Check inventory.
You are carrying, in addition to your ROBE and HAT; your DISCOUNT WAND, WIZARD PENDANT, VAULT KEY, BOOK OF MAGIC, a MANA POTION, and some GOLD.
SQUISHEE is here as well.
Head back for our tower.
So we had a racial feature change surgery? Yikes.
Let's just go about some normal business to get our head straight. I suggest we go assess our gold reserves, and go to buy a new wand.
It's nice to get all those STONE BLOCKS out of the DUNGEON. Hopefully you'll be able to find a use for this room in the future.
In your VAULT are the items that were here last week, as well as some BACKUP WANDS and a SPELLBOOK.
The WANDS are a generic ENCHANTING WAND and COMBAT WAND. Though they make enchanting objects or casting offensive spells much easier, they are much less effective at the FREEFORM CONJURING that you use most often.
The SPELLBOOK contains some basic-level COMBAT SPELLS and ILLUSIONS, as well as some CONJURATION SPELLS. These spells are harder to cast and less generally useful than the freeform ones you're used to, but they consume less MANA as well.
You take the WANDS, SPELLBOOK, and GOLD.
Grab our gold at the tower, and head to the guild. We have just experienced our Chapter 2 Flashback and must now partake in our Chapter 2 mission.
Check the merchants to see if they have anything new, and then the job board to see what is available.
The ARTIFICER has the following items:
A STAVE OF SUBTLE FROST, which can conjure ice and snow in exchange for a small draw from your MANA POOL. This particular STAVE makes no sound when used.
A MARBLE OF THE SUN, which creates bursts of flame when fed MANA or struck.
A SACK OF WINDS, which releases gusts of wind when opened. The wind restores itself over time.
You have enough GOLD to buy as many as two of these items, though this would completely exhaust your wealth.
The QUEST BOARD is slightly sparce this week compared to last, but you should be able to find something.
These QUESTS are the same as last week.
You have already examined them in detaill.These are new.
A wealthy townsman is having GHOST trouble, and is willing to pay 500 Gold. GHOSTS are hard to deal with, as they cannot be harmed by much of anything, but you have an item back at the TOWER that could deal with them.
The FIGHTERS and ROGUES GUILDS want a wizard to fill out a party and CRAWL A DUNGEON. You are offered a third of the LOOT.
The FOREST is being invaded by SWAMP GOBLINS, clearing it out would be worth 350 Gold.
The ARTIFICER has need for MAGICAL REAGENTS. You should speak to him if you want to know more.
Finally, the ARCHMAGE wants his TOWER RE-WARDED. This is probably your fault.
Actually, you know that CHARLIE did all his MAGICAL EMBLEMS himself. He's almost certainly the best WARDER in town, which is impressive since he is completely self-taught. As a non-member, he couldn't take this QUEST himself, but if you accept it you could split the reward with him.