Minimum level 1

Inquisitor Starter Quest (Night Harbor)

Bring your Rune-Etched Note to Jaffar at the top of Spellbinder's Spire. Follow the ordered walkthrough below for the documented training, errands, and rewards.

Starts with Jaffar Jhaym · Night Harbor · Inquisitor

Rewards

Gaming view

Walkthrough

1

Report to Jaffar at Spellbinder's Spire

Bring your Rune-Etched Note to Jaffar at the top of Spellbinder's Spire.

The wiki warns that this quest changed on 2026-04-20 and mixes revised and older stages. Treat the later sequence as provisional and follow current NPC responses; repeated reward messages are not proof of duplicate rewards.

TRAVEL Head to the Wizards tower east of the North Gate. · Night Harbor
TRAVEL Head to the top of the tower with spellbinder guards around it to find Jaffar Jhaym. He is at the very top of the spellbinder spire. · Night Harbor
GIVE Hand Rune-Etched Note to Jaffar Jhaym. 1 × Rune-Etched Note · Jaffar Jhaym · Night Harbor
RECEIVE You receive Rune-Etched Note from Jaffar Jhaym. 1 × Rune-Etched Note 1 × Rune-Etched Note "Petra Gyle" · Jaffar Jhaym · Night Harbor
Show dialogue (9 entries)
Game
Take the teleporter to the first floor and go through the portal labeled "Spellbinders Spire".
Game
You gain experience!!
Jaffar Jhaym examines your note and then smiles broadly at you.
Very well met! You have arrived safely, and I am indeed who you seek. Welcome to the Spellbinders Spire!
The desert grows more dangerous by the day, so you have arrived none too soon.
I am sure we will get better acquainted in the days to come, but you must be tired, so I’ll delay your introduction to your trainer no longer.
As an aspiring inquisitor, you will be under the tutelage of Petra Gyle.
Deliver your note to her, and she will get you started.
Jaffar Jhaym bows slightly and smiles at you.
2

Meet Petra and inspect the prisoner

Give Petra the note and collect the cell key; follow her instructions to Inquisitor Selpha.

The wiki warns that this quest changed on 2026-04-20 and mixes revised and older stages. Treat the later sequence as provisional and follow current NPC responses; repeated reward messages are not proof of duplicate rewards.

TRAVEL Head down the spire and hand your Rune-Etched Note "Petra Gyle" to Petra Gyle. 1 × Rune-Etched Note "Petra Gyle" · Night Harbor
RECEIVE You receive Spellbinder's Cell Key from Petra Gyle. 1 × Spellbinder's Cell Key · Petra Gyle · Night Harbor
SAY Speak with Petra Gyle. Enter command /say Yes I am. · Petra Gyle · Night Harbor
Show dialogue (15 entries)
Game
You gain experience!!
Petra Gyle takes the note.
Hmm...
Petra Gyle snatches the note form your hands and skims it briefly, her fierce gaze peering over top of the parchment as she appraises you.
So you wish to be an inquisitor of the spire, do you? You'll have to prove to me you have the mettle to take on such a responsibility.
Magic is a powerful, yet extremely dangerous talent. Especially when used by those who collude with, or seek to benefit from, corrupted forces.
Our role as inquisitors is to protect our colleagues from such forces, while also routing out corruption before it has a chance to take hold.
Petra Gyle pulls out a small key and offers it to you, while also posing a simple question.
Are you prepared to take on this role?
You say
You enter/say Yes I am.
We shall see if there's truth to your words, or if they ring hollow.
Descend to the bottom floor of the Spire and use the key I've given you to enter the confinement cells. We've captured a number of cultists that have yet to reveal to us their intentions.
Petra Gyle scowls and practically spits at the word cultists.
Even a novice like yourself should have the aptitude to force them to talk.
Speak to the Inquisitor Selpha outside the cells should you have any questions regarding interrogation, then return to me with anything you uncover, along with the key to the cells.
3

Search the confinement area

Use the cell key, inspect the cloak and seam at the knife table, and take the hidden note. Show it to Selpha.

The wiki warns that this quest changed on 2026-04-20 and mixes revised and older stages. Treat the later sequence as provisional and follow current NPC responses; repeated reward messages are not proof of duplicate rewards.

TRAVEL Head down the confinement cells and hold your Spellbinder's Cell Key and click the cell door next to Inquisitor Selpha. · Night Harbor
COMMAND There will be a table with some knives on it in the room outside. /Look at the table, then /inspect cloak, then /inspect seam, then /take note. Give it to Inquisitor Selpha. Enter command /look · Night Harbor
COMMAND There will be a table with some knives on it in the room outside. /Look at the table, then /inspect cloak, then /inspect seam, then /take note. Give it to Inquisitor Selpha. Enter command /inspect cloak · Night Harbor
COMMAND There will be a table with some knives on it in the room outside. /Look at the table, then /inspect cloak, then /inspect seam, then /take note. Give it to Inquisitor Selpha. Enter command /inspect seam · Night Harbor
COMMAND There will be a table with some knives on it in the room outside. /Look at the table, then /inspect cloak, then /inspect seam, then /take note. Give it to Inquisitor Selpha. Enter command /take note · Night Harbor
Show dialogue (3 entries)
Game
Cast Torment on one of the prisoners three times, they will then tell you about a secret pocket in their cloaks.
What's this? You found this hidden within one of their cloaks? Hmm...
You'd best show these to Petra right away. The spike carries a malevolent aura that she may be able to unravel, along with the meaning behind that blank note.
4

Return the evidence to Petra

Give Petra the Mysterious Rolled Note, Mysterious Iron Spike, and Spellbinder's Cell Key; collect the seer stone and leather bag.

The wiki warns that this quest changed on 2026-04-20 and mixes revised and older stages. Treat the later sequence as provisional and follow current NPC responses; repeated reward messages are not proof of duplicate rewards.

TRAVEL Return to Petra Gyle, and give her the Mysterious Rolled Note, the Mysterious Iron Spike and the Spellbinder's Cell Key. 1 × Mysterious Iron Spike 1 × Mysterious Rolled Note · Night Harbor
SAY Speak with Petra Gyle. Enter command /say What Seer Stones? · Petra Gyle · Night Harbor
SAY Speak with Petra Gyle. Enter command /say What choice? · Petra Gyle · Night Harbor
SAY Speak with Petra Gyle. Enter command /say Give me the note. · Petra Gyle · Night Harbor
RECEIVE You receive Revealed Cultist Note. 1 × Revealed Cultist Note · Petra Gyle · Night Harbor
RECEIVE You receive Tarellian Seer Stone from Petra Gyle. 1 × Tarellian Seer Stone · Petra Gyle · Night Harbor
RECEIVE You receive Small Leather Bag from Petra Gyle. 1 × Small Leather Bag · Petra Gyle · Night Harbor
Show dialogue (27 entries)
Petra Gyle pockets the key and gives the spike an intense stare. She then retrieves a strangely glowing stone from her possession and runs it across the spike's surface, causing the image of the object to shift and waver like a mirage.
Petra Gyle mutters a curse under her breath as she shifts the stone across the surface of the parchment next. She clicks her tongue before returning her attention to you.
You did well to bring these finds to me, Name, while also proving that you have the resolve to be a true inquisitor.
Take this, it will serve as a symbol that you're now a member of our order. You'll need it, along with this seer stone, if you're to look further into these matters.
Tell me, Name, are you familiar with the Tarellian Seer Stones?
You say
You enter/say What Seer Stones?
The seer stone that I've given you is magically imbued. It enables us to see through minor illusions and masking spells, which is how you'll use it to thwart the cultists.
These so-called spikes have been revealed to scrying anchors. They would allow anyone attuned to them to view, and potentially overhear, anything in their vicinity.
I've also used the power of the Tarellian Seer Stone to dispel the illusion concealing what information the note contained.
It appears that out Easthymnite guests have been directed to discreetly affix these spikes at various locations throughout Night Harbor, likely in an effort to spy and sow discord.
So now, Name, to continue your investigations you must make a choice.
You say
You enter/say What choice?
Game
Path Choice
Your first option is to pursue the cultists that have been sent to plant these spikes, either by following them or discerning the clues revealed in the note about their intended locations. For this, you'll need the note.
The second option is to track down and eliminate the individual who is attuned to the spikes, so that even if they're planted, they'll remain nothing more than a potential snag on someone's clothing. To do this, you'll require the spike.
As this is your first investigation, I leave the choice to you, Name.
Note or spike?
Choose the Note Path
Choose the Spike Path
Note Path
You say
You enter/say Give me the note.
Very well, the note is yours.
There are three travelers from Easthymn who've caught our eye at the Shaded Bloom Inn. You'll recognize them by their black garb and the thin silver chains they wear around their waists. Identify them and follow them.
Two of them have been reported to wander the streets, making brief stops at nondescript locations. With the seer stone, look closely at the areas where they stop. You're to pull out any spikes they affix to these locations.
You may be able to use the note to discern the locations yourself without having to following them, if you're keen enough.
The third traveler never leaves the inn, but we're not sure why. Follow him as well, but if he doesn't affix the spikes anywhere... take them from him. The spire authorizes the use of force, once he is out of sight of the locals.
Fill the bag with each unique spike, combine it, and then return it to me, along with the seer stone.
5

Follow the Easthymnite trail

Investigate the travelers near Shaded Bloom Inn and the documented spike locations. Use /look before pulling a spike.

The wiki warns that this quest changed on 2026-04-20 and mixes revised and older stages. Treat the later sequence as provisional and follow current NPC responses; repeated reward messages are not proof of duplicate rewards. Several exact locations are illustrated on the wiki; source wording about traveler routes and spike totals should be checked in game.

TRAVEL Head to the Shaded Bloom Inn near the west gate. · Night Harbor
COMMAND You DO NOT need to follow the remaining two Easthymnites - go to each of the four locations shown below and type /pull spike. You can use /look to make sure you're in the right location first if you desire. Enter command /pull spike · Night Harbor
COMMAND You DO NOT need to follow the remaining two Easthymnites - go to each of the four locations shown below and type /pull spike. You can use /look to make sure you're in the right location first if you desire. Enter command /look · Night Harbor
COMMAND When he inspects the wall, /look Enter command /look · Night Harbor
COMMAND /pull spike Enter command /pull spike · Night Harbor
Show dialogue (16 entries)
Game
Make sure you Equip the Tarellian Seer Stone before you begin these steps.
Game
The three an Easthymnite travelers that you are meant to follow/assassinate spawn near the side street entrance door of the inn.
Game
One of them will walk to the basement behind the bar. Follow him to the basement and kill him for 2 unique Ornately Carved Iron Spikes. Keep in mind that you need all 6 unique spike so you cannot pick up more than one of the same type.
Game
A an Easthymnite traveler will walk towards the Blacksmith in Night Market.
Game
Follow this one to an alley.
Game
A small iron spike is embedded in the wall. It looks like you could pull it free.
Game
You pull the iron spike from the wall.
Game
This map indicates all three locations with red circles:
Game
Location of Spikes for Inquisitor Class Quest
Game
The second an Easthymnite traveler will head towards the Night Market and stop at two of the locations:
Game
In Night Market Between Baker and Butcher 1:
Game
In Night Market Between Baker and Butcher 2 (Spike Location):
Game
Night Market Gilded Claw Brazier:
Game
Like the second, a third an Easthymnite traveler will walk out the main entrance of the inn. They will once again visit two of the spike locations:
Game
Brazier at crossroads behind western bank:
Game
Brazier at right side of entrance to Saltbreeze Park:
6

Return the bag of spikes

Combine six Ornately Carved Iron Spikes in the Small Leather Bag and bring the full bag and seer stone to Petra.

The wiki warns that this quest changed on 2026-04-20 and mixes revised and older stages. Treat the later sequence as provisional and follow current NPC responses; repeated reward messages are not proof of duplicate rewards.

COMBINE Combine the 6 Ornately Carved Iron Spikes in your Small Leather Bag to receive a Small Bag of Spikes 1 × Small Bag of Spikes 1 × Small Leather Bag · Night Harbor
TRAVEL Head back to Petra Gyle · Night Harbor
GIVE Hand the Tarellian Seer Stone and Small Bag of Spikes to Petra Gyle. 1 × Small Bag of Spikes 1 × Tarellian Seer Stone · Petra Gyle · Night Harbor
RECEIVE You receive Ashira Herb Pouch from Petra Gyle. 1 × Ashira Herb Pouch · Petra Gyle · Night Harbor
RECEIVE You receive Filthy Leather Herb Pouch from Petra Gyle. 1 × Filthy Leather Herb Pouch · Petra Gyle · Night Harbor
RECEIVE You receive Tarnished Spellbinder Cuirass from Petra Gyle. 1 × Tarnished Spellbinder Cuirass · Petra Gyle · Night Harbor
SAY Speak with Petra Gyle. Enter command /say Spike · Petra Gyle · Night Harbor
RECEIVE You receive Cultist's Iron Spike from Petra Gyle. 1 × Cultist's Iron Spike · Petra Gyle · Night Harbor
RECEIVE You receive Tarellian Seer Stone from Petra Gyle. 1 × Tarellian Seer Stone · Petra Gyle · Night Harbor
Show dialogue (19 entries)
Game
You gain experience!!
Well done. You've returned, so I must assume you were able to trail them safely.
Petra Gyle pauses for a moment and squints at you.
Oh, did you get into a tussle?.
Petra Gyle laughs.
Seems you can handle a more direct challenge then.
Petra Gyle hands you two small bags.
We're tasked with tracking down and dealing with mages, wizards, and other arcane filth. However, we are also charged, at times, to deal with adversaries of a more spiritual nature.
Seek out two camps in the desert to the west. There are shamans amongst the Ashira. Gather medicinal herbs from them to replenish the first pouch.
You'll find a group of smugglers along the coast. They work for Jens Vermahn, so take care to engage them during the day. Gather whatever leafy filth they're using to heal themselves in the second bag.
Now go.
Game
Spike Path
You say
You enter/say Spike
Petra Gyle nods, handing you the spike.
The spike is yours, then.
If you're going to find out who has attuned themselves to the spike, you'll need the assistance of another member of our order.
Bring the spike to Spellbinder Kharash. I imagine he'll be in the archives on the bottom floor, opposite the hallway where you found the containment cells.
He's an expert at unraveling divination magics and will be able to help you trace its origin.
Good hunting, Name.
7

Ask Kharash to reveal the spike

Show Kharash the Cultist's Iron Spike and collect his bag.

The wiki warns that this quest changed on 2026-04-20 and mixes revised and older stages. Treat the later sequence as provisional and follow current NPC responses; repeated reward messages are not proof of duplicate rewards.

GIVE Give the Cultist's Iron Spike to Spellbinder Kharash 1 × Cultist's Iron Spike · Spellbinder Kharash · Night Harbor
RECEIVE You receive Spellbinder's Bag from Spellbinder Kharash. 1 × Spellbinder's Bag · Spellbinder Kharash · Night Harbor
SAY Speak with Spellbinder Kharash. Enter command /say what components? · Spellbinder Kharash · Night Harbor
Show dialogue (11 entries)
Spellbinder Kharash inspects the spike and quickly frowns.
You bring me a cursed object, inquisitor. I sense foul magics tied to it... divine in origin. Likely a dark gift granted by a malevolent benefactor.
Let us not waste time with further details. I will retain the spike here and prevent those who are attuned to it from scrying its location, or potentially, overhearing our plans.
In the meanwhile, take this bag. You must fill it With the components I need to trace the magic of the spike back to its source.
Game
You gain experience!!
You say
You enter/say what components?
Good of you to ask.
The components I need to seek this foe rely on the vision of those who scour the sands. You must acquire the eye of a bat, a fire beetle, a dune scarab, a spiderling, and a crypt scarab.
I will also need a mirror to reflect the gaze back to its source. I believe Haredi sells such trinkets to other students of the academy in the Grand Library.
Once you have an of the eyes and the mirror, combine them in the bag and return it to me. I Will then conduct the ritual to reverse the attunement Of the spike.
Haredi is in the library. Once in the library, take the teleportation platform in front of you. You'll see Haredi to the left. Buy a Pocket Mirror from him.
8

Gather the revealing reagents

Combine Fire Beetle Eye, Bat Eye, Spiderling Eye, Scarab Eye, Crypt Scarab Eye, and Pocket Mirror in the bag; return it.

The wiki warns that this quest changed on 2026-04-20 and mixes revised and older stages. Treat the later sequence as provisional and follow current NPC responses; repeated reward messages are not proof of duplicate rewards.

COMBINE combine a Fire Beetle Eye, Bat Eye, Spiderling Eye, Scarab Eye, Crypt Scarab Eye, and Pocket Mirror in the Spellbinder's Bag. 1 × Fire Beetle Eye 1 × Pocket Mirror 1 × Scarab Eye 1 × Spellbinder's Bag 1 × Spiderling Eye · Night Harbor
GIVE Give the Full Spellbinder's Bag in to Spellbinder Kharash. 1 × Spellbinder's Bag · Spellbinder Kharash · Night Harbor
RECEIVE You receive Revealing Iron Spike from Spellbinder Kharash. 1 × Revealing Iron Spike · Spellbinder Kharash · Night Harbor
SAY Speak with Spellbinder Kharash. Enter command /say What must I do? · Spellbinder Kharash · Night Harbor
Show dialogue (20 entries)
Game
You craft Full Spellbinder's Bag.
Game
You gain experience!!
Game
Your faction standing with Spellbinders of the Spire got better.
Well done, recruit With this, I can refocus the vision of the desert creatures and reflect the sinister gaze on this scrying device back to its source. Allow me a moment to redirect this foul magic.
Spellbinder Kharash withdraws the spike he had been safeguarding and begins his ritual.
Spellbinder Kharash takes the spike and pierces it through one of the eyes, then another, and another, until an four are speared upon the nail like a grotesque form of street
Spellbinder Kharash then murmurs out a low, guttural chant as he points the skewered set of eyes toward the mirror, invoking his magic upon them. A bright flash fills the corner of the archives and temporarily blinds you!
Spellbinder Kharash stands before you as your vision readjusts, offering you the spike.
Take it, Drixquist. I have reversed the attunement of the object and directed the eyes to assist you in locating the cultist leader.
There is now one final thing you must do.
You say
You enter/say What must I do?
Before you depart, you must be sure to bring your Tarellian Seer Stone with you.
It is capable Of removing illusions and can be used to unmask those attempting to hide their true selves. They must simply touch the stone.
When you are ready, proceed down to the Northern Gate. While standing beneath it, focus your will into the spike and it shall conjure an eye that will lead you to the cultist scryer.
If an eye does not immediately appear, the villain may be momentarily out of sight. Simply wait a short moment before trying once again.
When an eye appears, follow it. After that, you must use your own judgment on how best to deliver the Spellbinder's justice to your foe.
Bring anything you find from you investigation back to Petra, as my part here has concluded. May Tilustra illuminate path, inquisitor.
while standing at the Northern Gate, right-click your Revealing Iron Spike to summon an Eye of Kharash
The Eye of Kharash will spawn and run towards the target, but it will stop to cast some buffs and get stuck. You can kill it and try again but it never seems to make it to the target
Pretend you followed the eye anyway to Farmer Lubern
9

Expose Lubern the Heretic

Show Farmer Lubern the Tarellian Seer Stone, defeat his revealed form, and loot Lubern's Scrying Orb.

The wiki warns that this quest changed on 2026-04-20 and mixes revised and older stages. Treat the later sequence as provisional and follow current NPC responses; repeated reward messages are not proof of duplicate rewards.

GIVE Give Tarellian Seer Stone to Farmer Lubern and he will transform into Lubern the Heretic 1 × Tarellian Seer Stone · Farmer Lubern · Night Harbor
RECEIVE You receive Tarellian Seer Stone from Farmer Lubern 1 × Tarellian Seer Stone · Farmer Lubern · Night Harbor
KILL Kill Lubern the Heretic and loot Lubern's Scrying Orb 1 × Lubern's Scrying Orb · Farmer Lubern · Night Harbor
TRAVEL Return to Petra Gyle · Night Harbor
Show dialogue (2 entries)
Lubern the Heretic
No! How did you...?
Lubern the Heretic
Your blood will serve as a sacrifice for Kravvin!
10

Return the heretic's evidence

Give Petra the orb, seer stone, and Revealing Iron Spike.

The wiki warns that this quest changed on 2026-04-20 and mixes revised and older stages. Treat the later sequence as provisional and follow current NPC responses; repeated reward messages are not proof of duplicate rewards. The source repeats the earlier pouch/cuirass rewards here; current progression needs verification.

GIVE Give Pettra Gyle Lubern's Scrying Orb, Tarellian Seer Stone, Revealing Iron Spike 1 × Lubern's Scrying Orb 1 × Revealing Iron Spike 1 × Tarellian Seer Stone · Petra Gyle · Night Harbor
RECEIVE You receive Ashira Herb Pouch from Petra Gyle. 1 × Ashira Herb Pouch · Petra Gyle · Night Harbor
RECEIVE You receive Filthy Leather Herb Pouch from Petra Gyle. 1 × Filthy Leather Herb Pouch · Petra Gyle · Night Harbor
RECEIVE You receive Tarnished Spellbinder Cuirass from Petra Gyle. 1 × Tarnished Spellbinder Cuirass · Petra Gyle · Night Harbor
Show dialogue (11 entries)
Game
Your faction standing with Spellbinders of the Spire got better
Well done. It seems you may have what it takes to be a real inquisitor after all.
Petra Gyle pauses for a moment and squints at you.
Oh, did you get into a tussle?.
Petra Gyle laughs.
Seems you can handle a more direct challenge then.
Petra Gyle hands you two small bags.
We're tasked with tracking down and dealing with mages, wizards, and other arcane filth. However, we are also charged, at times, to deal with adversaries of a more spiritual nature.
Seek out two camps in the desert to the west. There are shamans amongst the Ashira. Gather medicinal herbs from them to replenish the first pouch.
You'll find a group of smugglers along the coast. They work for Jens Vermahn, so take care to engage them during the day. Gather whatever leafy filth they're using to heal themselves in the second bag.
Now go.
11

Prepare the two herb pouches

Combine six Ashira Medicinal Herbs and six Pungent Healing Herbs in their respective pouches; return both filled pouches.

The wiki warns that this quest changed on 2026-04-20 and mixes revised and older stages. Treat the later sequence as provisional and follow current NPC responses; repeated reward messages are not proof of duplicate rewards.

COMBINE Combine six Ashira Medicinal Herbs in the Ashira Herb Pouch. Ashira Medicinal Herbs can not stack, but they can be traded. 1 × Ashira Herb Pouch · Night Harbor
COMBINE Combine six Pungent Healing Herbs in the Filthy Leather Herb Pouch. Pungent Healing Herbs can not stack, but they can be traded. 1 × Filthy Leather Herb Pouch · Night Harbor
GIVE Hand the filled Ashira Herb Pouch and Filthy Leather Herb Pouch to Petra Gyle. 1 × Ashira Herb Pouch 1 × Filthy Leather Herb Pouch 1 × Pouch · Petra Gyle · Night Harbor
RECEIVE You receive Rune Covered Black Silk Bag from Petra Gyle. 1 × Rune Covered Black Silk Bag · Petra Gyle · Night Harbor
Show dialogue (6 entries)
Game
You gain experience!!
Fantastic Work. We've been using these herbs to formulate a better understanding of how to disrupt the enemy's healing magics.
The spiritual nature of Ashira magic is more challenging to understand, but Jens' rats appear to be using simple alchemy. We'll know soon enough.
Well, young recruit, you're proving to be quite the find. I've got one last task, then we'll let you get some rest.
I've just been made aware of a powerful, yet still up-in-coming wizard, in league with Jens. He can occasionally be found in a small house in the Bends.
You're to kill him and bring me his head. Pack it in this bag so you don't draw any unwanted attention.
12

Recover the wizard heads

Kill Sahir Muzalal in the Bends (mercenary magus is the documented placeholder). Put Bloodied Wizard Head in Rune Covered Black Silk Bag and combine before returning it to Petra.

The wiki warns that this quest changed on 2026-04-20 and mixes revised and older stages. Treat the later sequence as provisional and follow current NPC responses; repeated reward messages are not proof of duplicate rewards.

TRAVEL Head to the Bends part of Night Harbor. · Night Harbor
KILL Kill Sahir Muzalal and loot his Bloodied Wizard Head. · Sahir Muzalal · Night Harbor
TRAVEL Head back to Petra Gyle. · Night Harbor
GIVE Hand the filled Rune Covered Black Silk Bag to Petra Gyle. 1 × Rune Covered Black Silk Bag · Petra Gyle · Night Harbor
RECEIVE You receive Spellbinder's Inquisitor Talisman from Petra Gyle. 1 × Spellbinder's Inquisitor Talisman · Petra Gyle · Night Harbor
Show dialogue (8 entries)
Game
Look for Sahir Muzalal, possible spawn location is the ground floor of the first building cluster on the left. a mercenary magus is the placeholder.
Game
Place his Bloodied Wizard Head into Rune Covered Black Silk Bag and click on combine. Bag is filled and placed into an inventory slot.
Game
You gain experience!!
Petra Gyle takes the bag from you, looking at it with disgust.
Good work. He was on his way to becoming a powerful adversary, so it benefits us to be rid of him.
For now, consider yourself well on your way down the proper path. Continue to explore the city and familiarize yourself with the people here. If you run into anything suspicious, come back to me. Otherwise, get some rest.
Petra Gyle plucks a small talisman from her waistband and hands it to you.
And keep this with you.

Quest stages

Inquisitor Starter Quest rewardsSpellbinder's Inquisitor Talisman

Spellbinder's Inquisitor Talisman

Turn in to in Night Harbor.

Required

    Rewards

    Tarnished Spellbinder CuirassTarnished Spellbinder Cuirass

    Documented reward; the wiki mixes revised and older progression.

    Turn in to Petra Gyle in Night Harbor.

    Required

      Rewards

      Connected world

      NPCs

      Zones

      View wiki source · revision 69229