New Garand (City)

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Exiled Kingdoms: Areas
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Cities: New Garand (City)
World Map: H8
H8sitmap.jpg
In-Game Map
New Garand (City).jpg

New Garand is the largest city and capital of Varsilia. Nobles, thieves, peasants, and everything in between, walk the streets, some with their hand out, some with their hand on a dagger.

Dungeons in Area

Buildings in Area

NPCs

Quests

Town Hall Quests

Transportation

Teleportation

Scrolls of Recall & Teleport, and Gate, do not work in this area.

Merchants

Alchemist Tull
Name Cost Description
Potion of Moderate Healing 250 Gain HP 60 Will heal a total of 60hp. Tastes like chicken soup.
Potion of Greater Healing 600 Gain HP 90 Will heal a total of 90hp. The adventurer's best friend.
Potion of Lesser Shielding 100 Gain Shield 6 For 12 Seconds Will add +6 to armor for 12 seconds.
Potion of Speed 390 Gain Speed For 12 Seconds Makes you run faster for 12 seconds.
Potion of Resist Fire 100 Resist Fire 25 For 60 Seconds Grants a +25 bonus for 1 minute.
Potion of Resist Cold 100 Resist Cold 25 For 60 Seconds Grants a +25 bonus for 1 minute.
Potion of Death Ward 100 Resist Death 20 For 60 Seconds Grants a +20 bonus for 1 minute. The label says it protects from ghosts, but ghosts don't exist, right?
Scroll of Recall 280 Recall Teleports you and your party to a nearby town.
Belt of Might 8000   Strength.png 1
Belt of Agility 8000   Agility.png 1
Trader Pink
Name Cost Description
Potion of Light Healing 100 Gain HP 30 Will heal a total of 30hp. The taste feels worse than the wounds, though.
Potion of Ogre Might 120 Gain Might 3 For 20 Seconds Will add +3 to melee attacks for 20 seconds.
Potion of Resist Fire 100 Resist Fire 25 For 60 Seconds Grants a +25 bonus for 1 minute.
Potion of Resist Cold 100 Resist Cold 25 For 60 Seconds Grants a +25 bonus for 1 minute.
Scroll: Summon Wolf 250 Summon Wolf For 60s A level 5 Wolf will guard you for 60 seconds.
Scroll: Circle of Restoration 1500 Heal Party 50% For Party Your whole party heals 50% of their wounds, and will wake up if unconscious.
Ring of the Elements 400   Fire.png 7 Cold.png 7 Shock.png 10  
Lesser Ring of Flames 250   Fire.png 10  
Journeyman Tunic 400 +1 AR    +5 HP   +7 MP 
Journeyman Pants 380 +1 AR    +3 HP   +4 MP 
Caduceus of Scorching 1800 Ranged   DMG: Fire.png 5-9  Spd: 9   Crit: 5% Arcane 1
Armorer Floyd
Name Cost Description
Chainmail Leggings 700 +2 AR    +8 HP 
Chainmail Gauntlets 650 +2 AR    +5 HP 
Platemail Vest 2300 +3 AR    +15 HP 
Platemail Leggings 2000 +3 AR    +13 HP 
Platemail Gauntlets 1600 +2 AR    +8 HP 
Platemail Boots 1800 +3 AR    +5 HP 
Knight Helm 1700 +2 AR    +4 HP 
Blessed Chain Leggings 1700 +2 AR    +6 HP   +2 MP 
Blessed Chain Gauntlets 1300 +2 AR    +2 HP   +2 MP 
Bluesteel Longsword 1600 Hand   DMG: Sword.png 5-10  Spd: 10   Crit: 6%
Bluesteel Greatsword 2100 2-Handed   DMG: Sword.png 6-15  Spd: 9   Crit: 4%
Bluesteel Mace 1400 Hand   DMG: Sword.png 6-9  Spd: 9   Crit: 5%
Bluesteel Hammer 1300 Light   DMG: Sword.png 5-7  Spd: 11   Crit: 6%
Shortsword of Frost 800 Light   DMG: Sword.png 2-5 +Cold.png 2  Spd: 12   Crit: 6%
Oaken Bow 1300 Ranged   DMG: Sword.png 3-8  Spd: 11   Crit: 4%

Trait Checks

The following Trait checks are associated with this area. Those marked with Decisive.png are mandatory for achieving certain outcomes or rewards which can not be accomplished otherwise.

Trait RequirementNPC / ObjectQuest Description
Intellect 1Sir Andrew MasonA Mysterious Letter Needed for getting directions to Magistrate Steinz's House before accepting the quest Where Did I Put My Sword.... You can always ask the Townsman for the same information.
Decisive.png Personality 1BafratNone Rogues only: Mandatory for convincing Bafrat to work for you, thus gaining 700 Gold.
Personality 1TownsmanA Mysterious Letter Necessary for getting a discount when asking for directions to Magistrate Steinz's House, thus beating down the price to 50 Gold (instead of 200 Gold).

Map

Windrose.pngNew Garand (City)New Garand (City).jpg
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Important sites and secrets
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Exit to New Garand Farmlands
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Exit to Northern Inori
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Entrance to New Garand Sewers (after escaping from the Unknown Dungeon during quest A Mysterious Letter)
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Entrance to New Garand House
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Entrance to Magistrate Steinz's House (during quest A Mysterious Letter)
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Entrance to The Warrior's Guild (New Garand)
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Entrance to New Garand's Temple
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Entrance to The Great Library
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New Garand Town Hall
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Inn: The Imperial Inn
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Inn: The Green Knight
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Altar of The Three providing XP boost (before completing quest Three versus Eleven)
Important NPCs and enemies
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Alchemist Tull
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A Scarred Vagabond advancing quest A Web of Terror
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Armorer Floyd
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Spice Trader Jethro advancing quest Spicing Things Up
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Hirge (after quest Restoring the Faith; before completing quest Three versus Eleven)
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Brother Gabriel initiating quest Dark Matters; providing healing (before completing quest Three versus Eleven)
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Fritha Rhayader initiating quest Spicing Things Up
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Sir Andrew Mason initiating quest Where Did I Put My Sword...
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Waters initiating quest Message in a Bottle
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Bafrat extorting money from the player
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Barret
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Captain Dorse providing transportation to Friguld (only after encountering him in Friguld)
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Gilmour initiating quest Spiders' Sack
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Trader Pink
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Adaon (after escaping from the Unknown Dungeon during quest A Mysterious Letter)
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Townsman advancing quest A Mysterious Letter
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Latimer initiating quest Where is Giles
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Boatman Tiom providing transportation to Kingsbridge, Rhöneis
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Captain Wright providing transportation to New Anthur
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Castle Guard granting access to Royal Castle Yard

Notes

  • At the Northwest wharf, you will encounter a group of thugs headed by a thief named Bafrat. He will extort money from you for entering their territory or just leave them be. If you choose to fight, defeating Bafrat would give you few options: scare them away and tell them not to come back or ask them to work for you (if you are a Rogue and have 1 Personality) and you'll receive 700 gold and +5 Reputation from the Seventh House but you lose 9 from Varsilia. If you're accompanied by Hirge or Grissenda, they will say how disappointed they are to you. Before being the wharf gang's boss, a boatman named Marten, located on the other side of the Northwest dock near the thugs, will warn you and tell you to avoid that place. Later when you gain respect from the thugs, he will acknowledge you and refer to you as sir.