- Home of the feared Bloody Fingers, a group of vicious mercenaries and bandits.
Faedark Valley is the second quest area in the game and becomes available when all sub-quests and boss encounters have been completed on at least normal difficulty in Burden's Rest.
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Elven Caravan | Bloody Fingers' Camp | Monster Cave |
Achievement[]
Title | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | Level 6 | Level 7 |
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Warrior and Adventurer (Complete Faedark Valley on Nightmare difficulty.) |
1 10 AP |
5 25 AP |
10 50 AP |
25 100 AP |
50 250 AP |
100 500 AP |
250 1000 AP |
Loot[]
Name | Att | Def | AV | Per | Ability | Obtained | |
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Bronze Helm | 6 | 14 | 10 | Bazaar - Faedark Valley, Chieftain Horgrak (Raid) | |||
Bronze Breastplate | 6 | 14 | 10 | Bazaar - Faedark Valley | |||
Bronze Gloves | 6 | 14 | 10 | Bazaar - Faedark Valley | |||
Bronze Pants | 6 | 14 | 10 | Bazaar - Faedark Valley | |||
Bronze Boots | 6 | 14 | 10 | Bazaar - Faedark Valley | |||
Chain Helm | 15 | 15 | 19 | Faedark Valley quests and raids, Arachna and Deathglare guild raids | |||
Chain Shirt | 15 | 15 | 19 | Faedark Valley quests and raids, Arachna and Deathglare guild raids | |||
Chain Gloves | 15 | 15 | 19 | Faedark Valley quests and raids, Arachna and Deathglare guild raids | |||
Chain Pants | 15 | 15 | 19 | Faedark Valley quests and raids, Arachna and Deathglare guild raids | |||
Chain Boots | 15 | 15 | 19 | Faedark Valley quests and raids, Arachna and Deathglare guild raids | |||
Medea | 35 | 45 | 46 | Medea's Melody: Increases Player's Attack and Defense (+15); Chance for bonus damage if Elven Bard's Harp is owned | Questing: Faedark Valley - Elven Caravan | ||
Silver Arrow | 15 | 10 | 18 | Quests: Faedark Valley | |||
Golden Garden Monk | 20 | 15 | 24 | Quests: Faedark Valley | |||
Brown Bandit Insignia | Craft x2 Stat Points | Faedark Valley quests, help requests and gifting | |||||
Grey Bandit Insignia | Craft x2 Stat Points | Faedark Valley quests, help requests and gifting | |||||
Green Bandit Insignia | Craft x2 Stat Points | Faedark Valley quests, help requests and gifting | |||||
Blue Bandit Insignia | Craft x2 Stat Points | Faedark Valley quests, help requests and gifting | |||||
Purple Bandit Insignia | Craft x2 Stat Points | Faedark Valley quests, help requests and gifting | |||||
Orange Bandit Insignia | Craft x2 Stat Points | Faedark Valley quests, help requests and gifting | |||||
Bandit Ring | 45 | 45 | 56 | 30 | Increases Health by 20 | Ataxes quest boss | |
Blademaster Handguards | 7 | 11 | 10 | Occasional drop from Bloody Alice quest boss | |||
Doomed Bandit's Dagger | 30 | 10 | 33 | Increases Energy by 5 | Quest boss: Nightmare Lurking Horror | ||
Pouch Upgrade | Ryndor Raids, NM Lurking Horror (Quest Boss), L/NM Ataxes (Quest Boss) |
Pre Lore[]
Lore |
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The shortest route to Fallows takes you through Faedark Valley. Most merchants and nobles avoid this road, since it runs dangerously close to the camp of the notorious Bloody Fingers. Those vicious cutthroats usually make a living by hiring themselves out as mercenary guerrillas in distant war torn lands. When outbreaks of peace force them to return to their native kingdom, they prey on wealthy looking travelers to earn a little coin through robbery or ransom. Under normal circumstances you would take another path. But time is of the essence, and you doubt whether even such hardened criminals as the Bloody Fingers would relish a fight with your doughty band of warriors. |
Quest Lore[]
Elven Caravan[]
Pre Lore[]
Lore |
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However, your hopes of a peaceful journey quickly evaporate. The sounds of battle, now as familiar to you as your own heartbeat, come from around a bend in the road. And something else... Singing? You quicken your pace, and are greeted by the sight of the Bloody Fingers plying their trade. An ornate caravan lies damaged, its horses slain. Nearby are a few elven warriors, fighting for their lives against the bandits. The corpses of their kinsfolk litter the ground, showing that the battle hasn't been going well for them.
You sigh. You left enough bloodshed behind you in Burden's Rest, and more awaits you in Fallows. But you can't leave the elves to their fate. You signal to your companions, and join the battle. |
Quest Lore[]
Rain of Death[]
Lore |
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"The Bloody Fingers have stationed their bowmen atop a small ridge. They aren't firing into the melee, to avoid hitting their own men, but will rain their shafts down upon your forces as it approaches. You assault their position atop Solus." |
Joust[]
Lore |
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"The bandits brought along a few horsemen in case they had to chase down the caravan. They're charging towards the remaining elves, spears leveled. You move to intercept them. You wager their mounts will think twice about charging a dragon." |
The Elven Bard[]
Lore |
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"In the thickest of the fighting dances an elf woman, somehow working a stringed instrument with one hand and a blade with the other. The song you heard was hers, the enchanting melody settling over the entire battle like a mantle. You fight to her side." |
War Music[]
Lore |
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"The bard acknowledges your aid with a brief nod. Though she does not pause, and the melody seems to flow unbroken, her song transforms into a stirring call to arms. As you hear it you yearn to revel in violence, to deal death to all the bandits." |
Boss: Ataxes[]
Bloody Fingers' Camp[]
Pre Lore[]
Lore |
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Your gaze sweeps across landscapes as you advance down the valley. The Bloody Fingers are no mere back alley thieves. Though their activities in their native kingdom are those of opportunistic bandits, you've heard the tales of their atrocities in the service of foreign powers. Villages have been torched by their hands, the inhabitants strung up as a warning to those who would challenge their employers.
You have to be wary... |
Quest Lore[]
In Slyvan Shadows[]
Lore |
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"A belt of trees stretches across most of the valley. You suspect that the Bloody Fingers cultivated it to break up formations of attackers, leaving them vulnerable... A moment after you enter, enemies drop from the trees and rise from the bushes. Ambush!" |
Open Sesame[]
Lore |
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"The camp sprawls before you, a collection of huts and tents, the size of a village. Around it stands a palisade of strong wood, the broad gates shut and barred. You wonder whether they're strong enough to resist a charging dragon." |
In pursuit of Justice[]
Lore |
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"Your troops pour into the camp with you spearheading their charge. Past the massing enemy fighters you see a man clutching a long ornate box. A yell from Medea confirms that it's the stolen artifact. You start fighting your way towards him." |
Fearful Symmetry[]
Lore |
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"There's a blur of black and orange fur, and you find yourself borne to the ground, knocked off Solus' back. Atop you is another of their exotic beasts, this one resembling a huge cat. It's claws scratch against your armor, it's fangs chomp at your neck." |
Boss: Bloody Alice[]
Monster Cave[]
Pre Lore[]
Lore |
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Solus arcs through the air, his keen eyes and yours scanning the valley for your quarry. But it's impossible to pick him out amongst the trees. Solus gives a disappointed whine, and lands.
Your companions spread out and hunt for any sign of a trail. It's Roland who finds it, his tracking skills still sharp from his decades of adventuring. A fresh footprint in the mud, pointing deeper into the densely wooded valley. You fan out to form a search line and go through the trees, jabbing at the undergrowth to reveal anyone hiding there. After several fruitless minutes of this, there's a shout from your right. You all converge in that direction, and leave the trees in time to see the bandit sprinting away, managing to outrun his nearest pursuers in his frantic haste. He's making for the mountainside, which confuses you for a moment. Then you notice the cave mouth, partially hidden by the shape of the rock face. The bandit disappears inside. One of the farmhands is close behind him, and is about to enter when Roland calls him back. "That place is crawling with monsters," he explains. "I went in there years ago with my old party, before those Bloody Finger's claimed the valley. The poor wretch won't last long, nor would any of us who went blundering in on our own." Heeding the grizzled old adventurer's advice, you have your companions group up and light torches to illuminate your path. Then you enter the shadowy passages, cursing the bandit for putting you to this much trouble. |
Quests Lore[]
Arachnophobia[]
Lore |
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"The maze of tunnels brings you to a large cavern full of thick cobwebs. No normal spiders made these... There's a skittering sound from the darkness around you, and long spindly legs begin to creep into the circle of light cast by your torches." |
Scrambled Eggs[]
Lore |
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"With a shudder you kick aside the last spider's corpse. Then your heart sinks, as you see the mounds of wobbling red lumps around the edges of the cavern. Hundreds of eggs, about to hatch... Unless you destroy them first." |
The Spider Queen[]
Lore |
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"Your men breathe a sigh of relief as you smash the last egg. But it becomes a gasp of terror as something vast looms up through the shadows. Eight huge eyes gleam in the darkness, burning with the malevolence of a mother about to avenge her young." |
Justifiable Herbicide[]
Lore |
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"You try another of the passages. The ground here is coated with a thick mass of what looks like red moss. You're just wondering how a plant could survive away from the sunlight when creepers catch at your legs, and gaping maws rise to snap at you." |