat. Material used for crafting items. Considered an especially nutritious ingredient In the south of the Lands Between. 15091 15092 15093 15094 15095 15096 15097 15098 15099 15100 Fragment of bone with dun mottling. Material used for crafting items. Found by hunting Those Who Live in Death. Lamentably brittle, it crumbles at the lightest caress. 15101 15102 15103 15104 15105 15106 15107 15108 15109 15110 Head of a large dragonfly. Material used for crafting items. Long believed to have the ability to neutralize poisons. 15111 15112 15113 15114 15115 15116 15117 15118 15119 15120 Owl eggs that will never hatch. Material used for crafting items. Prized as a symbol of the most sublime slumber. 15121 15122 15123 15124 15125 15126 15127 15128 15129 15130 Eggs of large crabs which dwell in the shallows. Material used for crafting items. A nutritious foodstuff that warms from within. The flavor is exquisite. Only those of comfort and means know the truth: a crab's eggs are more delectable than its meat. 15131 15132 15133 15134 15135 15136 15137 15138 15139 15140 Puffy, milky white ovary of a land octopus. Material used for crafting items. Land octopuses eat humans in order to bear young, and theirs is the blood that runs through these ovaries. 15141 15142 15143 15144 15145 15146 15147 15148 15149 15150 Pollen from a man-eating miranda flower. Material used for crafting items. Throughout history, perfumers have prized this extremely fragrant form of miranda pollen, not yet scattered into the air. 15151 15152 15153 15154 15155 15156 15157 15158 15159 15160 Thin strips of flesh taken from a bloodless creature. Material used for crafting items. The dried meat toughens the constitution, boosting resistance. It's known for its long-lasting effect. 15310 Someone's excrement. It has a golden tinge. Material used for crafting items. Gold-tinged excrement is a highly stable substance; it doesn't dry out, nor does it lose its customary warmth or scent. For better or for worse, it remains as it is. 15340 Thin, hard beast bones. Material used for crafting items. Found by hunting beasts. Commonly used to make disposable weapons. 15341 Thick, solid beast bones. Material used for crafting items. Found by hunting particularly large beasts. Commonly used to make disposable weapons. 15390 Unremarkable glintstone, found along roadways everywhere. Material used for crafting items. Though too impure to use as a permanent catalyst for glintstone sorcery, it's just about sufficient for crafting disposable sorcerous items. 15391 15392 15393 15394 15395 15396 15397 15398 15399 15400 Boasting no special qualities, this is merely a goodly length of string. Material used for crafting items. Often carried by demi-humans. Used to make certain items easier to use. 15401 15402 15403 15404 15405 15406 15407 15408 15409 15410 A fragment of a living jar, hardened after its death. Material used for crafting items. Such fragments command a high price due to the magical power locked within. This leaves the living jars unfortunate targets for poachers. 15411 15412 15413 15414 15415 15416 15417 15418 15419 15420 The thick, coagulated blood of the Albinaurics. Material used for crafting items. Albinaurics are lifeforms made by human hands. Thus, many believe them to live impure lives, untouched by the Erdtree's grace. 15421 15422 15423 15424 15425 15426 15427 15428 15429 15430 A feather from a hawk that lived as one with the storms. Material used for crafting items. These feathers, enveloped in swirling winds, are often used for arrow fletching. 20650 Flower that grows in toxic terrain. Material used for crafting items. Dripping with a deep-green poisonous liquid. 20651 A light-purple water lily that is on the verge of wilting. Material used for crafting items. Exceedingly rare to find. A symbol of faith in St. Trina. Dulls the senses, preventing agitation. 20652 Yellow flower that grows in lightning-struck lands. Material used for crafting items. Imbued with traces of lightning's essence. 20653 A delicate water lily of unalloyed gold that has started to fade and wilt. Material used for crafting items. Exceedingly rare to find. A flower signifying faith in the Haligtree. Thought to be beloved by the Empyrean Miquella in his youth. 20654 A purple flower that blooms in graveyards. Material used for crafting items. The hue of ghostflame, it's believed to be useful in calling forth spirits. 20655 20656 20657 20658 20659 20660 An Erdleaf flower that has faded to a pale scarlet, found blooming in rotten lands. Material used in crafting items. Said to be fed by leaves that fell from the Erdtree in days of antiquity. 20680 A dusky yellow flower that has started to fade to brown, found throughout the Lands Between. Material used for crafting items. Said to be fed by leaves that fell from the Erdtree in days of antiquity. 20681 A golden-tinged flower from a succulent plant that blooms on the Altus Plateau. Material used for crafting items. Said to be a funereal flower in an era long past, before the Erdtree grew. 20682 A half-ashen and smoldering flower that blooms on the Mountaintops of the Giants. Material used for crafting items. Fertilized by the sparks from the forge at the peak where burns the flame of ruin. 20683 A golden sunflower that grows facing the Erdtree. Material used for crafting items. Found near Minor Erdtrees. At the foot of the Erdtree, they retain their color, along with a powerful holy essence. 20684 20685 A large flower that blooms facing the Erdtree. Material used for crafting items. Found near Minor Erdtrees. Though wilted and faded, it still retains holy essence. 20686 20687 20688 20689 20690 Evergreen leaves that give off a faint light. Material used for crafting items. This very common medicinal plant can be found in thickets and elsewhere. 20691 Dark red leaves with thick, swollen veins. Material used for crafting items. Exceedingly rare to find. A faint pulse can be felt in the veins. Stirs the blood, providing an enlivening effect. 20710 A herb that grows in the false night in and around the Eternal City. Material used for crafting items. Soaked in arcane dew, it gives off the faint glow of starlight. 20711 20712 20713 20714 20715 20716 20717 20718 20719 20720 Berry-like red fruits that grow in shrubs. Material used for crafting items. Easily found everywhere in the Lands Between, it has a wide variety of uses. 20721 A Rowa fruit tinted with gold. Material used for crafting items. Easily found near the Erdtree. 20722 A berry-like fruit, thought to be the original strain of Rowa. Material used for crafting items. Found in frigid highlands. This hardy species takes root even when frozen solid. 20723 Blood-slick roses that bloom in blood-soaked soil. Material used for crafting items. Particularly beloved by those who serve the Lord of Blood. Glory to his inevitable reign. 20740 A shrub fruit bursting with ripened pulp. Material used for crafting items. Grown in lands afflicted by frenzy, it's used for its pain-relieving properties... Though it's also known to be a dangerous intoxicant. 20741 20742 20743 20744 20745 20746 20747 20748 20749 20750 A young plant, crystalized before it could mature. Material used for crafting items. Widely found in Liurnia Lake. 20751 A young plant, frozen into a crystal before it could mature. Material used for crafting items. Widely found in cold regions. 20752 20753 An immature bud containing fresh blood. Material used for crafting items. Believed to originate long ago from a strain of buds cultivated with youthful, sacramental blood. 20754 20755 20756 20757 20758 20759 20760 A fungal growth that thrives in damp thickets and elsewhere. Material used for crafting items. Its thick, spongy flesh makes it a key component in throwing pots. 20761 A mushroom that grows in the false night in and around the Eternal City. Material used for crafting items. It drips with a viscous fluid that behaves much like oil. 20762 20763 20764 20765 20766 20767 20768 20769 20770 A mushroom covered in toxic mold that grows in rotten lands. Material used for crafting items. A skilled hand can repurpose its toxic mold into an effective ward against scarlet rot. 20771 20772 20773 20774 20775 Resin secreted from the roots of the Greattree. Can also be found near trees on the surface. Material used in crafting items. The roots of the Greattree were once linked to those of the Erdtree, or so they say, and it is for this reason catacombs are built around Greattree roots. 20776 20777 20778 20779 20780 A cracked, impure, degraded, and altogether unremarkable crystal. Material used for crafting items. Widely found in crystal tunnels. 20795 A rare piece of stone fragment found near places where ruins have fallen from the sky. Material used for crafting items. It feeds and strengthens the light as it shines. 20796 20797 20798 20799 20800 An arcane butterfly with translucent wings. Material used for crafting items. Exceedingly rare to find. This butterfly appears as if it's just emerged from its cocoon for its entire life. 20801 A butterfly with withered, scarlet wings found in the Swamp of Aeonia. Material used for crafting items. According to myth, these butterflies were once the wings of the Goddess of Rot herself. 20802 An eternally burning butterfly found near wildfires and elsewhere. Material used for crafting items. Serves as the kindling for a number of items. 20803 20804 20805 20806 20807 20808 20809 20810 Firefly that gives off a silvery light. Material used in crafting items. Found near bodies of cold water untouched by sunlight. The light of fireflies is believed to have an alluring magic. Silver light is considered to invite riches. 20811 Firefly that gives off a golden light. Material used in crafting items. Found near bodies of water close to Minor Erdtrees. The light of fireflies is believed to have an alluring magic. Golden light is considered to invite runes. 20812 A firefly whose glowing tail has hardened into glintstone, widely found in Liurnia Lake. Material used for crafting items. Alas, now that its tail is glintstone, it can no longer beguile potential mates. 20813 20814 20815 20816 20817 20818 20819 20820 The golden, desiccated remains of a centipede. Material used for crafting items. Kept as a fetish by Golden Order fundamentalists, especially the hunters of Those Who Live in Death. As such, they're found near churches and similar. 20821 20822 20823 20824 20825 A hardened husk shed by a formless life form known as the Silver Tear, found in and around the Eternal City. Material used for crafting items. The Silver Tear makes mockery of life, reborn again and again into imitation. Perhaps, one day, it will be reborn a lord... 20826 20827 20828 20829 20830 Someone's excrement. It has a golden tinge. Material used for crafting items. Often hidden in woods and thickets. Gold-tinged excrement is a highly stable substance; it doesn't dry out, nor does it lose its customary warmth or scent. For better or for worse, it remains as it is. 20831 The bloody excrement of a carnivorous beast. Material used for crafting items. Found in the land of the new dynasty. Mixed inside with half-digested flesh are dense colonies of tiny eggs of unknown but assuredly revolting origin. 20832 20833 20834 20835 20836 20837 20838 20839 20840 Faintly luminescent moss that grows in dark caves. Material used in crafting items. A fundamental ingredient for medicinal boluses. 20841 Faintly luminescent moss that grows in dark caves, speckled with tiny, yellow flowers. Material used for crafting items. It is primarily used in perfumes. 20842 Faintly luminescent moss that grows in dark caves, laced with fine crystals. Material used for crafting items. Among mosses, it possesses unique medicinal properties. 20843 20844 20845 An ember taken from the eye socket of a corpse. Material used for crafting items. A sign that the deceased suffered from the flame of frenzy. This grape has ripened and burst. 20846 20847 20848 20849 20850 A smoldering rock containing hot gas. Material used for crafting items. Found on Mt. Gelmir. 20851 20852 Rock formed from solidified giant ant venom. Highly acidic. Material used for crafting items. Found near Ainsel River and other places where giant ants live. 20853 20854 20855 A small clump of sharp, pointed stones. Material used for crafting items. Such compound stones, found in lands once beset by ancient dragons, are said to be the scales of those very beasts. 200000 Legendary ashen remains. Use to summon the spirit of Black Knife Tiche. Tiche was one of the assassins who, on the night of the plot, imbued her black knife with the Rune of Death and slew Godwyn the Golden. She was the daughter of the Black Knife Ringleader, Alecto, and was killed protecting her mother during their flight from the royal capital. 200001 Legendary ashen remains. Use to summon the spirit of Black Knife Tiche. Tiche was one of the assassins who, on the night of the plot, imbued her black knife with the Rune of Death and slew Godwyn the Golden. She was the daughter of the Black Knife Ringleader, Alecto, and was killed protecting her mother during their flight from the royal capital. 200002 Legendary ashen remains. Use to summon the spirit of Black Knife Tiche. Tiche was one of the assassins who, on the night of the plot, imbued her black knife with the Rune of Death and slew Godwyn the Golden. She was the daughter of the Black Knife Ringleader, Alecto, and was killed protecting her mother during their flight from the royal capital. 200003 Legendary ashen remains. Use to summon the spirit of Black Knife Tiche. Tiche was one of the assassins who, on the night of the plot, imbued her black knife with the Rune of Death and slew Godwyn the Golden. She was the daughter of the Black Knife Ringleader, Alecto, and was killed protecting her mother during their flight from the royal capital. 200004 Legendary ashen remains. Use to summon the spirit of Black Knife Tiche. Tiche was one of the assassins who, on the night of the plot, imbued her black knife with the Rune of Death and slew Godwyn the Golden. She was the daughter of the Black Knife Ringleader, Alecto, and was killed protecting her mother during their flight from the royal capital. 200005 Legendary ashen remains. Use to summon the spirit of Black Knife Tiche. Tiche was one of the assassins who, on the night of the plot, imbued her black knife with the Rune of Death and slew Godwyn the Golden. She was the daughter of the Black Knife Ringleader, Alecto, and was killed protecting her mother during their flight from the royal capital. 200006 Legendary ashen remains. Use to summon the spirit of Black Knife Tiche. Tiche was one of the assassins who, on the night of the plot, imbued her black knife with the Rune of Death and slew Godwyn the Golden. She was the daughter of the Black Knife Ringleader, Alecto, and was killed protecting her mother during their flight from the royal capital. 200007 Legendary ashen remains. Use to summon the spirit of Black Knife Tiche. Tiche was one of the assassins who, on the night of the plot, imbued her black knife with the Rune of Death and slew Godwyn the Golden. She was the daughter of the Black Knife Ringleader, Alecto, and was killed protecting her mother during their flight from the royal capital. 200008 Legendary ashen remains. Use to summon the spirit of Black Knife Tiche. Tiche was one of the assassins who, on the night of the plot, imbued her black knife with the Rune of Death and slew Godwyn the Golden. She was the daughter of the Black Knife Ringleader, Alecto, and was killed protecting her mother during their flight from the royal capital. 200009 Legendary ashen remains. Use to summon the spirit of Black Knife Tiche. Tiche was one of the assassins who, on the night of the plot, imbued her black knife with the Rune of Death and slew Godwyn the Golden. She was the daughter of the Black Knife Ringleader, Alecto, and was killed protecting her mother during their flight from the royal capital. 200010 Legendary ashen remains. Use to summon the spirit of Black Knife Tiche. Tiche was one of the assassins who, on the night of the plot, imbued her black knife with the Rune of Death and slew Godwyn the Golden. She was the daughter of the Black Knife Ringleader, Alecto, and was killed protecting her mother during their flight from the royal capital. 201000 Ashen remains in which spirits yet dwell. Use to summon the spirit of Oleg, the Banished Knight. One of the two knights known as the Wings of the Storm. After his banishment, he attracted the notice of the Grace-Given Lord and later, having slain a hundred traitors as the Lord's hand, Oleg earned the hero's honor of Erdtree Burial. 201001 Ashen remains in which spirits yet dwell. Use to summon the spirit of Oleg, the Banished Knight. One of the two knights known as the Wings of the Storm. After his banishment, he attracted the notice of the Grace-Given Lord and later, having slain a hundred traitors as the Lord's hand, Oleg earned the hero's honor of Erdtree Burial. 201002 Ashen remains in which spirits yet dwell. Use to summon the spirit of Oleg, the Banished Knight. One of the two knights known as the Wings of the Storm. After his banishment, he attracted the notice of the Grace-Given Lord and later, having slain a hundred traitors as the Lord's hand, Oleg earned the hero's honor of Erdtree Burial. 201003 Ashen remains in which spirits yet dwell. Use to summon the spirit of Oleg, the Banished Knight. One of the two knights known as the Wings of the Storm. After his banishment, he attracted the notice of the Grace-Given Lord and later, having slain a hundred traitors as the Lord's hand, Oleg earned the hero's honor of Erdtree Burial. 201004 Ashen remains in which spirits yet dwell. Use to summon the spirit of Oleg, the Banished Knight. One of the two knights known as the Wings of the Storm. After his banishment, he attracted the notice of the Grace-Given Lord and later, having slain a hundred traitors as the Lord's hand, Oleg earned the hero's honor of Erdtree Burial. 201005 Ashen remains in which spirits yet dwell. Use to summon the spirit of Oleg, the Banished Knight. One of the two knights known as the Wings of the Storm. After his banishment, he attracted the notice of the Grace-Given Lord and later, having slain a hundred traitors as the Lord's hand, Oleg earned the hero's honor of Erdtree Burial. 201006 Ashen remains in which spirits yet dwell. Use to summon the spirit of Oleg, the Banished Knight. One of the two knights known as the Wings of the Storm. After his banishment, he attracted the notice of the Grace-Given Lord and later, having slain a hundred traitors as the Lord's hand, Oleg earned the hero's honor of Erdtree Burial. 201007 Ashen remains in which spirits yet dwell. Use to summon the spirit of Oleg, the Banished Knight. One of the two knights known as the Wings of the Storm. After his banishment, he attracted the notice of the Grace-Given Lord and later, having slain a hundred traitors as the Lord's hand, Oleg earned the hero's honor of Erdtree Burial. 201008 Ashen remains in which spirits yet dwell. Use to summon the spirit of Oleg, the Banished Knight. One of the two knights known as the Wings of the Storm. After his banishment, he attracted the notice of the Grace-Given Lord and later, having slain a hundred traitors as the Lord's hand, Oleg earned the hero's honor of Erdtree Burial. 201009 Ashen remains in which spirits yet dwell. Use to summon the spirit of Oleg, the Banished Knight. One of the two knights known as the Wings of the Storm. After his banishment, he attracted the notice of the Grace-Given Lord and later, having slain a hundred traitors as the Lord's hand, Oleg earned the hero's honor of Erdtree Burial. 201010 Ashen remains in which spirits yet dwell. Use to summon the spirit of Oleg, the Banished Knight. One of the two knights known as the Wings of the Storm. After his banishment, he attracted the notice of the Grace-Given Lord and later, having slain a hundred traitors as the Lord's hand, Oleg earned the hero's honor of Erdtree Burial. 202000 Ashen remains in which spirits yet dwell. Use to summon the spirit of Engvall, the Banished Knight. One of the two knights dubbed the Wings of the Storm. Despite his banishment, he rejected the invitation of the Grace-Given Lord, instead keeping watch over a masterless castle for many years, gaining renown as a hero of the fringes. 202001 Ashen remains in which spirits yet dwell. Use to summon the spirit of Engvall, the Banished Knight. One of the two knights dubbed the Wings of the Storm. Despite his banishment, he rejected the invitation of the Grace-Given Lord, instead keeping watch over a masterless castle for many years, gaining renown as a hero of the fringes. 202002 Ashen remains in which spirits yet dwell. Use to summon the spirit of Engvall, the Banished Knight. One of the two knights dubbed the Wings of the Storm. Despite his banishment, he rejected the invitation of the Grace-Given Lord, instead keeping watch over a masterless castle for many years, gaining renown as a hero of the fringes. 202003 Ashen remains in which spirits yet dwell. Use to summon the spirit of Engvall, the Banished Knight. One of the two knights dubbed the Wings of the Storm. Despite his banishment, he rejected the invitation of the Grace-Given Lord, instead keeping watch over a masterless castle for many years, gaining renown as a hero of the fringes. 202004 Ashen remains in which spirits yet dwell. Use to summon the spirit of Engvall, the Banished Knight. One of the two knights dubbed the Wings of the Storm. Despite his banishment, he rejected the invitation of the Grace-Given Lord, instead keeping watch over a masterless castle for many years, gaining renown as a hero of the fringes. 202005 Ashen remains in which spirits yet dwell. Use to summon the spirit of Engvall, the Banished Knight. One of the two knights dubbed the Wings of the Storm. Despite his banishment, he rejected the invitation of the Grace-Given Lord, instead keeping watch over a masterless castle for many years, gaining renown as a hero of the fringes. 202006 Ashen remains in which spirits yet dwell. Use to summon the spirit of Engvall, the Banished Knight. One of the two knights dubbed the Wings of the Storm. Despite his banishment, he rejected the invitation of the Grace-Given Lord, instead keeping watch over a masterless castle for many years, gaining renown as a hero of the fringes. 202007 Ashen remains in which spirits yet dwell. Use to summon the spirit of Engvall, the Banished Knight. One of the two knights dubbed the Wings of the Storm. Despite his banishment, he rejected the invitation of the Grace-Given Lord, instead keeping watch over a masterless castle for many years, gaining renown as a hero of the fringes. 202008 Ashen remains in which spirits yet dwell. Use to summon the spirit of Engvall, the Banished Knight. One of the two knights dubbed the Wings of the Storm. Despite his banishment, he rejected the invitation of the Grace-Given Lord, instead keeping watch over a masterless castle for many years, gaining renown as a hero of the fringes. 202009 Ashen remains in which spirits yet dwell. Use to summon the spirit of Engvall, the Banished Knight. One of the two knights dubbed the Wings of the Storm. Despite his banishment, he rejected the invitation of the Grace-Given Lord, instead keeping watch over a masterless castle for many years, gaining renown as a hero of the fringes. 202010 Ashen remains in which spirits yet dwell. Use to summon the spirit of Engvall, the Banished Knight. One of the two knights dubbed the Wings of the Storm. Despite his banishment, he rejected the invitation of the Grace-Given Lord, instead keeping watch over a masterless castle for many years, gaining renown as a hero of the fringes. 203000 Ashen remains in which spirits yet dwell. Use to summon two fanged imp spirits. These spirits are well suited to causing a disturbance, moving nimbly like pests and hurling magic pots. The two imps seem fond of each other's company. 203001 Ashen remains in which spirits yet dwell. Use to summon two fanged imp spirits. These spirits are well suited to causing a disturbance, moving nimbly like pests and hurling magic pots. The two imps seem fond of each other's company. 203002 Ashen remains in which spirits yet dwell. Use to summon two fanged imp spirits. These spirits are well suited to causing a disturbance, moving nimbly like pests and hurling magic pots. The two imps seem fond of each other's company. 203003 Ashen remains in which spirits yet dwell. Use to summon two fanged imp spirits. These spirits are well suited to causing a disturbance, moving nimbly like pests and hurling magic pots. The two imps seem fond of each other's company. 203004 Ashen remains in which spirits yet dwell. Use to summon two fanged imp spirits. These spirits are well suited to causing a disturbance, moving nimbly like pests and hurling magic pots. The two imps seem fond of each other's company. 203005 Ashen remains in which spirits yet dwell. Use to summon two fanged imp spirits. These spirits are well suited to causing a disturbance, moving nimbly like pests and hurling magic pots. The two imps seem fond of each other's company. 203006 Ashen remains in which spirits yet dwell. Use to summon two fanged imp spirits. These spirits are well suited to causing a disturbance, moving nimbly like pests and hurling magic pots. The two imps seem fond of each other's company. 203007 Ashen remains in which spirits yet dwell. Use to summon two fanged imp spirits. These spirits are well suited to causing a disturbance, moving nimbly like pests and hurling magic pots. The two imps seem fond of each other's company. 203008 Ashen remains in which spirits yet dwell. Use to summon two fanged imp spirits. These spirits are well suited to causing a disturbance, moving nimbly like pests and hurling magic pots. The two imps seem fond of each other's company. 203009 Ashen remains in which spirits yet dwell. Use to summon two fanged imp spirits. These spirits are well suited to causing a disturbance, moving nimbly like pests and hurling magic pots. The two imps seem fond of each other's company. 203010 Ashen remains in which spirits yet dwell. Use to summon two fanged imp spirits. These spirits are well suited to causing a disturbance, moving nimbly like pests and hurling magic pots. The two imps seem fond of each other's company. 204000 Ashen remains in which spirits yet dwell. Use to summon the spirit of Latenna the Albinauric. A rare case of one who chose to become a spirit voluntarily. Latenna was renowned as a deft magic archer. But having lost her beloved wolf companion, Lobo, she cannot move from the place where she was summoned. 204001 Ashen remains in which spirits yet dwell. Use to summon the spirit of Latenna the Albinauric. A rare case of one who chose to become a spirit voluntarily. Latenna was renowned as a deft magic archer. But having lost her beloved wolf companion, Lobo, she cannot move from the place where she was summoned. 204002 Ashen remains in which spirits yet dwell. Use to summon the spirit of Latenna the Albinauric. A rare case of one who chose to become a spirit voluntarily. Latenna was renowned as a deft magic archer. But having lost her beloved wolf companion, Lobo, she cannot move from the place where she was summoned. 204003 Ashen remains in which spirits yet dwell. Use to summon the spirit of Latenna the Albinauric. A rare case of one who chose to become a spirit voluntarily. Latenna was renowned as a deft magic archer. But having lost her beloved wolf companion, Lobo, she cannot move from the place where she was summoned. 204004 Ashen remains in which spirits yet dwell. Use to summon the spirit of Latenna the Albinauric. A rare case of one who chose to become a spirit voluntarily. Latenna was renowned as a deft magic archer. But having lost her beloved wolf companion, Lobo, she cannot move from the place where she was summoned. 204005 Ashen remains in which spirits yet dwell. Use to summon the spirit of Latenna the Albinauric. A rare case of one who chose to become a spirit voluntarily. Latenna was renowned as a deft magic archer. But having lost her beloved wolf companion, Lobo, she cannot move from the place where she was summoned. 204006 Ashen remains in which spirits yet dwell. Use to summon the spirit of Latenna the Albinauric. A rare case of one who chose to become a spirit voluntarily. Latenna was renowned as a deft magic archer. But having lost her beloved wolf companion, Lobo, she cannot move from the place where she was summoned. 204007 Ashen remains in which spirits yet dwell. Use to summon the spirit of Latenna the Albinauric. A rare case of one who chose to become a spirit voluntarily. Latenna was renowned as a deft magic archer. But having lost her beloved wolf companion, Lobo, she cannot move from the place where she was summoned. 204008 Ashen remains in which spirits yet dwell. Use to summon the spirit of Latenna the Albinauric. A rare case of one who chose to become a spirit voluntarily. Latenna was renowned as a deft magic archer. But having lost her beloved wolf companion, Lobo, she cannot move from the place where she was summoned. 204009 Ashen remains in which spirits yet dwell. Use to summon the spirit of Latenna the Albinauric. A rare case of one who chose to become a spirit voluntarily. Latenna was renowned as a deft magic archer. But having lost her beloved wolf companion, Lobo, she cannot move from the place where she was summoned. 204010 Ashen remains in which spirits yet dwell. Use to summon the spirit of Latenna the Albinauric. A rare case of one who chose to become a spirit voluntarily. Latenna was renowned as a deft magic archer. But having lost her beloved wolf companion, Lobo, she cannot move from the place where she was summoned. 205000 Ashen remains in which spirits yet dwell. Use to summon the spirit of a nomad. A member of a tribe that was entombed in the earth so as to bury the maddening disease that followed them. Able to emit the terrible flame of frenzy from his eyes, but has low HP and is frail, unable to take much in the way of punishment. 205001 Ashen remains in which spirits yet dwell. Use to summon the spirit of a nomad. A member of a tribe that was entombed in the earth so as to bury the maddening disease that followed them. Able to emit the terrible flame of frenzy from his eyes, but has low HP and is frail, unable to take much in the way of punishment. 205002 Ashen remains in which spirits yet dwell. Use to summon the spirit of a nomad. A member of a tribe that was entombed in the earth so as to bury the maddening disease that followed them. Able to emit the terrible flame of frenzy from his eyes, but has low HP and is frail, unable to take much in the way of punishment. 205003 Ashen remains in which spirits yet dwell. Use to summon the spirit of a nomad. A member of a tribe that was entombed in the earth so as to bury the maddening disease that followed them. Able to emit the terrible flame of frenzy from his eyes, but has low HP and is frail, unable to take much in the way of punishment. 205004 Ashen remains in which spirits yet dwell. Use to summon the spirit of a nomad. A member of a tribe that was entombed in the earth so as to bury the maddening disease that followed them. Able to emit the terrible flame of frenzy from his eyes, but has low HP and is frail, unable to take much in the way of punishment. 205005 Ashen remains in which spirits yet dwell. Use to summon the spirit of a nomad. A member of a tribe that was entombed in the earth so as to bury the maddening disease that followed them. Able to emit the terrible flame of frenzy from his eyes, but has low HP and is frail, unable to take much in the way of punishment. 205006 Ashen remains in which spirits yet dwell. Use to summon the spirit of a nomad. A member of a tribe that was entombed in the earth so as to bury the maddening disease that followed them. Able to emit the terrible flame of frenzy from his eyes, but has low HP and is frail, unable to take much in the way of punishment. 205007 Ashen remains in which spirits yet dwell. Use to summon the spirit of a nomad. A member of a tribe that was entombed in the earth so as to bury the maddening disease that followed them. Able to emit the terrible flame of frenzy from his eyes, but has low HP and is frail, unable to take much in the way of punishment. 205008 Ashen remains in which spirits yet dwell. Use to summon the spirit of a nomad. A member of a tribe that was entombed in the earth so as to bury the maddening disease that followed them. Able to emit the terrible flame of frenzy from his eyes, but has low HP and is frail, unable to take much in the way of punishment. 205009 Ashen remains in which spirits yet dwell. Use to summon the spirit of a nomad. A member of a tribe that was entombed in the earth so as to bury the maddening disease that followed them. Able to emit the terrible flame of frenzy from his eyes, but has low HP and is frail, unable to take much in the way of punishment. 205010 Ashen remains in which spirits yet dwell. Use to summon the spirit of a nomad. A member of a tribe that was entombed in the earth so as to bury the maddening disease that followed them. Able to emit the terrible flame of frenzy from his eyes, but has low HP and is frail, unable to take much in the way of punishment. 206000 An old puppet crafted in the Eternal City. Use to summon the spirits of a nightmaiden and a swordstress. These sisters, members of a cold-blooded race who wield flowing weapons, became puppets of their own volition. 206001 An old puppet crafted in the Eternal City. Use to summon the spirits of a nightmaiden and a swordstress. These sisters, members of a cold-blooded race who wield flowing weapons, became puppets of their own volition. 206002 An old puppet crafted in the Eternal City. Use to summon the spirits of a nightmaiden and a swordstress. These sisters, members of a cold-blooded race who wield flowing weapons, became puppets of their own volition. 206003 An old puppet crafted in the Eternal City. Use to summon the spirits of a nightmaiden and a swordstress. These sisters, members of a cold-blooded race who wield flowing weapons, became puppets of their own volition. 206004 An old puppet crafted in the Eternal City. Use to summon the spirits of a nightmaiden and a swordstress. These sisters, members of a cold-blooded race who wield flowing weapons, became puppets of their own volition. 206005 An old puppet crafted in the Eternal City. Use to summon the spirits of a nightmaiden and a swordstress. These sisters, members of a cold-blooded race who wield flowing weapons, became puppets of their own volition. 206006 An old puppet crafted in the Eternal City. Use to summon the spirits of a nightmaiden and a swordstress. These sisters, members of a cold-blooded race who wield flowing weapons, became puppets of their own volition. 206007 An old puppet crafted in the Eternal City. Use to summon the spirits of a nightmaiden and a swordstress. These sisters, members of a cold-blooded race who wield flowing weapons, became puppets of their own volition. 206008 An old puppet crafted in the Eternal City. Use to summon the spirits of a nightmaiden and a swordstress. These sisters, members of a cold-blooded race who wield flowing weapons, became puppets of their own volition. 206009 An old puppet crafted in the Eternal City. Use to summon the spirits of a nightmaiden and a swordstress. These sisters, members of a cold-blooded race who wield flowing weapons, became puppets of their own volition. 206010 An old puppet crafted in the Eternal City. Use to summon the spirits of a nightmaiden and a swordstress. These sisters, members of a cold-blooded race who wield flowing weapons, became puppets of their own volition. 207000 Legendary ashen remains. Use to summon the spirit of a mimic tear. Summoning consumes HP rather than FP. This spirit takes the form of the summoner to fight alongside them, but its mimicry does not extend to imitating the summoner's will. Mimic tears are the result of an attempt by the Eternal City to forge a lord. 207001 Legendary ashen remains. Use to summon the spirit of a mimic tear. Summoning consumes HP rather than FP. This spirit takes the form of the summoner to fight alongside them, but its mimicry does not extend to imitating the summoner's will. Mimic tears are the result of an attempt by the Eternal City to forge a lord. 207002 Legendary ashen remains. Use to summon the spirit of a mimic tear. Summoning consumes HP rather than FP. This spirit takes the form of the summoner to fight alongside them, but its mimicry does not extend to imitating the summoner's will. Mimic tears are the result of an attempt by the Eternal City to forge a lord. 207003 Legendary ashen remains. Use to summon the spirit of a mimic tear. Summoning consumes HP rather than FP. This spirit takes the form of the summoner to fight alongside them, but its mimicry does not extend to imitating the summoner's will. Mimic tears are the result of an attempt by the Eternal City to forge a lord. 207004 Legendary ashen remains. Use to summon the spirit of a mimic tear. Summoning consumes HP rather than FP. This spirit takes the form of the summoner to fight alongside them, but its mimicry does not extend to imitating the summoner's will. Mimic tears are the result of an attempt by the Eternal City to forge a lord. 207005 Legendary ashen remains. Use to summon the spirit of a mimic tear. Summoning consumes HP rather than FP. This spirit takes the form of the summoner to fight alongside them, but its mimicry does not extend to imitating the summoner's will. Mimic tears are the result of an attempt by the Eternal City to forge a lord. 207006 Legendary ashen remains. Use to summon the spirit of a mimic tear. Summoning consumes HP rather than FP. This spirit takes the form of the summoner to fight alongside them, but its mimicry does not extend to imitating the summoner's will. Mimic tears are the result of an attempt by the Eternal City to forge a lord. 207007 Legendary ashen remains. Use to summon the spirit of a mimic tear. Summoning consumes HP rather than FP. This spirit takes the form of the summoner to fight alongside them, but its mimicry does not extend to imitating the summoner's will. Mimic tears are the result of an attempt by the Eternal City to forge a lord. 207008 Legendary ashen remains. Use to summon the spirit of a mimic tear. Summoning consumes HP rather than FP. This spirit takes the form of the summoner to fight alongside them, but its mimicry does not extend to imitating the summoner's will. Mimic tears are the result of an attempt by the Eternal City to forge a lord. 207009 Legendary ashen remains. Use to summon the spirit of a mimic tear. Summoning consumes HP rather than FP. This spirit takes the form of the summoner to fight alongside them, but its mimicry does not extend to imitating the summoner's will. Mimic tears are the result of an attempt by the Eternal City to forge a lord. 207010 Legendary ashen remains. Use to summon the spirit of a mimic tear. Summoning consumes HP rather than FP. This spirit takes the form of the summoner to fight alongside them, but its mimicry does not extend to imitating the summoner's will. Mimic tears are the result of an attempt by the Eternal City to forge a lord. 208000 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Crystalian. Spirit that wields round crystalline blades, both big and small. Its sturdy body, itself hewn from crystal long ago, is hard enough to blunt its opponent's blades, but blows from bludgeoning weapons can shatter it easily. 208001 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Crystalian. Spirit that wields round crystalline blades, both big and small. Its sturdy body, itself hewn from crystal long ago, is hard enough to blunt its opponent's blades, but blows from blunt weapons can shatter it easily. 208002 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Crystalian. Spirit that wields round crystalline blades, both big and small. Its sturdy body, itself hewn from crystal long ago, is hard enough to blunt its opponent's blades, but blows from blunt weapons can shatter it easily. 208003 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Crystalian. Spirit that wields round crystalline blades, both big and small. Its sturdy body, itself hewn from crystal long ago, is hard enough to blunt its opponent's blades, but blows from blunt weapons can shatter it easily. 208004 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Crystalian. Spirit that wields round crystalline blades, both big and small. Its sturdy body, itself hewn from crystal long ago, is hard enough to blunt its opponent's blades, but blows from blunt weapons can shatter it easily. 208005 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Crystalian. Spirit that wields round crystalline blades, both big and small. Its sturdy body, itself hewn from crystal long ago, is hard enough to blunt its opponent's blades, but blows from blunt weapons can shatter it easily. 208006 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Crystalian. Spirit that wields round crystalline blades, both big and small. Its sturdy body, itself hewn from crystal long ago, is hard enough to blunt its opponent's blades, but blows from blunt weapons can shatter it easily. 208007 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Crystalian. Spirit that wields round crystalline blades, both big and small. Its sturdy body, itself hewn from crystal long ago, is hard enough to blunt its opponent's blades, but blows from blunt weapons can shatter it easily. 208008 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Crystalian. Spirit that wields round crystalline blades, both big and small. Its sturdy body, itself hewn from crystal long ago, is hard enough to blunt its opponent's blades, but blows from blunt weapons can shatter it easily. 208009 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Crystalian. Spirit that wields round crystalline blades, both big and small. Its sturdy body, itself hewn from crystal long ago, is hard enough to blunt its opponent's blades, but blows from blunt weapons can shatter it easily. 208010 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Crystalian. Spirit that wields round crystalline blades, both big and small. Its sturdy body, itself hewn from crystal long ago, is hard enough to blunt its opponent's blades, but blows from blunt weapons can shatter it easily. 209000 Ashen remains in which spirits yet dwell. Use to summon the spirit of an ancestral follower. A spirit of the horned folk who eschew letters and metalworking. Brawny, and versed in distinctive spiritual arts, this particular tribesman wields a heavy bow. 209001 Ashen remains in which spirits yet dwell. Use to summon the spirit of an ancestral follower. A spirit of the horned folk who eschew letters and metalworking. Brawny, and versed in distinctive spiritual arts, this particular tribesman wields a heavy bow. 209002 Ashen remains in which spirits yet dwell. Use to summon the spirit of an ancestral follower. A spirit of the horned folk who eschew letters and metalworking. Brawny, and versed in distinctive spiritual arts, this particular tribesman wields a heavy bow. 209003 Ashen remains in which spirits yet dwell. Use to summon the spirit of an ancestral follower. A spirit of the horned folk who eschew letters and metalworking. Brawny, and versed in distinctive spiritual arts, this particular tribesman wields a heavy bow. 209004 Ashen remains in which spirits yet dwell. Use to summon the spirit of an ancestral follower. A spirit of the horned folk who eschew letters and metalworking. Brawny, and versed in distinctive spiritual arts, this particular tribesman wields a heavy bow. 209005 Ashen remains in which spirits yet dwell. Use to summon the spirit of an ancestral follower. A spirit of the horned folk who eschew letters and metalworking. Brawny, and versed in distinctive spiritual arts, this particular tribesman wields a heavy bow. 209006 Ashen remains in which spirits yet dwell. Use to summon the spirit of an ancestral follower. A spirit of the horned folk who eschew letters and metalworking. Brawny, and versed in distinctive spiritual arts, this particular tribesman wields a heavy bow. 209007 Ashen remains in which spirits yet dwell. Use to summon the spirit of an ancestral follower. A spirit of the horned folk who eschew letters and metalworking. Brawny, and versed in distinctive spiritual arts, this particular tribesman wields a heavy bow. 209008 Ashen remains in which spirits yet dwell. Use to summon the spirit of an ancestral follower. A spirit of the horned folk who eschew letters and metalworking. Brawny, and versed in distinctive spiritual arts, this particular tribesman wields a heavy bow. 209009 Ashen remains in which spirits yet dwell. Use to summon the spirit of an ancestral follower. A spirit of the horned folk who eschew letters and metalworking. Brawny, and versed in distinctive spiritual arts, this particular tribesman wields a heavy bow. 209010 Ashen remains in which spirits yet dwell. Use to summon the spirit of an ancestral follower. A spirit of the horned folk who eschew letters and metalworking. Brawny, and versed in distinctive spiritual arts, this particular tribesman wields a heavy bow. 210000 Ashen remains in which spirits yet dwell. Use to summon the spirit of a winged misbegotten. A spirit with the aspect of wings which takes flight to loose arrows from its bow. The misbegotten are held to be a punishment for making contact with the Crucible, and from birth they are treated as slaves, or worse. 210001 Ashen remains in which spirits yet dwell. Use to summon the spirit of a winged misbegotten. A spirit with the aspect of wings which takes flight to loose arrows from its bow. The misbegotten are held to be a punishment for making contact with the Crucible, and from birth they are treated as slaves, or worse. 210002 Ashen remains in which spirits yet dwell. Use to summon the spirit of a winged misbegotten. A spirit with the aspect of wings which takes flight to loose arrows from its bow. The misbegotten are held to be a punishment for making contact with the Crucible, and from birth they are treated as slaves, or worse. 210003 Ashen remains in which spirits yet dwell. Use to summon the spirit of a winged misbegotten. A spirit with the aspect of wings which takes flight to loose arrows from its bow. The misbegotten are held to be a punishment for making contact with the Crucible, and from birth they are treated as slaves, or worse. 210004 Ashen remains in which spirits yet dwell. Use to summon the spirit of a winged misbegotten. A spirit with the aspect of wings which takes flight to loose arrows from its bow. The misbegotten are held to be a punishment for making contact with the Crucible, and from birth they are treated as slaves, or worse. 210005 Ashen remains in which spirits yet dwell. Use to summon the spirit of a winged misbegotten. A spirit with the aspect of wings which takes flight to loose arrows from its bow. The misbegotten are held to be a punishment for making contact with the Crucible, and from birth they are treated as slaves, or worse. 210006 Ashen remains in which spirits yet dwell. Use to summon the spirit of a winged misbegotten. A spirit with the aspect of wings which takes flight to loose arrows from its bow. The misbegotten are held to be a punishment for making contact with the Crucible, and from birth they are treated as slaves, or worse. 210007 Ashen remains in which spirits yet dwell. Use to summon the spirit of a winged misbegotten. A spirit with the aspect of wings which takes flight to loose arrows from its bow. The misbegotten are held to be a punishment for making contact with the Crucible, and from birth they are treated as slaves, or worse. 210008 Ashen remains in which spirits yet dwell. Use to summon the spirit of a winged misbegotten. A spirit with the aspect of wings which takes flight to loose arrows from its bow. The misbegotten are held to be a punishment for making contact with the Crucible, and from birth they are treated as slaves, or worse. 210009 Ashen remains in which spirits yet dwell. Use to summon the spirit of a winged misbegotten. A spirit with the aspect of wings which takes flight to loose arrows from its bow. The misbegotten are held to be a punishment for making contact with the Crucible, and from birth they are treated as slaves, or worse. 210010 Ashen remains in which spirits yet dwell. Use to summon the spirit of a winged misbegotten. A spirit with the aspect of wings which takes flight to loose arrows from its bow. The misbegotten are held to be a punishment for making contact with the Crucible, and from birth they are treated as slaves, or worse. 211000 Ashen remains in which spirits yet dwell. Use to summon the spirits of two Albinaurics. A strapping duo of cartwheeling spirits who wield ripple swords and spew freezing breath. Both are second-generation Albinaurics, with dumpy heads that resemble those of frogs. 211001 Ashen remains in which spirits yet dwell. Use to summon the spirits of two Albinaurics. A strapping duo of cartwheeling spirits who wield ripple swords and spew freezing breath. Both are second-generation Albinaurics, with dumpy heads that resemble those of frogs. 211002 Ashen remains in which spirits yet dwell. Use to summon the spirits of two Albinaurics. A strapping duo of cartwheeling spirits who wield ripple swords and spew freezing breath. Both are second-generation Albinaurics, with dumpy heads that resemble those of frogs. 211003 Ashen remains in which spirits yet dwell. Use to summon the spirits of two Albinaurics. A strapping duo of cartwheeling spirits who wield ripple swords and spew freezing breath. Both are second-generation Albinaurics, with dumpy heads that resemble those of frogs. 211004 Ashen remains in which spirits yet dwell. Use to summon the spirits of two Albinaurics. A strapping duo of cartwheeling spirits who wield ripple swords and spew freezing breath. Both are second-generation Albinaurics, with dumpy heads that resemble those of frogs. 211005 Ashen remains in which spirits yet dwell. Use to summon the spirits of two Albinaurics. A strapping duo of cartwheeling spirits who wield ripple swords and spew freezing breath. Both are second-generation Albinaurics, with dumpy heads that resemble those of frogs. 211006 Ashen remains in which spirits yet dwell. Use to summon the spirits of two Albinaurics. A strapping duo of cartwheeling spirits who wield ripple swords and spew freezing breath. Both are second-generation Albinaurics, with dumpy heads that resemble those of frogs. 211007 Ashen remains in which spirits yet dwell. Use to summon the spirits of two Albinaurics. A strapping duo of cartwheeling spirits who wield ripple swords and spew freezing breath. Both are second-generation Albinaurics, with dumpy heads that resemble those of frogs. 211008 Ashen remains in which spirits yet dwell. Use to summon the spirits of two Albinaurics. A strapping duo of cartwheeling spirits who wield ripple swords and spew freezing breath. Both are second-generation Albinaurics, with dumpy heads that resemble those of frogs. 211009 Ashen remains in which spirits yet dwell. Use to summon the spirits of two Albinaurics. A strapping duo of cartwheeling spirits who wield ripple swords and spew freezing breath. Both are second-generation Albinaurics, with dumpy heads that resemble those of frogs. 211010 Ashen remains in which spirits yet dwell. Use to summon the spirits of two Albinaurics. A strapping duo of cartwheeling spirits who wield ripple swords and spew freezing breath. Both are second-generation Albinaurics, with dumpy heads that resemble those of frogs. 212000 Ashen remains in which spirits yet dwell. Use to summon the spirits of two skeletal militiamen. These are the spirits of militiamen who live in Death, and will continue to rise again until properly finished off. This is the grotesque fate of those who come into contact with Deathroot. 212001 Ashen remains in which spirits yet dwell. Use to summon the spirits of two skeletal militiamen. These are the spirits of militiamen who live in Death, and will continue to rise again until properly finished off. This is the grotesque fate of those who come into contact with Deathroot. 212002 Ashen remains in which spirits yet dwell. Use to summon the spirits of two skeletal militiamen. These are the spirits of militiamen who live in Death, and will continue to rise again until properly finished off. This is the grotesque fate of those who come into contact with Deathroot. 212003 Ashen remains in which spirits yet dwell. Use to summon the spirits of two skeletal militiamen. These are the spirits of militiamen who live in Death, and will continue to rise again until properly finished off. This is the grotesque fate of those who come into contact with Deathroot. 212004 Ashen remains in which spirits yet dwell. Use to summon the spirits of two skeletal militiamen. These are the spirits of militiamen who live in Death, and will continue to rise again until properly finished off. This is the grotesque fate of those who come into contact with Deathroot. 212005 Ashen remains in which spirits yet dwell. Use to summon the spirits of two skeletal militiamen. These are the spirits of militiamen who live in Death, and will continue to rise again until properly finished off. This is the grotesque fate of those who come into contact with Deathroot. 212006 Ashen remains in which spirits yet dwell. Use to summon the spirits of two skeletal militiamen. These are the spirits of militiamen who live in Death, and will continue to rise again until properly finished off. This is the grotesque fate of those who come into contact with Deathroot. 212007 Ashen remains in which spirits yet dwell. Use to summon the spirits of two skeletal militiamen. These are the spirits of militiamen who live in Death, and will continue to rise again until properly finished off. This is the grotesque fate of those who come into contact with Deathroot. 212008 Ashen remains in which spirits yet dwell. Use to summon the spirits of two skeletal militiamen. These are the spirits of militiamen who live in Death, and will continue to rise again until properly finished off. This is the grotesque fate of those who come into contact with Deathroot. 212009 Ashen remains in which spirits yet dwell. Use to summon the spirits of two skeletal militiamen. These are the spirits of militiamen who live in Death, and will continue to rise again until properly finished off. This is the grotesque fate of those who come into contact with Deathroot. 212010 Ashen remains in which spirits yet dwell. Use to summon the spirits of two skeletal militiamen. These are the spirits of militiamen who live in Death, and will continue to rise again until properly finished off. This is the grotesque fate of those who come into contact with Deathroot. 213000 Ashen remains in which spirits yet dwell. Use to summon the spirit of a skeletal bandit. This is the spirit of a bandit who lives in Death, and will continue to rise again until properly finished off. After the night of the plot, Deathroot appeared in the Lands Between, and Those Who Live in Death soon followed. 213001 Ashen remains in which spirits yet dwell. Use to summon the spirit of a skeletal bandit. This is the spirit of a bandit who lives in Death, and will continue to rise again until properly finished off. After the night of the plot, Deathroot appeared in the Lands Between, and Those Who Live in Death soon followed. 213002 Ashen remains in which spirits yet dwell. Use to summon the spirit of a skeletal bandit. This is the spirit of a bandit who lives in Death, and will continue to rise again until properly finished off. After the night of the plot, Deathroot appeared in the Lands Between, and Those Who Live in Death soon followed. 213003 Ashen remains in which spirits yet dwell. Use to summon the spirit of a skeletal bandit. This is the spirit of a bandit who lives in Death, and will continue to rise again until properly finished off. After the night of the plot, Deathroot appeared in the Lands Between, and Those Who Live in Death soon followed. 213004 Ashen remains in which spirits yet dwell. Use to summon the spirit of a skeletal bandit. This is the spirit of a bandit who lives in Death, and will continue to rise again until properly finished off. After the night of the plot, Deathroot appeared in the Lands Between, and Those Who Live in Death soon followed. 213005 Ashen remains in which spirits yet dwell. Use to summon the spirit of a skeletal bandit. This is the spirit of a bandit who lives in Death, and will continue to rise again until properly finished off. After the night of the plot, Deathroot appeared in the Lands Between, and Those Who Live in Death soon followed. 213006 Ashen remains in which spirits yet dwell. Use to summon the spirit of a skeletal bandit. This is the spirit of a bandit who lives in Death, and will continue to rise again until properly finished off. After the night of the plot, Deathroot appeared in the Lands Between, and Those Who Live in Death soon followed. 213007 Ashen remains in which spirits yet dwell. Use to summon the spirit of a skeletal bandit. This is the spirit of a bandit who lives in Death, and will continue to rise again until properly finished off. After the night of the plot, Deathroot appeared in the Lands Between, and Those Who Live in Death soon followed. 213008 Ashen remains in which spirits yet dwell. Use to summon the spirit of a skeletal bandit. This is the spirit of a bandit who lives in Death, and will continue to rise again until properly finished off. After the night of the plot, Deathroot appeared in the Lands Between, and Those Who Live in Death soon followed. 213009 Ashen remains in which spirits yet dwell. Use to summon the spirit of a skeletal bandit. This is the spirit of a bandit who lives in Death, and will continue to rise again until properly finished off. After the night of the plot, Deathroot appeared in the Lands Between, and Those Who Live in Death soon followed. 213010 Ashen remains in which spirits yet dwell. Use to summon the spirit of a skeletal bandit. This is the spirit of a bandit who lives in Death, and will continue to rise again until properly finished off. After the night of the plot, Deathroot appeared in the Lands Between, and Those Who Live in Death soon followed. 214000 Ashen remains in which spirits yet dwell. Use to summon the spirits of four Oracle Envoys. Spirits of a monstrous band of musicians who employ sacred arts. It is said that when Oracle Envoys appear, playing their pipes, they do so to herald the arrival of a new god, or a new age. 214001 Ashen remains in which spirits yet dwell. Use to summon the spirits of four Oracle Envoys. Spirits of a monstrous band of musicians who employ sacred arts. It is said that when Oracle Envoys appear, playing their pipes, they do so to herald the arrival of a new god, or a new age. 214002 Ashen remains in which spirits yet dwell. Use to summon the spirits of four Oracle Envoys. Spirits of a monstrous band of musicians who employ sacred arts. It is said that when Oracle Envoys appear, playing their pipes, they do so to herald the arrival of a new god, or a new age. 214003 Ashen remains in which spirits yet dwell. Use to summon the spirits of four Oracle Envoys. Spirits of a monstrous band of musicians who employ sacred arts. It is said that when Oracle Envoys appear, playing their pipes, they do so to herald the arrival of a new god, or a new age. 214004 Ashen remains in which spirits yet dwell. Use to summon the spirits of four Oracle Envoys. Spirits of a monstrous band of musicians who employ sacred arts. It is said that when Oracle Envoys appear, playing their pipes, they do so to herald the arrival of a new god, or a new age. 214005 Ashen remains in which spirits yet dwell. Use to summon the spirits of four Oracle Envoys. Spirits of a monstrous band of musicians who employ sacred arts. It is said that when Oracle Envoys appear, playing their pipes, they do so to herald the arrival of a new god, or a new age. 214006 Ashen remains in which spirits yet dwell. Use to summon the spirits of four Oracle Envoys. Spirits of a monstrous band of musicians who employ sacred arts. It is said that when Oracle Envoys appear, playing their pipes, they do so to herald the arrival of a new god, or a new age. 214007 Ashen remains in which spirits yet dwell. Use to summon the spirits of four Oracle Envoys. Spirits of a monstrous band of musicians who employ sacred arts. It is said that when Oracle Envoys appear, playing their pipes, they do so to herald the arrival of a new god, or a new age. 214008 Ashen remains in which spirits yet dwell. Use to summon the spirits of four Oracle Envoys. Spirits of a monstrous band of musicians who employ sacred arts. It is said that when Oracle Envoys appear, playing their pipes, they do so to herald the arrival of a new god, or a new age. 214009 Ashen remains in which spirits yet dwell. Use to summon the spirits of four Oracle Envoys. Spirits of a monstrous band of musicians who employ sacred arts. It is said that when Oracle Envoys appear, playing their pipes, they do so to herald the arrival of a new god, or a new age. 214010 Ashen remains in which spirits yet dwell. Use to summon the spirits of four Oracle Envoys. Spirits of a monstrous band of musicians who employ sacred arts. It is said that when Oracle Envoys appear, playing their pipes, they do so to herald the arrival of a new god, or a new age. 215000 Ashen remains in which spirits yet dwell. Use to summon the spirits of four putrid corpses. These spirits appear some distance from the summoner. Though their movements are dull and confused, their low moans make them effective at drawing the attention of enemies. True death does not come easily for them. 215001 Ashen remains in which spirits yet dwell. Use to summon the spirits of four putrid corpses. These spirits appear some distance from the summoner. Though their movements are dull and confused, their low moans make them effective at drawing the attention of enemies. True death does not come easily for them. 215002 Ashen remains in which spirits yet dwell. Use to summon the spirits of four putrid corpses. These spirits appear some distance from the summoner. Though their movements are dull and confused, their low moans make them effective at drawing the attention of enemies. True death does not come easily for them. 215003 Ashen remains in which spirits yet dwell. Use to summon the spirits of four putrid corpses. These spirits appear some distance from the summoner. Though their movements are dull and confused, their low moans make them effective at drawing the attention of enemies. True death does not come easily for them. 215004 Ashen remains in which spirits yet dwell. Use to summon the spirits of four putrid corpses. These spirits appear some distance from the summoner. Though their movements are dull and confused, their low moans make them effective at drawing the attention of enemies. True death does not come easily for them. 215005 Ashen remains in which spirits yet dwell. Use to summon the spirits of four putrid corpses. These spirits appear some distance from the summoner. Though their movements are dull and confused, their low moans make them effective at drawing the attention of enemies. True death does not come easily for them. 215006 Ashen remains in which spirits yet dwell. Use to summon the spirits of four putrid corpses. These spirits appear some distance from the summoner. Though their movements are dull and confused, their low moans make them effective at drawing the attention of enemies. True death does not come easily for them. 215007 Ashen remains in which spirits yet dwell. Use to summon the spirits of four putrid corpses. These spirits appear some distance from the summoner. Though their movements are dull and confused, their low moans make them effective at drawing the attention of enemies. True death does not come easily for them. 215008 Ashen remains in which spirits yet dwell. Use to summon the spirits of four putrid corpses. These spirits appear some distance from the summoner. Though their movements are dull and confused, their low moans make them effective at drawing the attention of enemies. True death does not come easily for them. 215009 Ashen remains in which spirits yet dwell. Use to summon the spirits of four putrid corpses. These spirits appear some distance from the summoner. Though their movements are dull and confused, their low moans make them effective at drawing the attention of enemies. True death does not come easily for them. 215010 Ashen remains in which spirits yet dwell. Use to summon the spirits of four putrid corpses. These spirits appear some distance from the summoner. Though their movements are dull and confused, their low moans make them effective at drawing the attention of enemies. True death does not come easily for them. 216000 Ashen remains in which spirits yet dwell. Use to summon the spirit of Carmaan, the depraved perfumer. Depraved perfumers practice their art for themselves alone. Carmaan was a notably formidable perfumer whose strength rivaled that of heroes, and it is said that he was in search of a secret physick of revivification. 216001 Ashen remains in which spirits yet dwell. Use to summon the spirit of Carmaan, the depraved perfumer. Depraved perfumers practice their art for themselves alone. Carmaan was a notably formidable perfumer whose strength rivaled that of heroes, and it is said that he was in search of a secret physick of revivification. 216002 Ashen remains in which spirits yet dwell. Use to summon the spirit of Carmaan, the depraved perfumer. Depraved perfumers practice their art for themselves alone. Carmaan was a notably formidable perfumer whose strength rivaled that of heroes, and it is said that he was in search of a secret physick of revivification. 216003 Ashen remains in which spirits yet dwell. Use to summon the spirit of Carmaan, the depraved perfumer. Depraved perfumers practice their art for themselves alone. Carmaan was a notably formidable perfumer whose strength rivaled that of heroes, and it is said that he was in search of a secret physick of revivification. 216004 Ashen remains in which spirits yet dwell. Use to summon the spirit of Carmaan, the depraved perfumer. Depraved perfumers practice their art for themselves alone. Carmaan was a notably formidable perfumer whose strength rivaled that of heroes, and it is said that he was in search of a secret physick of revivification. 216005 Ashen remains in which spirits yet dwell. Use to summon the spirit of Carmaan, the depraved perfumer. Depraved perfumers practice their art for themselves alone. Carmaan was a notably formidable perfumer whose strength rivaled that of heroes, and it is said that he was in search of a secret physick of revivification. 216006 Ashen remains in which spirits yet dwell. Use to summon the spirit of Carmaan, the depraved perfumer. Depraved perfumers practice their art for themselves alone. Carmaan was a notably formidable perfumer whose strength rivaled that of heroes, and it is said that he was in search of a secret physick of revivification. 216007 Ashen remains in which spirits yet dwell. Use to summon the spirit of Carmaan, the depraved perfumer. Depraved perfumers practice their art for themselves alone. Carmaan was a notably formidable perfumer whose strength rivaled that of heroes, and it is said that he was in search of a secret physick of revivification. 216008 Ashen remains in which spirits yet dwell. Use to summon the spirit of Carmaan, the depraved perfumer. Depraved perfumers practice their art for themselves alone. Carmaan was a notably formidable perfumer whose strength rivaled that of heroes, and it is said that he was in search of a secret physick of revivification. 216009 Ashen remains in which spirits yet dwell. Use to summon the spirit of Carmaan, the depraved perfumer. Depraved perfumers practice their art for themselves alone. Carmaan was a notably formidable perfumer whose strength rivaled that of heroes, and it is said that he was in search of a secret physick of revivification. 216010 Ashen remains in which spirits yet dwell. Use to summon the spirit of Carmaan, the depraved perfumer. Depraved perfumers practice their art for themselves alone. Carmaan was a notably formidable perfumer whose strength rivaled that of heroes, and it is said that he was in search of a secret physick of revivification. 217000 Ashen remains in which spirits yet dwell. Use to summon the spirit of Tricia, the perfumer. Tricia was once known as a healer who dedicated her efforts to treating Misbegotten, Omen, and all those seen as impure. When her efforts failed, she was their companion as they died, watching over them to ensure that they could pass peacefully, free of pain. A tale akin to the origins of the deathbed companions. 217001 Ashen remains in which spirits yet dwell. Use to summon the spirit of Tricia, the perfumer. Tricia was once known as a healer who dedicated her efforts to treating Misbegotten, Omen, and all those seen as impure. When her efforts failed, she was their companion as they died, watching over them to ensure that they could pass peacefully, free of pain. A tale akin to the origins of the deathbed companions. 217002 Ashen remains in which spirits yet dwell. Use to summon the spirit of Tricia, the perfumer. Tricia was once known as a healer who dedicated her efforts to treating Misbegotten, Omen, and all those seen as impure. When her efforts failed, she was their companion as they died, watching over them to ensure that they could pass peacefully, free of pain. A tale akin to the origins of the deathbed companions. 217003 Ashen remains in which spirits yet dwell. Use to summon the spirit of Tricia, the perfumer. Tricia was once known as a healer who dedicated her efforts to treating Misbegotten, Omen, and all those seen as impure. When her efforts failed, she was their companion as they died, watching over them to ensure that they could pass peacefully, free of pain. A tale akin to the origins of the deathbed companions. 217004 Ashen remains in which spirits yet dwell. Use to summon the spirit of Tricia, the perfumer. Tricia was once known as a healer who dedicated her efforts to treating Misbegotten, Omen, and all those seen as impure. When her efforts failed, she was their companion as they died, watching over them to ensure that they could pass peacefully, free of pain. A tale akin to the origins of the deathbed companions. 217005 Ashen remains in which spirits yet dwell. Use to summon the spirit of Tricia, the perfumer. Tricia was once known as a healer who dedicated her efforts to treating Misbegotten, Omen, and all those seen as impure. When her efforts failed, she was their companion as they died, watching over them to ensure that they could pass peacefully, free of pain. A tale akin to the origins of the deathbed companions. 217006 Ashen remains in which spirits yet dwell. Use to summon the spirit of Tricia, the perfumer. Tricia was once known as a healer who dedicated her efforts to treating Misbegotten, Omen, and all those seen as impure. When her efforts failed, she was their companion as they died, watching over them to ensure that they could pass peacefully, free of pain. A tale akin to the origins of the deathbed companions. 217007 Ashen remains in which spirits yet dwell. Use to summon the spirit of Tricia, the perfumer. Tricia was once known as a healer who dedicated her efforts to treating Misbegotten, Omen, and all those seen as impure. When her efforts failed, she was their companion as they died, watching over them to ensure that they could pass peacefully, free of pain. A tale akin to the origins of the deathbed companions. 217008 Ashen remains in which spirits yet dwell. Use to summon the spirit of Tricia, the perfumer. Tricia was once known as a healer who dedicated her efforts to treating Misbegotten, Omen, and all those seen as impure. When her efforts failed, she was their companion as they died, watching over them to ensure that they could pass peacefully, free of pain. A tale akin to the origins of the deathbed companions. 217009 Ashen remains in which spirits yet dwell. Use to summon the spirit of Tricia, the perfumer. Tricia was once known as a healer who dedicated her efforts to treating Misbegotten, Omen, and all those seen as impure. When her efforts failed, she was their companion as they died, watching over them to ensure that they could pass peacefully, free of pain. A tale akin to the origins of the deathbed companions. 217010 Ashen remains in which spirits yet dwell. Use to summon the spirit of Tricia, the perfumer. Tricia was once known as a healer who dedicated her efforts to treating Misbegotten, Omen, and all those seen as impure. When her efforts failed, she was their companion as they died, watching over them to ensure that they could pass peacefully, free of pain. A tale akin to the origins of the deathbed companions. 218000 Ashen remains in which spirits yet dwell. Use to summon the spirit of a glintstone sorcerer. Spirit of a Raya Lucaria sorcerer wearing a stone crown. A scholar of the Olivinus Conspectus, who has mastered the use of the Glintstone Stars sorcery. 218001 Ashen remains in which spirits yet dwell. Use to summon the spirit of a glintstone sorcerer. Spirit of a Raya Lucaria sorcerer wearing a stone crown. A scholar of the Olivinus Conspectus, who has mastered the use of the Glintstone Stars sorcery. 218002 Ashen remains in which spirits yet dwell. Use to summon the spirit of a glintstone sorcerer. Spirit of a Raya Lucaria sorcerer wearing a stone crown. A scholar of the Olivinus Conspectus, who has mastered the use of the Glintstone Stars sorcery. 218003 Ashen remains in which spirits yet dwell. Use to summon the spirit of a glintstone sorcerer. Spirit of a Raya Lucaria sorcerer wearing a stone crown. A scholar of the Olivinus Conspectus, who has mastered the use of the Glintstone Stars sorcery. 218004 Ashen remains in which spirits yet dwell. Use to summon the spirit of a glintstone sorcerer. Spirit of a Raya Lucaria sorcerer wearing a stone crown. A scholar of the Olivinus Conspectus, who has mastered the use of the Glintstone Stars sorcery. 218005 Ashen remains in which spirits yet dwell. Use to summon the spirit of a glintstone sorcerer. Spirit of a Raya Lucaria sorcerer wearing a stone crown. A scholar of the Olivinus Conspectus, who has mastered the use of the Glintstone Stars sorcery. 218006 Ashen remains in which spirits yet dwell. Use to summon the spirit of a glintstone sorcerer. Spirit of a Raya Lucaria sorcerer wearing a stone crown. A scholar of the Olivinus Conspectus, who has mastered the use of the Glintstone Stars sorcery. 218007 Ashen remains in which spirits yet dwell. Use to summon the spirit of a glintstone sorcerer. Spirit of a Raya Lucaria sorcerer wearing a stone crown. A scholar of the Olivinus Conspectus, who has mastered the use of the Glintstone Stars sorcery. 218008 Ashen remains in which spirits yet dwell. Use to summon the spirit of a glintstone sorcerer. Spirit of a Raya Lucaria sorcerer wearing a stone crown. A scholar of the Olivinus Conspectus, who has mastered the use of the Glintstone Stars sorcery. 218009 Ashen remains in which spirits yet dwell. Use to summon the spirit of a glintstone sorcerer. Spirit of a Raya Lucaria sorcerer wearing a stone crown. A scholar of the Olivinus Conspectus, who has mastered the use of the Glintstone Stars sorcery. 218010 Ashen remains in which spirits yet dwell. Use to summon the spirit of a glintstone sorcerer. Spirit of a Raya Lucaria sorcerer wearing a stone crown. A scholar of the Olivinus Conspectus, who has mastered the use of the Glintstone Stars sorcery. 219000 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Twinsage sorcerer. Spirit of a Raya Lucaria sorcerer wearing a stone crown. Those who study the Twinsage Conspectus are the academy's elite, capable of mastering the Glintstone Cometshard and Crystal Burst sorceries. 219001 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Twinsage sorcerer. Spirit of a Raya Lucaria sorcerer wearing a stone crown. Those who study the Twinsage Conspectus are the academy's elite, capable of mastering the Glintstone Cometshard and Crystal Burst sorceries. 219002 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Twinsage sorcerer. Spirit of a Raya Lucaria sorcerer wearing a stone crown. Those who study the Twinsage Conspectus are the academy's elite, capable of mastering the Glintstone Cometshard and Crystal Burst sorceries. 219003 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Twinsage sorcerer. Spirit of a Raya Lucaria sorcerer wearing a stone crown. Those who study the Twinsage Conspectus are the academy's elite, capable of mastering the Glintstone Cometshard and Crystal Burst sorceries. 219004 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Twinsage sorcerer. Spirit of a Raya Lucaria sorcerer wearing a stone crown. Those who study the Twinsage Conspectus are the academy's elite, capable of mastering the Glintstone Cometshard and Crystal Burst sorceries. 219005 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Twinsage sorcerer. Spirit of a Raya Lucaria sorcerer wearing a stone crown. Those who study the Twinsage Conspectus are the academy's elite, capable of mastering the Glintstone Cometshard and Crystal Burst sorceries. 219006 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Twinsage sorcerer. Spirit of a Raya Lucaria sorcerer wearing a stone crown. Those who study the Twinsage Conspectus are the academy's elite, capable of mastering the Glintstone Cometshard and Crystal Burst sorceries. 219007 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Twinsage sorcerer. Spirit of a Raya Lucaria sorcerer wearing a stone crown. Those who study the Twinsage Conspectus are the academy's elite, capable of mastering the Glintstone Cometshard and Crystal Burst sorceries. 219008 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Twinsage sorcerer. Spirit of a Raya Lucaria sorcerer wearing a stone crown. Those who study the Twinsage Conspectus are the academy's elite, capable of mastering the Glintstone Cometshard and Crystal Burst sorceries. 219009 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Twinsage sorcerer. Spirit of a Raya Lucaria sorcerer wearing a stone crown. Those who study the Twinsage Conspectus are the academy's elite, capable of mastering the Glintstone Cometshard and Crystal Burst sorceries. 219010 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Twinsage sorcerer. Spirit of a Raya Lucaria sorcerer wearing a stone crown. Those who study the Twinsage Conspectus are the academy's elite, capable of mastering the Glintstone Cometshard and Crystal Burst sorceries. 220000 Ashen remains in which spirits yet dwell. Use to summon the spirit of a page. Spirit of a page who traveled at the side of the noble he served. Uses a piercing sword and crossbow to defend his master. One becomes a page merely by accident of being born into obscurity; nothing is asked of ability, talent, or volition. 220001 Ashen remains in which spirits yet dwell. Use to summon the spirit of a page. Spirit of a page who traveled at the side of the noble he served. Uses a piercing sword and crossbow to defend his master. One becomes a page merely by accident of being born into obscurity; nothing is asked of ability, talent, or volition. 220002 Ashen remains in which spirits yet dwell. Use to summon the spirit of a page. Spirit of a page who traveled at the side of the noble he served. Uses a piercing sword and crossbow to defend his master. One becomes a page merely by accident of being born into obscurity; nothing is asked of ability, talent, or volition. 220003 Ashen remains in which spirits yet dwell. Use to summon the spirit of a page. Spirit of a page who traveled at the side of the noble he served. Uses a piercing sword and crossbow to defend his master. One becomes a page merely by accident of being born into obscurity; nothing is asked of ability, talent, or volition. 220004 Ashen remains in which spirits yet dwell. Use to summon the spirit of a page. Spirit of a page who traveled at the side of the noble he served. Uses a piercing sword and crossbow to defend his master. One becomes a page merely by accident of being born into obscurity; nothing is asked of ability, talent, or volition. 220005 Ashen remains in which spirits yet dwell. Use to summon the spirit of a page. Spirit of a page who traveled at the side of the noble he served. Uses a piercing sword and crossbow to defend his master. One becomes a page merely by accident of being born into obscurity; nothing is asked of ability, talent, or volition. 220006 Ashen remains in which spirits yet dwell. Use to summon the spirit of a page. Spirit of a page who traveled at the side of the noble he served. Uses a piercing sword and crossbow to defend his master. One becomes a page merely by accident of being born into obscurity; nothing is asked of ability, talent, or volition. 220007 Ashen remains in which spirits yet dwell. Use to summon the spirit of a page. Spirit of a page who traveled at the side of the noble he served. Uses a piercing sword and crossbow to defend his master. One becomes a page merely by accident of being born into obscurity; nothing is asked of ability, talent, or volition. 220008 Ashen remains in which spirits yet dwell. Use to summon the spirit of a page. Spirit of a page who traveled at the side of the noble he served. Uses a piercing sword and crossbow to defend his master. One becomes a page merely by accident of being born into obscurity; nothing is asked of ability, talent, or volition. 220009 Ashen remains in which spirits yet dwell. Use to summon the spirit of a page. Spirit of a page who traveled at the side of the noble he served. Uses a piercing sword and crossbow to defend his master. One becomes a page merely by accident of being born into obscurity; nothing is asked of ability, talent, or volition. 220010 Ashen remains in which spirits yet dwell. Use to summon the spirit of a page. Spirit of a page who traveled at the side of the noble he served. Uses a piercing sword and crossbow to defend his master. One becomes a page merely by accident of being born into obscurity; nothing is asked of ability, talent, or volition. 221000 Ashen remains in which spirits yet dwell. Use to summon the spirit of Battlemage Hugues. Hugues came from Sellia to study the Haima Conspectus at the academy, where he became a battlemage. Haima scholars seek to quell conflict with cannon fire and the gavel, but Hugues developed a longing for it. 221001 Ashen remains in which spirits yet dwell. Use to summon the spirit of Battlemage Hugues. Hugues came from Sellia to study the Haima Conspectus at the academy, where he became a battlemage. Haima scholars seek to quell conflict with cannon fire and the gavel, but Hugues developed a longing for it. 221002 Ashen remains in which spirits yet dwell. Use to summon the spirit of Battlemage Hugues. Hugues came from Sellia to study the Haima Conspectus at the academy, where he became a battlemage. Haima scholars seek to quell conflict with cannon fire and the gavel, but Hugues developed a longing for it. 221003 Ashen remains in which spirits yet dwell. Use to summon the spirit of Battlemage Hugues. Hugues came from Sellia to study the Haima Conspectus at the academy, where he became a battlemage. Haima scholars seek to quell conflict with cannon fire and the gavel, but Hugues developed a longing for it. 221004 Ashen remains in which spirits yet dwell. Use to summon the spirit of Battlemage Hugues. Hugues came from Sellia to study the Haima Conspectus at the academy, where he became a battlemage. Haima scholars seek to quell conflict with cannon fire and the gavel, but Hugues developed a longing for it. 221005 Ashen remains in which spirits yet dwell. Use to summon the spirit of Battlemage Hugues. Hugues came from Sellia to study the Haima Conspectus at the academy, where he became a battlemage. Haima scholars seek to quell conflict with cannon fire and the gavel, but Hugues developed a longing for it. 221006 Ashen remains in which spirits yet dwell. Use to summon the spirit of Battlemage Hugues. Hugues came from Sellia to study the Haima Conspectus at the academy, where he became a battlemage. Haima scholars seek to quell conflict with cannon fire and the gavel, but Hugues developed a longing for it. 221007 Ashen remains in which spirits yet dwell. Use to summon the spirit of Battlemage Hugues. Hugues came from Sellia to study the Haima Conspectus at the academy, where he became a battlemage. Haima scholars seek to quell conflict with cannon fire and the gavel, but Hugues developed a longing for it. 221008 Ashen remains in which spirits yet dwell. Use to summon the spirit of Battlemage Hugues. Hugues came from Sellia to study the Haima Conspectus at the academy, where he became a battlemage. Haima scholars seek to quell conflict with cannon fire and the gavel, but Hugues developed a longing for it. 221009 Ashen remains in which spirits yet dwell. Use to summon the spirit of Battlemage Hugues. Hugues came from Sellia to study the Haima Conspectus at the academy, where he became a battlemage. Haima scholars seek to quell conflict with cannon fire and the gavel, but Hugues developed a longing for it. 221010 Ashen remains in which spirits yet dwell. Use to summon the spirit of Battlemage Hugues. Hugues came from Sellia to study the Haima Conspectus at the academy, where he became a battlemage. Haima scholars seek to quell conflict with cannon fire and the gavel, but Hugues developed a longing for it. 222000 Ashen remains in which spirits yet dwell. Use to summon the spirits of two claymen. Bowed with age, these spirits are sluggish but hard to stagger. The warped remains of priests who searched for revelation in service of the ancient dynasty, they employ two sorceries that produce smaller and larger bubbles. 222001 Ashen remains in which spirits yet dwell. Use to summon the spirits of two claymen. Bowed with age, these spirits are sluggish but hard to stagger. The warped remains of priests who searched for revelation in service of the ancient dynasty, they employ two sorceries that produce smaller and larger bubbles. 222002 Ashen remains in which spirits yet dwell. Use to summon the spirits of two claymen. Bowed with age, these spirits are sluggish but hard to stagger. The warped remains of priests who searched for revelation in service of the ancient dynasty, they employ two sorceries that produce smaller and larger bubbles. 222003 Ashen remains in which spirits yet dwell. Use to summon the spirits of two claymen. Bowed with age, these spirits are sluggish but hard to stagger. The warped remains of priests who searched for revelation in service of the ancient dynasty, they employ two sorceries that produce smaller and larger bubbles. 222004 Ashen remains in which spirits yet dwell. Use to summon the spirits of two claymen. Bowed with age, these spirits are sluggish but hard to stagger. The warped remains of priests who searched for revelation in service of the ancient dynasty, they employ two sorceries that produce smaller and larger bubbles. 222005 Ashen remains in which spirits yet dwell. Use to summon the spirits of two claymen. Bowed with age, these spirits are sluggish but hard to stagger. The warped remains of priests who searched for revelation in service of the ancient dynasty, they employ two sorceries that produce smaller and larger bubbles. 222006 Ashen remains in which spirits yet dwell. Use to summon the spirits of two claymen. Bowed with age, these spirits are sluggish but hard to stagger. The warped remains of priests who searched for revelation in service of the ancient dynasty, they employ two sorceries that produce smaller and larger bubbles. 222007 Ashen remains in which spirits yet dwell. Use to summon the spirits of two claymen. Bowed with age, these spirits are sluggish but hard to stagger. The warped remains of priests who searched for revelation in service of the ancient dynasty, they employ two sorceries that produce smaller and larger bubbles. 222008 Ashen remains in which spirits yet dwell. Use to summon the spirits of two claymen. Bowed with age, these spirits are sluggish but hard to stagger. The warped remains of priests who searched for revelation in service of the ancient dynasty, they employ two sorceries that produce smaller and larger bubbles. 222009 Ashen remains in which spirits yet dwell. Use to summon the spirits of two claymen. Bowed with age, these spirits are sluggish but hard to stagger. The warped remains of priests who searched for revelation in service of the ancient dynasty, they employ two sorceries that produce smaller and larger bubbles. 222010 Ashen remains in which spirits yet dwell. Use to summon the spirits of two claymen. Bowed with age, these spirits are sluggish but hard to stagger. The warped remains of priests who searched for revelation in service of the ancient dynasty, they employ two sorceries that produce smaller and larger bubbles. 223000 Legendary ashen remains. Use to summon the spirit of the Cleanrot Knight Finlay. Finlay was one of the few survivors of the Battle of Aeonia, who in an unimaginable act of heroism carried the slumbering demigod Malenia all the way back to the Haligtree. She managed the feat alone, fending off all manner of foes along the way. 223001 Legendary ashen remains. Use to summon the spirit of the Cleanrot Knight Finlay. Finlay was one of the few survivors of the Battle of Aeonia, who in an unimaginable act of heroism carried the slumbering demigod Malenia all the way back to the Haligtree. She managed the feat alone, fending off all manner of foes along the way. 223002 Legendary ashen remains. Use to summon the spirit of the Cleanrot Knight Finlay. Finlay was one of the few survivors of the Battle of Aeonia, who in an unimaginable act of heroism carried the slumbering demigod Malenia all the way back to the Haligtree. She managed the feat alone, fending off all manner of foes along the way. 223003 Legendary ashen remains. Use to summon the spirit of the Cleanrot Knight Finlay. Finlay was one of the few survivors of the Battle of Aeonia, who in an unimaginable act of heroism carried the slumbering demigod Malenia all the way back to the Haligtree. She managed the feat alone, fending off all manner of foes along the way. 223004 Legendary ashen remains. Use to summon the spirit of the Cleanrot Knight Finlay. Finlay was one of the few survivors of the Battle of Aeonia, who in an unimaginable act of heroism carried the slumbering demigod Malenia all the way back to the Haligtree. She managed the feat alone, fending off all manner of foes along the way. 223005 Legendary ashen remains. Use to summon the spirit of the Cleanrot Knight Finlay. Finlay was one of the few survivors of the Battle of Aeonia, who in an unimaginable act of heroism carried the slumbering demigod Malenia all the way back to the Haligtree. She managed the feat alone, fending off all manner of foes along the way. 223006 Legendary ashen remains. Use to summon the spirit of the Cleanrot Knight Finlay. Finlay was one of the few survivors of the Battle of Aeonia, who in an unimaginable act of heroism carried the slumbering demigod Malenia all the way back to the Haligtree. She managed the feat alone, fending off all manner of foes along the way. 223007 Legendary ashen remains. Use to summon the spirit of the Cleanrot Knight Finlay. Finlay was one of the few survivors of the Battle of Aeonia, who in an unimaginable act of heroism carried the slumbering demigod Malenia all the way back to the Haligtree. She managed the feat alone, fending off all manner of foes along the way. 223008 Legendary ashen remains. Use to summon the spirit of the Cleanrot Knight Finlay. Finlay was one of the few survivors of the Battle of Aeonia, who in an unimaginable act of heroism carried the slumbering demigod Malenia all the way back to the Haligtree. She managed the feat alone, fending off all manner of foes along the way. 223009 Legendary ashen remains. Use to summon the spirit of the Cleanrot Knight Finlay. Finlay was one of the few survivors of the Battle of Aeonia, who in an unimaginable act of heroism carried the slumbering demigod Malenia all the way back to the Haligtree. She managed the feat alone, fending off all manner of foes along the way. 223010 Legendary ashen remains. Use to summon the spirit of the Cleanrot Knight Finlay. Finlay was one of the few survivors of the Battle of Aeonia, who in an unimaginable act of heroism carried the slumbering demigod Malenia all the way back to the Haligtree. She managed the feat alone, fending off all manner of foes along the way. 224000 Ashen remains in which spirits yet dwell. Use to summon a spirit of the Kindred of Rot. This spirit takes the form of a crawling pest, its chitinous body making a dry rustling sound. Attacks enemies by secreting sticky threads. The Kindred of Rot are the servants of the Goddess of Rot—servants that have been forsaken. 224001 Ashen remains in which spirits yet dwell. Use to summon a spirit of the Kindred of Rot. This spirit takes the form of a crawling pest, its chitinous body making a dry rustling sound. Attacks enemies by secreting sticky threads. The Kindred of Rot are the servants of the Goddess of Rot—servants that have been forsaken. 224002 Ashen remains in which spirits yet dwell. Use to summon a spirit of the Kindred of Rot. This spirit takes the form of a crawling pest, its chitinous body making a dry rustling sound. Attacks enemies by secreting sticky threads. The Kindred of Rot are the servants of the Goddess of Rot—servants that have been forsaken. 224003 Ashen remains in which spirits yet dwell. Use to summon a spirit of the Kindred of Rot. This spirit takes the form of a crawling pest, its chitinous body making a dry rustling sound. Attacks enemies by secreting sticky threads. The Kindred of Rot are the servants of the Goddess of Rot—servants that have been forsaken. 224004 Ashen remains in which spirits yet dwell. Use to summon a spirit of the Kindred of Rot. This spirit takes the form of a crawling pest, its chitinous body making a dry rustling sound. Attacks enemies by secreting sticky threads. The Kindred of Rot are the servants of the Goddess of Rot—servants that have been forsaken. 224005 Ashen remains in which spirits yet dwell. Use to summon a spirit of the Kindred of Rot. This spirit takes the form of a crawling pest, its chitinous body making a dry rustling sound. Attacks enemies by secreting sticky threads. The Kindred of Rot are the servants of the Goddess of Rot—servants that have been forsaken. 224006 Ashen remains in which spirits yet dwell. Use to summon a spirit of the Kindred of Rot. This spirit takes the form of a crawling pest, its chitinous body making a dry rustling sound. Attacks enemies by secreting sticky threads. The Kindred of Rot are the servants of the Goddess of Rot—servants that have been forsaken. 224007 Ashen remains in which spirits yet dwell. Use to summon a spirit of the Kindred of Rot. This spirit takes the form of a crawling pest, its chitinous body making a dry rustling sound. Attacks enemies by secreting sticky threads. The Kindred of Rot are the servants of the Goddess of Rot—servants that have been forsaken. 224008 Ashen remains in which spirits yet dwell. Use to summon a spirit of the Kindred of Rot. This spirit takes the form of a crawling pest, its chitinous body making a dry rustling sound. Attacks enemies by secreting sticky threads. The Kindred of Rot are the servants of the Goddess of Rot—servants that have been forsaken. 224009 Ashen remains in which spirits yet dwell. Use to summon a spirit of the Kindred of Rot. This spirit takes the form of a crawling pest, its chitinous body making a dry rustling sound. Attacks enemies by secreting sticky threads. The Kindred of Rot are the servants of the Goddess of Rot—servants that have been forsaken. 224010 Ashen remains in which spirits yet dwell. Use to summon a spirit of the Kindred of Rot. This spirit takes the form of a crawling pest, its chitinous body making a dry rustling sound. Attacks enemies by secreting sticky threads. The Kindred of Rot are the servants of the Goddess of Rot—servants that have been forsaken. 225000 Ashen remains in which spirits yet dwell. Use to summon the spirits of two marionette soldiers. Spirits of marionette soldiers created to serve a sorcerer. These marionettes are archers, each equipped with a pair of bows. On the verge of falling apart, they are ill-disciplined and attack without warning. 225001 Ashen remains in which spirits yet dwell. Use to summon the spirits of two marionette soldiers. Spirits of marionette soldiers created to serve a sorcerer. These marionettes are archers, each equipped with a pair of bows. On the verge of falling apart, they are ill-disciplined and attack without warning. 225002 Ashen remains in which spirits yet dwell. Use to summon the spirits of two marionette soldiers. Spirits of marionette soldiers created to serve a sorcerer. These marionettes are archers, each equipped with a pair of bows. On the verge of falling apart, they are ill-disciplined and attack without warning. 225003 Ashen remains in which spirits yet dwell. Use to summon the spirits of two marionette soldiers. Spirits of marionette soldiers created to serve a sorcerer. These marionettes are archers, each equipped with a pair of bows. On the verge of falling apart, they are ill-disciplined and attack without warning. 225004 Ashen remains in which spirits yet dwell. Use to summon the spirits of two marionette soldiers. Spirits of marionette soldiers created to serve a sorcerer. These marionettes are archers, each equipped with a pair of bows. On the verge of falling apart, they are ill-disciplined and attack without warning. 225005 Ashen remains in which spirits yet dwell. Use to summon the spirits of two marionette soldiers. Spirits of marionette soldiers created to serve a sorcerer. These marionettes are archers, each equipped with a pair of bows. On the verge of falling apart, they are ill-disciplined and attack without warning. 225006 Ashen remains in which spirits yet dwell. Use to summon the spirits of two marionette soldiers. Spirits of marionette soldiers created to serve a sorcerer. These marionettes are archers, each equipped with a pair of bows. On the verge of falling apart, they are ill-disciplined and attack without warning. 225007 Ashen remains in which spirits yet dwell. Use to summon the spirits of two marionette soldiers. Spirits of marionette soldiers created to serve a sorcerer. These marionettes are archers, each equipped with a pair of bows. On the verge of falling apart, they are ill-disciplined and attack without warning. 225008 Ashen remains in which spirits yet dwell. Use to summon the spirits of two marionette soldiers. Spirits of marionette soldiers created to serve a sorcerer. These marionettes are archers, each equipped with a pair of bows. On the verge of falling apart, they are ill-disciplined and attack without warning. 225009 Ashen remains in which spirits yet dwell. Use to summon the spirits of two marionette soldiers. Spirits of marionette soldiers created to serve a sorcerer. These marionettes are archers, each equipped with a pair of bows. On the verge of falling apart, they are ill-disciplined and attack without warning. 225010 Ashen remains in which spirits yet dwell. Use to summon the spirits of two marionette soldiers. Spirits of marionette soldiers created to serve a sorcerer. These marionettes are archers, each equipped with a pair of bows. On the verge of falling apart, they are ill-disciplined and attack without warning. 226000 Ashen remains in which spirits yet dwell. Use to summon the spirits of two avionette soldiers. Spirits of marionette soldiers with avian features that were created to serve a sorcerer. Equipped with long-hafted scythes, they also attack from the skies by lobbing fire pots. Can sometimes malfunction when damaged. 226001 Ashen remains in which spirits yet dwell. Use to summon the spirits of two avionette soldiers. Spirits of marionette soldiers with avian features that were created to serve a sorcerer. Equipped with long-hafted scythes, they also attack from the skies by lobbing fire pots. Can sometimes malfunction when damaged. 226002 Ashen remains in which spirits yet dwell. Use to summon the spirits of two avionette soldiers. Spirits of marionette soldiers with avian features that were created to serve a sorcerer. Equipped with long-hafted scythes, they also attack from the skies by lobbing fire pots. Can sometimes malfunction when damaged. 226003 Ashen remains in which spirits yet dwell. Use to summon the spirits of two avionette soldiers. Spirits of marionette soldiers with avian features that were created to serve a sorcerer. Equipped with long-hafted scythes, they also attack from the skies by lobbing fire pots. Can sometimes malfunction when damaged. 226004 Ashen remains in which spirits yet dwell. Use to summon the spirits of two avionette soldiers. Spirits of marionette soldiers with avian features that were created to serve a sorcerer. Equipped with long-hafted scythes, they also attack from the skies by lobbing fire pots. Can sometimes malfunction when damaged. 226005 Ashen remains in which spirits yet dwell. Use to summon the spirits of two avionette soldiers. Spirits of marionette soldiers with avian features that were created to serve a sorcerer. Equipped with long-hafted scythes, they also attack from the skies by lobbing fire pots. Can sometimes malfunction when damaged. 226006 Ashen remains in which spirits yet dwell. Use to summon the spirits of two avionette soldiers. Spirits of marionette soldiers with avian features that were created to serve a sorcerer. Equipped with long-hafted scythes, they also attack from the skies by lobbing fire pots. Can sometimes malfunction when damaged. 226007 Ashen remains in which spirits yet dwell. Use to summon the spirits of two avionette soldiers. Spirits of marionette soldiers with avian features that were created to serve a sorcerer. Equipped with long-hafted scythes, they also attack from the skies by lobbing fire pots. Can sometimes malfunction when damaged. 226008 Ashen remains in which spirits yet dwell. Use to summon the spirits of two avionette soldiers. Spirits of marionette soldiers with avian features that were created to serve a sorcerer. Equipped with long-hafted scythes, they also attack from the skies by lobbing fire pots. Can sometimes malfunction when damaged. 226009 Ashen remains in which spirits yet dwell. Use to summon the spirits of two avionette soldiers. Spirits of marionette soldiers with avian features that were created to serve a sorcerer. Equipped with long-hafted scythes, they also attack from the skies by lobbing fire pots. Can sometimes malfunction when damaged. 226010 Ashen remains in which spirits yet dwell. Use to summon the spirits of two avionette soldiers. Spirits of marionette soldiers with avian features that were created to serve a sorcerer. Equipped with long-hafted scythes, they also attack from the skies by lobbing fire pots. Can sometimes malfunction when damaged. 227000 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Fire Monk. Spirit of a stout monk who monitored the Giants' Flame. Versed in fire incantations, and himself steeled against fire. Though he was charged with keeping watch over the Flame, after many years of solemn duty, he has succumbed to its allure. 227001 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Fire Monk. Spirit of a stout monk who monitored the Giants' Flame. Versed in fire incantations, and himself steeled against fire. Though he was charged with keeping watch over the Flame, after many years of solemn duty, he has succumbed to its allure. 227002 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Fire Monk. Spirit of a stout monk who monitored the Giants' Flame. Versed in fire incantations, and himself steeled against fire. Though he was charged with keeping watch over the Flame, after many years of solemn duty, he has succumbed to its allure. 227003 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Fire Monk. Spirit of a stout monk who monitored the Giants' Flame. Versed in fire incantations, and himself steeled against fire. Though he was charged with keeping watch over the Flame, after many years of solemn duty, he has succumbed to its allure. 227004 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Fire Monk. Spirit of a stout monk who monitored the Giants' Flame. Versed in fire incantations, and himself steeled against fire. Though he was charged with keeping watch over the Flame, after many years of solemn duty, he has succumbed to its allure. 227005 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Fire Monk. Spirit of a stout monk who monitored the Giants' Flame. Versed in fire incantations, and himself steeled against fire. Though he was charged with keeping watch over the Flame, after many years of solemn duty, he has succumbed to its allure. 227006 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Fire Monk. Spirit of a stout monk who monitored the Giants' Flame. Versed in fire incantations, and himself steeled against fire. Though he was charged with keeping watch over the Flame, after many years of solemn duty, he has succumbed to its allure. 227007 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Fire Monk. Spirit of a stout monk who monitored the Giants' Flame. Versed in fire incantations, and himself steeled against fire. Though he was charged with keeping watch over the Flame, after many years of solemn duty, he has succumbed to its allure. 227008 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Fire Monk. Spirit of a stout monk who monitored the Giants' Flame. Versed in fire incantations, and himself steeled against fire. Though he was charged with keeping watch over the Flame, after many years of solemn duty, he has succumbed to its allure. 227009 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Fire Monk. Spirit of a stout monk who monitored the Giants' Flame. Versed in fire incantations, and himself steeled against fire. Though he was charged with keeping watch over the Flame, after many years of solemn duty, he has succumbed to its allure. 227010 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Fire Monk. Spirit of a stout monk who monitored the Giants' Flame. Versed in fire incantations, and himself steeled against fire. Though he was charged with keeping watch over the Flame, after many years of solemn duty, he has succumbed to its allure. 228000 Ashen remains in which spirits yet dwell. Use to summon the spirit of Amon, the Blackflame Monk. Amon swore fealty to the god-slaying black flame, and so became the first fire monk to turn traitor. Or perhaps it is better said that he fled from the Giants' Flame—out of cowardice. 228001 Ashen remains in which spirits yet dwell. Use to summon the spirit of Amon, the Blackflame Monk. Amon swore fealty to the god-slaying black flame, and so became the first fire monk to turn traitor. Or perhaps it is better said that he fled from the Giants' Flame—out of cowardice. 228002 Ashen remains in which spirits yet dwell. Use to summon the spirit of Amon, the Blackflame Monk. Amon swore fealty to the god-slaying black flame, and so became the first fire monk to turn traitor. Or perhaps it is better said that he fled from the Giants' Flame—out of cowardice. 228003 Ashen remains in which spirits yet dwell. Use to summon the spirit of Amon, the Blackflame Monk. Amon swore fealty to the god-slaying black flame, and so became the first fire monk to turn traitor. Or perhaps it is better said that he fled from the Giants' Flame—out of cowardice. 228004 Ashen remains in which spirits yet dwell. Use to summon the spirit of Amon, the Blackflame Monk. Amon swore fealty to the god-slaying black flame, and so became the first fire monk to turn traitor. Or perhaps it is better said that he fled from the Giants' Flame—out of cowardice. 228005 Ashen remains in which spirits yet dwell. Use to summon the spirit of Amon, the Blackflame Monk. Amon swore fealty to the god-slaying black flame, and so became the first fire monk to turn traitor. Or perhaps it is better said that he fled from the Giants' Flame—out of cowardice. 228006 Ashen remains in which spirits yet dwell. Use to summon the spirit of Amon, the Blackflame Monk. Amon swore fealty to the god-slaying black flame, and so became the first fire monk to turn traitor. Or perhaps it is better said that he fled from the Giants' Flame—out of cowardice. 228007 Ashen remains in which spirits yet dwell. Use to summon the spirit of Amon, the Blackflame Monk. Amon swore fealty to the god-slaying black flame, and so became the first fire monk to turn traitor. Or perhaps it is better said that he fled from the Giants' Flame—out of cowardice. 228008 Ashen remains in which spirits yet dwell. Use to summon the spirit of Amon, the Blackflame Monk. Amon swore fealty to the god-slaying black flame, and so became the first fire monk to turn traitor. Or perhaps it is better said that he fled from the Giants' Flame—out of cowardice. 228009 Ashen remains in which spirits yet dwell. Use to summon the spirit of Amon, the Blackflame Monk. Amon swore fealty to the god-slaying black flame, and so became the first fire monk to turn traitor. Or perhaps it is better said that he fled from the Giants' Flame—out of cowardice. 228010 Ashen remains in which spirits yet dwell. Use to summon the spirit of Amon, the Blackflame Monk. Amon swore fealty to the god-slaying black flame, and so became the first fire monk to turn traitor. Or perhaps it is better said that he fled from the Giants' Flame—out of cowardice. 229000 Ashen remains in which spirits yet dwell. Use to summon the spirit of a man-serpent. Spirit of a deformed man-serpent that wields a whip of magma. It is said that long ago, the elder serpent that dwelled on Mt. Gelmir devoured a demigod, and the birth of the man-serpents followed. 229001 Ashen remains in which spirits yet dwell. Use to summon the spirit of a man-serpent. Spirit of a deformed man-serpent that wields a whip of magma. It is said that long ago, the elder serpent that dwelled on Mt. Gelmir devoured a demigod, and the birth of the man-serpents followed. 229002 Ashen remains in which spirits yet dwell. Use to summon the spirit of a man-serpent. Spirit of a deformed man-serpent that wields a whip of magma. It is said that long ago, the elder serpent that dwelled on Mt. Gelmir devoured a demigod, and the birth of the man-serpents followed. 229003 Ashen remains in which spirits yet dwell. Use to summon the spirit of a man-serpent. Spirit of a deformed man-serpent that wields a whip of magma. It is said that long ago, the elder serpent that dwelled on Mt. Gelmir devoured a demigod, and the birth of the man-serpents followed. 229004 Ashen remains in which spirits yet dwell. Use to summon the spirit of a man-serpent. Spirit of a deformed man-serpent that wields a whip of magma. It is said that long ago, the elder serpent that dwelled on Mt. Gelmir devoured a demigod, and the birth of the man-serpents followed. 229005 Ashen remains in which spirits yet dwell. Use to summon the spirit of a man-serpent. Spirit of a deformed man-serpent that wields a whip of magma. It is said that long ago, the elder serpent that dwelled on Mt. Gelmir devoured a demigod, and the birth of the man-serpents followed. 229006 Ashen remains in which spirits yet dwell. Use to summon the spirit of a man-serpent. Spirit of a deformed man-serpent that wields a whip of magma. It is said that long ago, the elder serpent that dwelled on Mt. Gelmir devoured a demigod, and the birth of the man-serpents followed. 229007 Ashen remains in which spirits yet dwell. Use to summon the spirit of a man-serpent. Spirit of a deformed man-serpent that wields a whip of magma. It is said that long ago, the elder serpent that dwelled on Mt. Gelmir devoured a demigod, and the birth of the man-serpents followed. 229008 Ashen remains in which spirits yet dwell. Use to summon the spirit of a man-serpent. Spirit of a deformed man-serpent that wields a whip of magma. It is said that long ago, the elder serpent that dwelled on Mt. Gelmir devoured a demigod, and the birth of the man-serpents followed. 229009 Ashen remains in which spirits yet dwell. Use to summon the spirit of a man-serpent. Spirit of a deformed man-serpent that wields a whip of magma. It is said that long ago, the elder serpent that dwelled on Mt. Gelmir devoured a demigod, and the birth of the man-serpents followed. 229010 Ashen remains in which spirits yet dwell. Use to summon the spirit of a man-serpent. Spirit of a deformed man-serpent that wields a whip of magma. It is said that long ago, the elder serpent that dwelled on Mt. Gelmir devoured a demigod, and the birth of the man-serpents followed. 230000 Ashen remains in which spirits yet dwell. Use to summon the spirits of two Azula beastmen. Spirits of beastmen from doomed Farum Azula, the slowly crumbling ruins in the skies. These ruins are said to be the remains of a giant mausoleum enshrining an ancient dragon, guarded by chosen beastmen who wield weapons clad in lightning. 230001 Ashen remains in which spirits yet dwell. Use to summon the spirits of two Azula beastmen. Spirits of beastmen from doomed Farum Azula, the slowly crumbling ruins in the skies. These ruins are said to be the remains of a giant mausoleum enshrining an ancient dragon, guarded by chosen beastmen who wield weapons clad in lightning. 230002 Ashen remains in which spirits yet dwell. Use to summon the spirits of two Azula beastmen. Spirits of beastmen from doomed Farum Azula, the slowly crumbling ruins in the skies. These ruins are said to be the remains of a giant mausoleum enshrining an ancient dragon, guarded by chosen beastmen who wield weapons clad in lightning. 230003 Ashen remains in which spirits yet dwell. Use to summon the spirits of two Azula beastmen. Spirits of beastmen from doomed Farum Azula, the slowly crumbling ruins in the skies. These ruins are said to be the remains of a giant mausoleum enshrining an ancient dragon, guarded by chosen beastmen who wield weapons clad in lightning. 230004 Ashen remains in which spirits yet dwell. Use to summon the spirits of two Azula beastmen. Spirits of beastmen from doomed Farum Azula, the slowly crumbling ruins in the skies. These ruins are said to be the remains of a giant mausoleum enshrining an ancient dragon, guarded by chosen beastmen who wield weapons clad in lightning. 230005 Ashen remains in which spirits yet dwell. Use to summon the spirits of two Azula beastmen. Spirits of beastmen from doomed Farum Azula, the slowly crumbling ruins in the skies. These ruins are said to be the remains of a giant mausoleum enshrining an ancient dragon, guarded by chosen beastmen who wield weapons clad in lightning. 230006 Ashen remains in which spirits yet dwell. Use to summon the spirits of two Azula beastmen. Spirits of beastmen from doomed Farum Azula, the slowly crumbling ruins in the skies. These ruins are said to be the remains of a giant mausoleum enshrining an ancient dragon, guarded by chosen beastmen who wield weapons clad in lightning. 230007 Ashen remains in which spirits yet dwell. Use to summon the spirits of two Azula beastmen. Spirits of beastmen from doomed Farum Azula, the slowly crumbling ruins in the skies. These ruins are said to be the remains of a giant mausoleum enshrining an ancient dragon, guarded by chosen beastmen who wield weapons clad in lightning. 230008 Ashen remains in which spirits yet dwell. Use to summon the spirits of two Azula beastmen. Spirits of beastmen from doomed Farum Azula, the slowly crumbling ruins in the skies. These ruins are said to be the remains of a giant mausoleum enshrining an ancient dragon, guarded by chosen beastmen who wield weapons clad in lightning. 230009 Ashen remains in which spirits yet dwell. Use to summon the spirits of two Azula beastmen. Spirits of beastmen from doomed Farum Azula, the slowly crumbling ruins in the skies. These ruins are said to be the remains of a giant mausoleum enshrining an ancient dragon, guarded by chosen beastmen who wield weapons clad in lightning. 230010 Ashen remains in which spirits yet dwell. Use to summon the spirits of two Azula beastmen. Spirits of beastmen from doomed Farum Azula, the slowly crumbling ruins in the skies. These ruins are said to be the remains of a giant mausoleum enshrining an ancient dragon, guarded by chosen beastmen who wield weapons clad in lightning. 231000 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Kaiden sellsword. Spirit of a mercenary belonging to a horse-riding folk. Skillfully uses a massive blade made for dismounting other riders, and enhances his already considerable strength with war cries. The sellswords of Kaiden made their prowess known on countless battlefields. 231001 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Kaiden sellsword. Spirit of a mercenary belonging to a horse-riding folk. Skillfully uses a massive blade made for dismounting other riders, and enhances his already considerable strength with war cries. The sellswords of Kaiden made their prowess known on countless battlefields. 231002 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Kaiden sellsword. Spirit of a mercenary belonging to a horse-riding folk. Skillfully uses a massive blade made for dismounting other riders, and enhances his already considerable strength with war cries. The sellswords of Kaiden made their prowess known on countless battlefields. 231003 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Kaiden sellsword. Spirit of a mercenary belonging to a horse-riding folk. Skillfully uses a massive blade made for dismounting other riders, and enhances his already considerable strength with war cries. The sellswords of Kaiden made their prowess known on countless battlefields. 231004 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Kaiden sellsword. Spirit of a mercenary belonging to a horse-riding folk. Skillfully uses a massive blade made for dismounting other riders, and enhances his already considerable strength with war cries. The sellswords of Kaiden made their prowess known on countless battlefields. 231005 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Kaiden sellsword. Spirit of a mercenary belonging to a horse-riding folk. Skillfully uses a massive blade made for dismounting other riders, and enhances his already considerable strength with war cries. The sellswords of Kaiden made their prowess known on countless battlefields. 231006 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Kaiden sellsword. Spirit of a mercenary belonging to a horse-riding folk. Skillfully uses a massive blade made for dismounting other riders, and enhances his already considerable strength with war cries. The sellswords of Kaiden made their prowess known on countless battlefields. 231007 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Kaiden sellsword. Spirit of a mercenary belonging to a horse-riding folk. Skillfully uses a massive blade made for dismounting other riders, and enhances his already considerable strength with war cries. The sellswords of Kaiden made their prowess known on countless battlefields. 231008 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Kaiden sellsword. Spirit of a mercenary belonging to a horse-riding folk. Skillfully uses a massive blade made for dismounting other riders, and enhances his already considerable strength with war cries. The sellswords of Kaiden made their prowess known on countless battlefields. 231009 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Kaiden sellsword. Spirit of a mercenary belonging to a horse-riding folk. Skillfully uses a massive blade made for dismounting other riders, and enhances his already considerable strength with war cries. The sellswords of Kaiden made their prowess known on countless battlefields. 231010 Ashen remains in which spirits yet dwell. Use to summon the spirit of a Kaiden sellsword. Spirit of a mercenary belonging to a horse-riding folk. Skillfully uses a massive blade made for dismounting other riders, and enhances his already considerable strength with war cries. The sellswords of Kaiden made their prowess known on countless battlefields. 232000 Ashen remains in which spirits yet dwell. Use to summon the spirits of three lone wolves. Spirits of wolves chased from their pack. They later encountered a nameless Tarnished, who welcomed them as hunting companions. The wolf spirits overwhelm enemies with their agility, aiding the summoner in combat. 232001 Ashen remains in which spirits yet dwell. Use to summon the spirits of three lone wolves. Spirits of wolves chased from their pack. They later encountered a nameless Tarnished, who welcomed them as hunting companions. The wolf spirits overwhelm enemies with their agility, aiding the summoner in combat. 232002 Ashen remains in which spirits yet dwell. Use to summon the spirits of three lone wolves. Spirits of wolves chased from their pack. They later encountered a nameless Tarnished, who welcomed them as hunting companions. The wolf spirits overwhelm enemies with their agility, aiding the summoner in combat. 232003 Ashen remains in which spirits yet dwell. Use to summon the spirits of three lone wolves. Spirits of wolves chased from their pack. They later encountered a nameless Tarnished, who welcomed them as hunting companions. The wolf spirits overwhelm enemies with their agility, aiding the summoner in combat. 232004 Ashen remains in which spirits yet dwell. Use to summon the spirits of three lone wolves. Spirits of wolves chased from their pack. They later encountered a nameless Tarnished, who welcomed them as hunting companions. The wolf spirits overwhelm enemies with their agility, aiding the summoner in combat. 232005 Ashen remains in which spirits yet dwell. Use to summon the spirits of three lone wolves. Spirits of wolves chased from their pack. They later encountered a nameless Tarnished, who welcomed them as hunting companions. The wolf spirits overwhelm enemies with their agility, aiding the summoner in combat. 232006 Ashen remains in which spirits yet dwell. Use to summon the spirits of three lone wolves. Spirits of wolves chased from their pack. They later encountered a nameless Tarnished, who welcomed them as hunting companions. The wolf spirits overwhelm enemies with their agility, aiding the summoner in combat. 232007 Ashen remains in which spirits yet dwell. Use to summon the spirits of three lone wolves. Spirits of wolves chased from their pack. They later encountered a nameless Tarnished, who welcomed them as hunting companions. The wolf spirits overwhelm enemies with their agility, aiding the summoner in combat. 232008 Ashen remains in which spirits yet dwell. Use to summon the spirits of three lone wolves. Spirits of wolves chased from their pack. They later encountered a nameless Tarnished, who welcomed them as hunting companions. The wolf spirits overwhelm enemies with their agility, aiding the summoner in combat. 232009 Ashen remains in which spirits yet dwell. Use to summon the spirits of three lone wolves. Spirits of wolves chased from their pack. They later encountered a nameless Tarnished, who welcomed them as hunting companions. The wolf spirits overwhelm enemies with their agility, aiding the summoner in combat. 232010 Ashen remains in which spirits yet dwell. Use to summon the spirits of three lone wolves. Spirits of wolves chased from their pack. They later encountered a nameless Tarnished, who welcomed them as hunting companions. The wolf spirits overwhelm enemies with their agility, aiding the summoner in combat. 233000 Ashen remains in which spirits yet dwell. Use to summon the spirits of three giant rats. Spirits that do not require FP to summon. The rat spirits appear at a distance from the summoner, swarming upon their victim to start the fight. Even as spirits, these vermin seem to multiply endlessly. Enhancing these ashes can increase their numbers. 233001 Ashen remains in which spirits yet dwell. Use to summon the spirits of three giant rats. Spirits that do not require FP to summon. The rat spirits appear at a distance from the summoner, swarming upon their victim to start the fight. Even as spirits, these vermin seem to multiply endlessly. Enhancing these ashes can increase their numbers. 233002 Ashen remains in which spirits yet dwell. Use to summon the spirits of three giant rats. Spirits that do not require FP to summon. The rat spirits appear at a distance from the summoner, swarming upon their victim to start the fight. Even as spirits, these vermin seem to multiply endlessly. Enhancing these ashes can increase their numbers. 233003 Ashen remains in which spirits yet dwell. Use to summon the spirits of three giant rats. Spirits that do not require FP to summon. The rat spirits appear at a distance from the summoner, swarming upon their victim to start the fight. Even as spirits, these vermin seem to multiply endlessly. Enhancing these ashes can increase their numbers. 233004 Ashen remains in which spirits yet dwell. Use to summon the spirits of three giant rats. Spirits that do not require FP to summon. The rat spirits appear at a distance from the summoner, swarming upon their victim to start the fight. Even as spirits, these vermin seem to multiply endlessly. Enhancing these ashes can increase their numbers. 233005 Ashen remains in which spirits yet dwell. Use to summon the spirits of four giant rats. Spirits that do not require FP to summon. The rat spirits appear at a distance from the summoner, swarming upon their victim to start the fight. Even as spirits, these vermin seem to multiply endlessly. Enhancing these ashes can increase their numbers. 233006 Ashen remains in which spirits yet dwell. Use to summon the spirits of four giant rats. Spirits that do not require FP to summon. The rat spirits appear at a distance from the summoner, swarming upon their victim to start the fight. Even as spirits, these vermin seem to multiply endlessly. Enhancing these ashes can increase their numbers. 233007 Ashen remains in which spirits yet dwell. Use to summon the spirits of four giant rats. Spirits that do not require FP to summon. The rat spirits appear at a distance from the summoner, swarming upon their victim to start the fight. Even as spirits, these vermin seem to multiply endlessly. Enhancing these ashes can increase their numbers. 233008 Ashen remains in which spirits yet dwell. Use to summon the spirits of four giant rats. Spirits that do not require FP to summon. The rat spirits appear at a distance from the summoner, swarming upon their victim to start the fight. Even as spirits, these vermin seem to multiply endlessly. Enhancing these ashes can increase their numbers. 233009 Ashen remains in which spirits yet dwell. Use to summon the spirits of four giant rats. Spirits that do not require FP to summon. The rat spirits appear at a distance from the summoner, swarming upon their victim to start the fight. Even as spirits, these vermin seem to multiply endlessly. Enhancing these ashes can increase their numbers. 233010 Ashen remains in which spirits yet dwell. Use to summon the spirits of five giant rats. Spirits that do not require FP to summon. The rat spirits appear at a distance from the summoner, swarming upon their victim to start the fight. These vermin once seemed to multiply incessantly, but their fecundity in death has abated for now. 234000 Ashen remains in which spirits yet dwell. Use to summon the spirits of five demi-humans. Spirits of demi-humans that are small in stature, but have a violent, brutish disposition. Though they seem somewhat intelligent, when night falls, their blood boils and they become feral. 234001 Ashen remains in which spirits yet dwell. Use to summon the spirits of five demi-humans. Spirits of demi-humans that are small in stature, but have a violent, brutish disposition. Though they may seem intelligent, when night falls, their blood boils and they become feral. 234002 Ashen remains in which spirits yet dwell. Use to summon the spirits of five demi-humans. Spirits of demi-humans that are small in stature, but have a violent, brutish disposition. Though they may seem intelligent, when night falls, their blood boils and they become feral. 234003 Ashen remains in which spirits yet dwell. Use to summon the spirits of five demi-humans. Spirits of demi-humans that are small in stature, but have a violent, brutish disposition. Though they may seem intelligent, when night falls, their blood boils and they become feral. 234004 Ashen remains in which spirits yet dwell. Use to summon the spirits of five demi-humans. Spirits of demi-humans that are small in stature, but have a violent, brutish disposition. Though they may seem intelligent, when night falls, their blood boils and they become feral. 234005 Ashen remains in which spirits yet dwell. Use to summon the spirits of five demi-humans. Spirits of demi-humans that are small in stature, but have a violent, brutish disposition. Though they may seem intelligent, when night falls, their blood boils and they become feral. 234006 Ashen remains in which spirits yet dwell. Use to summon the spirits of five demi-humans. Spirits of demi-humans that are small in stature, but have a violent, brutish disposition. Though they may seem intelligent, when night falls, their blood boils and they become feral. 234007 Ashen remains in which spirits yet dwell. Use to summon the spirits of five demi-humans. Spirits of demi-humans that are small in stature, but have a violent, brutish disposition. Though they may seem intelligent, when night falls, their blood boils and they become feral. 234008 Ashen remains in which spirits yet dwell. Use to summon the spirits of five demi-humans. Spirits of demi-humans that are small in stature, but have a violent, brutish disposition. Though they may seem intelligent, when night falls, their blood boils and they become feral. 234009 Ashen remains in which spirits yet dwell. Use to summon the spirits of five demi-humans. Spirits of demi-humans that are small in stature, but have a violent, brutish disposition. Though they may seem intelligent, when night falls, their blood boils and they become feral. 234010 Ashen remains in which spirits yet dwell. Use to summon the spirits of five demi-humans. Spirits of demi-humans that are small in stature, but have a violent, brutish disposition. Though they may seem intelligent, when night falls, their blood boils and they become feral. 235000 Ashen remains in which spirits yet dwell. Use to summon the spirit of a rotten stray. Spirit of a stray dog corrupted by the scarlet rot. Though it is only a small creature, it is as violent as it is nimble, and its fangs fester with poisonous rot. 235001 Ashen remains in which spirits yet dwell. Use to summon the spirit of a rotten stray. Spirit of a stray dog corrupted by the scarlet rot. Though it is only a small creature, it is as violent as it is nimble, and its fangs fester with poisonous rot. 235002 Ashen remains in which spirits yet dwell. Use to summon the spirit of a rotten stray. Spirit of a stray dog corrupted by the scarlet rot. Though it is only a small creature, it is as violent as it is nimble, and its fangs fester with poisonous rot. 235003 Ashen remains in which spirits yet dwell. Use to summon the spirit of a rotten stray. Spirit of a stray dog corrupted by the scarlet rot. Though it is only a small creature, it is as violent as it is nimble, and its fangs fester with poisonous rot. 235004 Ashen remains in which spirits yet dwell. Use to summon the spirit of a rotten stray. Spirit of a stray dog corrupted by the scarlet rot. Though it is only a small creature, it is as violent as it is nimble, and its fangs fester with poisonous rot. 235005 Ashen remains in which spirits yet dwell. Use to summon the spirit of a rotten stray. Spirit of a stray dog corrupted by the scarlet rot. Though it is only a small creature, it is as violent as it is nimble, and its fangs fester with poisonous rot. 235006 Ashen remains in which spirits yet dwell. Use to summon the spirit of a rotten stray. Spirit of a stray dog corrupted by the scarlet rot. Though it is only a small creature, it is as violent as it is nimble, and its fangs fester with poisonous rot. 235007 Ashen remains in which spirits yet dwell. Use to summon the spirit of a rotten stray. Spirit of a stray dog corrupted by the scarlet rot. Though it is only a small creature, it is as violent as it is nimble, and its fangs fester with poisonous rot. 235008 Ashen remains in which spirits yet dwell. Use to summon the spirit of a rotten stray. Spirit of a stray dog corrupted by the scarlet rot. Though it is only a small creature, it is as violent as it is nimble, and its fangs fester with poisonous rot. 235009 Ashen remains in which spirits yet dwell. Use to summon the spirit of a rotten stray. Spirit of a stray dog corrupted by the scarlet rot. Though it is only a small creature, it is as violent as it is nimble, and its fangs fester with poisonous rot. 235010 Ashen remains in which spirits yet dwell. Use to summon the spirit of a rotten stray. Spirit of a stray dog corrupted by the scarlet rot. Though it is only a small creature, it is as violent as it is nimble, and its fangs fester with poisonous rot. 236000 Ashen remains in which spirits yet dwell. Use to summon a spirit jellyfish. A floating spirit that illuminates its surroundings. Prone to tears, the jellyfish girl searches for her distant home. Will bravely spew poison at foes on her summoner's behalf. It seems her name is Aurelia. 236001 Ashen remains in which spirits yet dwell. Use to summon a spirit jellyfish. A floating spirit that illuminates its surroundings. Prone to tears, the jellyfish girl searches for her distant home. Will bravely spew poison at foes on her summoner's behalf. It seems her name is Aurelia. 236002 Ashen remains in which spirits yet dwell. Use to summon a spirit jellyfish. A floating spirit that illuminates its surroundings. Prone to tears, the jellyfish girl searches for her distant home. Will bravely spew poison at foes on her summoner's behalf. It seems her name is Aurelia. 236003 Ashen remains in which spirits yet dwell. Use to summon a spirit jellyfish. A floating spirit that illuminates its surroundings. Prone to tears, the jellyfish girl searches for her distant home. Will bravely spew poison at foes on her summoner's behalf. It seems her name is Aurelia. 236004 Ashen remains in which spirits yet dwell. Use to summon a spirit jellyfish. A floating spirit that illuminates its surroundings. Prone to tears, the jellyfish girl searches for her distant home. Will bravely spew poison at foes on her summoner's behalf. It seems her name is Aurelia. 236005 Ashen remains in which spirits yet dwell. Use to summon a spirit jellyfish. A floating spirit that illuminates its surroundings. Prone to tears, the jellyfish girl searches for her distant home. Will bravely spew poison at foes on her summoner's behalf. It seems her name is Aurelia. 236006 Ashen remains in which spirits yet dwell. Use to summon a spirit jellyfish. A floating spirit that illuminates its surroundings. Prone to tears, the jellyfish girl searches for her distant home. Will bravely spew poison at foes on her summoner's behalf. It seems her name is Aurelia. 236007 Ashen remains in which spirits yet dwell. Use to summon a spirit jellyfish. A floating spirit that illuminates its surroundings. Prone to tears, the jellyfish girl searches for her distant home. Will bravely spew poison at foes on her summoner's behalf. It seems her name is Aurelia. 236008 Ashen remains in which spirits yet dwell. Use to summon a spirit jellyfish. A floating spirit that illuminates its surroundings. Prone to tears, the jellyfish girl searches for her distant home. Will bravely spew poison at foes on her summoner's behalf. It seems her name is Aurelia. 236009 Ashen remains in which spirits yet dwell. Use to summon a spirit jellyfish. A floating spirit that illuminates its surroundings. Prone to tears, the jellyfish girl searches for her distant home. Will bravely spew poison at foes on her summoner's behalf. It seems her name is Aurelia. 236010 Ashen remains in which spirits yet dwell. Use to summon a spirit jellyfish. A floating spirit that illuminates its surroundings. Prone to tears, the jellyfish girl searches for her distant home. Will bravely spew poison at foes on her summoner's behalf. It seems her name is Aurelia. 237000 Ashen remains in which spirits yet dwell. Use to summon the spirit of a warhawk. Spirit of a Stormveil warhawk, the talons of which have been sliced off so that razor-fine swords could be grafted in their place. With its lord vanquished, and its wings wounded, the hawk perished as it solemnly gazed at its former home. The storm is a warhawk's cradle. 237001 Ashen remains in which spirits yet dwell. Use to summon the spirit of a warhawk. Spirit of a Stormveil warhawk, the talons of which have been sliced off so that razor-fine swords could be grafted in their place. With its lord vanquished, and its wings wounded, the hawk perished as it solemnly gazed at its former home. The storm was its cradle. 237002 Ashen remains in which spirits yet dwell. Use to summon the spirit of a warhawk. Spirit of a Stormveil warhawk, the talons of which have been sliced off so that razor-fine swords could be grafted in their place. With its lord vanquished, and its wings wounded, the hawk perished as it solemnly gazed at its former home. The storm was its cradle. 237003 Ashen remains in which spirits yet dwell. Use to summon the spirit of a warhawk. Spirit of a Stormveil warhawk, the talons of which have been sliced off so that razor-fine swords could be grafted in their place. With its lord vanquished, and its wings wounded, the hawk perished as it solemnly gazed at its former home. The storm was its cradle. 237004 Ashen remains in which spirits yet dwell. Use to summon the spirit of a warhawk. Spirit of a Stormveil warhawk, the talons of which have been sliced off so that razor-fine swords could be grafted in their place. With its lord vanquished, and its wings wounded, the hawk perished as it solemnly gazed at its former home. The storm was its cradle. 237005 Ashen remains in which spirits yet dwell. Use to summon the spirit of a warhawk. Spirit of a Stormveil warhawk, the talons of which have been sliced off so that razor-fine swords could be grafted in their place. With its lord vanquished, and its wings wounded, the hawk perished as it solemnly gazed at its former home. The storm was its cradle. 237006 Ashen remains in which spirits yet dwell. Use to summon the spirit of a warhawk. Spirit of a Stormveil warhawk, the talons of which have been sliced off so that razor-fine swords could be grafted in their place. With its lord vanquished, and its wings wounded, the hawk perished as it solemnly gazed at its former home. The storm was its cradle. 237007 Ashen remains in which spirits yet dwell. Use to summon the spirit of a warhawk. Spirit of a Stormveil warhawk, the talons of which have been sliced off so that razor-fine swords could be grafted in their place. With its lord vanquished, and its wings wounded, the hawk perished as it solemnly gazed at its former home. The storm was its cradle. 237008 Ashen remains in which spirits yet dwell. Use to summon the spirit of a warhawk. Spirit of a Stormveil warhawk, the talons of which have been sliced off so that razor-fine swords could be grafted in their place. With its lord vanquished, and its wings wounded, the hawk perished as it solemnly gazed at its former home. The storm was its cradle. 237009 Ashen remains in which spirits yet dwell. Use to summon the spirit of a warhawk. Spirit of a Stormveil warhawk, the talons of which have been sliced off so that razor-fine swords could be grafted in their place. With its lord vanquished, and its wings wounded, the hawk perished as it solemnly gazed at its former home. The storm was its cradle. 237010 Ashen remains in which spirits yet dwell. Use to summon the spirit of a warhawk. Spirit of a Stormveil warhawk, the talons of which have been sliced off so that razor-fine swords could be grafted in their place. With its lord vanquished, and its wings wounded, the hawk perished as it solemnly gazed at its former home. The storm was its cradle. 238000 Ashen remains in which spirits yet dwell. Use to summon the spirit of Deenh the Stormhawk. Spirit of a fierce hawk that faithfully rendered lifelong service to the old king of Stormveil long ago, when the true storm raged. Its cries embolden its fellows in battle, and the tempestuous winds that encircle it shred through foes. 238001 Ashen remains in which spirits yet dwell. Use to summon the spirit of Deenh the Stormhawk. Spirit of a fierce hawk that faithfully rendered lifelong service to the old king of Stormveil long ago, when the true storm raged. Its cries embolden its fellows in battle, and the tempestuous winds that encircle it shred through foes. 238002 Ashen remains in which spirits yet dwell. Use to summon the spirit of Deenh the Stormhawk. Spirit of a fierce hawk that faithfully rendered lifelong service to the old king of Stormveil long ago, when the true storm raged. Its cries embolden its fellows in battle, and the tempestuous winds that encircle it shred through foes. 238003 Ashen remains in which spirits yet dwell. Use to summon the spirit of Deenh the Stormhawk. Spirit of a fierce hawk that faithfully rendered lifelong service to the old king of Stormveil long ago, when the true storm raged. Its cries embolden its fellows in battle, and the tempestuous winds that encircle it shred through foes. 238004 Ashen remains in which spirits yet dwell. Use to summon the spirit of Deenh the Stormhawk. Spirit of a fierce hawk that faithfully rendered lifelong service to the old king of Stormveil long ago, when the true storm raged. Its cries embolden its fellows in battle, and the tempestuous winds that encircle it shred through foes. 238005 Ashen remains in which spirits yet dwell. Use to summon the spirit of Deenh the Stormhawk. Spirit of a fierce hawk that faithfully rendered lifelong service to the old king of Stormveil long ago, when the true storm raged. Its cries embolden its fellows in battle, and the tempestuous winds that encircle it shred through foes. 238006 Ashen remains in which spirits yet dwell. Use to summon the spirit of Deenh the Stormhawk. Spirit of a fierce hawk that faithfully rendered lifelong service to the old king of Stormveil long ago, when the true storm raged. Its cries embolden its fellows in battle, and the tempestuous winds that encircle it shred through foes. 238007 Ashen remains in which spirits yet dwell. Use to summon the spirit of Deenh the Stormhawk. Spirit of a fierce hawk that faithfully rendered lifelong service to the old king of Stormveil long ago, when the true storm raged. Its cries embolden its fellows in battle, and the tempestuous winds that encircle it shred through foes. 238008 Ashen remains in which spirits yet dwell. Use to summon the spirit of Deenh the Stormhawk. Spirit of a fierce hawk that faithfully rendered lifelong service to the old king of Stormveil long ago, when the true storm raged. Its cries embolden its fellows in battle, and the tempestuous winds that encircle it shred through foes. 238009 Ashen remains in which spirits yet dwell. Use to summon the spirit of Deenh the Stormhawk. Spirit of a fierce hawk that faithfully rendered lifelong service to the old king of Stormveil long ago, when the true storm raged. Its cries embolden its fellows in battle, and the tempestuous winds that encircle it shred through foes. 238010 Ashen remains in which spirits yet dwell. Use to summon the spirit of Deenh the Stormhawk. Spirit of a fierce hawk that faithfully rendered lifelong service to the old king of Stormveil long ago, when the true storm raged. Its cries embolden its fellows in battle, and the tempestuous winds that encircle it shred through foes. 239000 Ashen remains in which spirits yet dwell. Use to summon the spirit of Floh, the Bloodhound Knight. Spirit of a Bloodhound Knight they called the Rabid Stray. Will attack without pause immediately after being summoned. Floh vowed that there was only one lord he would serve: a true king. And so, the Rabid Stray never found a master. 239001 Ashen remains in which spirits yet dwell. Use to summon the spirit of Floh, the Bloodhound Knight. Spirit of a Bloodhound Knight they called the Rabid Stray. Will attack without pause immediately after being summoned. Floh vowed that there was only one lord he would serve: a true king. And so, the Rabid Stray never found a master. 239002 Ashen remains in which spirits yet dwell. Use to summon the spirit of Floh, the Bloodhound Knight. Spirit of a Bloodhound Knight they called the Rabid Stray. Will attack without pause immediately after being summoned. Floh vowed that there was only one lord he would serve: a true king. And so, the Rabid Stray never found a master. 239003 Ashen remains in which spirits yet dwell. Use to summon the spirit of Floh, the Bloodhound Knight. Spirit of a Bloodhound Knight they called the Rabid Stray. Will attack without pause immediately after being summoned. Floh vowed that there was only one lord he would serve: a true king. And so, the Rabid Stray never found a master. 239004 Ashen remains in which spirits yet dwell. Use to summon the spirit of Floh, the Bloodhound Knight. Spirit of a Bloodhound Knight they called the Rabid Stray. Will attack without pause immediately after being summoned. Floh vowed that there was only one lord he would serve: a true king. And so, the Rabid Stray never found a master. 239005 Ashen remains in which spirits yet dwell. Use to summon the spirit of Floh, the Bloodhound Knight. Spirit of a Bloodhound Knight they called the Rabid Stray. Will attack without pause immediately after being summoned. Floh vowed that there was only one lord he would serve: a true king. And so, the Rabid Stray never found a master. 239006 Ashen remains in which spirits yet dwell. Use to summon the spirit of Floh, the Bloodhound Knight. Spirit of a Bloodhound Knight they called the Rabid Stray. Will attack without pause immediately after being summoned. Floh vowed that there was only one lord he would serve: a true king. And so, the Rabid Stray never found a master. 239007 Ashen remains in which spirits yet dwell. Use to summon the spirit of Floh, the Bloodhound Knight. Spirit of a Bloodhound Knight they called the Rabid Stray. Will attack without pause immediately after being summoned. Floh vowed that there was only one lord he would serve: a true king. And so, the Rabid Stray never found a master. 239008 Ashen remains in which spirits yet dwell. Use to summon the spirit of Floh, the Bloodhound Knight. Spirit of a Bloodhound Knight they called the Rabid Stray. Will attack without pause immediately after being summoned. Floh vowed that there was only one lord he would serve: a true king. And so, the Rabid Stray never found a master. 239009 Ashen remains in which spirits yet dwell. Use to summon the spirit of Floh, the Bloodhound Knight. Spirit of a Bloodhound Knight they called the Rabid Stray. Will attack without pause immediately after being summoned. Floh vowed that there was only one lord he would serve: a true king. And so, the Rabid Stray never found a master. 239010 Ashen remains in which spirits yet dwell. Use to summon the spirit of Floh, the Bloodhound Knight. Spirit of a Bloodhound Knight they called the Rabid Stray. Will attack without pause immediately after being summoned. Floh vowed that there was only one lord he would serve: a true king. And so, the Rabid Stray never found a master. 240000 Ashen remains in which spirits yet dwell. Use to summon the spirits of five wandering nobles. The spirits of nobles who, after death, now wander the Lands Between. Surely they were in search of something once—but whatever it was has long been forgotten. 240001 Ashen remains in which spirits yet dwell. Use to summon the spirits of five wandering nobles. The spirits of nobles who, after death, now wander the Lands Between. Surely they were in search of something once—but whatever it was has long been forgotten. 240002 Ashen remains in which spirits yet dwell. Use to summon the spirits of five wandering nobles. The spirits of nobles who, after death, now wander the Lands Between. Surely they were in search of something once—but whatever it was has long been forgotten. 240003 Ashen remains in which spirits yet dwell. Use to summon the spirits of five wandering nobles. The spirits of nobles who, after death, now wander the Lands Between. Surely they were in search of something once—but whatever it was has long been forgotten. 240004 Ashen remains in which spirits yet dwell. Use to summon the spirits of five wandering nobles. The spirits of nobles who, after death, now wander the Lands Between. Surely they were in search of something once—but whatever it was has long been forgotten. 240005 Ashen remains in which spirits yet dwell. Use to summon the spirits of five wandering nobles. The spirits of nobles who, after death, now wander the Lands Between. Surely they were in search of something once—but whatever it was has long been forgotten. 240006 Ashen remains in which spirits yet dwell. Use to summon the spirits of five wandering nobles. The spirits of nobles who, after death, now wander the Lands Between. Surely they were in search of something once—but whatever it was has long been forgotten. 240007 Ashen remains in which spirits yet dwell. Use to summon the spirits of five wandering nobles. The spirits of nobles who, after death, now wander the Lands Between. Surely they were in search of something once—but whatever it was has long been forgotten. 240008 Ashen remains in which spirits yet dwell. Use to summon the spirits of five wandering nobles. The spirits of nobles who, after death, now wander the Lands Between. Surely they were in search of something once—but whatever it was has long been forgotten. 240009 Ashen remains in which spirits yet dwell. Use to summon the spirits of five wandering nobles. The spirits of nobles who, after death, now wander the Lands Between. Surely they were in search of something once—but whatever it was has long been forgotten. 240010 Ashen remains in which spirits yet dwell. Use to summon the spirits of five wandering nobles. The spirits of nobles who, after death, now wander the Lands Between. Surely they were in search of something once—but whatever it was has long been forgotten. 241000 Ashen remains in which spirits yet dwell. Use to summon the spirit of a noble sorcerer. Spirit of a nobleman who once asked to be given a place at Raya Lucaria to learn glintstone sorceries. His talents were insufficient to be worthy of donning the stone crown, however, and he is only capable of using the most rudimentary sorcery. 241001 Ashen remains in which spirits yet dwell. Use to summon the spirit of a noble sorcerer. Spirit of a nobleman who once asked to be given a place at Raya Lucaria to learn glintstone sorceries. His talents were insufficient to be worthy of donning the stone crown, however, and he is only capable of using the most rudimentary sorcery. 241002 Ashen remains in which spirits yet dwell. Use to summon the spirit of a noble sorcerer. Spirit of a nobleman who once asked to be given a place at Raya Lucaria to learn glintstone sorceries. His talents were insufficient to be worthy of donning the stone crown, however, and he is only capable of using the most rudimentary sorcery. 241003 Ashen remains in which spirits yet dwell. Use to summon the spirit of a noble sorcerer. Spirit of a nobleman who once asked to be given a place at Raya Lucaria to learn glintstone sorceries. His talents were insufficient to be worthy of donning the stone crown, however, and he is only capable of using the most rudimentary sorcery. 241004 Ashen remains in which spirits yet dwell. Use to summon the spirit of a noble sorcerer. Spirit of a nobleman who once asked to be given a place at Raya Lucaria to learn glintstone sorceries. His talents were insufficient to be worthy of donning the stone crown, however, and he is only capable of using the most rudimentary sorcery. 241005 Ashen remains in which spirits yet dwell. Use to summon the spirit of a noble sorcerer. Spirit of a nobleman who once asked to be given a place at Raya Lucaria to learn glintstone sorceries. His talents were insufficient to be worthy of donning the stone crown, however, and he is only capable of using the most rudimentary sorcery. 241006 Ashen remains in which spirits yet dwell. Use to summon the spirit of a noble sorcerer. Spirit of a nobleman who once asked to be given a place at Raya Lucaria to learn glintstone sorceries. His talents were insufficient to be worthy of donning the stone crown, however, and he is only capable of using the most rudimentary sorcery. 241007 Ashen remains in which spirits yet dwell. Use to summon the spirit of a noble sorcerer. Spirit of a nobleman who once asked to be given a place at Raya Lucaria to learn glintstone sorceries. His talents were insufficient to be worthy of donning the stone crown, however, and he is only capable of using the most rudimentary sorcery. 241008 Ashen remains in which spirits yet dwell. Use to summon the spirit of a noble sorcerer. Spirit of a nobleman who once asked to be given a place at Raya Lucaria to learn glintstone sorceries. His talents were insufficient to be worthy of donning the stone crown, however, and he is only capable of using the most rudimentary sorcery. 241009 Ashen remains in which spirits yet dwell. Use to summon the spirit of a noble sorcerer. Spirit of a nobleman who once asked to be given a place at Raya Lucaria to learn glintstone sorceries. His talents were insufficient to be worthy of donning the stone crown, however, and he is only capable of using the most rudimentary sorcery. 241010 Ashen remains in which spirits yet dwell. Use to summon the spirit of a noble sorcerer. Spirit of a nobleman who once asked to be given a place at Raya Lucaria to learn glintstone sorceries. His talents were insufficient to be worthy of donning the stone crown, however, and he is only capable of using the most rudimentary sorcery. 242000 Ashen remains in which spirits yet dwell. Use to summon the spirits of three vulgar militiamen. Spirits of the vulgar militia who wield long-hafted, serrated hatchets. These brutal weapons are particularly effective at causing blood loss to opponents. In the Lands Between, the small were scorned, and so they formed their vulgar militia as a means to make a living, albeit in ignominy. 242001 Ashen remains in which spirits yet dwell. Use to summon the spirits of three vulgar militiamen. Spirits of the vulgar militia who wield long-hafted, serrated hatchets. These brutal weapons are particularly effective at causing blood loss to opponents. In the Lands Between, the small were scorned, and so they formed their vulgar militia as a means to make a living, albeit in ignominy. 242002 Ashen remains in which spirits yet dwell. Use to summon the spirits of three vulgar militiamen. Spirits of the vulgar militia who wield long-hafted, serrated hatchets. These brutal weapons are particularly effective at causing blood loss to opponents. In the Lands Between, the small were scorned, and so they formed their vulgar militia as a means to make a living, albeit in ignominy. 242003 Ashen remains in which spirits yet dwell. Use to summon the spirits of three vulgar militiamen. Spirits of the vulgar militia who wield long-hafted, serrated hatchets. These brutal weapons are particularly effective at causing blood loss to opponents. In the Lands Between, the small were scorned, and so they formed their vulgar militia as a means to make a living, albeit in ignominy. 242004 Ashen remains in which spirits yet dwell. Use to summon the spirits of three vulgar militiamen. Spirits of the vulgar militia who wield long-hafted, serrated hatchets. These brutal weapons are particularly effective at causing blood loss to opponents. In the Lands Between, the small were scorned, and so they formed their vulgar militia as a means to make a living, albeit in ignominy. 242005 Ashen remains in which spirits yet dwell. Use to summon the spirits of three vulgar militiamen. Spirits of the vulgar militia who wield long-hafted, serrated hatchets. These brutal weapons are particularly effective at causing blood loss to opponents. In the Lands Between, the small were scorned, and so they formed their vulgar militia as a means to make a living, albeit in ignominy. 242006 Ashen remains in which spirits yet dwell. Use to summon the spirits of three vulgar militiamen. Spirits of the vulgar militia who wield long-hafted, serrated hatchets. These brutal weapons are particularly effective at causing blood loss to opponents. In the Lands Between, the small were scorned, and so they formed their vulgar militia as a means to make a living, albeit in ignominy. 242007 Ashen remains in which spirits yet dwell. Use to summon the spirits of three vulgar militiamen. Spirits of the vulgar militia who wield long-hafted, serrated hatchets. These brutal weapons are particularly effective at causing blood loss to opponents. In the Lands Between, the small were scorned, and so they formed their vulgar militia as a means to make a living, albeit in ignominy. 242008 Ashen remains in which spirits yet dwell. Use to summon the spirits of three vulgar militiamen. Spirits of the vulgar militia who wield long-hafted, serrated hatchets. These brutal weapons are particularly effective at causing blood loss to opponents. In the Lands Between, the small were scorned, and so they formed their vulgar militia as a means to make a living, albeit in ignominy. 242009 Ashen remains in which spirits yet dwell. Use to summon the spirits of three vulgar militiamen. Spirits of the vulgar militia who wield long-hafted, serrated hatchets. These brutal weapons are particularly effective at causing blood loss to opponents. In the Lands Between, the small were scorned, and so they formed their vulgar militia as a means to make a living, albeit in ignominy. 242010 Ashen remains in which spirits yet dwell. Use to summon the spirits of three vulgar militiamen. Spirits of the vulgar militia who wield long-hafted, serrated hatchets. These brutal weapons are particularly effective at causing blood loss to opponents. In the Lands Between, the small were scorned, and so they formed their vulgar militia as a means to make a living, albeit in ignominy. 243000 Ashen remains in which spirits yet dwell. Use to summon the spirit of a mad pumpkin head. Spirit of a mad soldier with a large, brawny physique. Though he has stifled his panic within the dark confines of his helmet, he rampages as if driven mad when agitated by bloodshed or the humming of insects. This mad soldier is all that is left of a broken gladiator. 243001 Ashen remains in which spirits yet dwell. Use to summon the spirit of a mad pumpkin head. Spirit of a mad soldier with a large, brawny physique. Though he has stifled his panic within the dark confines of his helmet, he rampages as if driven mad when agitated by bloodshed or the humming of insects. This mad soldier is all that is left of a broken gladiator. 243002 Ashen remains in which spirits yet dwell. Use to summon the spirit of a mad pumpkin head. Spirit of a mad soldier with a large, brawny physique. Though he has stifled his panic within the dark confines of his helmet, he rampages as if driven mad when agitated by bloodshed or the humming of insects. This mad soldier is all that is left of a broken gladiator. 243003 Ashen remains in which spirits yet dwell. Use to summon the spirit of a mad pumpkin head. Spirit of a mad soldier with a large, brawny physique. Though he has stifled his panic within the dark confines of his helmet, he rampages as if driven mad when agitated by bloodshed or the humming of insects. This mad soldier is all that is left of a broken gladiator. 243004 Ashen remains in which spirits yet dwell. Use to summon the spirit of a mad pumpkin head. Spirit of a mad soldier with a large, brawny physique. Though he has stifled his panic within the dark confines of his helmet, he rampages as if driven mad when agitated by bloodshed or the humming of insects. This mad soldier is all that is left of a broken gladiator. 243005 Ashen remains in which spirits yet dwell. Use to summon the spirit of a mad pumpkin head. Spirit of a mad soldier with a large, brawny physique. Though he has stifled his panic within the dark confines of his helmet, he rampages as if driven mad when agitated by bloodshed or the humming of insects. This mad soldier is all that is left of a broken gladiator. 243006 Ashen remains in which spirits yet dwell. Use to summon the spirit of a mad pumpkin head. Spirit of a mad soldier with a large, brawny physique. Though he has stifled his panic within the dark confines of his helmet, he rampages as if driven mad when agitated by bloodshed or the humming of insects. This mad soldier is all that is left of a broken gladiator. 243007 Ashen remains in which spirits yet dwell. Use to summon the spirit of a mad pumpkin head. Spirit of a mad soldier with a large, brawny physique. Though he has stifled his panic within the dark confines of his helmet, he rampages as if driven mad when agitated by bloodshed or the humming of insects. This mad soldier is all that is left of a broken gladiator. 243008 Ashen remains in which spirits yet dwell. Use to summon the spirit of a mad pumpkin head. Spirit of a mad soldier with a large, brawny physique. Though he has stifled his panic within the dark confines of his helmet, he rampages as if driven mad when agitated by bloodshed or the humming of insects. This mad soldier is all that is left of a broken gladiator. 243009 Ashen remains in which spirits yet dwell. Use to summon the spirit of a mad pumpkin head. Spirit of a mad soldier with a large, brawny physique. Though he has stifled his panic within the dark confines of his helmet, he rampages as if driven mad when agitated by bloodshed or the humming of insects. This mad soldier is all that is left of a broken gladiator. 243010 Ashen remains in which spirits yet dwell. Use to summon the spirit of a mad pumpkin head. Spirit of a mad soldier with a large, brawny physique. Though he has stifled his panic within the dark confines of his helmet, he rampages as if driven mad when agitated by bloodshed or the humming of insects. This mad soldier is all that is left of a broken gladiator. 244000 Ashen remains in which spirits yet dwell. Use to summon the spirits of three land squirts. Summoning consumes HP rather than FP. These spirits appear some distance from the summoner. The firm, fleshy tubes of the creatures remain rooted to the spot, spraying poisonous liquid over their surroundings. 244001 Ashen remains in which spirits yet dwell. Use to summon the spirits of three land squirts. Summoning consumes HP rather than FP. These spirits appear some distance from the summoner. The firm, fleshy tubes of the creatures remain rooted to the spot, spraying poisonous liquid over their surroundings. 244002 Ashen remains in which spirits yet dwell. Use to summon the spirits of three land squirts. Summoning consumes HP rather than FP. These spirits appear some distance from the summoner. The firm, fleshy tubes of the creatures remain rooted to the spot, spraying poisonous liquid over their surroundings. 244003 Ashen remains in which spirits yet dwell. Use to summon the spirits of three land squirts. Summoning consumes HP rather than FP. These spirits appear some distance from the summoner. The firm, fleshy tubes of the creatures remain rooted to the spot, spraying poisonous liquid over their surroundings. 244004 Ashen remains in which spirits yet dwell. Use to summon the spirits of three land squirts. Summoning consumes HP rather than FP. These spirits appear some distance from the summoner. The firm, fleshy tubes of the creatures remain rooted to the spot, spraying poisonous liquid over their surroundings. 244005 Ashen remains in which spirits yet dwell. Use to summon the spirits of three land squirts. Summoning consumes HP rather than FP. These spirits appear some distance from the summoner. The firm, fleshy tubes of the creatures remain rooted to the spot, spraying poisonous liquid over their surroundings. 244006 Ashen remains in which spirits yet dwell. Use to summon the spirits of three land squirts. Summoning consumes HP rather than FP. These spirits appear some distance from the summoner. The firm, fleshy tubes of the creatures remain rooted to the spot, spraying poisonous liquid over their surroundings. 244007 Ashen remains in which spirits yet dwell. Use to summon the spirits of three land squirts. Summoning consumes HP rather than FP. These spirits appear some distance from the summoner. The firm, fleshy tubes of the creatures remain rooted to the spot, spraying poisonous liquid over their surroundings. 244008 Ashen remains in which spirits yet dwell. Use to summon the spirits of three land squirts. Summoning consumes HP rather than FP. These spirits appear some distance from the summoner. The firm, fleshy tubes of the creatures remain rooted to the spot, spraying poisonous liquid over their surroundings. 244009 Ashen remains in which spirits yet dwell. Use to summon the spirits of three land squirts. Summoning consumes HP rather than FP. These spirits appear some distance from the summoner. The firm, fleshy tubes of the creatures remain rooted to the spot, spraying poisonous liquid over their surroundings. 244010 Ashen remains in which spirits yet dwell. Use to summon the spirits of three land squirts. Summoning consumes HP rather than FP. These spirits appear some distance from the summoner. The firm, fleshy tubes of the creatures remain rooted to the spot, spraying poisonous liquid over their surroundings. 245000 Ashen remains in which spirits yet dwell. Use to summon the spirits of five miranda sprouts. Summoning consumes HP rather than FP. Spirits of sweet little miranda flowers, carnivorous blossoms that feed upon human flesh. They creep slowly, scattering toxic pollen. Vulnerable to fire—do take care of the little darlings. 245001 Ashen remains in which spirits yet dwell. Use to summon the spirits of five miranda sprouts. Summoning consumes HP rather than FP. Spirits of sweet little miranda flowers, carnivorous blossoms that feed upon human flesh. They creep slowly, scattering toxic pollen. Vulnerable to fire—do take care of the little darlings. 245002 Ashen remains in which spirits yet dwell. Use to summon the spirits of five miranda sprouts. Summoning consumes HP rather than FP. Spirits of sweet little miranda flowers, carnivorous blossoms that feed upon human flesh. They creep slowly, scattering toxic pollen. Vulnerable to fire—do take care of the little darlings. 245003 Ashen remains in which spirits yet dwell. Use to summon the spirits of five miranda sprouts. Summoning consumes HP rather than FP. Spirits of sweet little miranda flowers, carnivorous blossoms that feed upon human flesh. They creep slowly, scattering toxic pollen. Vulnerable to fire—do take care of the little darlings. 245004 Ashen remains in which spirits yet dwell. Use to summon the spirits of five miranda sprouts. Summoning consumes HP rather than FP. Spirits of sweet little miranda flowers, carnivorous blossoms that feed upon human flesh. They creep slowly, scattering toxic pollen. Vulnerable to fire—do take care of the little darlings. 245005 Ashen remains in which spirits yet dwell. Use to summon the spirits of five miranda sprouts. Summoning consumes HP rather than FP. Spirits of sweet little miranda flowers, carnivorous blossoms that feed upon human flesh. They creep slowly, scattering toxic pollen. Vulnerable to fire—do take care of the little darlings. 245006 Ashen remains in which spirits yet dwell. Use to summon the spirits of five miranda sprouts. Summoning consumes HP rather than FP. Spirits of sweet little miranda flowers, carnivorous blossoms that feed upon human flesh. They creep slowly, scattering toxic pollen. Vulnerable to fire—do take care of the little darlings. 245007 Ashen remains in which spirits yet dwell. Use to summon the spirits of five miranda sprouts. Summoning consumes HP rather than FP. Spirits of sweet little miranda flowers, carnivorous blossoms that feed upon human flesh. They creep slowly, scattering toxic pollen. Vulnerable to fire—do take care of the little darlings. 245008 Ashen remains in which spirits yet dwell. Use to summon the spirits of five miranda sprouts. Summoning consumes HP rather than FP. Spirits of sweet little miranda flowers, carnivorous blossoms that feed upon human flesh. They creep slowly, scattering toxic pollen. Vulnerable to fire—do take care of the little darlings. 245009 Ashen remains in which spirits yet dwell. Use to summon the spirits of five miranda sprouts. Summoning consumes HP rather than FP. Spirits of sweet little miranda flowers, carnivorous blossoms that feed upon human flesh. They creep slowly, scattering toxic pollen. Vulnerable to fire—do take care of the little darlings. 245010 Ashen remains in which spirits yet dwell. Use to summon the spirits of five miranda sprouts. Summoning consumes HP rather than FP. Spirits of sweet little miranda flowers, carnivorous blossoms that feed upon human flesh. They creep slowly, scattering toxic pollen. Vulnerable to fire—do take care of the little darlings. 246000 Ashen remains in which spirits yet dwell. Use to summon the spirits of three little living jars. Summoning consumes HP rather than FP. These reckless spirits sacrifice themselves to vanquish their summoner's foes, and explode upon death. Though their bravery is admirable, their explosions can harm friend as well as foe, and they will also immediately explode on contact with fire. "Tell the others—tell them how brightly a fire jar burns." 246001 Ashen remains in which spirits yet dwell. Use to summon the spirits of three little living jars. Summoning consumes HP rather than FP. These reckless spirits sacrifice themselves to vanquish their summoner's foes, and explode upon death. Though their bravery is admirable, their explosions can harm friend as well as foe, and they will also immediately explode on contact with fire. "Tell the others—tell them how brightly a fire jar burns." 246002 Ashen remains in which spirits yet dwell. Use to summon the spirits of three little living jars. Summoning consumes HP rather than FP. These reckless spirits sacrifice themselves to vanquish their summoner's foes, and explode upon death. Though their bravery is admirable, their explosions can harm friend as well as foe, and they will also immediately explode on contact with fire. "Tell the others—tell them how brightly a fire jar burns." 246003 Ashen remains in which spirits yet dwell. Use to summon the spirits of three little living jars. Summoning consumes HP rather than FP. These reckless spirits sacrifice themselves to vanquish their summoner's foes, and explode upon death. Though their bravery is admirable, their explosions can harm friend as well as foe, and they will also immediately explode on contact with fire. "Tell the others—tell them how brightly a fire jar burns." 246004 Ashen remains in which spirits yet dwell. Use to summon the spirits of three little living jars. Summoning consumes HP rather than FP. These reckless spirits sacrifice themselves to vanquish their summoner's foes, and explode upon death. Though their bravery is admirable, their explosions can harm friend as well as foe, and they will also immediately explode on contact with fire. "Tell the others—tell them how brightly a fire jar burns." 246005 Ashen remains in which spirits yet dwell. Use to summon the spirits of three little living jars. Summoning consumes HP rather than FP. These reckless spirits sacrifice themselves to vanquish their summoner's foes, and explode upon death. Though their bravery is admirable, their explosions can harm friend as well as foe, and they will also immediately explode on contact with fire. "Tell the others—tell them how brightly a fire jar burns." 246006 Ashen remains in which spirits yet dwell. Use to summon the spirits of three little living jars. Summoning consumes HP rather than FP. These reckless spirits sacrifice themselves to vanquish their summoner's foes, and explode upon death. Though their bravery is admirable, their explosions can harm friend as well as foe, and they will also immediately explode on contact with fire. "Tell the others—tell them how brightly a fire jar burns." 246007 Ashen remains in which spirits yet dwell. Use to summon the spirits of three little living jars. Summoning consumes HP rather than FP. These reckless spirits sacrifice themselves to vanquish their summoner's foes, and explode upon death. Though their bravery is admirable, their explosions can harm friend as well as foe, and they will also immediately explode on contact with fire. "Tell the others—tell them how brightly a fire jar burns." 246008 Ashen remains in which spirits yet dwell. Use to summon the spirits of three little living jars. Summoning consumes HP rather than FP. These reckless spirits sacrifice themselves to vanquish their summoner's foes, and explode upon death. Though their bravery is admirable, their explosions can harm friend as well as foe, and they will also immediately explode on contact with fire. "Tell the others—tell them how brightly a fire jar burns." 246009 Ashen remains in which spirits yet dwell. Use to summon the spirits of three little living jars. Summoning consumes HP rather than FP. These reckless spirits sacrifice themselves to vanquish their summoner's foes, and explode upon death. Though their bravery is admirable, their explosions can harm friend as well as foe, and they will also immediately explode on contact with fire. "Tell the others—tell them how brightly a fire jar burns." 246010 Ashen remains in which spirits yet dwell. Use to summon the spirits of three little living jars. Summoning consumes HP rather than FP. These reckless spirits sacrifice themselves to vanquish their summoner's foes, and explode upon death. Though their bravery is admirable, their explosions can harm friend as well as foe, and they will also immediately explode on contact with fire. "Tell the others—tell them how brightly a fire jar burns." 247000 Ashen remains in which spirits yet dwell. Use to summon the spirit of Omenkiller Rollo. Spirit of Rollo, known as the first Omenkiller. Once a famous perfumer, Rollo imbibed a physick to rid himself of emotion, thus enabling him to enact his nightmarish labor, hunting the Omen. 247001 Ashen remains in which spirits yet dwell. Use to summon the spirit of Omenkiller Rollo. Spirit of Rollo, known as the first Omenkiller. Once a famous perfumer, Rollo imbibed a physick to rid himself of emotion, thus enabling him to enact his nightmarish labor, hunting the Omen. 247002 Ashen remains in which spirits yet dwell. Use to summon the spirit of Omenkiller Rollo. Spirit of Rollo, known as the first Omenkiller. Once a famous perfumer, Rollo imbibed a physick to rid himself of emotion, thus enabling him to enact his nightmarish labor, hunting the Omen. 247003 Ashen remains in which spirits yet dwell. Use to summon the spirit of Omenkiller Rollo. Spirit of Rollo, known as the first Omenkiller. Once a famous perfumer, Rollo imbibed a physick to rid himself of emotion, thus enabling him to enact his nightmarish labor, hunting the Omen. 247004 Ashen remains in which spirits yet dwell. Use to summon the spirit of Omenkiller Rollo. Spirit of Rollo, known as the first Omenkiller. Once a famous perfumer, Rollo imbibed a physick to rid himself of emotion, thus enabling him to enact his nightmarish labor, hunting the Omen. 247005 Ashen remains in which spirits yet dwell. Use to summon the spirit of Omenkiller Rollo. Spirit of Rollo, known as the first Omenkiller. Once a famous perfumer, Rollo imbibed a physick to rid himself of emotion, thus enabling him to enact his nightmarish labor, hunting the Omen. 247006 Ashen remains in which spirits yet dwell. Use to summon the spirit of Omenkiller Rollo. Spirit of Rollo, known as the first Omenkiller. Once a famous perfumer, Rollo imbibed a physick to rid himself of emotion, thus enabling him to enact his nightmarish labor, hunting the Omen. 247007 Ashen remains in which spirits yet dwell. Use to summon the spirit of Omenkiller Rollo. Spirit of Rollo, known as the first Omenkiller. Once a famous perfumer, Rollo imbibed a physick to rid himself of emotion, thus enabling him to enact his nightmarish labor, hunting the Omen. 247008 Ashen remains in which spirits yet dwell. Use to summon the spirit of Omenkiller Rollo. Spirit of Rollo, known as the first Omenkiller. Once a famous perfumer, Rollo imbibed a physick to rid himself of emotion, thus enabling him to enact his nightmarish labor, hunting the Omen. 247009 Ashen remains in which spirits yet dwell. Use to summon the spirit of Omenkiller Rollo. Spirit of Rollo, known as the first Omenkiller. Once a famous perfumer, Rollo imbibed a physick to rid himself of emotion, thus enabling him to enact his nightmarish labor, hunting the Omen. 247010 Ashen remains in which spirits yet dwell. Use to summon the spirit of Omenkiller Rollo. Spirit of Rollo, known as the first Omenkiller. Once a famous perfumer, Rollo imbibed a physick to rid himself of emotion, thus enabling him to enact his nightmarish labor, hunting the Omen. 248000 Ashen remains in which spirits yet dwell. Use to summon five greatshield soldier spirits. Spirits of greatshield soldiers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Stout defenders with a steady guard. Though their methods are somewhat crude, they work well as a squadron, and will attract the attention of enemies or lob ghostflame from the rearguard. 248001 Ashen remains in which spirits yet dwell. Use to summon five greatshield soldier spirits. Spirits of greatshield soldiers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Stout defenders with a steady guard. Though their methods are somewhat crude, they work well as a squadron, and will attract the attention of enemies or lob ghostflame from the rearguard. 248002 Ashen remains in which spirits yet dwell. Use to summon five greatshield soldier spirits. Spirits of greatshield soldiers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Stout defenders with a steady guard. Though their methods are somewhat crude, they work well as a squadron, and will attract the attention of enemies or lob ghostflame from the rearguard. 248003 Ashen remains in which spirits yet dwell. Use to summon five greatshield soldier spirits. Spirits of greatshield soldiers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Stout defenders with a steady guard. Though their methods are somewhat crude, they work well as a squadron, and will attract the attention of enemies or lob ghostflame from the rearguard. 248004 Ashen remains in which spirits yet dwell. Use to summon five greatshield soldier spirits. Spirits of greatshield soldiers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Stout defenders with a steady guard. Though their methods are somewhat crude, they work well as a squadron, and will attract the attention of enemies or lob ghostflame from the rearguard. 248005 Ashen remains in which spirits yet dwell. Use to summon five greatshield soldier spirits. Spirits of greatshield soldiers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Stout defenders with a steady guard. Though their methods are somewhat crude, they work well as a squadron, and will attract the attention of enemies or lob ghostflame from the rearguard. 248006 Ashen remains in which spirits yet dwell. Use to summon five greatshield soldier spirits. Spirits of greatshield soldiers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Stout defenders with a steady guard. Though their methods are somewhat crude, they work well as a squadron, and will attract the attention of enemies or lob ghostflame from the rearguard. 248007 Ashen remains in which spirits yet dwell. Use to summon five greatshield soldier spirits. Spirits of greatshield soldiers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Stout defenders with a steady guard. Though their methods are somewhat crude, they work well as a squadron, and will attract the attention of enemies or lob ghostflame from the rearguard. 248008 Ashen remains in which spirits yet dwell. Use to summon five greatshield soldier spirits. Spirits of greatshield soldiers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Stout defenders with a steady guard. Though their methods are somewhat crude, they work well as a squadron, and will attract the attention of enemies or lob ghostflame from the rearguard. 248009 Ashen remains in which spirits yet dwell. Use to summon five greatshield soldier spirits. Spirits of greatshield soldiers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Stout defenders with a steady guard. Though their methods are somewhat crude, they work well as a squadron, and will attract the attention of enemies or lob ghostflame from the rearguard. 248010 Ashen remains in which spirits yet dwell. Use to summon five greatshield soldier spirits. Spirits of greatshield soldiers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Stout defenders with a steady guard. Though their methods are somewhat crude, they work well as a squadron, and will attract the attention of enemies or lob ghostflame from the rearguard. 249000 Ashen remains in which spirits yet dwell. Use to summon three archer spirits. Spirits of archers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Their arrows are imbued with cold ghostflame. Though their methods are somewhat crude, they work well as a squadron, firing a hail of arrows in unison at the sound of a war cry. 249001 Ashen remains in which spirits yet dwell. Use to summon three archer spirits. Spirits of archers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Their arrows are imbued with cold ghostflame. Though their methods are somewhat crude, they work well as a squadron, firing a hail of arrows in unison at the sound of a war cry. 249002 Ashen remains in which spirits yet dwell. Use to summon three archer spirits. Spirits of archers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Their arrows are imbued with cold ghostflame. Though their methods are somewhat crude, they work well as a squadron, firing a hail of arrows in unison at the sound of a war cry. 249003 Ashen remains in which spirits yet dwell. Use to summon three archer spirits. Spirits of archers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Their arrows are imbued with cold ghostflame. Though their methods are somewhat crude, they work well as a squadron, firing a hail of arrows in unison at the sound of a war cry. 249004 Ashen remains in which spirits yet dwell. Use to summon three archer spirits. Spirits of archers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Their arrows are imbued with cold ghostflame. Though their methods are somewhat crude, they work well as a squadron, firing a hail of arrows in unison at the sound of a war cry. 249005 Ashen remains in which spirits yet dwell. Use to summon three archer spirits. Spirits of archers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Their arrows are imbued with cold ghostflame. Though their methods are somewhat crude, they work well as a squadron, firing a hail of arrows in unison at the sound of a war cry. 249006 Ashen remains in which spirits yet dwell. Use to summon three archer spirits. Spirits of archers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Their arrows are imbued with cold ghostflame. Though their methods are somewhat crude, they work well as a squadron, firing a hail of arrows in unison at the sound of a war cry. 249007 Ashen remains in which spirits yet dwell. Use to summon three archer spirits. Spirits of archers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Their arrows are imbued with cold ghostflame. Though their methods are somewhat crude, they work well as a squadron, firing a hail of arrows in unison at the sound of a war cry. 249008 Ashen remains in which spirits yet dwell. Use to summon three archer spirits. Spirits of archers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Their arrows are imbued with cold ghostflame. Though their methods are somewhat crude, they work well as a squadron, firing a hail of arrows in unison at the sound of a war cry. 249009 Ashen remains in which spirits yet dwell. Use to summon three archer spirits. Spirits of archers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Their arrows are imbued with cold ghostflame. Though their methods are somewhat crude, they work well as a squadron, firing a hail of arrows in unison at the sound of a war cry. 249010 Ashen remains in which spirits yet dwell. Use to summon three archer spirits. Spirits of archers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Their arrows are imbued with cold ghostflame. Though their methods are somewhat crude, they work well as a squadron, firing a hail of arrows in unison at the sound of a war cry. 250000 Ashen remains in which spirits yet dwell. Use to summon the spirits of two of Godrick's soldiers. A duo of spirits, consisting of a wielder of devastating charged hammer attacks in the vanguard and a crossbowman bringing up the rear. The soldiers who serve Godrick the Grafted are what remains of the army that fled the royal capital of the Erdtree. 250001 Ashen remains in which spirits yet dwell. Use to summon the spirits of two of Godrick's soldiers. A duo of spirits, consisting of a wielder of devastating charged hammer attacks in the vanguard and a crossbowman bringing up the rear. The soldiers who serve Godrick the Grafted are what remains of the army that fled the royal city of the Erdtree. 250002 Ashen remains in which spirits yet dwell. Use to summon the spirits of two of Godrick's soldiers. A duo of spirits, consisting of a wielder of devastating charged hammer attacks in the vanguard and a crossbowman bringing up the rear. The soldiers who serve Godrick the Grafted are what remains of the army that fled the royal city of the Erdtree. 250003 Ashen remains in which spirits yet dwell. Use to summon the spirits of two of Godrick's soldiers. A duo of spirits, consisting of a wielder of devastating charged hammer attacks in the vanguard and a crossbowman bringing up the rear. The soldiers who serve Godrick the Grafted are what remains of the army that fled the royal city of the Erdtree. 250004 Ashen remains in which spirits yet dwell. Use to summon the spirits of two of Godrick's soldiers. A duo of spirits, consisting of a wielder of devastating charged hammer attacks in the vanguard and a crossbowman bringing up the rear. The soldiers who serve Godrick the Grafted are what remains of the army that fled the royal city of the Erdtree. 250005 Ashen remains in which spirits yet dwell. Use to summon the spirits of two of Godrick's soldiers. A duo of spirits, consisting of a wielder of devastating charged hammer attacks in the vanguard and a crossbowman bringing up the rear. The soldiers who serve Godrick the Grafted are what remains of the army that fled the royal city of the Erdtree. 250006 Ashen remains in which spirits yet dwell. Use to summon the spirits of two of Godrick's soldiers. A duo of spirits, consisting of a wielder of devastating charged hammer attacks in the vanguard and a crossbowman bringing up the rear. The soldiers who serve Godrick the Grafted are what remains of the army that fled the royal city of the Erdtree. 250007 Ashen remains in which spirits yet dwell. Use to summon the spirits of two of Godrick's soldiers. A duo of spirits, consisting of a wielder of devastating charged hammer attacks in the vanguard and a crossbowman bringing up the rear. The soldiers who serve Godrick the Grafted are what remains of the army that fled the royal city of the Erdtree. 250008 Ashen remains in which spirits yet dwell. Use to summon the spirits of two of Godrick's soldiers. A duo of spirits, consisting of a wielder of devastating charged hammer attacks in the vanguard and a crossbowman bringing up the rear. The soldiers who serve Godrick the Grafted are what remains of the army that fled the royal city of the Erdtree. 250009 Ashen remains in which spirits yet dwell. Use to summon the spirits of two of Godrick's soldiers. A duo of spirits, consisting of a wielder of devastating charged hammer attacks in the vanguard and a crossbowman bringing up the rear. The soldiers who serve Godrick the Grafted are what remains of the army that fled the royal city of the Erdtree. 250010 Ashen remains in which spirits yet dwell. Use to summon the spirits of two of Godrick's soldiers. A duo of spirits, consisting of a wielder of devastating charged hammer attacks in the vanguard and a crossbowman bringing up the rear. The soldiers who serve Godrick the Grafted are what remains of the army that fled the royal city of the Erdtree. 251000 Ashen remains in which spirits yet dwell. Use to summon the spirits of three Raya Lucaria soldiers. A trio of spirits, consisting of two disposable foot soldiers and their superior. The soldiers of Raya Lucaria were also known as the Cuckoos. They were given free rein by the academy to wage war as they pleased, and they were infamous for their rapacious ways. 251001 Ashen remains in which spirits yet dwell. Use to summon the spirits of three Raya Lucaria soldiers. A trio of spirits, consisting of two disposable foot soldiers and their superior. The soldiers of Raya Lucaria were also known as the Cuckoos. They were given free rein by the academy to wage war as they pleased, and they were infamous for their rapacious ways. 251002 Ashen remains in which spirits yet dwell. Use to summon the spirits of three Raya Lucaria soldiers. A trio of spirits, consisting of two disposable foot soldiers and their superior. The soldiers of Raya Lucaria were also known as the Cuckoos. They were given free rein by the academy to wage war as they pleased, and they were infamous for their rapacious ways. 251003 Ashen remains in which spirits yet dwell. Use to summon the spirits of three Raya Lucaria soldiers. A trio of spirits, consisting of two disposable foot soldiers and their superior. The soldiers of Raya Lucaria were also known as the Cuckoos. They were given free rein by the academy to wage war as they pleased, and they were infamous for their rapacious ways. 251004 Ashen remains in which spirits yet dwell. Use to summon the spirits of three Raya Lucaria soldiers. A trio of spirits, consisting of two disposable foot soldiers and their superior. The soldiers of Raya Lucaria were also known as the Cuckoos. They were given free rein by the academy to wage war as they pleased, and they were infamous for their rapacious ways. 251005 Ashen remains in which spirits yet dwell. Use to summon the spirits of three Raya Lucaria soldiers. A trio of spirits, consisting of two disposable foot soldiers and their superior. The soldiers of Raya Lucaria were also known as the Cuckoos. They were given free rein by the academy to wage war as they pleased, and they were infamous for their rapacious ways. 251006 Ashen remains in which spirits yet dwell. Use to summon the spirits of three Raya Lucaria soldiers. A trio of spirits, consisting of two disposable foot soldiers and their superior. The soldiers of Raya Lucaria were also known as the Cuckoos. They were given free rein by the academy to wage war as they pleased, and they were infamous for their rapacious ways. 251007 Ashen remains in which spirits yet dwell. Use to summon the spirits of three Raya Lucaria soldiers. A trio of spirits, consisting of two disposable foot soldiers and their superior. The soldiers of Raya Lucaria were also known as the Cuckoos. They were given free rein by the academy to wage war as they pleased, and they were infamous for their rapacious ways. 251008 Ashen remains in which spirits yet dwell. Use to summon the spirits of three Raya Lucaria soldiers. A trio of spirits, consisting of two disposable foot soldiers and their superior. The soldiers of Raya Lucaria were also known as the Cuckoos. They were given free rein by the academy to wage war as they pleased, and they were infamous for their rapacious ways. 251009 Ashen remains in which spirits yet dwell. Use to summon the spirits of three Raya Lucaria soldiers. A trio of spirits, consisting of two disposable foot soldiers and their superior. The soldiers of Raya Lucaria were also known as the Cuckoos. They were given free rein by the academy to wage war as they pleased, and they were infamous for their rapacious ways. 251010 Ashen remains in which spirits yet dwell. Use to summon the spirits of three Raya Lucaria soldiers. A trio of spirits, consisting of two disposable foot soldiers and their superior. The soldiers of Raya Lucaria were also known as the Cuckoos. They were given free rein by the academy to wage war as they pleased, and they were infamous for their rapacious ways. 252000 Ashen remains in which spirits yet dwell. Use to summon the spirits of two Leyndell soldiers. Spirits of soldiers each equipped with a spear and greatshield. The soldiers of Leyndell fight their battles defensively. During the Shattering, they were the ramparts that fortified the royal capital. 252001 Ashen remains in which spirits yet dwell. Use to summon the spirits of two Leyndell soldiers. Spirits of soldiers each equipped with a spear and greatshield. The soldiers of Leyndell fight their battles defensively. During the Shattering, they were the ramparts that fortified the royal capital. 252002 Ashen remains in which spirits yet dwell. Use to summon the spirits of two Leyndell soldiers. Spirits of soldiers each equipped with a spear and greatshield. The soldiers of Leyndell fight their battles defensively. During the Shattering, they were the ramparts that fortified the royal capital. 252003 Ashen remains in which spirits yet dwell. Use to summon the spirits of two Leyndell soldiers. Spirits of soldiers each equipped with a spear and greatshield. The soldiers of Leyndell fight their battles defensively. During the Shattering, they were the ramparts that fortified the royal capital. 252004 Ashen remains in which spirits yet dwell. Use to summon the spirits of two Leyndell soldiers. Spirits of soldiers each equipped with a spear and greatshield. The soldiers of Leyndell fight their battles defensively. During the Shattering, they were the ramparts that fortified the royal capital. 252005 Ashen remains in which spirits yet dwell. Use to summon the spirits of two Leyndell soldiers. Spirits of soldiers each equipped with a spear and greatshield. The soldiers of Leyndell fight their battles defensively. During the Shattering, they were the ramparts that fortified the royal capital. 252006 Ashen remains in which spirits yet dwell. Use to summon the spirits of two Leyndell soldiers. Spirits of soldiers each equipped with a spear and greatshield. The soldiers of Leyndell fight their battles defensively. During the Shattering, they were the ramparts that fortified the royal capital. 252007 Ashen remains in which spirits yet dwell. Use to summon the spirits of two Leyndell soldiers. Spirits of soldiers each equipped with a spear and greatshield. The soldiers of Leyndell fight their battles defensively. During the Shattering, they were the ramparts that fortified the royal capital. 252008 Ashen remains in which spirits yet dwell. Use to summon the spirits of two Leyndell soldiers. Spirits of soldiers each equipped with a spear and greatshield. The soldiers of Leyndell fight their battles defensively. During the Shattering, they were the ramparts that fortified the royal capital. 252009 Ashen remains in which spirits yet dwell. Use to summon the spirits of two Leyndell soldiers. Spirits of soldiers each equipped with a spear and greatshield. The soldiers of Leyndell fight their battles defensively. During the Shattering, they were the ramparts that fortified the royal capital. 252010 Ashen remains in which spirits yet dwell. Use to summon the spirits of two Leyndell soldiers. Spirits of soldiers each equipped with a spear and greatshield. The soldiers of Leyndell fight their battles defensively. During the Shattering, they were the ramparts that fortified the royal capital. 253000 Ashen remains in which spirits yet dwell. Use to summon the spirits of two of Radahn's soldiers. Both spirits wield fiery weapons to perform powerful skills. Such is their valor that they will immediately attack after being summoned. General Radahn's soldiers were all reputed to be masterful warriors, and it was popularly said that the Redmanes knew no weakness. 253001 Ashen remains in which spirits yet dwell. Use to summon the spirits of two of Radahn's soldiers. Both spirits wield fiery weapons to perform powerful skills. Such is their valor that they will immediately attack after being summoned. General Radahn's soldiers were all reputed to be masterful warriors, and it was popularly said that the Redmanes knew no weakness. 253002 Ashen remains in which spirits yet dwell. Use to summon the spirits of two of Radahn's soldiers. Both spirits wield fiery weapons to perform powerful skills. Such is their valor that they will immediately attack after being summoned. General Radahn's soldiers were all reputed to be masterful warriors, and it was popularly said that the Redmanes knew no weakness. 253003 Ashen remains in which spirits yet dwell. Use to summon the spirits of two of Radahn's soldiers. Both spirits wield fiery weapons to perform powerful skills. Such is their valor that they will immediately attack after being summoned. General Radahn's soldiers were all reputed to be masterful warriors, and it was popularly said that the Redmanes knew no weakness. 253004 Ashen remains in which spirits yet dwell. Use to summon the spirits of two of Radahn's soldiers. Both spirits wield fiery weapons to perform powerful skills. Such is their valor that they will immediately attack after being summoned. General Radahn's soldiers were all reputed to be masterful warriors, and it was popularly said that the Redmanes knew no weakness. 253005 Ashen remains in which spirits yet dwell. Use to summon the spirits of two of Radahn's soldiers. Both spirits wield fiery weapons to perform powerful skills. Such is their valor that they will immediately attack after being summoned. General Radahn's soldiers were all reputed to be masterful warriors, and it was popularly said that the Redmanes knew no weakness. 253006 Ashen remains in which spirits yet dwell. Use to summon the spirits of two of Radahn's soldiers. Both spirits wield fiery weapons to perform powerful skills. Such is their valor that they will immediately attack after being summoned. General Radahn's soldiers were all reputed to be masterful warriors, and it was popularly said that the Redmanes knew no weakness. 253007 Ashen remains in which spirits yet dwell. Use to summon the spirits of two of Radahn's soldiers. Both spirits wield fiery weapons to perform powerful skills. Such is their valor that they will immediately attack after being summoned. General Radahn's soldiers were all reputed to be masterful warriors, and it was popularly said that the Redmanes knew no weakness. 253008 Ashen remains in which spirits yet dwell. Use to summon the spirits of two of Radahn's soldiers. Both spirits wield fiery weapons to perform powerful skills. Such is their valor that they will immediately attack after being summoned. General Radahn's soldiers were all reputed to be masterful warriors, and it was popularly said that the Redmanes knew no weakness. 253009 Ashen remains in which spirits yet dwell. Use to summon the spirits of two of Radahn's soldiers. Both spirits wield fiery weapons to perform powerful skills. Such is their valor that they will immediately attack after being summoned. General Radahn's soldiers were all reputed to be masterful warriors, and it was popularly said that the Redmanes knew no weakness. 253010 Ashen remains in which spirits yet dwell. Use to summon the spirits of two of Radahn's soldiers. Both spirits wield fiery weapons to perform powerful skills. Such is their valor that they will immediately attack after being summoned. General Radahn's soldiers were all reputed to be masterful warriors, and it was popularly said that the Redmanes knew no weakness. 254000 Ashen remains in which spirits yet dwell. Use to summon the spirits of five mausoleum soldiers. Spirits of five headless soldiers who confound foes by disappearing and reappearing at will. The mausoleum is where the bodies of soulless demigods are lain to rest, and these soldiers followed their masters into Death by severing their own heads from their bodies. 254001 Ashen remains in which spirits yet dwell. Use to summon the spirits of five mausoleum soldiers. Spirits of five headless soldiers who confound foes by disappearing and reappearing at will. The mausoleum is where the bodies of soulless demigods are lain to rest, and these soldiers followed their masters into Death by severing their own heads from their bodies. 254002 Ashen remains in which spirits yet dwell. Use to summon the spirits of five mausoleum soldiers. Spirits of five headless soldiers who confound foes by disappearing and reappearing at will. The mausoleum is where the bodies of soulless demigods are lain to rest, and these soldiers followed their masters into Death by severing their own heads from their bodies. 254003 Ashen remains in which spirits yet dwell. Use to summon the spirits of five mausoleum soldiers. Spirits of five headless soldiers who confound foes by disappearing and reappearing at will. The mausoleum is where the bodies of soulless demigods are lain to rest, and these soldiers followed their masters into Death by severing their own heads from their bodies. 254004 Ashen remains in which spirits yet dwell. Use to summon the spirits of five mausoleum soldiers. Spirits of five headless soldiers who confound foes by disappearing and reappearing at will. The mausoleum is where the bodies of soulless demigods are lain to rest, and these soldiers followed their masters into Death by severing their own heads from their bodies. 254005 Ashen remains in which spirits yet dwell. Use to summon the spirits of five mausoleum soldiers. Spirits of five headless soldiers who confound foes by disappearing and reappearing at will. The mausoleum is where the bodies of soulless demigods are lain to rest, and these soldiers followed their masters into Death by severing their own heads from their bodies. 254006 Ashen remains in which spirits yet dwell. Use to summon the spirits of five mausoleum soldiers. Spirits of five headless soldiers who confound foes by disappearing and reappearing at will. The mausoleum is where the bodies of soulless demigods are lain to rest, and these soldiers followed their masters into Death by severing their own heads from their bodies. 254007 Ashen remains in which spirits yet dwell. Use to summon the spirits of five mausoleum soldiers. Spirits of five headless soldiers who confound foes by disappearing and reappearing at will. The mausoleum is where the bodies of soulless demigods are lain to rest, and these soldiers followed their masters into Death by severing their own heads from their bodies. 254008 Ashen remains in which spirits yet dwell. Use to summon the spirits of five mausoleum soldiers. Spirits of five headless soldiers who confound foes by disappearing and reappearing at will. The mausoleum is where the bodies of soulless demigods are lain to rest, and these soldiers followed their masters into Death by severing their own heads from their bodies. 254009 Ashen remains in which spirits yet dwell. Use to summon the spirits of five mausoleum soldiers. Spirits of five headless soldiers who confound foes by disappearing and reappearing at will. The mausoleum is where the bodies of soulless demigods are lain to rest, and these soldiers followed their masters into Death by severing their own heads from their bodies. 254010 Ashen remains in which spirits yet dwell. Use to summon the spirits of five mausoleum soldiers. Spirits of five headless soldiers who confound foes by disappearing and reappearing at will. The mausoleum is where the bodies of soulless demigods are lain to rest, and these soldiers followed their masters into Death by severing their own heads from their bodies. 255000 Ashen remains in which spirits yet dwell. Use to summon the spirits of four Haligtree soldiers. Spirits of common soldiers who carry the sacred light. When weakened, they explode to deliver a last-ditch attack. This was the bitter revelation discovered by the desperate soldiers who awaited the return of their lord to the rotted Haligtree. May the flash of our deaths guide Miquella's return. 255001 Ashen remains in which spirits yet dwell. Use to summon the spirits of four Haligtree soldiers. Spirits of common soldiers who carry the sacred light. When weakened, they explode to deliver a last-ditch attack. This was the bitter revelation discovered by the desperate soldiers who awaited the return of their lord to the rotted Haligtree. May the flash of our deaths guide Miquella's return. 255002 Ashen remains in which spirits yet dwell. Use to summon the spirits of four Haligtree soldiers. Spirits of common soldiers who carry the sacred light. When weakened, they explode to deliver a last-ditch attack. This was the bitter revelation discovered by the desperate soldiers who awaited the return of their lord to the rotted Haligtree. May the flash of our deaths guide Miquella's return. 255003 Ashen remains in which spirits yet dwell. Use to summon the spirits of four Haligtree soldiers. Spirits of common soldiers who carry the sacred light. When weakened, they explode to deliver a last-ditch attack. This was the bitter revelation discovered by the desperate soldiers who awaited the return of their lord to the rotted Haligtree. May the flash of our deaths guide Miquella's return. 255004 Ashen remains in which spirits yet dwell. Use to summon the spirits of four Haligtree soldiers. Spirits of common soldiers who carry the sacred light. When weakened, they explode to deliver a last-ditch attack. This was the bitter revelation discovered by the desperate soldiers who awaited the return of their lord to the rotted Haligtree. May the flash of our deaths guide Miquella's return. 255005 Ashen remains in which spirits yet dwell. Use to summon the spirits of four Haligtree soldiers. Spirits of common soldiers who carry the sacred light. When weakened, they explode to deliver a last-ditch attack. This was the bitter revelation discovered by the desperate soldiers who awaited the return of their lord to the rotted Haligtree. May the flash of our deaths guide Miquella's return. 255006 Ashen remains in which spirits yet dwell. Use to summon the spirits of four Haligtree soldiers. Spirits of common soldiers who carry the sacred light. When weakened, they explode to deliver a last-ditch attack. This was the bitter revelation discovered by the desperate soldiers who awaited the return of their lord to the rotted Haligtree. May the flash of our deaths guide Miquella's return. 255007 Ashen remains in which spirits yet dwell. Use to summon the spirits of four Haligtree soldiers. Spirits of common soldiers who carry the sacred light. When weakened, they explode to deliver a last-ditch attack. This was the bitter revelation discovered by the desperate soldiers who awaited the return of their lord to the rotted Haligtree. May the flash of our deaths guide Miquella's return. 255008 Ashen remains in which spirits yet dwell. Use to summon the spirits of four Haligtree soldiers. Spirits of common soldiers who carry the sacred light. When weakened, they explode to deliver a last-ditch attack. This was the bitter revelation discovered by the desperate soldiers who awaited the return of their lord to the rotted Haligtree. May the flash of our deaths guide Miquella's return. 255009 Ashen remains in which spirits yet dwell. Use to summon the spirits of four Haligtree soldiers. Spirits of common soldiers who carry the sacred light. When weakened, they explode to deliver a last-ditch attack. This was the bitter revelation discovered by the desperate soldiers who awaited the return of their lord to the rotted Haligtree. May the flash of our deaths guide Miquella's return. 255010 Ashen remains in which spirits yet dwell. Use to summon the spirits of four Haligtree soldiers. Spirits of common soldiers who carry the sacred light. When weakened, they explode to deliver a last-ditch attack. This was the bitter revelation discovered by the desperate soldiers who awaited the return of their lord to the rotted Haligtree. May the flash of our deaths guide Miquella's return. 256000 Legendary ashen remains. Use to summon the spirit of Kristoff, the Ancient Dragon Knight. Spirit of Kristoff, an honorable knight of Leyndell who was also a devout worshipper of the ancient dragons. His skills strike down foes with thunderbolts, the dragons' weapon of choice. After the First Defense of Leyndell, Kristoff earned the hero's honor of Erdtree Burial for the feat of capturing Godefroy the Grafted. 256001 Legendary ashen remains. Use to summon the spirit of Kristoff, the Ancient Dragon Knight. Spirit of Kristoff, an honorable knight of Leyndell who was also a devout worshipper of the ancient dragons. His skills strike down foes with thunderbolts, the dragons' weapon of choice. After the First Defense of Leyndell, Kristoff earned the hero's honor of Erdtree Burial for the feat of capturing Godefroy the Grafted. 256002 Legendary ashen remains. Use to summon the spirit of Kristoff, the Ancient Dragon Knight. Spirit of Kristoff, an honorable knight of Leyndell who was also a devout worshipper of the ancient dragons. His skills strike down foes with thunderbolts, the dragons' weapon of choice. After the First Defense of Leyndell, Kristoff earned the hero's honor of Erdtree Burial for the feat of capturing Godefroy the Grafted. 256003 Legendary ashen remains. Use to summon the spirit of Kristoff, the Ancient Dragon Knight. Spirit of Kristoff, an honorable knight of Leyndell who was also a devout worshipper of the ancient dragons. His skills strike down foes with thunderbolts, the dragons' weapon of choice. After the First Defense of Leyndell, Kristoff earned the hero's honor of Erdtree Burial for the feat of capturing Godefroy the Grafted. 256004 Legendary ashen remains. Use to summon the spirit of Kristoff, the Ancient Dragon Knight. Spirit of Kristoff, an honorable knight of Leyndell who was also a devout worshipper of the ancient dragons. His skills strike down foes with thunderbolts, the dragons' weapon of choice. After the First Defense of Leyndell, Kristoff earned the hero's honor of Erdtree Burial for the feat of capturing Godefroy the Grafted. 256005 Legendary ashen remains. Use to summon the spirit of Kristoff, the Ancient Dragon Knight. Spirit of Kristoff, an honorable knight of Leyndell who was also a devout worshipper of the ancient dragons. His skills strike down foes with thunderbolts, the dragons' weapon of choice. After the First Defense of Leyndell, Kristoff earned the hero's honor of Erdtree Burial for the feat of capturing Godefroy the Grafted. 256006 Legendary ashen remains. Use to summon the spirit of Kristoff, the Ancient Dragon Knight. Spirit of Kristoff, an honorable knight of Leyndell who was also a devout worshipper of the ancient dragons. His skills strike down foes with thunderbolts, the dragons' weapon of choice. After the First Defense of Leyndell, Kristoff earned the hero's honor of Erdtree Burial for the feat of capturing Godefroy the Grafted. 256007 Legendary ashen remains. Use to summon the spirit of Kristoff, the Ancient Dragon Knight. Spirit of Kristoff, an honorable knight of Leyndell who was also a devout worshipper of the ancient dragons. His skills strike down foes with thunderbolts, the dragons' weapon of choice. After the First Defense of Leyndell, Kristoff earned the hero's honor of Erdtree Burial for the feat of capturing Godefroy the Grafted. 256008 Legendary ashen remains. Use to summon the spirit of Kristoff, the Ancient Dragon Knight. Spirit of Kristoff, an honorable knight of Leyndell who was also a devout worshipper of the ancient dragons. His skills strike down foes with thunderbolts, the dragons' weapon of choice. After the First Defense of Leyndell, Kristoff earned the hero's honor of Erdtree Burial for the feat of capturing Godefroy the Grafted. 256009 Legendary ashen remains. Use to summon the spirit of Kristoff, the Ancient Dragon Knight. Spirit of Kristoff, an honorable knight of Leyndell who was also a devout worshipper of the ancient dragons. His skills strike down foes with thunderbolts, the dragons' weapon of choice. After the First Defense of Leyndell, Kristoff earned the hero's honor of Erdtree Burial for the feat of capturing Godefroy the Grafted. 256010 Legendary ashen remains. Use to summon the spirit of Kristoff, the Ancient Dragon Knight. Spirit of Kristoff, an honorable knight of Leyndell who was also a devout worshipper of the ancient dragons. His skills strike down foes with thunderbolts, the dragons' weapon of choice. After the First Defense of Leyndell, Kristoff earned the hero's honor of Erdtree Burial for the feat of capturing Godefroy the Grafted. 257000 Legendary ashen remains. Use to summon the spirit of Ogha, the Redmane Knight. Spirit of a mighty knight versed in the use of a greatbow. A valiant warrior who will attack immediately after being summoned. The longest-serving member of the Redmane Knights, Ogha studied techniques to manipulate gravity alongside Radahn. May use a rain of gravitational arrows in response to a war cry, but only once. 257001 Legendary ashen remains. Use to summon the spirit of Ogha, the Redmane Knight. Spirit of a mighty knight versed in the use of a greatbow. A valiant warrior who will attack immediately after being summoned. The longest-serving member of the Redmane Knights, Ogha studied techniques to manipulate gravity alongside Radahn. May use a rain of gravitational arrows in response to a war cry, but only once. 257002 Legendary ashen remains. Use to summon the spirit of Ogha, the Redmane Knight. Spirit of a mighty knight versed in the use of a greatbow. A valiant warrior who will attack immediately after being summoned. The longest-serving member of the Redmane Knights, Ogha studied techniques to manipulate gravity alongside Radahn. May use a rain of gravitational arrows in response to a war cry, but only once. 257003 Legendary ashen remains. Use to summon the spirit of Ogha, the Redmane Knight. Spirit of a mighty knight versed in the use of a greatbow. A valiant warrior who will attack immediately after being summoned. The longest-serving member of the Redmane Knights, Ogha studied techniques to manipulate gravity alongside Radahn. May use a rain of gravitational arrows in response to a war cry, but only once. 257004 Legendary ashen remains. Use to summon the spirit of Ogha, the Redmane Knight. Spirit of a mighty knight versed in the use of a greatbow. A valiant warrior who will attack immediately after being summoned. The longest-serving member of the Redmane Knights, Ogha studied techniques to manipulate gravity alongside Radahn. May use a rain of gravitational arrows in response to a war cry, but only once. 257005 Legendary ashen remains. Use to summon the spirit of Ogha, the Redmane Knight. Spirit of a mighty knight versed in the use of a greatbow. A valiant warrior who will attack immediately after being summoned. The longest-serving member of the Redmane Knights, Ogha studied techniques to manipulate gravity alongside Radahn. May use a rain of gravitational arrows in response to a war cry, but only once. 257006 Legendary ashen remains. Use to summon the spirit of Ogha, the Redmane Knight. Spirit of a mighty knight versed in the use of a greatbow. A valiant warrior who will attack immediately after being summoned. The longest-serving member of the Redmane Knights, Ogha studied techniques to manipulate gravity alongside Radahn. May use a rain of gravitational arrows in response to a war cry, but only once. 257007 Legendary ashen remains. Use to summon the spirit of Ogha, the Redmane Knight. Spirit of a mighty knight versed in the use of a greatbow. A valiant warrior who will attack immediately after being summoned. The longest-serving member of the Redmane Knights, Ogha studied techniques to manipulate gravity alongside Radahn. May use a rain of gravitational arrows in response to a war cry, but only once. 257008 Legendary ashen remains. Use to summon the spirit of Ogha, the Redmane Knight. Spirit of a mighty knight versed in the use of a greatbow. A valiant warrior who will attack immediately after being summoned. The longest-serving member of the Redmane Knights, Ogha studied techniques to manipulate gravity alongside Radahn. May use a rain of gravitational arrows in response to a war cry, but only once. 257009 Legendary ashen remains. Use to summon the spirit of Ogha, the Redmane Knight. Spirit of a mighty knight versed in the use of a greatbow. A valiant warrior who will attack immediately after being summoned. The longest-serving member of the Redmane Knights, Ogha studied techniques to manipulate gravity alongside Radahn. May use a rain of gravitational arrows in response to a war cry, but only once. 257010 Legendary ashen remains. Use to summon the spirit of Ogha, the Redmane Knight. Spirit of a mighty knight versed in the use of a greatbow. A valiant warrior who will attack immediately after being summoned. The longest-serving member of the Redmane Knights, Ogha studied techniques to manipulate gravity alongside Radahn. May use a rain of gravitational arrows in response to a war cry, but only once. 258000 Legendary ashen remains. Use to summon the spirit of Lhutel the Headless. Spirit of a headless knight who leads the mausoleum soldiers. Wields a lance enrobed in Death and hurls spectral lances at foes. Lhutel sacrificed her life so that in Death she could continue to protect a soulless demigod until their revival, earning her the hero's honor of Erdtree Burial. 258001 Legendary ashen remains. Use to summon the spirit of Lhutel the Headless. Spirit of a headless knight who leads the mausoleum soldiers. Wields a lance enrobed in Death and hurls spectral lances at foes. Lhutel sacrificed her life so that in Death she could continue to protect a soulless demigod until their revival, earning her the hero's honor of Erdtree Burial. 258002 Legendary ashen remains. Use to summon the spirit of Lhutel the Headless. Spirit of a headless knight who leads the mausoleum soldiers. Wields a lance enrobed in Death and hurls spectral lances at foes. Lhutel sacrificed her life so that in Death she could continue to protect a soulless demigod until their revival, earning her the hero's honor of Erdtree Burial. 258003 Legendary ashen remains. Use to summon the spirit of Lhutel the Headless. Spirit of a headless knight who leads the mausoleum soldiers. Wields a lance enrobed in Death and hurls spectral lances at foes. Lhutel sacrificed her life so that in Death she could continue to protect a soulless demigod until their revival, earning her the hero's honor of Erdtree Burial. 258004 Legendary ashen remains. Use to summon the spirit of Lhutel the Headless. Spirit of a headless knight who leads the mausoleum soldiers. Wields a lance enrobed in Death and hurls spectral lances at foes. Lhutel sacrificed her life so that in Death she could continue to protect a soulless demigod until their revival, earning her the hero's honor of Erdtree Burial. 258005 Legendary ashen remains. Use to summon the spirit of Lhutel the Headless. Spirit of a headless knight who leads the mausoleum soldiers. Wields a lance enrobed in Death and hurls spectral lances at foes. Lhutel sacrificed her life so that in Death she could continue to protect a soulless demigod until their revival, earning her the hero's honor of Erdtree Burial. 258006 Legendary ashen remains. Use to summon the spirit of Lhutel the Headless. Spirit of a headless knight who leads the mausoleum soldiers. Wields a lance enrobed in Death and hurls spectral lances at foes. Lhutel sacrificed her life so that in Death she could continue to protect a soulless demigod until their revival, earning her the hero's honor of Erdtree Burial. 258007 Legendary ashen remains. Use to summon the spirit of Lhutel the Headless. Spirit of a headless knight who leads the mausoleum soldiers. Wields a lance enrobed in Death and hurls spectral lances at foes. Lhutel sacrificed her life so that in Death she could continue to protect a soulless demigod until their revival, earning her the hero's honor of Erdtree Burial. 258008 Legendary ashen remains. Use to summon the spirit of Lhutel the Headless. Spirit of a headless knight who leads the mausoleum soldiers. Wields a lance enrobed in Death and hurls spectral lances at foes. Lhutel sacrificed her life so that in Death she could continue to protect a soulless demigod until their revival, earning her the hero's honor of Erdtree Burial. 258009 Legendary ashen remains. Use to summon the spirit of Lhutel the Headless. Spirit of a headless knight who leads the mausoleum soldiers. Wields a lance enrobed in Death and hurls spectral lances at foes. Lhutel sacrificed her life so that in Death she could continue to protect a soulless demigod until their revival, earning her the hero's honor of Erdtree Burial. 258010 Legendary ashen remains. Use to summon the spirit of Lhutel the Headless. Spirit of a headless knight who leads the mausoleum soldiers. Wields a lance enrobed in Death and hurls spectral lances at foes. Lhutel sacrificed her life so that in Death she could continue to protect a soulless demigod until their revival, earning her the hero's honor of Erdtree Burial. 259000 One of Seluvis's favorite puppets. Use to summon the spirit of Nepheli Loux. Puppet of a warrior who was betrayed by her pure heart. Wields a Stormhawk Axe in both hands and uses the Thunderstorm skill. A diamond in the rough, deserving of special care lest its potential be squandered. Nepheli Loux truly was a warrior. 259001 One of Seluvis's favorite puppets. Use to summon the spirit of Nepheli Loux. Puppet of a warrior who was betrayed by her pure heart. Wields a Stormhawk Axe in both hands and uses the Thunderstorm skill. A diamond in the rough, deserving of special care lest its potential be squandered. Nepheli Loux truly was a warrior. 259002 One of Seluvis's favorite puppets. Use to summon the spirit of Nepheli Loux. Puppet of a warrior who was betrayed by her pure heart. Wields a Stormhawk Axe in both hands and uses the Thunderstorm skill. A diamond in the rough, deserving of special care lest its potential be squandered. Nepheli Loux truly was a warrior. 259003 One of Seluvis's favorite puppets. Use to summon the spirit of Nepheli Loux. Puppet of a warrior who was betrayed by her pure heart. Wields a Stormhawk Axe in both hands and uses the Thunderstorm skill. A diamond in the rough, deserving of special care lest its potential be squandered. Nepheli Loux truly was a warrior. 259004 One of Seluvis's favorite puppets. Use to summon the spirit of Nepheli Loux. Puppet of a warrior who was betrayed by her pure heart. Wields a Stormhawk Axe in both hands and uses the Thunderstorm skill. A diamond in the rough, deserving of special care lest its potential be squandered. Nepheli Loux truly was a warrior. 259005 One of Seluvis's favorite puppets. Use to summon the spirit of Nepheli Loux. Puppet of a warrior who was betrayed by her pure heart. Wields a Stormhawk Axe in both hands and uses the Thunderstorm skill. A diamond in the rough, deserving of special care lest its potential be squandered. Nepheli Loux truly was a warrior. 259006 One of Seluvis's favorite puppets. Use to summon the spirit of Nepheli Loux. Puppet of a warrior who was betrayed by her pure heart. Wields a Stormhawk Axe in both hands and uses the Thunderstorm skill. A diamond in the rough, deserving of special care lest its potential be squandered. Nepheli Loux truly was a warrior. 259007 One of Seluvis's favorite puppets. Use to summon the spirit of Nepheli Loux. Puppet of a warrior who was betrayed by her pure heart. Wields a Stormhawk Axe in both hands and uses the Thunderstorm skill. A diamond in the rough, deserving of special care lest its potential be squandered. Nepheli Loux truly was a warrior. 259008 One of Seluvis's favorite puppets. Use to summon the spirit of Nepheli Loux. Puppet of a warrior who was betrayed by her pure heart. Wields a Stormhawk Axe in both hands and uses the Thunderstorm skill. A diamond in the rough, deserving of special care lest its potential be squandered. Nepheli Loux truly was a warrior. 259009 One of Seluvis's favorite puppets. Use to summon the spirit of Nepheli Loux. Puppet of a warrior who was betrayed by her pure heart. Wields a Stormhawk Axe in both hands and uses the Thunderstorm skill. A diamond in the rough, deserving of special care lest its potential be squandered. Nepheli Loux truly was a warrior. 259010 One of Seluvis's favorite puppets. Use to summon the spirit of Nepheli Loux. Puppet of a warrior who was betrayed by her pure heart. Wields a Stormhawk Axe in both hands and uses the Thunderstorm skill. A diamond in the rough, deserving of special care lest its potential be squandered. Nepheli Loux truly was a warrior. 260000 One of Seluvis's puppets. Use to summon the spirit of the Dung Eater. Spirit of a man who murdered thousands and defiled their corpses with the Seedbed Curse. Wields a spine greatsword and hurls curses. The Dung Eater despaired at how he met his end. How hideous and sinister this puppet is, and yet, its utter despair invites one to care for it. 260001 One of Seluvis's puppets. Use to summon the spirit of the Dung Eater. Spirit of a man who murdered thousands and defiled their corpses with the Seedbed Curse. Wields a spine greatsword and hurls curses. The Dung Eater despaired at how he met his end. How hideous and sinister this puppet is, and yet, its utter despair invites one to care for it. 260002 One of Seluvis's puppets. Use to summon the spirit of the Dung Eater. Spirit of a man who murdered thousands and defiled their corpses with the Seedbed Curse. Wields a spine greatsword and hurls curses. The Dung Eater despaired at how he met his end. How hideous and sinister this puppet is, and yet, its utter despair invites one to care for it. 260003 One of Seluvis's puppets. Use to summon the spirit of the Dung Eater. Spirit of a man who murdered thousands and defiled their corpses with the Seedbed Curse. Wields a spine greatsword and hurls curses. The Dung Eater despaired at how he met his end. How hideous and sinister this puppet is, and yet, its utter despair invites one to care for it. 260004 One of Seluvis's puppets. Use to summon the spirit of the Dung Eater. Spirit of a man who murdered thousands and defiled their corpses with the Seedbed Curse. Wields a spine greatsword and hurls curses. The Dung Eater despaired at how he met his end. How hideous and sinister this puppet is, and yet, its utter despair invites one to care for it. 260005 One of Seluvis's puppets. Use to summon the spirit of the Dung Eater. Spirit of a man who murdered thousands and defiled their corpses with the Seedbed Curse. Wields a spine greatsword and hurls curses. The Dung Eater despaired at how he met his end. How hideous and sinister this puppet is, and yet, its utter despair invites one to care for it. 260006 One of Seluvis's puppets. Use to summon the spirit of the Dung Eater. Spirit of a man who murdered thousands and defiled their corpses with the Seedbed Curse. Wields a spine greatsword and hurls curses. The Dung Eater despaired at how he met his end. How hideous and sinister this puppet is, and yet, its utter despair invites one to care for it. 260007 One of Seluvis's puppets. Use to summon the spirit of the Dung Eater. Spirit of a man who murdered thousands and defiled their corpses with the Seedbed Curse. Wields a spine greatsword and hurls curses. The Dung Eater despaired at how he met his end. How hideous and sinister this puppet is, and yet, its utter despair invites one to care for it. 260008 One of Seluvis's puppets. Use to summon the spirit of the Dung Eater. Spirit of a man who murdered thousands and defiled their corpses with the Seedbed Curse. Wields a spine greatsword and hurls curses. The Dung Eater despaired at how he met his end. How hideous and sinister this puppet is, and yet, its utter despair invites one to care for it. 260009 One of Seluvis's puppets. Use to summon the spirit of the Dung Eater. Spirit of a man who murdered thousands and defiled their corpses with the Seedbed Curse. Wields a spine greatsword and hurls curses. The Dung Eater despaired at how he met his end. How hideous and sinister this puppet is, and yet, its utter despair invites one to care for it. 260010 One of Seluvis's puppets. Use to summon the spirit of the Dung Eater. Spirit of a man who murdered thousands and defiled their corpses with the Seedbed Curse. Wields a spine greatsword and hurls curses. The Dung Eater despaired at how he met his end. How hideous and sinister this puppet is, and yet, its utter despair invites one to care for it. 261000 One of Seluvis's puppets. Use to summon the spirit of the Finger Maiden Therolina. Spirit of Finger Maiden who never met the Tarnished she was meant to guide. Uses healing incantations and Holy Water Pots, but she is not a fighter by nature and is ill-suited to battle. A Maiden without a Tarnished. A Tarnished without a Maiden. And yet no guide to bring them together. 261001 One of Seluvis's puppets. Use to summon the spirit of the Finger Maiden Therolina. Spirit of Finger Maiden who never met the Tarnished she was meant to guide. Uses healing incantations and Holy Water Pots, but she is not a fighter by nature and is ill-suited to battle. A Maiden without a Tarnished. A Tarnished without a Maiden. And yet no guide to bring them together. 261002 One of Seluvis's puppets. Use to summon the spirit of the Finger Maiden Therolina. Spirit of Finger Maiden who never met the Tarnished she was meant to guide. Uses healing incantations and Holy Water Pots, but she is not a fighter by nature and is ill-suited to battle. A Maiden without a Tarnished. A Tarnished without a Maiden. And yet no guide to bring them together. 261003 One of Seluvis's puppets. Use to summon the spirit of the Finger Maiden Therolina. Spirit of Finger Maiden who never met the Tarnished she was meant to guide. Uses healing incantations and Holy Water Pots, but she is not a fighter by nature and is ill-suited to battle. A Maiden without a Tarnished. A Tarnished without a Maiden. And yet no guide to bring them together. 261004 One of Seluvis's puppets. Use to summon the spirit of the Finger Maiden Therolina. Spirit of Finger Maiden who never met the Tarnished she was meant to guide. Uses healing incantations and Holy Water Pots, but she is not a fighter by nature and is ill-suited to battle. A Maiden without a Tarnished. A Tarnished without a Maiden. And yet no guide to bring them together. 261005 One of Seluvis's puppets. Use to summon the spirit of the Finger Maiden Therolina. Spirit of Finger Maiden who never met the Tarnished she was meant to guide. Uses healing incantations and Holy Water Pots, but she is not a fighter by nature and is ill-suited to battle. A Maiden without a Tarnished. A Tarnished without a Maiden. And yet no guide to bring them together. 261006 One of Seluvis's puppets. Use to summon the spirit of the Finger Maiden Therolina. Spirit of Finger Maiden who never met the Tarnished she was meant to guide. Uses healing incantations and Holy Water Pots, but she is not a fighter by nature and is ill-suited to battle. A Maiden without a Tarnished. A Tarnished without a Maiden. And yet no guide to bring them together. 261007 One of Seluvis's puppets. Use to summon the spirit of the Finger Maiden Therolina. Spirit of Finger Maiden who never met the Tarnished she was meant to guide. Uses healing incantations and Holy Water Pots, but she is not a fighter by nature and is ill-suited to battle. A Maiden without a Tarnished. A Tarnished without a Maiden. And yet no guide to bring them together. 261008 One of Seluvis's puppets. Use to summon the spirit of the Finger Maiden Therolina. Spirit of Finger Maiden who never met the Tarnished she was meant to guide. Uses healing incantations and Holy Water Pots, but she is not a fighter by nature and is ill-suited to battle. A Maiden without a Tarnished. A Tarnished without a Maiden. And yet no guide to bring them together. 261009 One of Seluvis's puppets. Use to summon the spirit of the Finger Maiden Therolina. Spirit of Finger Maiden who never met the Tarnished she was meant to guide. Uses healing incantations and Holy Water Pots, but she is not a fighter by nature and is ill-suited to battle. A Maiden without a Tarnished. A Tarnished without a Maiden. And yet no guide to bring them together. 261010 One of Seluvis's puppets. Use to summon the spirit of the Finger Maiden Therolina. Spirit of Finger Maiden who never met the Tarnished she was meant to guide. Uses healing incantations and Holy Water Pots, but she is not a fighter by nature and is ill-suited to battle. A Maiden without a Tarnished. A Tarnished without a Maiden. And yet no guide to bring them together. 262000 One of Seluvis's favorite puppets. Use to summon the spirit of Dolores the Sleeping Arrow. Spirit of a handsome archer who dressed in the style of a man. Called the Silent Hunter by some, she fires St. Trina's arrows from her shortbow. Dolores once belonged to the Roundtable Hold, where she was both a critic and a friend of Gideon the All-Knowing. It was because of her that he and Seluvis went their separate ways. 262001 One of Seluvis's favorite puppets. Use to summon the spirit of Dolores the Sleeping Arrow. Spirit of a handsome archer who dressed in the style of a man. Called the Silent Hunter by some, she fires St. Trina's arrows from her shortbow. Dolores once belonged to the Roundtable Hold, where she was both a critic and a friend of Gideon the All-Knowing. It was because of her that he and Seluvis went their separate ways. 262002 One of Seluvis's favorite puppets. Use to summon the spirit of Dolores the Sleeping Arrow. Spirit of a handsome archer who dressed in the style of a man. Called the Silent Hunter by some, she fires St. Trina's arrows from her shortbow. Dolores once belonged to the Roundtable Hold, where she was both a critic and a friend of Gideon the All-Knowing. It was because of her that he and Seluvis went their separate ways. 262003 One of Seluvis's favorite puppets. Use to summon the spirit of Dolores the Sleeping Arrow. Spirit of a handsome archer who dressed in the style of a man. Called the Silent Hunter by some, she fires St. Trina's arrows from her shortbow. Dolores once belonged to the Roundtable Hold, where she was both a critic and a friend of Gideon the All-Knowing. It was because of her that he and Seluvis went their separate ways. 262004 One of Seluvis's favorite puppets. Use to summon the spirit of Dolores the Sleeping Arrow. Spirit of a handsome archer who dressed in the style of a man. Called the Silent Hunter by some, she fires St. Trina's arrows from her shortbow. Dolores once belonged to the Roundtable Hold, where she was both a critic and a friend of Gideon the All-Knowing. It was because of her that he and Seluvis went their separate ways. 262005 One of Seluvis's favorite puppets. Use to summon the spirit of Dolores the Sleeping Arrow. Spirit of a handsome archer who dressed in the style of a man. Called the Silent Hunter by some, she fires St. Trina's arrows from her shortbow. Dolores once belonged to the Roundtable Hold, where she was both a critic and a friend of Gideon the All-Knowing. It was because of her that he and Seluvis went their separate ways. 262006 One of Seluvis's favorite puppets. Use to summon the spirit of Dolores the Sleeping Arrow. Spirit of a handsome archer who dressed in the style of a man. Called the Silent Hunter by some, she fires St. Trina's arrows from her shortbow. Dolores once belonged to the Roundtable Hold, where she was both a critic and a friend of Gideon the All-Knowing. It was because of her that he and Seluvis went their separate ways. 262007 One of Seluvis's favorite puppets. Use to summon the spirit of Dolores the Sleeping Arrow. Spirit of a handsome archer who dressed in the style of a man. Called the Silent Hunter by some, she fires St. Trina's arrows from her shortbow. Dolores once belonged to the Roundtable Hold, where she was both a critic and a friend of Gideon the All-Knowing. It was because of her that he and Seluvis went their separate ways. 262008 One of Seluvis's favorite puppets. Use to summon the spirit of Dolores the Sleeping Arrow. Spirit of a handsome archer who dressed in the style of a man. Called the Silent Hunter by some, she fires St. Trina's arrows from her shortbow. Dolores once belonged to the Roundtable Hold, where she was both a critic and a friend of Gideon the All-Knowing. It was because of her that he and Seluvis went their separate ways. 262009 One of Seluvis's favorite puppets. Use to summon the spirit of Dolores the Sleeping Arrow. Spirit of a handsome archer who dressed in the style of a man. Called the Silent Hunter by some, she fires St. Trina's arrows from her shortbow. Dolores once belonged to the Roundtable Hold, where she was both a critic and a friend of Gideon the All-Knowing. It was because of her that he and Seluvis went their separate ways. 262010 One of Seluvis's favorite puppets. Use to summon the spirit of Dolores the Sleeping Arrow. Spirit of a handsome archer who dressed in the style of a man. Called the Silent Hunter by some, she fires St. Trina's arrows from her shortbow. Dolores once belonged to the Roundtable Hold, where she was both a critic and a friend of Gideon the All-Knowing. It was because of her that he and Seluvis went their separate ways. 263000 One of Seluvis's puppets. Use to summon the spirit of a jarwight. Spirit of a man who wished to become the innards of a living jar. A jar-hurling specialist who throws all manner of pots and jars. The warrior jar once told the nameless man this: "You are not yet ready to join the warriors inside. No, you must apply yourself! Better yourself, and one day I will return for you." 263001 One of Seluvis's puppets. Use to summon the spirit of a jarwight. Spirit of a man who wished to become the innards of a living jar. A jar-hurling specialist who throws all manner of pots and jars. The warrior jar once told the nameless man this: "You are not yet ready to join the warriors inside. No, you must apply yourself! Better yourself, and one day I will return for you." 263002 One of Seluvis's puppets. Use to summon the spirit of a jarwight. Spirit of a man who wished to become the innards of a living jar. A jar-hurling specialist who throws all manner of pots and jars. The warrior jar once told the nameless man this: "You are not yet ready to join the warriors inside. No, you must apply yourself! Better yourself, and one day I will return for you." 263003 One of Seluvis's puppets. Use to summon the spirit of a jarwight. Spirit of a man who wished to become the innards of a living jar. A jar-hurling specialist who throws all manner of pots and jars. The warrior jar once told the nameless man this: "You are not yet ready to join the warriors inside. No, you must apply yourself! Better yourself, and one day I will return for you." 263004 One of Seluvis's puppets. Use to summon the spirit of a jarwight. Spirit of a man who wished to become the innards of a living jar. A jar-hurling specialist who throws all manner of pots and jars. The warrior jar once told the nameless man this: "You are not yet ready to join the warriors inside. No, you must apply yourself! Better yourself, and one day I will return for you." 263005 One of Seluvis's puppets. Use to summon the spirit of a jarwight. Spirit of a man who wished to become the innards of a living jar. A jar-hurling specialist who throws all manner of pots and jars. The warrior jar once told the nameless man this: "You are not yet ready to join the warriors inside. No, you must apply yourself! Better yourself, and one day I will return for you." 263006 One of Seluvis's puppets. Use to summon the spirit of a jarwight. Spirit of a man who wished to become the innards of a living jar. A jar-hurling specialist who throws all manner of pots and jars. The warrior jar once told the nameless man this: "You are not yet ready to join the warriors inside. No, you must apply yourself! Better yourself, and one day I will return for you." 263007 One of Seluvis's puppets. Use to summon the spirit of a jarwight. Spirit of a man who wished to become the innards of a living jar. A jar-hurling specialist who throws all manner of pots and jars. The warrior jar once told the nameless man this: "You are not yet ready to join the warriors inside. No, you must apply yourself! Better yourself, and one day I will return for you." 263008 One of Seluvis's puppets. Use to summon the spirit of a jarwight. Spirit of a man who wished to become the innards of a living jar. A jar-hurling specialist who throws all manner of pots and jars. The warrior jar once told the nameless man this: "You are not yet ready to join the warriors inside. No, you must apply yourself! Better yourself, and one day I will return for you." 263009 One of Seluvis's puppets. Use to summon the spirit of a jarwight. Spirit of a man who wished to become the innards of a living jar. A jar-hurling specialist who throws all manner of pots and jars. The warrior jar once told the nameless man this: "You are not yet ready to join the warriors inside. No, you must apply yourself! Better yourself, and one day I will return for you." 263010 One of Seluvis's puppets. Use to summon the spirit of a jarwight. Spirit of a man who wished to become the innards of a living jar. A jar-hurling specialist who throws all manner of pots and jars. The warrior jar once told the nameless man this: "You are not yet ready to join the warriors inside. No, you must apply yourself! Better yourself, and one day I will return for you." 9999001 9999002 9999003 9999004 9999005 9999006 9999007 9999008 9999009 9999010 9999011 9999012 9999013 9999014 9999015 9999016 9999017 9999018 9999019 9999020 9999021 9999022 9999023 9999024 9999025 9999026 9999027 9999028 9999029 9999030 9999031 9999032 9999033 9999034 9999035 9999036 9999037 9999038 9999039 9999040 9999041 9999042 9999043 9999044 9999045 9999046 9999047 9999048 9999049 9999050 9999051 9999052 9999053 9999054 9999055 9999056 9999057 9999058 9999059 9999060 9999061 9999062 9999063 9999064 9999065 9999066 9999067 9999068 9999069 9999070 9999071 9999072 9999073 9999074 9999075 9999076 9999077 9999078 9999079 9999080 9999081 9999082 9999083 9999084 9999085 9999086 9999087 9999088 9999089 9999090 9999091 9999092 9999093 9999094 9999095 9999096 9999097 9999098 9999099