RuneAd

The Modern RuneScape Private Server Toplist

A Kingdom Divided and Arceuus Spellbook Rework Poll Blog

OSRS A Kingdom Divided & Arceuus Spellbook Rework

Aaron (RuneAd Owner) | 12.13.20

A Kingdom Divided Poll Blog 

We're talking about A Kingdom Divided well ahead of its release to give time for feedback before a poll goes live in-game - please let us know what you think using the links below!

Great Kourend, a land of wealth, comfort and security. Across its five cities, the citizens of this kingdom work to bring peace and prosperity to all. However, all is not as it seems, and beneath this delicate faade lies an uncomfortable truth: the Kingdom of Great Kourend is a kingdom divided.


Since the death of the last king, Great Kourend has been ruled by the Kourend Council. Under the council, Kourend has seen a golden age of progression. But not all are happy, and, spurred by the recent arrest of Councillor Sophia Hughes, allegations of corruption are growing.


However, the political games of the council may be the least of Kourends concerns. A darker power exists in this kingdom, one that could change the face of Gielinor forever...


akdcharacter.png 

Concept art for a character you'll meet during A Kingdom Divided. Who could it be?


Requirements and Rewards

  • To complete A Kingdom Divided you'll need to have completed the following Quests:

  • X Marks the Spot
  • The Depths of Despair
  • The Queen of Thieves
  • The Ascent of Arceuus
  • The Forsaken Tower
  • Tale of the Righteous
  • Architectural Alliance

  • In addition to the above quests, you'll also need the following skill levels:

  • 54 Agility
  • 52 Thieving
  • 52 Woodcutting
  • 50 Herblore
  • 42 Mining
  • 38 Crafting
  • 35 Magic

  • Upon completion of the quest you'll be rewarded with:

  • 2 Quest Points
  • 10,000 Experience Lamp
  • New Arceuus Spells (subject to them passing a poll)
  • Kourend Castle Respawn Point
  • 20 Additional Kharedst's Memoirs Charges


Poll Question #1

Should A Kingdom Divided, a new experienced-level addition to the Kourend quest series, be added to the game?

Arceuus Spellbook Rework


The Arceuus spellbook is the most recent spellbook added to Old School RuneScape, first introduced when Kourend released. Most of its use comes from the various teleports available, alongside reanimation spells where ensouled heads can be brought to life and defeated, granting Prayer experience and favour with Arceuus in the process.


Outside of this, the spellbook is rarely utilised. Reworking it has been a continued topic within the community, and some players have actually created concepts for how a reworked Arceuus spellbook might look, such as this entire revamp created by Reddit user LordGozer2! Even our very own Mod West teased an entirely reworked spellbook back in 2018!


The release of A Kingdom Divided is the perfect opportunity for us to finally take on this popular request. Mod West has been working hard to create a new Arceuus Spellbook that we'd like to offer as an additional reward for completing the quest.


Before we get straight into the changes, let's take a quick look into the mind of Mod West and how he approached the most recent iteration of his rework.


SpellbookDesignIdeation.jpg 

An image of Mod West's Arceuus spellbook rework ideation board. You can click the image for a larger version!


If you manage to overcome the admittedly difficult to read colours, you can really begin to see the potential of a reworked Arceuus spellbook, and we're excited to finally share the proposed changes with you!


Reanimation Spells

In the current Arceuus spellbook, there is a reanimation spell for each creature that can be reanimated, making a grand total of 22 spells. With the rework, these spells would be replaced by four new reanimation spells. No changes will be made to the amount of experience granted from reanimated creatures.


Reanimation spells changes!

Basic Reanimation 

Can be used to reanimate the ensouled heads of Goblins, Monkeys, Imps, Minotaurs, Scorpions, Bears and Unicorns.

  • Requires 16 Magic
  • Costs 4 Body & 2 Nature runes to cast
  • Grants 32 Magic experience


Adept Reanimation 

Can be used to reanimate the ensouled heads of Dogs, Chaos Druids, Ogres, Giants, Elves, Trolls and Horrors.

  • Requires 41 Magic
  • Costs 4 Body, 3 Nature & 1 Soul runes to cast
  • Grants 80 Magic experience


Expert Reanimation 

Can be used to reanimate the ensouled heads of Kalphites, Dagannoth, Bloodvelds, TzHaar and Demons.

  • Requires 72 Magic
  • Costs 1 Blood, 3 Nature & 2 Soul runes to cast
  • Grants 138 Magic experience


Master Reanimation 

Can be used to reanimate the ensouled heads of Aviansie, Abyssal Creatures and Dragons.

  • Requires 90 Magic
  • Costs 2 Blood, 4 Nature & 4 Soul runes to cast
  • Grants 170 Magic experience




Poll Question #2

Should the Arceuus spellbook Reanimation spells be reworked as described in the blog? No changes will be made to the amount of experience granted from reanimated creatures.


Teleport Spells


Most of the teleport spells will be unchanged with this rework. However, a few will be replaced to make them more useful. These teleports can be turned into Magic Tablets.


Teleport spell changes!


Library of Arceuus 

Teleports north of the Grand Library in Arceuus.

  • Requires 6 Magic
  • Costs 2 Earth & 1 Law to cast
  • Grants 9 Magic experience
  • Replaces the previous "Lumbridge Graveyard" teleport. Existing "Lumbridge Graveyard" Magic Tablets, Portal Chambers and Nexus teleports would convert to the new location


Graveyard of Heroes 

Teleports to the south-east corner of the Graveyard of Heroes.

  • Requires 17 Magic
  • Costs 1 Earth, 1 Water & 1 Law to cast
  • Grants 16 Magic experience
  • Replaces the previous "Draynor Manor" teleport. Existing "Draynor Manor" Magic Tablets, Portal Chambers and Nexus teleports would convert to the new location


Kebos Swamp 

Teleports south of the shrine in Kebos Swamp.

  • Requires 48 Magic
  • Costs 1 Earth, 1 Law & 1 Soul runes to cast
  • Grants 50 Magic experience
  • Replaces the previous "Fenkenstrain's Castle" teleport. Existing "Fenkenstrain's Castle" Magic Tablets, Portal Chambers and Nexus teleports would convert to the new location


The following teleports will not be changed as part of the rework: Arceuus Home Teleport, Battlefront Teleport, Mind Altar Teleport, Respawn Teleport, Salve Graveyard Teleport, West Ardougne Teleport, Harmony Island Teleport, Cemetery Teleport, Barrows Teleport and Ape Atoll Teleport.


Poll Question #3

Should the Arceuus spellbook Teleport spells be reworked as described in the blog? New teleports would be added to the Library of Arceuus, Graveyard of Heroes and the Kebos Swamp. Any Magic Tablets for the previous locations would be updated to their respective new location.


New Spells


With the rework, various new spells will be added. To use them will require completion of A Kingdom Divided. Some of these spells will introduce new mechanics to the game, so let's cover those before continuing.


Corruption


When a player is corrupted they will start to lose prayer points over a short amount of time. After 6 seconds, 1 prayer point is drained. After another 6 seconds, 2 prayer points are drained. After another final 6 seconds, 3 prayer points are drained. If a Mark of Darkness has also been cast, the occurrence of Corruption happens every 3 seconds instead.


Resurrection


To perform a resurrection spell, players will need to equip the Book of the Dead. If the spellbook rework passes in the poll, this new magic book would be obtained as a reward from A Kingdom Divided, acting as an upgrade to the completed Kharedsts' Memoirs.


The Book of the Dead would provide +8 Magic attack and +5 Prayer bonus. Completion of A Kingdom Divided is required to equip the book.


Resurrection spells can be cast on various defeated undead creatures, bringing to life an undead Thrall that will aid you in battle. This will require runes and Prayer points to perform, and only 1 Thrall can exists at a time. Thralls will remain active for one game cycle (0.6 seconds) for every Magic level the caster has when the spell is cast. For example, if a Thrall is resurrected when your Magic level is 60, it will last for 36 seconds before dying.


A resurrected Thrall will not act like a typical follower. They will wander the area where they were created and attack anything the player attacks, providing the target is within range.


Whether these mechanics should be available all over the game world and in every combat situation is something we're considering, here are some possibilities:

  • Doesn't work in PvP
  • Only works within Kourend and the Kebos Lowlands
  • Does work in single-combat areas


Let us know what you think of these new mechanics after you've seen the different spells listed below!


Click here to see the new spells!


Some items can be used to auto-cast the spells on this spell-book. They are:

  • Slayer's Staff
  • Skull Sceptre
  • Ahrim's Staff
  • Staff of the Dead
  • Kodai Wand


Ghostly Grasp 

A damage spell that has a 10% chance to stop the enemy from moving for 2 game cycles (1.2 seconds).

  • Requires 35 Magic
  • Costs 1 Chaos & 4 Air runes to cast
  • Grants 22.5 base Magic experience, increasing with damage dealt
  • Has a base max hit of 12


Resurrect Ghost 

Resurrects a Ghost that will attack your enemies with Magic damage. Will remain active for one game cycle (0.6 seconds) for every Magic level the caster had when the spell was cast. This spell costs runes and 2 Prayer points to cast.

  • Requires 38 Magic & Book of the Dead equipped
  • Costs 5 Mind, 10 Air & 1 Cosmic runes to cast
  • In addition to the runes, casting this spell costs 2 Prayer points
  • Grants 55 Magic experience
  • Has a max hit of 1


Inferior Demonbane 

A damage spell that only works against Demonic foes.

  • Requires 44 Magic
  • Costs 1 Chaos & 4 Fire runes to cast
  • Grants 27 base Magic experience, increasing with damage dealt
  • Has a base max hit of 16


Shadow Veil 

Grants a 15% chance to avoid stun damage while thieving. It will remain active for one game cycle (0.6 seconds) for every Magic level the user has at the time of casting. Stacks with the effects of the Dodgy Necklace, granting a total of 40% chance to avoid stun damage while thieving.

  • Requires 47 Magic
  • Costs 5 Earth, 5 Fire & 5 Cosmic runes to cast
  • Grants 58 Magic experience


Dark Lure 

Prevents a creature that would normally flee from combat, such as Imps and Ghouls, from fleeing. Doesn't work on creatures that can't move.

  • Requires 50 Magic
  • Costs 1 Death & 1 Nature runes to cast
  • Grants 60 Magic experience


Skeletal Grasp 

A damage spell that has a 25% chance to stop the enemy from moving for 2 game cycles (1.2 seconds).

  • Requires 56 Magic
  • Costs 1 Death & 8 Earth runes to cast
  • Grants 33 base Magic experience, increasing with damage dealt
  • Has a base max hit of 17


Resurrect Skeleton 

Resurrects a Skeleton that will attack your enemies with ranged damage. Will remain active for one game cycle (0.6 seconds) for every Magic level the caster has when the spell is cast. This spell costs runes and 4 Prayer points to cast.

  • Requires 57 Magic & Book of the Dead equipped
  • Costs 5 Death, 10 Earth & 1 Cosmic runes to cast
  • In addition to the runes, casting this spell costs 4 Prayer points
  • Grants 70 Magic experience
  • Has a max hit of 2


Mark of Darkness 

An enemy with this spell cast upon them suffers an array of debuffs:

  • Corruption occurs twice as often.
  • Grasping spells are twice as effective.
  • Demonbane spells deal an additional 25% damage against demonic enemies.
  • Demonbane spells have an additional 25% accuracy against demonic enemies.

This spell will last one game cycle (0.6 seconds) for every Magic level the user has at the time of casting.

  • Requires 59 Magic
  • Costs 1 Soul & 1 Cosmic runes to cast
  • Grants 70 Magic experience


Superior Demonbane 

A damage spell that only works against Demonic foes.

  • Requires 62 Magic
  • Costs 1 Soul & 8 Fire runes to cast
  • Grants 36 base Magic experience, increasing with damage dealt
  • Has a base max hit of 23


Lesser Corruption 

Provides a 33% chance to inflict Corruption upon your target with your next damaging hit.

  • Requires 64 Magic
  • Costs 1 Death & 2 Soul runes to cast
  • Grants 75 Magic experience


Vile Vigour 

Converts all prayer points into run energy.

  • Requires 66 Magic
  • Costs 1 Soul & 3 Air runes to cast
  • Grants 76 Magic experience


Cleanse 

Cleans all herbs in the inventory. Half the Herblore experience is given and a random herb is destroyed.

  • Requires 70 Magic
  • Costs 4 Earth & 2 Nature runes to cast
  • Grants 83 Magic experience


Ward of Arceuus 

When this is cast, the user gains an array of buffs:

  • Immunity to Corruption.
  • Grasp spells only last for one game cycle (0.6 seconds).
  • Damage from demonic foes is reduced by 25%.

This spell will last one game cycle (0.6 seconds) for every Magic level the user has at the time of casting.

  • Requires 73 Magic
  • Costs 4 Soul, 2 Nature & 1 Cosmic runes to cast
  • Grants 83 Magic experience


Resurrect Zombie 

Resurrects a Zombie that will attack your enemies with melee damage. Will remain active for one game cycle (0.6 seconds) for every Magic level the caster has when the spell is cast. This spell costs runes and 6 Prayer points to cast.

  • Requires 76 Magic & Book of the Dead equipped
  • Costs 5 Blood, 10 Fire & 1 Cosmic runes to cast
  • In addition to the runes, casting this spell costs 6 Prayer points
  • Grants 88 Magic experience
  • Has a max hit of 3


Undead Grasp 

A damage spell that has a 50% chance to stop the enemy from moving for 4 game cycles (2.4 seconds).

  • Requires 79 Magic
  • Costs 1 Blood & 12 Fire runes to cast
  • Grants 46.5 base Magic experience, increasing with damage dealt
  • Has a base max hit of 24


Death Charge 

Provides a buff to the caster that restores 15% special attack energy when an assigned Slayer creature dies while Death Charge remains active. The buff remains active for 60-seconds or until an assigned Slayer creature dies after which it must be cast again.

  • Requires 80 Magic
  • Costs 1 Death, 1 Blood & 1 Soul runes to cast
  • Grants 90 Magic experience


Dark Demonbane 

A damage spell that only works against Demonic foes.

  • Requires 82 Magic
  • Costs 2 Soul & 12 Fire runes to cast
  • Grants 43.5 base Magic experience, increasing with damage dealt
  • Has a base max hit of 30


Greater Corruption 

Provides a 66% chance to inflict corruption upon your target with your next damaging hit.

  • Requires 85 Magic
  • Costs 1 Blood & 3 Soul runes to cast
  • Grants 95 Magic experience


Demonic Offering 

Converts up to 3 piles of Demonic Ash into Prayer points, granting three times the base experience.

  • Requires 89 Magic
  • Costs 1 Chaos, 1 Soul & 5 Fire runes to cast
  • Provides 1 Prayer point for each Demonic Ash converted
  • Grants 175 Magic experience


Sinister Offering 

Converts up to 3 sets of bones into Prayer points, granting three times the base experience.

  • Requires 92 Magic
  • Costs 10 Fire, 1 Death & 1 Blood runes to cast
  • Provides 1 Prayer point for each bone converted
  • Grants 180 Magic experience


Poll Question #4

If A Kingdom Divided is added to the game, should the Grasp spells be added to the Arceuus spellbook as described in the blog? Completion of A Kingdom Divided will be required to use these spells.


Poll Question #5

If A Kingdom Divided is added to the game, should the Resurrection spells be added to the Arceuus spellbook as described in the blog? Completion of A Kingdom Divided will be required to use these spells. If this question passes, the Book of the Dead would also be added to the game as a reward from A Kingdom Divided, acting as an upgrade to the completed Kharedsts' Memoirs. The Book of the Dead would provide +8 Magic attack and +5 Prayer bonus.


Poll Question #6

If A Kingdom Divided is added to the game, should the Demonbane spells be added to the Arceuus spellbook as described in the blog? Completion of A Kingdom Divided will be required to use these spells.


Poll Question #7

If A Kingdom Divided is added to the game, should Shadow Veil be added to the Arceuus spellbook as described in the blog? Completion of A Kingdom Divided will be required to use this spell.


Poll Question #8

If A Kingdom Divided is added to the game, should Dark Lure be added to the Arceuus spellbook as described in the blog? Completion of A Kingdom Divided will be required to use this spell.


Poll Question #9

If A Kingdom Divided is added to the game, should Mark of Darkness be added to the Arceuus spellbook as described in the blog? Completion of A Kingdom Divided will be required to use this spell.


Poll Question #10

If A Kingdom Divided is added to the game, should the Corruption spells be added to the Arceuus spellbook as described in the blog? Completion of A Kingdom Divided will be required to use these spells.


Poll Question #11

If A Kingdom Divided is added to the game, should Vile Vigour be added to the Arceuus spellbook as described in the blog? Completion of A Kingdom Divided will be required to use this spell.


Poll Question #12

If A Kingdom Divided is added to the game, should Cleanse be added to the Arceuus spellbook as described in the blog? Completion of A Kingdom Divided will be required to use this spell.


Poll Question #13

If A Kingdom Divided is added to the game, should Ward of Arceuus be added to the Arceuus spellbook as described in the blog? Completion of A Kingdom Divided will be required to use this spell.


Poll Question #14

If A Kingdom Divided is added to the game, should Death Charge be added to the Arceuus spellbook as described in the blog? Completion of A Kingdom Divided will be required to use this spell.


Poll Question #15

If A Kingdom Divided is added to the game, should Sinister Offering be added to the Arceuus spellbook as described in the blog? Completion of A Kingdom Divided will be required to use this spell.


Prayer Offerings


A common request within the community is for ashes of fallen creatures to have more uses. With the addition of Demonic Offering, we'd like to introduce Demonic Ash. This new ash would replace the ash that usually drops from certain creatures. It can be scattered into the air for a small amount of Prayer experience, much like burying bones, or used with the Demonic Offering spell for three times the base amount given when scattering.


Demonic Ashes would not work with Prayer altars or the Ectofuntus.


AshesPrayer XPNotesImpish Ashes4.5Equivalent to standard bones.Fiendish Ashes10Lesser Ashes15Equivalent to Big bones.Greater Ashes35Black Ashes72Equivalent to Dragon bones.Nechryael Ashes72Abyssal Ashes80Equivalent to Drake bones.Hellhound Ashes110Equivalent to Hydra bones. These would drop from Cerberus only.

Poll Question #16

Should Demonic Ash be added to the game? Demonic Ash would replace the ash that usually drops from certain creatures. It can be scattered into the air for a small amount of Prayer experience, just as burying bones does. Demonic Ashes would not work with Prayer altars or the Ectofuntus.


Poll Question #17

If Demonic Ash is added to the game, should Demonic Offering be added to the Arceuus spellbook as described in the blog? Completion of A Kingdom Divided will be required to use this spell.


Shayzien Area Rework


The Kingdom of Great Kourend has seen numerous changes over the years since its initial release with Kourend. Last year saw the entire Hosidius area get a makeover, redesigning the area completely and even introducing a new dungeon.


As part of our continued efforts to update the continent and improve older areas of the game, we'd like to propose a rework of the Shayzien area, in addition to A Kingdom Divided and the new Arceuus spellbook.


The Shayzien area currently has the following issues that this rework aims to resolve:

  • Buildings are too big - Many of the buildings in Shayzien are are as large as entire towns in other parts of the game.
  • Buildings look temporary - The buildings in Shayzien are not actually buildings at all but tents.
  • Blocking isn't clear - Blocked areas of the map that players can't walk on are not clear.
  • The city feels inconsistent - Shayzien is both a military camp and a city at the same time, with no clear divide between the two.


shayzien_old.png 

An image showing the Shayzien area as it is currently in-game.


With the remapping, the Shayzien area will be split in two. To the south, the actual city of Shayzien will be found. To the north, the Shayzien Military Camp will be found. Both areas will be given a unique feel to set them apart form each other.


The camp to the north will have a more temporary, chaotic feel. The tents currently used throughout Shayzien will be the buildings here.


The city to the south will be given a more permanent and organised feel. The tents will be removed from the city and replaced with brick buildings.


shayzien_redesign.png 

A WIP image showing how the Shayzien area would look after the rework. Click the image for a larger version.


The table below details how each individual piece of content will be changed:


ContentCurrent LocationNew LocationOther ChangesBankCentral ShayzienNorthern ShayzienThe poll booth that is currently in a separate building will be moved into the bank.General StoreNorth Eastern ShayzienNorth Eastern ShayzienThe general store currently shares a building with other stores. With the remap, it will be given its own building.Clothes StoreCentral ShayzienNorthern ShayzienRight now the clothes store doesn't actually sell any clothes, only graceful recolours. With the remap, it will sell clothes as well.Phileas Rimor's HomeNorthern ShayzienNorth Eastern Shayzien

Amelia's HomeCentral ShayzienEastern Shayzien

ChapelSouthern ShayzienSouthern ShayzienThe chapel doesn't have an altar or NPCs right now. Both will be added.Armour StoreNorth Eastern ShayzienEastern ShayzienThe armour store currently shares a building with other stores. With the remap, it will be given its own building.Weapon StoreNorth Eastern ShayzienSouth Eastern ShayzienThe weapon store currently shares a building with other stores. With the remap, it will be given its own building.Combat RingEastern ShayzienSouth Eastern Military CampWar TentSouthern ShayzienWestern Military CampInfirmaryEastern ShayzienSouth Eastern Military CampSecurity TentEastern ShayzienCentral Military Camp

In addition to the above remapping, the following content would also be added as part of the rework:


ContentLocationDescriptionAdministrative BuildingSouthern ShayzienAn administrative building where the city is managed from. This is separate from the war tent which is where the army is led from.Lord Shayzien's HomeEastern ShayzienA home for Lord Shayzien in the city.PrisonWestern ShayzienA prison for military prisoners on the outskirts of the city.Archery ShopCentral ShayzienA new shop in Shayzien that sells archery supplies.PubNorth Eastern ShayzienA pub selling stew and beer.BankCentral Military CampA second smaller bank in the military camp that uses bank chests. It also has a poll booth and deposit box.SmithyCentral Military CampA small smithy with some anvils.Agility CourseEastern Military CampA low-level Agility course split into two sections.Giant PitSouth Western Military CampA small area containing a few Hill Giants.Giant's DenSouth Western Military CampA dungeon containing Hill Giants, Fire Giants and Moss Giants. The catacomb entrance will be moved into this dungeon.Ruins of MorraSouth Western ShayzienSome old ruins with some undead Lizardmen in (see the below 'More Mobs!' section for more information).Secluded ChapelWestern ShayzienA small chapel outside the city.Rare TreesVariousVarious types of rare tree will be added in and around Shayzien (Maple, Yew and Magic).Ranges and Water sourcesVariousVarious ranges and water sources will be added to both the city and the military camp.

Agility Course


You may have noticed the mention of an Agility course in the above table. This course would be aimed at lower Agility levels and split into two sections.


The maximum Agility experience from the course would be based on the below approximations:

  • First section of the course requires 5 Agility to complete - 8,500 Agility XP/hour
  • Second section of the course requires 48 Agility to complete - 30,000 Agility XP/hour


Shayzien_Agility1.png 

A WIP image of how the Shayzien Agility course would look.


The Shayzien Agility course would include a number of obstacles you'll need to navigate:

  • Tight ropes
  • Monkey bars
  • Zip-wires
  • Long jumps


Poll Question #18

Should the Shayzien area be updated as described in the blog?


Poll Question #19

If the Shayzien area rework passes, should part of the rework include adding a new Agility course? This course would be aimed at lower Agility levels and split into two sections. The first section of the course would require 5 Agility to complete and the second section of the course would require 48 Agility to complete.


More Mobs!


There is so much free real estate in Kourend, and at times it can feel a little empty. Alongside the Shayzien area rework, we think it would be great to increase the mob variety throughout Kourend. What better way to fill areas than with things you can attack and loot!


West of Kourend Castle

  • Giant Spiders (Level 2)
  • Giant Rats (Level 3)
  • New: Boar (Level 5)


North-east of Shayzien

  • Bandit (Level 22)

  • Ranged and Melee variants
  • These Bandits would be themed to match Kourend

South of Graveyard of Heroes

  • New: Necromancer (Level 54)

  • Magic based
  • Casts spells from the new Arceuus spellbook
  • Replaces Dark wizards in the area
  • Zombies (Level 34)

Ruins of Morra

  • New: Undead Lizardmen (Level 44)

  • These Lizardmen would not give favour
  • They would not poison players
  • They would drop Lizardman fangs


Poll Question #20

Should a variety of low-level mobs be added to various areas within Kourend as described in the blog?


Shayzien Area Rework Considerations


With so many proposed changes, we're sure you have many questions about how current content would work as a result. We've put together a quick list of things you might be most interested in. Thought of something we might have missed? Let us know via one of the feedback links at the bottom of this blog!


No changes will be made to the current teleports in the Shayzien area. This covers the following:

  • DJR Fairy Ring - Chasm of Fire
  • Xeric's Talisman - Xeric's Look Out
  • Kharedst's Memoirs - Graveyard of Heroes


We will update any Clue Scroll and Gang Meeting locations as needed following the rework.


We don't expect there to be any changes needed for quests or diary steps throughout Kourend. We'll also be ensuring any music track unlocks are still possible. Any changes resulting from the rework will not impact any player that has already completed them prior to the change.