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Hunting grounds of the Kher Reach

Directions are given from Oradin's temple; distances are in squares (sqm) and approximate. Experience is base experience, before the server's experience rate and stages.

The Gaze — what every hunter in the east must know

East of Oradin the desert is watched. The Unblinking — the Eye of the Nameless King — looks down on anyone who walks under the open, ash-grey sky. In game this is called the Gaze, and it is a slow, steady drain on your life.

Where it applies

  • Only in the Cindermarch: everything east of the line of fallen basalt pillars that marks the end of the Outer March. That includes the Middle March (the "Grey Sea"), the Brine Shelf on the south coast and the Deep March in the far east.
  • Only on the surface (ground floor). Caves, cellars and anything underground are always safe. Oradin, the Outer March and the Guardians' Row have no Gaze at all.

Shade protects you

You are in shade when any of the 8 squares around you holds something tall: a mountain or cliff, a wall, a column, a statue, a Waystone, a gate, a ruin, a tent, a ship's hull, a pile of rubble or another large object. Dead trees, loose stones, bones and water do not cast shade. In practice: hug the ruins and walls and the Eye loses you. When you step back into shade you will read "The Gaze passes over you."

Two strengths

Gaze Weak Gaze Full Gaze
Where the Middle March and the Brine Shelf (all the 500-level hunts) the Deep March (the far east of the desert, towards the Mourngate) and the quest areas of The Hollow Crown, chapter 2: the pockets around the northern and middle Waystones, the lost camp of the Cartographers and the paths leading into them
Damage about 1 % of your maximum health (0.8–1.2 %) 4–6 % of your maximum health
How often at most once every 10 seconds while you stand in open sky at most once every 10 seconds while you stand in open sky
Over a minute roughly 6 % of your health roughly 30 % of your health
Message "You feel the Eye, far off. It has not found you yet." (at most once a minute) "You are seen."
Patrols none after 60 seconds in a row under the full Gaze, an Unspoken Rider appears on top of you. Up to 3 of these Riders can hunt you at once.
  • The damage is death damage, dealt to you directly; the first tick lands as soon as you step into open sky (if 10 seconds have passed since the last one).
  • The Gaze never hurts monsters — only players.
  • There are a few exceptions inside the full-Gaze area: the Mourngate plaza is entirely in shade, and the passage behind the Mourngate and the Great Hall of the Hollow Crown have no Gaze at all.

The Veil of Cinders

The Veil of Cinders is a quest item from The Hollow Crown (chapter 2). Using it hides you from both Gazes for 90 seconds. It has 3 charges. An empty veil recharges when you return under the lamps of Oradin ("Under the lamps of Oradin, the veil remembers what it is.") or at a Waystone. The Veil hides you from the Eye, not from monsters.

Hunter's summary

  • Level 500 hunts are all under the weak Gaze. It is a tax, not a wall: about 6 % of your health per minute when you fight in the open. Bring a little more healing, or pull monsters into the shade of the nearest ruin. Nobody needs the quest to hunt at 500.
  • Do not wander into the full Gaze (the Deep March and the Waystone/lost-camp pockets) without the Veil or a plan: the damage is five times higher, and standing in the open for a minute calls an Unspoken Rider — a level-1000 elite.

Hunting grounds by level

Summary

Zone Where (from Oradin's temple) Recommended level Solo / duo / team Main creatures Notes
The Culverts under the city; sewer grate in the market (~25 sqm east) or the stair by the south sea wall 8–15 solo Rat, Cave Rat, Poison Spider the first step of the city's level ladder
The Second Nave (Undercroft) catacombs under the lower city, reached through the Culverts 30–60 solo Crypt Shambler, Ghoul, Ghost the damp nave; a single Blood Hand wanders in
The Wet Mile (Undercroft) smugglers' tunnel west of the Culverts, out to a grotto in the Lampfields 60–110 solo Blood Hand, Blood Priest good loot for its level; it is a passage, so few spawns
The First Nave (Undercroft) the oldest nave, north part of the catacombs 70–130 solo Vampire, Vampire Viscount, Blood Hand the cult's altar is in the south-west corner
The Salt Mines — the Hollow stairs in the Wardens' barracks (~50 sqm east of the temple), then through the Old Seam ≈ 200 duo Lost Basher, Lost Thrower, Lost Husher the first contact with the Lost
The Salt Mines — the White Hall Salt Mines, east of the Hollow ≈ 200 team Lost Berserker, Lost Basher, Lost Husher, Lost Thrower the mine's team room, between white salt pillars
The Salt Mines — the Brine Cut Salt Mines, south-east corner ≈ 200 duo Lost Exile, Lost Husher, Lost Thrower black, still water in the middle; fight on the dry edges
The Salt Mines — the Deep Seam gallery one floor down, by the shaft in the Brine Cut ≈ 200 (hard) duo Lost Berserker, Lost Basher, Lost Exile the deepest and most rewarding room of the mine
The Guardians' Row Outer March, ~170 sqm north-east (leave by the Cinder Postern) 300 team / 400 duo team or duo Lamassu, Sphinx, Manticore 6 woken statues on the avenue + 36 in the Waiting Hall; no Gaze
Cinder Teeth foot Middle March, far north-east at the foot of the mountains 500 solo Ash Hyena, Cinder Scarab weak Gaze
Ash dunes Middle March, north-east 500 duo (strong solo possible) Ashstalker, Cinder Scarab, Ash Hyena weak Gaze; Ashstalkers turn invisible
Kher Deserters' camp Middle March, north-east, north of the dunes 500 duo Kher Deserter, Kher Deserter Mage, Unclaimed human enemies; mages heal their friends
Sentinel Field Middle March, east; the King's Road passes just south of it 500 team (duo possible) Kher Sentinel, Gallows Hound, Ashstalker the Sentinels sleep as stone until you get close
Salt Quara flats Brine Shelf, south-east coast 500 team Salt Quara, Salt Quara Hydromancer the region's biggest spawn (42 creatures); quara never stray far from the water
Drowned shore Brine Shelf, the tide line west of the flats 500 duo Hushed Sailor, Salt Wraith slow, heavy groups
Sallow's Folly Brine Shelf, the wreck on the shore 500 duo (small) Hushed Sailor the only place the waterlogged logbook page drops
Hollow Crown — Chain Stair behind the Mourngate, far east (one floor down from the Great Hall) 1000 duo Thornbound, Briar Warden needs the Mourngate opened (Hollow Crown, chapter 3)
Hollow Crown — Great Hall behind the Mourngate 1000 team Unspoken Rider (→ Unspoken), Cinder Wyrm no Gaze inside
Hollow Crown — Wyrm Pit behind the Mourngate, two floors down 1000 team Sootscale Drake, Cinder Wyrm fire everywhere
Crownfoot halls A and B Deep March, ~420–460 sqm east and ~170 north, south of the Mourngate 1000 team Sootscale Drake, Ash Revenant, Cinder Wyrm full Gaze outside the walls; two halls side by side
Thorn Fields ossuary Deep March, ~435 sqm east and ~75 north 1000 duo Thornbound, Briar Warden full Gaze outside the walls; bring fire
Brood ruin Deep March, ~455 sqm east and ~20 north, east of the Waystone MERE 1000 duo Sootscale Drake, Ash Revenant, Cinder Wyrm full Gaze outside the walls; bring ice
Sunken Archive — the gallery under the Mourngate plaza (Archivist's Lantern) 1000 duo Ash Revenant, Unspoken, Briar Warden underground: no Gaze; needs chapter 3 started
Waystone camps (HALDRIC, OSWEN, MERE) around the three Waystones 1000 duo Unspoken Rider (→ Unspoken), Thornbound small guard posts on the quest route (6–7 creatures), not a full hunt

Gaps in the ladder (for now). Oradin's hunts jump from the Undercroft (up to ~130) to the Salt Mines (~200), from there to the Guardians' Row (300–400), and then to the 500 zones of the Middle March and the Brine Shelf. The 200-level open-air hunts of the Outer March, the Lampfields and the Greyfold Hills, the sunken city of Sunken Kher (Low Town, Foundry) and the sea caves of the Brine Shelf are coming later.

Underground of Oradin — the Undercroft (levels 8–130)

Oradin keeps its common dead under the city, so that they stay inside it. Their names are cut once in the stone and read aloud every tenth night. The catacombs have three naves, one for each century. No level, quest or key is needed anywhere below the city. There is no Gaze underground.

The Culverts (8–15, solo). The city's sewers: "Seven terraces of rain, one way out." Two entrances: a sewer grate in the market, about 25 squares east of the temple, and a stair by the south sea wall, about 25 squares south of the temple. 18 rats, cave rats and poison spiders along the canal. A safe first hunt for anyone who arrives at Oradin at a low level. Loot is trivial; the point is the experience.

The Third Nave (no hunt). The newest nave, dry and quiet, with the names still sharp. Lamplighter Anselm recuts names here. Read a tombstone or two — there is a good dog buried here, "by special permission".

The Second Nave (30–60, solo). The damp nave next to the Culverts, where the letters have worn away and some of the dead have got up: Crypt Shamblers, Ghouls and Ghosts (and one Blood Hand that has wandered in from the cult). Mostly physical and a little death/life-drain damage; ordinary undead weaknesses (fire and holy work well).

The Wet Mile (60–110, solo). A natural tunnel that runs under the Greywater river — the smugglers' route; the Wardens call it "the leak". It joins the west side of the Culverts and comes out in a grotto in the Lampfields, north-west of the city, so it is also a back door into the Undercroft. The cult that scrapes the names lives here: Blood Hands and Blood Priests (life drain, death and summons). Only 9 spawns, because it is a passage. Its loot is unusually good for the level (boots of haste and the cult's items; sell them to Emmet Fettle and Ulla Stoke).

The First Nave (70–130, solo). The oldest nave, and the worst: someone is chiselling the names off the oldest dead, and they have risen to see who. Vampires and Vampire Viscounts, with a few Blood Hands near the cult altar in the south-west corner. Expect life drain and a little paralysis from the vampires; holy and fire are the answer. Look closely at the empty niches.

Underground of Oradin — the Salt Mines (≈ level 200)

The Wardens of the Stair still work the top of the mine. Below, the dwarven crew that dug the oil seam stopped coming up for their shifts a year ago — they are still down there, and still digging. They are the Lost (Lost Basher, Lost Thrower, Lost Husher, Lost Berserker, Lost Exile), with their usual Tibia stats: mostly physical damage, thrown stones, Husher's earth/death spells and the Berserkers' heavy melee. No Gaze underground. Their loot is the normal Lost loot; sell creature products to Emmet Fettle, equipment to Ulla Stoke, gems to Lorcan Wren.

  • Getting in. Take the stairs inside the Wardens' barracks, about 50 squares east and a little north of the temple, next to Quartermaster Pimm. You arrive in the Pithead and the Old Seam, the part the Wardens still hold: no monsters there. Pitwarden Aldous Crail keeps the tally: write your name going down, strike it out coming up.
  • The Salt Chapel (no spawn) holds the tally wall: eleven names have no line through them.
  • The Hollow (duo). A natural cave crossed by the miners: 23 Lost — Bashers, Throwers and Hushers in groups of 3–5.
  • The White Hall (team). The largest chamber, a grid of white salt pillars: 40 Lost, including 14 Lost Berserkers. Built for a team of four.
  • The Brine Cut (duo). A cut flooded with black, still water that "did not rise — it was simply there again". 20 Lost, mostly Lost Exiles, on the dry edges; nothing lives in the water.
  • The Deep Seam gallery (duo, hard). Down the shaft in the Brine Cut: the Lost's own camp, a narrow gallery with 20 Lost, half of them Berserkers. It is the most rewarding room of the mine and also the most dangerous. The antechamber beyond it and the four-pillared Tallow Seam are quiet for now — something is waiting in the soot (coming later).
  • The Haul Road is the cart ramp that leads out of the mine to a cave in the Outer March, right next to the Guardians' Row. It is a handy shortcut for Row hunters. A few stray Lost walk the corridors between rooms.

The Undercroft and the Salt Mines are not connected underground.

Outer March — the Guardians' Row (300–400)

Getting there. Leave Oradin through the Cinder Postern, the free gate in the eastern wall, south of the Kingsgate. (The Wardens' Door, inside the Kingsgate tunnel, only opens for players on The Hollow Crown chapter 2.) Walk north-east across the Outer March for about 170 squares, or come up the Haul Road from the Salt Mines, which surfaces about 25 squares south of the avenue's western end. There is no Gaze in the Outer March.

The place. A ceremonial avenue running west to east, lined with 16 beast-statues on pedestals. The name holds: the 10 statues whose names are still carved on their plinths ("ASHUR, WHO KEPT THE ROAD", "SELKA, SEVENTH GUARDIAN", "GRIMMAW OF THE SECOND GATE"...) never moved. Only the 6 pedestals at the eastern end whose names were scraped away are empty — their guardians woke up and roam. North of the eastern end stands the Waiting Hall, where Kher kept the guardians it had not yet named: all 36 woke. In total 42 creatures — 14 Lamassu, 14 Sphinx, 14 Manticore — with their normal Tibia stats and loot.

Level and party. Balanced as a team hunt at level 300 or a duo hunt at level 400. Expect mixed physical, fire and energy/holy magic from the three beasts (as in Kilmaresh). Loot is the usual Lamassu/Sphinx/Manticore loot; sell it in Oradin by category.

Middle March — the Grey Sea (level 500)

East of the fallen basalt pillars begins the Middle March: a sea of walking ash dunes and half-buried ruins of Kher. All of these hunts are under the weak Gaze (see the Gaze, above): use the shade of ruins, tents and walls. None of them requires a quest. Leave by the Cinder Postern and head east; the Middle March starts roughly 140 squares east of the city wall.

Cinder Teeth foot (500, solo). The far north of the Middle March, where the desert meets the foot of the Cinder Teeth mountains, about 220–320 squares east and 330 north of Oradin. 20 creatures: packs of Ash Hyenas at the valley mouths, Cinder Scarabs in the cracks. Hyenas bleed and slow you with their howl and run away at 10 % health, lick their wounds and come back — finish them. Scarabs are slow, tough, immune to fire, spit burning embers and burrow to pop up right next to you. Energy and ice hurt scarabs; fire and holy hurt hyenas. About 10 % of the area is in shade.

Ash dunes (500, duo; strong solo possible). The open dunes about 230–300 squares east and 200–270 north. 30 creatures: Ashstalkers, Cinder Scarabs and Ash Hyenas. The Ashstalker is the danger: it turns invisible for 5 seconds every 15, pounces up to 4 squares and roots you for a moment, rakes you with bleeding claws, and throws a dust cloud that lowers your melee and distance skills. Almost the whole zone is open sky (weak Gaze).

Kher Deserters' camp (500, duo). North of the dunes, about 350 squares east and 290 north: a ring of barricades and eleven tents with its opening to the south, and a sign: "NO NAMES. NO QUESTIONS. RIDERS WELCOME." 20 humans and worse: Kher Deserters (melee, spinning swings and thrown axes; under 30 % health they get faster — "Nothing to Lose"), Kher Deserter Mages (fire bombs and death bolts from range; every 15 seconds they heal the most wounded deserter within 5 squares — kill the mages first), and the Unclaimed, hooded figures who sold their names and wait, facing the road (bleeding cuts, death bolts and a mana-draining echo). The tents give shade. The deserters carry unsent letters (six different ones — collect them all) and very good gold.

Sentinel Field (500, team; duo possible). East, about 300–390 squares east and 120–180 north. The King's Road runs along its southern edge, so nobody has to cross it to travel. 52 creatures: Kher Sentinels standing at fixed posts, Gallows Hounds and Ashstalkers.

  • Kher Sentinels sleep as stone. A sleeping Sentinel does not move, does not attack and cannot be damaged. It wakes when a player comes within 3 squares or hits it (that hit does no damage). After 60 seconds without a target it walks back to its post and falls asleep again.
  • Lamp Flare: the lamp in its chest flickers ("The lamp flickers."), and 2 seconds later it bursts with holy damage in a radius of 4 and blinds you briefly (−40 % melee and distance for 3 s). Step out of range during the warning.
  • Call to Post: at 30 % health, a Sentinel wakes up to two more sleeping Sentinels within 10 squares. Pull carefully.
  • Sentinels are immune to earth and holy and weak to energy (very) and ice. They are the region's only elite and drop the best items: sentinel's lamp and the very rare unlit wick.
  • Gallows Hounds bite with heavy bleeding, spray thorns (earth) and snare you with roots. They are weak to fire.

The Brine Shelf (level 500)

The south coast, where the sea died the night Kher burned — "not boiled, forgot". The water is the black, still Hush: don't drink it, don't swim it. The Brine Shelf is under the weak Gaze. Getting there: from the Cinder Postern head east along the coast; the Salt Harvesters' hut is about 230 squares east and 45 north of the temple.

Orla Keck lives in the Salt Harvesters' hut (the hut itself is in shade). She buys the drops of the 500-level creatures for 25 % more than Oradin, and 50 % more for her two specialities, salt of Kher and brine pearl — see the price table in "Where to sell your loot" below.

Drowned shore (500, duo). The tide line west of the flats, just south of the hut. 20 creatures in big, slow groups: Hushed Sailors (drowned crew: a grip that slows you and drowning spit; lots of health, low damage) and Salt Wraiths (they keep their distance, cast ice bolts, drain your mana in a wide ring, slow you with a death touch and vanish for 3 seconds every 20). Hushed Sailors are immune to ice, death and drowning; use fire, holy, energy, earth or physical. Salt Wraiths are very weak to holy and immune to death.

Sallow's Folly (500, duo, small). The wreck of Captain Sallow's old ship, lying on the shore. Enter through the hole in the west side. 10 Hushed Sailors inside the hull. The hull gives shade in part of the deck. Sailors killed inside the wreck can drop a waterlogged logbook page (rare) — a page of the ship's log, worth reading.

Salt Quara flats (500, team). The salt flats along the south-east coast, about 275–390 squares east of the temple. 42 creatures in mixed groups of 5–8 around the black pools: Salt Quara (an ice wave, a salt cage that drains mana and slows, and a death ring around them) and Salt Quara Hydromancers (ice bolts, a long death wave and a mana-draining tide from range; they heal themselves). Both are immune to drowning, resist ice and death, and are weak to energy and fire. Salt Quara never stray more than about 10 squares from their spawn, and Hushed Sailors about 8 — if you run, they give up and walk home. Best experience of the 500 zones for a team.

The Hollow Crown (level 1000)

The Hollow Crown is the dead king's mountain-fortress in the north-east corner of the Kher Reach. Its hunts are behind the Mourngate, at the end of the King's Road, about 445 squares east and 230 north of Oradin. The road crosses the Deep March under the full Gaze; most of the final approach is shaded by ruins and statues, but there are a few squares of open sky, and the Mourngate plaza itself is in shade.

Access. The Mourngate opens for 60 seconds when a player who carries the King's Name (earned in The Hollow Crown, chapter 3) says the right name in front of it. Anyone can walk in while it is open, so a group needs one member with the King's Name. From the inside, any closed piece of the gate lets you out on foot. Inside there is no Gaze in the passage and the Great Hall.

Great Hall (1000, team). A huge hall with four rock blocks. 48 creatures: 40 Unspoken Riders and 8 Cinder Wyrms. Every Cinder Wyrm also calls 2 Sootscale Drakes every 30 seconds (at most 2 alive per Wyrm; the called Drakes give no experience or loot), so expect Drakes in the hall too.

  • An Unspoken Rider charges (pushing you back), thrusts its lance from 2 squares, burns the ground around it with its horse's hooves, and screams: the scream drains mana and leaves you "unnamed" for 3 seconds — you cannot cast spoken spells (potions and runes still work).
  • When a Rider falls, its rider gets up on foot as an Unspoken (60 % of the Rider's health). Killing the pair pays the full experience (40,371 for the pair) and the Unspoken drops 30–50 platinum coins plus its items.
  • Cinder Wyrms bite hard, breathe a long cone of fire and drop fire bombs that leave burning fields. Immune to fire; weak to ice.

Chain Stair (1000, duo). One floor down from the Great Hall. 27 creatures: 22 Thornbound and 5 Briar Wardens. Thornbound burst thorns around them (physical + bleeding), throw poisoned thorn shards and root you briefly; they are very weak to fire. Briar Wardens are slow elites: thorn waves, a poison ring, and a root cage that pulls the farthest player 2 squares and holds them for 3 s; at 30 % health each Warden releases 3 Thornbound (which give no experience or loot). Wardens are immune to earth.

Wyrm Pit (1000, team). Down the chained stair, two floors below the hall. 27 creatures: 24 Sootscale Drakes and 3 Cinder Wyrms. Drakes keep their distance and spit burning soot, fire lines and ash clouds; they flee at 10 % health and heal before coming back. Everything here is immune to fire and weak to ice. From the pit a ramp leads up to the antechamber of the throne room (the final quest boss; see The Hollow Crown, chapters 3-4).

The Deep March ruins and the Sunken Archive (level 1000)

These hunts are outside the Mourngate, so they need no quest key, but the whole Deep March is under the full Gaze: carry the Veil of Cinders (chapter 2) or move from shade to shade. The walls of the ruins give shade; the open squares between them do not. Every Waystone refills the Veil.

Crownfoot halls A and B (1000, team). Two ruined halls side by side in the north of the Deep March, south of the Mourngate, about 420–460 squares east and 170 north of Oradin. 40 creatures in each hall: 20 Sootscale Drakes, 19 Ash Revenants and 1 Cinder Wyrm. Ash Revenants drain mana, blind you with ash (death damage and −40 % skills for a while), have a death ring around them and an ash gust; they are immune to death and weak to holy. The best experience of the Deep March, for a team of four or five.

Thorn Fields ossuary (1000, duo). In the middle of the Deep March, about 435 squares east and 75 north. 27 creatures: 26 Thornbound and 1 Briar Warden. Everything here is weak to fire; the Warden is immune to earth. The best loot of the Deep March for a duo.

Brood ruin (1000, duo). In the south of the Deep March, about 455 squares east and 20 north, a little east of the Waystone MERE. 30 creatures: 20 Sootscale Drakes, 9 Ash Revenants and 1 Cinder Wyrm. Bring ice: the Drakes and the Wyrm are immune to fire.

Sunken Archive — the gallery (1000, duo). Underground, below the Mourngate plaza, so there is no Gaze. You need the Archivist's Lantern (The Hollow Crown, chapter 3) to open the stairs from the plaza. 31 creatures: 24 Ash Revenants, 6 Unspoken and 1 Briar Warden. These Unspoken walk on foot from the start (no Rider). The Herald's and the Seer's wings have no regular monsters: the two quest bosses wake only for players on chapter 3.

Waystone camps. Each Waystone (HALDRIC, OSWEN, MERE) has a small guard camp of 6–7 creatures: Unspoken Riders and Thornbound, back every 3 minutes. They are guard posts on the quest route rather than a real hunt. The stone and the squares around it are always free, so you can touch it and refill your Veil.

Ash Revenants also appear during the Siege of Oradin and are summoned by the Herald and the Seer; free-roaming Unspoken Riders patrol the full Gaze.

Where to sell your loot

Oradin buys loot by category, like Rathleton:

Shopkeeper Where in Oradin Buys
Emmet Fettle (Carden & Fettle, magic shop) Carden & Fettle, T3 (same counter as Esme Carden) creature products — including the 500-level drops in the table below — plus empty flasks and vials
Lorcan Wren (jeweller, in the Counting House bank) Counting House, upstairs gems, pearls and valuables, including the brine pearl
Ulla Stoke "STOKE - ARMS AND ARMOUR", T2, west weapons, armour, shields and amulets, including the hound's thorn collar
Quartermaster Gustav Pimm Wardens' Yard, behind the stores counter sells potions, runes and ammunition; buys flasks and Hollow Crown ingredients only
Archivist Odo Marrowbone Wrights' workshop, T3, east the deserter's name-tag, one at a time (say "name-tag") — 1,800 gold
Orla Keck Salt Harvesters' hut, Brine Shelf the 500-level ingredients, +25 % (and +50 % on salt of Kher and brine pearl)

Level-500 drops — prices

Item Dropped by Oradin (buyer) Orla Keck
ash pelt Ash Hyena, Ashstalker 1,600 (Fettle) 2,000
basalt chitin Cinder Scarab, Kher Sentinel, Slag Golem 3,800 (Fettle) 4,750
salt of Kher Salt Wraith, Salt Quara, Salt Quara Hydromancer, Hushed Sailor 2,100 (Fettle) 3,150
brine pearl Salt Quara, Salt Quara Hydromancer, Hushed Sailor 4,000 (Wren) 6,000
deserter's name-tag Kher Deserter, Unclaimed 1,500 (Fettle) · 1,800 (Marrowbone) does not buy
slag heart Slag Golem 5,000 (Fettle) 6,250
sentinel's lamp Kher Sentinel 6,000 (Fettle) 7,500
unlit wick Kher Sentinel 12,000 (Fettle) 15,000
hound's thorn collar Gallows Hound 2,000 (Ulla Stoke) 2,500
stalker's eye Ashstalker 6,000 (Fettle) 7,500
unsent letter · waterlogged logbook page Deserters · Hushed Sailor (Folly) not for sale — read them —

Hollow Crown ingredients (Quartermaster Pimm): gallows-thorn 500 · unspoken plate fragment 500 · thorn heart 2,000 · sootscale 2,000 · Ram's basalt shard 2,000 · cinder core 10,000 · Thurgh's knuckle 10,000 · Vaskaroth's ember 10,000 · the King's ash 10,000.

The ordinary Tibia items that these creatures drop (gems, knight armor, fire sword, wand of inferno, war axe, scarab coin...) go to the shopkeeper of their category. The spectral stone dropped by the Unclaimed and the Salt Wraith has no buyer, as in the main game.

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