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Where the Trea-sun Don't Shine

The Treachery Guards have to be powerful on their own, as they cannot trust one another. This makes that less dangerous in groups. We can use this to our advantage. Take them out, one by one.

I sense a strange presence. The Beast's power comes closer, but that cannot be.
    Reward
  • Experience 500
  • Coins 0 SE
  • Class points 0
  • Class points 0
  • Faction
    • SevenCirclesWar, Reputation +290
    Requirement
  • Required Level 1
  • Energy cost 0
  • VIP Only No
  • Once No
  • Party of 4 is required No

Location

Action NPC
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Deadly
Deadly
iNPCNotify QUESTS (SEVEN CIRCLES WAR QUESTS)

Required

Reward

Action Item
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