PLAY ADA'S TRAIL Ada's Trail

THE GALE

THE GALE, an errand in Ada's Trail

THE GALE is an errand THE LIGHTHOUSE KEEPER hands out on THE RIFT, and it wants 10 kills of UNRAVELER.

The unravelers pull things apart, and the keeper has decided that is what took the other two. Ten of them brings nobody back and he knows it before he asks. He would like it done anyway, and he is honest at the handover about not feeling any better for it.

What it asks

SHAPEWHATHOW MANY
CULLUNRAVELER10
  • ANY KILL COUNTSyours, a companion's, a powerup's — the errand is thinning them out, not proving it was you.
THE GALE, an errand in Ada's Trail, on the floor of THE RIFT where it is handed out
THE GALE — on THE RIFT.

What it pays

Handing it in pays experience, 130 coins and 1 rolled piece.

The experience is authored as a SHARE of your own level bar — 0.5 of one — rather than as a figure, so the same errand is worth the same fraction of a level on the first map and the last. The table below is what that comes to for a hero at the level this venue is tuned for; take it later and it pays more.

The rolled piece goes through the ordinary drop pipeline at your own level, with 1 tier of skew on the rarity roll — the same skew the merchant's stall takes. A quest is a second CALLER of the loot system, never a second loot system, so what it hands over is the same kind of thing a monster drops.

WHATHOW MUCH
COINS130
ROLLED LOOT1 (+1 tier skew)
What the share comes to for the hero this venue is tuned for. JESUS keeps the player-relative ladder, so it has no fixed reference level to price against.
DIFFICULTYHERO LEVELXP
EASY2512595
MEDIUM2512595
HARD2920447
NIGHTMARE50623864

The chain

Opens THE BOY IN THE SAILOR SUIT.

A chain never crosses a map or a run: the quest log belongs to the run you are in rather than to the hero, so every link of one is taken, done and handed in on a single visit, from the same person.

What is said

The errand in the giver's own words, covered until you ask for it.

The ask

THE LIGHTHOUSE KEEPER

THE UNRAVELERS PULL THINGS APART. THAT'S WHAT TOOK THE OTHER TWO — I'VE DECIDED.

THE LIGHTHOUSE KEEPER

TEN OF THEM. IT WON'T BRING ANYBODY BACK. I'D LIKE IT DONE ANYWAY.

Coming back short

THE LIGHTHOUSE KEEPER

STILL TOO MANY. THEY COME APART EASY ENOUGH.

The handover

THE LIGHTHOUSE KEEPER

THAT'S ENOUGH OF THAT. I DON'T FEEL BETTER. I DIDN'T EXPECT TO.

THE LIGHTHOUSE KEEPER

THE LIGHT'S BRIGHTER FOR IT. TAKE SOMETHING OFF THE ROCK.