FAQ
Quick answers to the questions players ask most.
Basics
Open your inventory and click the quest book button.
Only Act II first. Acts III to VI can be done in any order. Act VII needs all four Seals. See The Acts.
Most players do Steel first, then Ages, then the Wild, and finish with Ruin, which has the hardest fights.
Quest progress is shared by team, as in any FTB Quests pack. Coins and skills are per player, and everyone needs to meet their own gear locks.
Run the Contract Board, fill the Codex, finish the Collector's Shelf sets, chase the Dragon's Hoard milestones, take on boss rematches, and save for the crystal-priced Wonders.
Skills and gear
It is skill-locked. Hover it to see the requirement, then raise that skill. See Skills and Gear Locks.
Open the skills screen and spend XP levels. Quests, bosses and contracts pay XP levels for exactly this reason.
No. Death does not reset your skills in this pack.
As a guide: Steel wants Attack and Defense 10, Wild and Ages want 15 to 20, and Ruin wants the Cataclysm gear's Attack 35 to 40, Magic 28 to 38 and Defense 30 to 35. These are guidance, not hard gates.
Spell books want Magic and Casting. An Iron spell book needs Magic 12 and Casting 10. Raise both.
Coins and the Vault
Right-click a coin to bank it. Use the buttons in your inventory to pull coins back out. Shop quests take coins from your inventory. See Coins.
Check that the coins are in your inventory, not just banked. Every price is in one coin type, so you cannot pay a gold price with silver.
Most Vault items repeat. Manuals, Perks, Collector rewards and Hoard milestones are one-time. See The Vault.
Yes. Each can be bought once.
A random reward from a weighted table. Pay, then claim the reward on that quest to see what you got. Crates are for fun; Manuals and Perks are the guaranteed route to power.
Thick Skin (+1 heart) or Light Step (+2% speed), or a Training Manual for your main skill. See Coins.
Bosses
Look at that boss's lane in its Act. The Find step names the place. Use the Explorer's Compass for structures and mark everything on your map.
Kill tasks only count while the quest is active. You will need to defeat it again. The Contract Board has repeatable rematches for exactly this reason.
Make sure you have actually discovered the structure or reached the advancement. A few wild bosses use a simple stand-in instead of a lair: Nerakyss uses any shipwreck, Frostmaw a powder snow bucket, Royal Red a goat horn, and the Butterfly Leviathan buried treasure. Complete the stand-in and move on.
Find them in the wild. There is no summoning item. Choose ground you can survive falling off. See Act IV.
Boss lanes
They were removed. A lane is now Find the lair, meet what it demands, Slay. What to bring and how the fight works is in the Slay quest's briefing. Nothing filler stands between you and a boss.
Each Act has a compact shape (a ring, antlers, pillars, a star, a crown) so a whole chapter fits on one screen. Only lines that matter are shown. You can tackle any boss in an Act in any order.
A gear-chase chapter. Hold a full set or a weapon and you are paid in coins, XP levels and a skill level. See The Armory.
Trouble
The pack includes grave and undying-charm mods to help, but do not rely on them. Mark your death location, come back prepared, and keep an escape (ender pearl, waystone) in your hotbar.
Many chapters unlock from the previous Act's hub or from the Oath in Act II. Finish that first.
Codex entries use the mod's own "find" advancements. If you are standing in the structure and nothing happens, an admin can test it with /advancement grant @s only <advancement id>. See Codex Reference for every ID and the entries that were removed.
Fully restart the game so the resource pack reloads.
