Q0129 Irontide Vault Count: Difference between revisions

From Abernon
Reading-level rollout B015: briefing, steps and dialogue rewritten per STYLE_GUIDE (facts unchanged)
Reading-level rollout B015: briefing, steps and dialogue rewritten per STYLE_GUIDE (facts unchanged)
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== Briefing ==
== Briefing ==


Underneath the Magnetic Shelf, tag a face and get out without delay; Corra Frostmark pays for the work with the node pick.
Beneath the Magnetic Shelf, tag a face and withdraw without delay; Corra Frostmark pays for the work with the node pick.


== Steps ==
== Steps ==


Descend into the cut underneath the Magnetic Shelf, tag a face, and leave immediately afterward. Glassstalker and Crystaldune hold that ground, and an Irontide Vault Break can open a high-risk underground rare spawn.
Descend into the cut beneath the Magnetic Shelf, tag a face, and leave immediately afterward. Glassstalker and Crystaldune control that ground, and an Irontide Vault Break can open a dangerous underground rare spawn.


== Reward ==
== Reward ==
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* Down below Irontide, the count is the only thing that genuinely matters.
* Down below Irontide, the count is the only thing that genuinely matters.
* The cut below is dangerous work, not a sightseeing tour.
* The cut below is dangerous work, not a sightseeing tour.
* Tag a face in the cut underneath the Magnetic Shelf, where Glassstalker and Crystaldune hold ring three; a Vault Break there is a high-risk rare spawn. The node pick is your payment, settled at the Magnetic Shelf.
* Tag a face in the cut beneath the Magnetic Shelf, where Glassstalker and Crystaldune hold ring three; a Vault Break there brings a high-risk rare spawn. The node pick is your payment, settled at the Magnetic Shelf.
* You tagged a face and actually came back. Fine, that is the job.
* You tagged a face and actually came back. Fine, that is the job.
* If the plate gives way, you pull the living out first, before anything else.
* If the plate gives way, you pull the living out first, before anything else.

Revision as of 20:14, 9 October 2026

Irontide Vault Count

Field Value
Quest_ID Q0129
Title Irontide Vault Count
Biome B015 Irontide Reaches
Layer Underground
Level 16
Giver Corra Frostmark (NPC0104)
Giver NPC ID NPC0104
Completer Corra Frostmark (NPC0104)
Completer NPC ID NPC0104
Items needed Irontide Field Kit
Prerequisites Q0128
Giver settlement Magnetic Shelf
Faction Ironveil Compact
Side Evil
Difficulty Hard
Fail state Yes
Mystery chain No

Briefing

Beneath the Magnetic Shelf, tag a face and withdraw without delay; Corra Frostmark pays for the work with the node pick.

Steps

Descend into the cut beneath the Magnetic Shelf, tag a face, and leave immediately afterward. Glassstalker and Crystaldune control that ground, and an Irontide Vault Break can open a dangerous underground rare spawn.

Reward

  • Irontide Node Pick
  • 2100 XP
  • 150 Gold
  • 100 Ironveil Compact rep

Dialogue

  • Down below Irontide, the count is the only thing that genuinely matters.
  • The cut below is dangerous work, not a sightseeing tour.
  • Tag a face in the cut beneath the Magnetic Shelf, where Glassstalker and Crystaldune hold ring three; a Vault Break there brings a high-risk rare spawn. The node pick is your payment, settled at the Magnetic Shelf.
  • You tagged a face and actually came back. Fine, that is the job.
  • If the plate gives way, you pull the living out first, before anything else.

Canonical URL: https://wiki.abernon.com/index.php?title=Q0129_Irontide_Vault_Count