Lantisite

Mark of Acronyms

This mark is obtainable for characters of level 30 and up. It is obtained in social for winning a game with the handicapped acrobat, as long as the game starts with at least 4 players.

First, enter the chatroom by typing chat enter. Go to Gloria's Gowns in Social area. Sayto Gloria acrobat, and then join any chatroom with chat join

Poke the acrobat to start the game. Once the game is underway, the acrobat gives the players a series of letters, and the players have a brief period in which to invent a phrase for which those letters could stand for.

For example, if the acrobat says the letters in round 1 are L I A, a player would respond to the acrobat using sayto acrobat Lantis Is Awesome.
Then when the timer runs out for the round, or all players submit a response, the acrobat publishes the responses anonymously, and players vote on which phrase is best, in their own opinion.
This is done by saying to the acrobat the number next to the phrase you have chosen as being best. Then the votes are tallied, and the winner of the round gets a point. The most points at the end of 5 rounds wins the game.

For the purposes of getting the mark, you could just decide amongst yourselves ahead of time who will win that game, then have that person respond to the acrobat with a phrase the other players will recognize so that they can choose that phrase as being the winner every round.

For winning a game of wit and speed, the Powers have granted thee a Mark.
You have gained the Mark of Acronyms!
You gain 1,000 building points!

Mark of Adventure, Chance, Exploration, and Traveller

There are four marks you can receive for completing large quantities of quests. These quest goals used to have to be met within first class, second class, etc., but that has since been changed. You can receive the mark when you reach the required number of quests without regard to your current level.
For completing 100 quests, you can get the mark of Adventure.
For completing 500 quests, you can get the mark of Exploration.
For completing 1000 quests, you can get the mark of Chance, and for 2000, the mark of Traveller.

For exploring so much of the land of Alyria, the Powers have granted thee a Mark.
You have gained the Mark of Exploration!
You gain 46 practices!

For risking thy life in many situations, the Powers have granted thee a Mark.
You have gained the Mark of Chance!
You gain 58 practices!

For thy travels across the lands of Alyria, the Powers have granted thee a Mark.
You have gained the Mark of the Traveller!
You gain 46 practices!

Mark of Air

Finally, I've rounded out my set of elemental marks (air, earth, fire, and water.) It was so easy too, once someone else did all the hard work, that is.

To receive this mark, you need to get the rainbow wings of the couatl from the legendary couatl in Rune Forest Cemetary. Then, travel to Sanctuary in Maldra's Keep and search for a down. In the down is the arena in Maldra's Keep. This is a small grid of rooms that rotate LPK, NPK, and CPK, so be careful when venturing down as the room flags can shift without warning or indication. Also, the rooms rotate no-magic flag.

Give the rainbow wings of the couatl to the nefarious couatl in the arena. This can be very east or very difficult. In order to get the couatl to spawn in the first place, two mobs in this area must be killed, and they are not easy. It is far easier to wait for someone else to do the heavy lifting and capitalize on their effort because once the couatl is spawned it doesn't disappear. Well, unless someone kills it, I suppose. The couatl has the description of a serpent.

That's what I did. When I heard a clannie of mine had gotten the mark earlier in the evening, and the Keep was abandoned, I decided to go poke my nose in to see if the couatl was still hanging around.

You give the rainbow colored wings of a couatl to a nefarious couatl.
For exhibiting true altruism towards the powers of Dira, the Powers have granted thee a Mark.
You have been granted the Mark of Air!
You gain 47 practices!
You gain 0 experience points!

Mark of Alchemy / Conformity / Lamentation / Pride / Transience

Due to recent changes in the game, the former novice marks Alchemy, Conformity, Pride, Transience, and Lamentation are now available to any level as long as you are the correct class at the time or an archon.

I have gotten all of these at one point or another, but none of them on Lantis because they were implemented after I was in the right level range to take advantage of them.

To recap, Alchemy is for mage classes, and you can get it by just walking in to the potion shop in Vospire. Pride is also for mage classes and requires walking in to Diocletian.

Conformity is for fighter classes, and can be obtained by walking past the gate guards in Templeton.

Lamentation is for priest classes and requires going in to Mandrake Woods.

Transience is for thief classes and requires going in to the Tavern of Boars.

The marks aren't very rewarding for an archon, but 5 to 15 practices per mark is better than nothing, and I'll take it gladly.

There are a few other marks that are available to all levels now to, including Friendship and Discovery.

And marks have now been disambiguated. What does this mean for marks? Just that if there is an instance where a mark can be obtained more than one way, such as the mark of faith or despair, that has been changed to so that the different tasks lead to distinct marks. The former despair mark which could be obtained 2 or 3 ways, is now 3 separate marks. For some this leads to having credit now for marks that you didn't really do, or not being able to get marks you were planning to get.

Mark of Alteration

This mark is available in Tellerium to late fourth class and up characters. To obtain this mark, you must blink around Tellerium either by casting the blink spell in one of the rooms in the city that is not no-magic, such as Kessler's, or by bring a bunch of lime green vials from Rune Forest with you.

Eventually, you will land on a looping set of rooms on Legion Lane. Go north and step east onto Freelance when you can. You will be at Not Freelance Lane, and standing with an artificer in Tellerium. This artificer is responsible for the holy symbols of Graph, Vehja, Talur, and Gonur.

In my opinion, it is not worth the cost of the items and effort to make one of these special symbols though as they spark very easily and can only be repaired once.

Additionally, I am not certain if this has any effect on the mark, but it should be noted that when I received this mark I had the items for artificing in my inventory.

You have been granted the Mark of Alteration!
You gain 52 practices!
You gain 900,000 experience points!

Mark of Anger

This mark was not that difficult, despite its perilous location. The mark of anger is obtained on Hellbent Mountain, on either the ground floor, or floor 1 of the surface levels. To receive the mark, you must kill a baby brontosaurus. I came across the brontosaurus while I was looking for a pterodactyl for an orc pursuer quest. Both of those mobs, the baby brontosaurus and the pterodactyl were found on the path you take to get from the Hellbent Alyrian side entrance to the ground floor.

It wasn't that difficult to kill either- not as hard as an archon hunter. I did have to kill the cleaner bird that was sitting on the baby brontosaurus first though. I was visible and not shifted when I got the killing blow, just in case. I don't think that is important for the mark though.

A baby brontosaurus is cut on the head with your slash causing lethal damage.
For killing a defenseless, innocent baby, the Powers have granted thee a Mark.
You have been granted the Mark of Anger!
You gain 43 practices!
You gain 100 quest points!
You feel more evil.
A baby brontosaurus has been slain!
Your blood freezes as you hear a baby brontosaurus's death cry.
You receive 0 archon points.
A baby brontosaurus collapses lifeless to the ground.
The Powers give you one gold coin for your sacrifice of the corpse of a baby brontosaurus.

Mark of Animation

This mark is for all levels from Lair of the Ice Witch.

Primarily, this mark involves killing the gorgon animator boss NPC in this area. It scales according to level and size of the party.

Some people prefer to kill the gorgon duo because she will cast stone curse on the tank and she may instantly kill you while you are stone cursed. The second person in the form is needed to move the tank to another room until the curse wears off, so they will not be instantly killed. However, this makes the kill take that much longer. I prefer to kill her solo and risk the kill. Its all NPK, so the only risk is that she will regen some while I'm dead.

Aside from stone curse, she also will cast witch debuffs on you, primarily hex, malignancy, and slow. When she dies, she casts stone curse on you which usually lasts a little longer than her normal casting.

When it wears off, go to all the rooms of the area and kill the gorgonlings that have sprouted while fighting the gorgon. These baby gorgon NPCs have varied weapon damage immunities. So you will need multiple damage types to kill them all. They are not difficult otherwise.

Only after you have killed all the gorgonlings will you be able to access the room at the very bottom of the area that has the pool of the gorgon's blood. Bring an empty vial of unblessed water and fill it with the pool of blood. There will be enough blood in this pool so that everyone in the party can kill one vial. It does not have to be one per person, but you can only carry two vials on unblessed water at a time, so at most you could only get two vials of the blood for yourself, if the rest of the group is okay with it.

Finally, to get the mark, drop the vial in a room near the entrance to the area that has a statue of an NPC in it. When the statue fully awakens, you may be granted the mark on a low random.

A tall, stern-looking woman leaps at you, silently screaming.

You drop a vial of gorgon's blood.
A vial of gorgon's blood shatters on impact with the floor, and manages to get all of its fluid all over the valkyrie.
A slowly-thawing valkyrie stares at you with horrified eyes.
A slowly-thawing valkyrie screams in terror, locking her gaze on your face.

A slowly-thawing valkyrie suddenly stops screaming, and pants wearily.
'You're not her...' a slowly-thawing valkyrie says.
A slowly-thawing valkyrie says, 'Why can't I feel my arms...'

'I came in here, looking for the young one, the kidnapped one.' a slowly-thawing valkyrie says. 'You haven't seen one, have you?'
A slowly-thawing valkyrie half-collapses towards you as her torso regains mobility.
'The child is surely dead...' a slowly-thawing valkyrie says. 'Without combat preparation, no one that young could have survived her gaze.'
'I have failed...' a slowly-thawing valkyrie says. 'We all have, I feel so terrible.'
A slowly-thawing valkyrie falls to the ground as the petrification fully wears off.
'I couldn't save him, but you were able to save me.' a slowly-thawing valkyrie says. 'I owe you my worthless life... thank you.'

For assisting the captives of the Ice Witch in matters of nefarious animation, the Powers have granted thee a Mark.
You have gained the Mark of Animation!
A slowly-thawing valkyrie gives you a manual of spell point enhancement.
A manual of spell point enhancement emits a bright flare of white light as it binds with you.
A slowly-thawing valkyrie crawls away, quivering with self-revulsion.

Mark of Anonymity

It is interesting that I received the mark of anonymity when I did, because I was just thinking earlier today that I hadn't seen the masked man in a while... maybe even months. The masked man is a scatter mob that appears in a random area in Alyria periodically, just as a manual or a jasper gem would. However, I always seemed to find him more frequently in Templeton, so when I had an occasion to go to Templeton the same day I decided to put my cthonic mask on while I was in town.

A masked man darts out from the shadows, and runs past you, disappearing as quickly as he appeared.
For hiding your identity so effectively, the Powers have granted thee a Mark.
You have been granted the Mark of Anonymity!

Of course, I didn't get any benefit from the 350k experience points awarded since I've been at the end of my class for several weeks now.

Mark of Arbitration

After trying several times, both alive and dead, to gain this mark, I finally cracked the code courtesy of my helpful clannie, Kasha. This mark can be obtained in third class, level 121 and above, but it has been recommended by other mark pages that the player attempting this mark be at least level 151.

To receive the mark of arbitration you must visit various judges in various cities of Alyria, but you must visit them in a specific order to receive the mark. First, you must visit the judge in Rune, followed by a visit to Judge Sherwood in Xaventry. Judge Sherwood can be reached by killing the bailiff and unlocking the court in the town hall, or more directly by walking through a wall near Lady Undya.

Next you will visit Judge Strom in Templeton, then Federal Judge Powers in Templeton, and finally visit Judgment in Maldra's Keep (a room on the tarot offshoot of the keep on the east side.) The reason it is recommended that the player be 151 before attempting this mark is probably because there is an aggressive mob on the tarot area of Maldra's Keep that you have to pass before getting to Judgment. You need to have enough power to take a hit.

It is important that you visit the judges in this specific order or you won't receive the mark, and all that travelling will have been for naught. Visiting the judge in Tellerium isn't necessary as is suggested by at least one other mark site, and may even hamper your attempt to get this mark.

For exhibiting an interest in legal matters, the Powers have granted thee a Mark.
You have been granted the Mark of Arbitration!
You gain 56 practices!
You gain 450000 experience points!

Mark of Archaeology

This is an archon-only mark, obtained by killing all of the NPCs in game that are dinosaurs.

There are 20 dinosaurs that need to be killed for this mark. As far as I can tell, that is every NPC that is a dinosaur in the game.

Here is a brief list of most of the dinosaurs you will need for this:
From PG Floors 22-24 (I think): a velociraptor, an ankylosaurus, an aurophaganax
From Hellbent: a baby brontosaurus, a compsognatus, a female triceratops, a male triceratops, a parasaurolophus, a pterodactyl, a stegosaurus, a struthiomimus, an oviraptor, an allosaurus, an anatosaurus, an ankylosaurus, Tyrannosaurus Rex, plus one other in the CPK area with the living brain.
From Human Outpost: The Fey Chicken Plus two others that I for some reason didn't log! I think one might be a second oviraptor in Hellbent.

For investigating the past and present of Alyria's dinosaurs, the Powers have granted you a Mark.
You have gained the Mark of Archaeology!
You gain 50 archon points!
You gain 50 archon points!
You gain 50 archon points!
You gain 50 archon points!
You gain 50 archon points!
You gain 50 archon points!
You gain 50 archon points!
You gain 50 archon points!
You gain 50 archon points!
You gain 50 archon points!
You gain 1,500 building points!

Mark of Arts

This mark is given during the Halloween global. It is not difficult.

To begin, collect 6 maps from mobs during the global, ravens I believe. once you have collected all six maps, the maps stop dropping. The maps have the name of a demon lord on it.

Then, you need to find the demon lord in a particular city. It is my understanding that there is one "artgiver" in each global city. The mob is a demon lord in most cities, with keyword artgiver. Allegedly, in Tellerium and Templeton, the artgiver is not trackable.

You do not have to kill the artgiver though, to get the arts. Instead you get the name off of the map for the demon lord in that city.

You say to a clump of earth, 'Urenhaher'

A clump of earth takes a piece of a map from you.
'Hush!' a clump of earth exclaims to you. 'Speak my name to none and I shall reward you!'
A clump of earth gives you a sprig of asafetida.
A clump of earth exclaims to you, 'Now begone!'
A clump of earth disappears in a swirl of black mist.

Then, when you have all the arts from the demon lords, take the arts down to the area of Templeton Catacombs with the pillars that teleport you to Queens run.

You don't need to kill the bull, or get a compass, to do this portion. There is a druid there with very full proof instructions. You will not be teleported to Divusmors if you are unformed.

You say to an ancient druid, 'Yes'
You feel like a weight has been lifted from your shoulders.
For returning the Arts from the commanders to the druid to allow Divusmors to be found and
defeated the powers have granted you a mark.
You have been granted the Mark of Arts!
You gain 43 practices!
An ancient druid says to you, 'Thank you my friend, you will be remembered for all time.'
You have attempted the Divusmors run 1 out of 6 in 2011
'While I admire your courage Lantis, there is not time to let the foolhardy take on the
Overlord.' an ancient druid says to you. 'You are very brave to have ventured this far
alone. We will remember you. For now, you should venture back to town and help the others
rid the world of the armies. If you wish to return with friends at a later time, just say
to me "I will aide you" and I will see what I can do.'

Mark of Asceticism and Hydra's Den Run

Or, Probably Not All You Wanted to Know About Hydra's Den, But Were Too Afraid to Ask... by the way, take this guide with a grain of salt until I get to run the updated version of the dungeon.

I heard a rumor recently that this mark was disabled, and I figured that it might as well be since I was never going to find people who would want to do the run anyway. (It isn't disabled, for what its worth.) There just seems to be something about most people playing this game that are unwilling to take on a challenge, or too impatient to complete those tasks that require waiting and camping an area.

It struck me though that the problem may not be with first classers not being ambitious enough to do Hydra's Den as it might just be that they don't have any clue where it is, or what it is, or even that it exists. I've just been assuming that everyone knew what I knew. And so, although I promised myself I would never post about something I hadn't done myself I have to break the letter of that agreement just this once. Update: Since I posted this log, I have since gone on the Hydra's Den run and helped to complete it. So I now can say I am speaking completely from experience. I want to enable first classers to have access to one more area. I have gone there myself and although I couldn't get all the way through it, I did attempt the area. So without further ado:

To begin, this area used to be for levels 35 to 59 only, but now it is available to all levels at level scaled difficulty, and it requires a form because I'm pretty sure there's no doing this one solo. As for its difficulty level, it is probably more difficult than the Odious wizard, but less difficult than the glass beast. However, I haven't fought the glass beast, so I couldn't say for sure. The area is all NPK, and few if any aggro mobs excepting the hydras.

Before you go out to Hydra's Den, visit Xaventry or Tellerium may work also. Give a string of rock candy to a Viridian Military, Archery Division recruiter mob. This mob has been seen in both Xaventry and Tellerium, but will probably be easier to locate in Xaventry near the north gate of the city and in the Gath residential area. The string of rock candy is dropped by dracon children in Xaventry or can be bought on Market Street in Tellerium at level 54.

You give a string of rock candy to a Viridian Military, Archery Division recruiter.
A Viridian Military, Archery Division recruiter gasps in astonishment.
'Thanks, kid, I'll make you a trade.' a Viridian Military, Archery Division recruiter says.
A Viridian Military, Archery Division recruiter drops a Viridian archer's tunic.
You take a Viridian archer's tunic.
A Viridian Military, Archery Division recruiter devours a string of rock candy in a single bite.

Shortly after he gives you the tunic, a dirty ragamuffin will snatch it from you leaving you with only a Viridian archer's patch. You will need this later, so hang onto it. It is adviseable to get a few extra patches for the run, but keep the extras in a container. Also make sure you have a spade and pick axe, and then make your way to Hydra's Den.

Hydra's Den has two locations in Alyria that it appears. One is east-ish of Xaventry in the wilds and the other is far northeast of Tellerium and unlike other dungeons, Hydra's Den is marked by a yellow circle instead of a grey one which is helpful because Hydra's Den does not appear as a string on survey. If you cannot find the entrance to one, try looking for it at the other place as they alternate.

Once you enter Hydra's Den you will encounter pooka, an annoying little mob that almost rivals Jake and Dr. Rune. It casts polymorph on you which also drops your vitals like you've been zotted. From the entrance, go NE, NE, N, SW and you should be in a room that has massive pylons that block you from going further. You will be able to get passed these later, so remember where this room is.

Next, go NE, E, E, and you will be before a room that has a force field around it. Search in this room for a generator. When you find it either push or pull it and in a moment the force field generator will overload. From there, SW, W, SE, E, S and you will be in a spring. There may be a leaf there, if so, take the leaf. If not, you may have to kill the mob in the room to get it. The leaf casts swarm. You don't really need to use the leaf, it seems, but it might come in handy at some point. In the spring, take out your spade and axe and dig down. Go down and you will need to dig again to open up a short path. Walk down the path until you are standing in a room with a bunch of crabs with bottoms of the pillars showing through the ceiling. In this section of rooms, the rooms adjacent to the crabs are both private, so only one person will be able to flee into both at one time. Also, the room with the crabs in it is no-magic, but the adjacent rooms are not.

I found the best strategy with these crabs was to backstab them and flee, but you might find another strategy that plays to your strengths. The crabs have a special emote that hits a player for about 150 to 250 hp. Also, the crabs are formed, so backstabbing and fleeing makes it so they don't have as much a chance to crack your torso with their claw emote or form against you. Once they are all dead, which might be a little time consuming since they may start respawning before you finish killing all of them, turn the pylon (the square) and it will drop through the floor.

Then go back out and up through the spring. The go N, W, NW, W, SW and you will be back in the pylon room sans the pylons blocking your path. To the west is a room up into a cell. In the cell is the fire archer. Have the Viridian archer patch in your inventory and he should join your group when you go into his room. He won't form with you though if the vine is alive or there's any other players in the room. Also you must be leader of your form or have no form to make him follow you. Killing the hydra relies on having the fire archer to tank. However, before you can get to the hydra you have to get a key to open his room, which is further to the west past the pylons.

The key you need comes from the baby hydra that is in a hidden down near the entrance. Having the fire archer with your form may somehow trigger open that area. The baby hydra with the key is in a dizzy NPK room and it is aggro. The baby hydra can and will eat your weapon right out of your hands, so it is a good idea to bring replacements. You don't want to be left without a weapon when fighting either of the hydras.

If you get low on hit points, fleeing without specifying a direction will let you get out. Of course, if the form leader dies, the fire archer unforms and you will need to give him another archer patch to get him back. I am not sure if the person who gives him the extra archer patch has to be the same person who gave him the first one, or if any other rules apply to ensuring that he rejoins the form.

Once you've killed the baby hydra, you will return to the area near the cell where the fire archer was. Go west and search for a down to the mama hydra. Then, use the key you looted from the baby hydra's corpse and unlock the door.

Now, what you want to happen is to create a condition in which the fire archer will be tanking the mama hydra for you. You can do this in two ways. The least complicated would be to simply have everyone by the leader go down, followed shortly by the leader with the fire archer, while everyone else flees. At this point, the archer should be the last person who entered the room, and should be tanking the hydra.

The other method would be to arrange the form so that the archer is in the Front Left position while the leader is Front Center. The leader goes first, with the fire archer, and the hydra attack the leader. Quickly, the person in the Front Right position comes down to calm the fight. The leader initiates combat with the hydra, and waits until the archer and the other person have joined combat also before fleeing. At this point, the archer should be the new tank, and everyone else can join combat.

According to my sources, after approximately five rounds, the archer slays the hydra.

A menacing hydra is hit square in the throat with a fire archer's flaming arrow, and her last head withers away, revealing a single bloody neck!
A menacing hydra has been slain!
For giving the time and energy necessary to defeat the scourge of the Den, the Powers have granted thee a Mark.
You have been granted the Mark of Asceticism!
You gain 75,000 experience points!
You gain 43 practices!
A fire archer stops following you.
Shlorp!

I wish I could say it was my char that got the mark, but it's just as good, really. Thanks to Frastlin, Razakel, and Endox for working on this with me.

Mark of Ashes

This mark is available to 121+ adventurers, for killing the Ash Dragon, a boss NPC in Vospire.

Not much to say about this one, which is usually a good thing. This mob is aggressive if you are not invisible. It can be found either wandering the streets of Vospire, or up in his lair inside the castle.

I solo'd this mob, but that may not be required for the mark, I simply don't know.

The Ash Dragon is cut on the torso with your slash causing lethal damage.
For killing the Dragon of Ash, the Powers have granted thee a Mark.
You have gained the Mark of ashes!
You gain 10 practices!
The Ash Dragon has been slain!

Mark of Assault

This mark is given to adventurers for consulting with Lonasil in Lowangen about their personality type. For a fee of 250 tourms, she will give you a reading. When she talks to you, say yes, to indicate that you would like a reading. Then, give her the 250 tourms. Once she has 250 tourms (and she will update you as to how many she has received from time to time,) she will ask you for an honest assessment of your behaviour. If you want the mark of Barrier, reply defensive, and if you want the mark of Assault, reply offensive. Easy. The hard part will be finding room to carry all those tourmalines.

To my knowledge, you may get your reading done as many times as you want, but you may only have either assault or barrier at any time.

You give a black tourmaline to Losanil the Judicious.
'That is the 250 tourmalines I require, Lantis.' Losanil the Judicious says to you. 'Now, I require an honest assessment of yourself:'
'Would you say that you are more suited to offensive or defensive behavior?' Losanil the Judicious asks you.

You say, 'Offensive'
'Offensive' you say to Losanil the Judicious.
For being given an accurate assessment of your combat preferences, the Powers have granted thee a Mark.
You have been granted Assault!
Losanil the Judicious nods at you.
'You are indeed, Lantis.' Losanil the Judicious says to you. 'That is very sage.'
Losanil the Judicious breaks eye contact with you, her assessment finished.

Mark of Assistance

The Mark of Assistance is located in the Hill Giant Refuge village, located north of the Lonely Dragon Inn. This mark is allegedly obtainable at all levels.

To get this mark, visit the mines of the Hill Giant Refuge, either the iron mine or the gem mine, and bring along axes. Once you get to the mines, wait until a cart appears if one is not already there. Then, pull the cart to the end of the mineshaft. Give an axe to the miner in the end room.

He will trade you his club and start using the axe instead. When he tries out his new mining tool, a gem or a piece of iron may fall into the cart you've moved into the room. If it does, push the cart back to the supervisor's room at the mine entrance and push the cart a final time. Pushing the cart will cause the cart to empty.

At this point you may get the mark. This mark is allegedly on a random, so you may need to repeat this multiple times. Also, if it doesn't work the first time, you can try again with the other two miners in the cave by trading them axes for their inferior clubs. If all the miners have axes on both the diamond and gold mines, then all that is left to do is to move your cart into one of the rooms and wait for the miner to use the axe and have something fall into your cart that you can turn in.

You pull the lever on the cart, dumping it's contents onto the ground.
The mine supervisor says, 'Very good Lantis! Please accept this payment for helping!'
500 gold coins suddenly appear in your inventory.
For teaching a hill giant a smarter way to mine, the Powers have granted thee a Mark.
You have been granted the Mark of Assistance!
You gain 20 practices!
You gain 75 quest points!

Mark of Association

This guide is being updated presently, as method for getting this mark has changed. Thank you for your patience.

Mark of Astrology

This mark is awarded for give 7 unique telescope type items to Iridana, the fortune teller NPC in Rune.

There are at least 12 telescope items in the game, which you would think would grant you some flexibility over which ones to hand in to her. That is not the case though, because certain criteria have to be met in order to use a telescope for this.

First, the telescope has to not weigh 60 stones. If you can not pick the telescope up, you can not use it for this. That rules out the telescopes from Maldra's Keep, and from the alchemist in Templeton.

Second, the telescope from Rune and the telescope from Hellbent are the same telescope. So going all the way to B'dai for this item is pointless.

Third, one of the telescopes is from a global, and so it would be very inconvenient to wait for this global only to find it might not work for this.

That leaves you with about 8 telescopes, of which you need 7.

For this, I used: the massive telescope in Rune that is Balthazar's room.
The polished silver spyglass from the Baron's mansion in Pirate's Cove. Note: You have to kill the Baron before you can pick this item up.
A starlight telescope, obtained by my alt from killing He of the Revolving Constellation boss.
A brass spyglass, obtained from an ape scout, or some such NPC, in Arcane.
An antique bronze telescope, purchased from a store in Xaventry, or Tellerium.
A golden telescope, from Vir, dropped by Krandal, courtesy of a clannie with too many golden telescopes.
The explorer's compass, which I bought from the bazaar, because I just wanted to finish this already.

Mark of Authority

This mark is rewarded for receiving 66 boss kills. It is the second of several marks for getting increasing amounts of boss kills. Each boss gives unique boss kill credit, so you do not get credit for killing the same boss multiple times, aside from the normal boss rewards.

You then keep track of how far along you have gotten, and which bosses you have killed already, with your personal log.

Your magically enhanced weapon slices cleanly through the Kraken!
The Kraken is electrocuted on the head with your lightning causing huge damage.
The Kraken is electrocuted on the head with your lightning causing tremendous damage.
The Kraken is electrocuted on the tentacle with your lightning causing extensive damage.
You fail to hit the Kraken with your fourth attack.
You have killed a new boss, the Kraken.
You gain 66 practices!
Your alignment changes by 70.
You feel more lighthearted.
You have killed 61 bosses since your last PK.
For ending the respective reigns of terror perpetuated by 66 distinct bosses, the Powers have granted thee a Mark.
You have gained the Mark of Authority!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
You gain 15 archon points!
The Kraken has been slain!
Your blood freezes as you hear the Kraken's death cry.
You receive 0 archon points.
The Kraken floats lifeless in the water.
The severed head of the Kraken plops in the water.
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