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Definitely Oak
Demon
IconEnemyResistanceFire IconEnemyResistanceCold IconEnemyResistanceLightning IconEnemyResistanceChaos
monster dropped item rarity +% [15000]
monster slain experience +% [100]
Action Speed cannot be modified to below 50% of base value
cannot be stunned for ms after stun finished [2000]
cannot be stunned while stunned [1]
Cannot be Knocked Back
Spectre
Tagsaffliction_boss, Caster, chaos_affinity, demon, flesh_armour, has_one_hand_sword, has_one_handed_melee, large_model, melee, not_int, physical_affinity, red_blood, slashing_weapon, very_fast_movement
Life
800%
Armour
+50%
Evasion
+50%
Ailment Threshold
800%
Resistance
IconEnemyResistanceFire40% IconEnemyResistanceCold40% IconEnemyResistanceLightning40% IconEnemyResistanceChaos25%
Damage
200%
Accuracy
100%
Critical Strike Chance
+5%
Critical Strike Multiplier
+130%
Attack Distance
6 ~ 20
Attack Time
1.995 Second
Damage Spread
±20%
Experience
200%
Model Size
100%
Type
AfflictionMonsterBossWildPhysOakGauntlet
Metadata
AfflictionDemonBossPhysicalWildOakGauntlet
Level
68
Life
1,114,771
Armour
43,185
Evasion Rating
7,109
Damage
851
Spell Damage
1,270
Accuracy
580
Attack Time
1.33665
Experience
112,805
Minion Life
241,804
Minion Damage
680
Ailment Threshold
702,306
Chill
2,221
Shock
2,221
Brittle
12,564
Scorch
2,221
Sap
6,135
Phys Convert Ele
240%
Melee
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
Default Attack
Base Damage: 1351—2027
Critical Strike Chance: 5%
Attack Time: 1.995 sec
Strike your foes down with a powerful blow.
skill can fire arrows [1]
skill can fire wand projectiles [1]
iconbasicattack
AfflictionBossPhysMortarSpray
Projectile, ProjectilesFromUser, Spell, Damage, Area, Trappable, Totemable, Mineable, Multicastable, Triggerable, AreaSpell
Cast Time: 1 sec
Generic monster mortar skill. Like Monster Projectile but has an impact effect.
Deals 93.1 to 139.6 Physical Damage
Projectiles Pierce all Targets
Fires 1 additional Projectiles
50% of Physical Damage Converted to Chaos Damage
base is projectile [1]
is area damage [1]
projectile minimum range [15]
projectile spread radius [10]
projectile uses contact direction [1]
projectile uses contact position [1]
visual hit effect chaos is green [1]
AfflictionBossPhysSprayExplode
Spell, Triggerable
Cast Time: 1 sec
Base duration is 5 seconds
base deal no damage [1]
AfflictionBossPhysVomitSpray
Triggerable, Spell
Cast Time: 3 sec
Cooldown Time: 12 sec
AfflictionBossPhysLeapSlam
Spell, Movement
Cast Time: 2.27 sec
Cooldown Time: 9 sec
cast time overrides attack duration [1]
disable attack repeats [1]
is area damage [1]
walk emerge extra distance [-25]
EmptyActionAttackAfflictionPhysBossSweepCleave
Attack
Base Damage: 1351—2027
Critical Strike Chance: 5%
Attack Time: 1.995 sec
Cooldown Time: 8 sec
+4 metres to Melee Strike Range
cast time overrides attack duration [1]
EmptyActionAttackAfflictionPhysBossMultiSlam
Attack
Base Damage: 1351—2027
Critical Strike Chance: 5%
Attack Time: 1.995 sec
Cooldown Time: 15 sec
+3 metres to Melee Strike Range
cast time overrides attack duration [1]
EmptyActionAttackAfflictionPhysBossGroundSlam
Attack
Base Damage: 1351—2027
Critical Strike Chance: 5%
Attack Time: 1.995 sec
Cooldown Time: 12 sec
+3 metres to Melee Strike Range
cast time overrides attack duration [1]
AfflictionPhysBossGeometryAttackGroundSlam1
Triggerable, Attack
Base Damage: 1351—2027
Critical Strike Chance: 5%
Attack Damage: 70%
Attack Time: 1.995 sec
Deals 30% less Attack Damage
is area damage [1]
AfflictionPhysBossGeometryAttackGroundSlam2
Triggerable, Attack
Base Damage: 1351—2027
Critical Strike Chance: 5%
Attack Damage: 140%
Attack Time: 1.995 sec
Deals 40% more Attack Damage
is area damage [1]
AfflictionPhysBossGeometryAttackLeapSlam1
Triggerable, Attack
Base Damage: 1351—2027
Critical Strike Chance: 5%
Attack Damage: 140%
Attack Time: 1.995 sec
Deals 40% more Attack Damage
is area damage [1]
AfflictionPhysBossGeometryAttackMultiSlam1
Triggerable, Attack
Base Damage: 1351—2027
Critical Strike Chance: 5%
Attack Damage: 80%
Attack Time: 1.995 sec
Deals 20% less Attack Damage
is area damage [1]
AfflictionPhysBossGeometryAttackMultiSlam2
Triggerable, Attack
Base Damage: 1351—2027
Critical Strike Chance: 5%
Attack Damage: 140%
Attack Time: 1.995 sec
Deals 40% more Attack Damage
is area damage [1]
AfflictionPhysBossGeometryAttackSweepCleave1
Triggerable, Attack
Base Damage: 1351—2027
Critical Strike Chance: 5%
Attack Damage: 130%
Attack Time: 1.995 sec
Deals 30% more Attack Damage
Causes Bleeding
is area damage [1]

Object Type

 
-- src\Data\Spectres.lua
minions["Metadata/Monsters/LeagueAffliction/AfflictionDemonBossPhysicalWildOakGauntlet"] = {
    fireResist = 40,
    coldResist = 40,
    lightningResist = 40,
    chaosResist = 25,
    name = "Definitely Oak",
    life = 8,
    damage = 2,
    damageSpread = 0.2,
    attackTime = 1.995,
    attackRange = 20,
    accuracy = 1,
    weaponType1 = "One Hand Sword",
    skillList = {
        "Melee",
        "AfflictionBossPhysLeapSlam",
        "AfflictionBossPhysMortarSpray",
        "AfflictionBossPhysSprayExplode",
        "EmptyActionAttackAfflictionPhysBossSweepCleave",
        "EmptyActionAttackAfflictionPhysBossMultiSlam",
        "EmptyActionAttackAfflictionPhysBossGroundSlam",
        "AfflictionPhysBossGeometryAttackGroundSlam1",
        "AfflictionPhysBossGeometryAttackGroundSlam2",
        "AfflictionPhysBossGeometryAttackLeapSlam1",
        "AfflictionPhysBossGeometryAttackMultiSlam1",
        "AfflictionPhysBossGeometryAttackMultiSlam2",
        "AfflictionPhysBossGeometryAttackSweepCleave1",
        "AfflictionBossPhysVomitSpray",
    },
    modList = {
    },
}
-- src\Data\Skills\spectre.lua
skills["Melee"] = {
    name = "Default Attack",
    hidden = true,
    color = "4",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Strike your foes down with a powerful blow.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.MirageArcherCanUse] = true,
        [SkillType.Projectile] = true,
        [SkillType.MeleeSingleTarget] = true,
        [SkillType.Multistrikeable] = true,
        [SkillType.Melee] = true,
        [SkillType.ProjectilesFromUser] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        melee = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "skill_can_fire_arrows",
        "skill_can_fire_wand_projectiles",
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["AfflictionBossPhysLeapSlam"] = {
    name = "AfflictionBossPhysLeapSlam",
    hidden = true,
    color = "4",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Spell] = true,
        [SkillType.Movement] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 2.27,
    baseFlags = {
        spell = true,
        area = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "walk_emerge_extra_distance",
        "is_area_damage",
        "disable_attack_repeats",
        "cast_time_overrides_attack_duration",
    },
    levels = {
        [1] = {-25, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["AfflictionBossPhysMortarSpray"] = {
    name = "AfflictionBossPhysMortarSpray",
    hidden = true,
    color = "4",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Generic monster mortar skill. Like Monster Projectile but has an impact effect.",
    skillTypes = {
        [SkillType.Projectile] = true,
        [SkillType.ProjectilesFromUser] = true,
        [SkillType.Spell] = true,
        [SkillType.Damage] = true,
        [SkillType.Area] = true,
        [SkillType.Trappable] = true,
        [SkillType.Totemable] = true,
        [SkillType.Mineable] = true,
        [SkillType.Multicastable] = true,
        [SkillType.Triggerable] = true,
        [SkillType.AreaSpell] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        area = true,
        spell = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "spell_minimum_base_physical_damage",
        "spell_maximum_base_physical_damage",
        "skill_physical_damage_%_to_convert_to_chaos",
        "number_of_additional_projectiles",
        "projectile_spread_radius",
        "projectile_minimum_range",
        "is_area_damage",
        "base_is_projectile",
        "projectile_uses_contact_position",
        "projectile_uses_contact_direction",
        "always_pierce",
        "visual_hit_effect_chaos_is_green",
    },
    levels = {
        [1] = {0.80000001192093, 1.2000000476837, 50, 1, 10, 15, levelRequirement = 0, statInterpolation = {3, 3},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["AfflictionBossPhysSprayExplode"] = {
    name = "AfflictionBossPhysSprayExplode",
    hidden = true,
    color = "4",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Spell] = true,
        [SkillType.Triggerable] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        spell = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "base_skill_effect_duration",
        "base_deal_no_damage",
    },
    levels = {
        [1] = {5000, levelRequirement = 0, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["EmptyActionAttackAfflictionPhysBossSweepCleave"] = {
    name = "EmptyActionAttackAfflictionPhysBossSweepCleave",
    hidden = true,
    color = "4",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Attack] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1.83,
    baseFlags = {
        attack = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "melee_range_+",
        "cast_time_overrides_attack_duration",
    },
    levels = {
        [1] = {40, levelRequirement = 0, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["EmptyActionAttackAfflictionPhysBossMultiSlam"] = {
    name = "EmptyActionAttackAfflictionPhysBossMultiSlam",
    hidden = true,
    color = "4",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Attack] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 3.5,
    baseFlags = {
        attack = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "melee_range_+",
        "cast_time_overrides_attack_duration",
    },
    levels = {
        [1] = {30, levelRequirement = 0, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["EmptyActionAttackAfflictionPhysBossGroundSlam"] = {
    name = "EmptyActionAttackAfflictionPhysBossGroundSlam",
    hidden = true,
    color = "4",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Attack] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 3.17,
    baseFlags = {
        attack = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "melee_range_+",
        "cast_time_overrides_attack_duration",
    },
    levels = {
        [1] = {30, levelRequirement = 0, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["AfflictionPhysBossGeometryAttackGroundSlam1"] = {
    name = "AfflictionPhysBossGeometryAttackGroundSlam1",
    hidden = true,
    color = "4",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Attack] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "is_area_damage",
    },
    levels = {
        [1] = {baseMultiplier = 0.7, levelRequirement = 0, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["AfflictionPhysBossGeometryAttackGroundSlam2"] = {
    name = "AfflictionPhysBossGeometryAttackGroundSlam2",
    hidden = true,
    color = "4",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Attack] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "is_area_damage",
    },
    levels = {
        [1] = {baseMultiplier = 1.4, levelRequirement = 0, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["AfflictionPhysBossGeometryAttackLeapSlam1"] = {
    name = "AfflictionPhysBossGeometryAttackLeapSlam1",
    hidden = true,
    color = "4",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Attack] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "is_area_damage",
    },
    levels = {
        [1] = {baseMultiplier = 1.4, levelRequirement = 0, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["AfflictionPhysBossGeometryAttackMultiSlam1"] = {
    name = "AfflictionPhysBossGeometryAttackMultiSlam1",
    hidden = true,
    color = "4",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Attack] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "is_area_damage",
    },
    levels = {
        [1] = {baseMultiplier = 0.8, levelRequirement = 0, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["AfflictionPhysBossGeometryAttackMultiSlam2"] = {
    name = "AfflictionPhysBossGeometryAttackMultiSlam2",
    hidden = true,
    color = "4",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Attack] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "is_area_damage",
    },
    levels = {
        [1] = {baseMultiplier = 1.4, levelRequirement = 0, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["AfflictionPhysBossGeometryAttackSweepCleave1"] = {
    name = "AfflictionPhysBossGeometryAttackSweepCleave1",
    hidden = true,
    color = "4",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Attack] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "is_area_damage",
        "global_bleed_on_hit",
    },
    levels = {
        [1] = {baseMultiplier = 1.3, levelRequirement = 0, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["AfflictionBossPhysVomitSpray"] = {
    name = "AfflictionBossPhysVomitSpray",
    hidden = true,
    color = "4",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Spell] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 3,
    baseFlags = {
        spell = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
    },
    levels = {
        [1] = {levelRequirement = 0, statInterpolation = {},  cost = { }, },
    },
}
monster dropped item rarity +% [15000]
monster slain experience +% [100]
FamilyMonsterMapBoss
DomainsMonster (3)
GenerationTypeUnique (3)
Req. level1
Stats
  • monster slain experience +% 100 — 100 Global
  • monster dropped item rarity +% 15000 — 15000 Global
  • Action Speed cannot be modified to below 50% of base value
    FamilyCannotBeSlowedBelowValue
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • hellscape boots action speed +% minimum value -50 — -50 Global
  • Craft TagsSpeed
    cannot be stunned for ms after stun finished [2000]
    cannot be stunned while stunned [1]
    FamilyNothing
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • cannot be stunned while stunned 1 — 1 Global — Unscalable Value
  • cannot be stunned for ms after stun finished 2000 — 2000 Global
  • Cannot be Knocked Back
    FamilyImmuneToKnockback
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • cannot be knocked back 1 — 1 Global — Unscalable Value
  • Definitely Oak Text Audio /18
    Name
    Come to shelter from this strange weather, have you? This storm of the unreal. My usual guests knock instead of slaughtering my doormen... but you're not 'usual', are you?
    The Darkness — Definitely Oak
    It's a shame you felt compelled to dispel the climate of shadow. I was using it to my tactical advantage against those more confused remainders of Kraityn and Alira's camps. You should have checked with me before taking such dramatic action within my kingdom.
    The Darkness — Definitely Oak
    Quite the rush to the head, that. You keep this, as a souvenir of your fine efforts.

    Now be on your way. Find yourself a patch of dirt to call your own, far from here. As you may have gathered, I have little tolerance for neighbours.
    Hand in Amulets — Definitely Oak
    I knew you were worthy. Rid this troubled land of two of its worst ailments... and before the light leaves Kraityn's and Alira's eyes, be sure to tell them that Oak sent you.
    Oak's Rivals — Definitely Oak
    And so a new enemy of hope rises from the ashes. Time to put you out, little flame.
    Oak's Rivals — Definitely Oak
    Now, I could have sworn we had concluded our business and said our cordial farewells. An understanding of mutual exclusion was reached. Perhaps you need a little reminder to jog your memory... a medicinal tap on the head like I administered to Kraityn.
    Oak's Rivals — Definitely Oak
    You strike me as someone who craves a higher purpose. Something worthy. Something like peace.

    Three tribes battle for this forest. Every day my brethren and I battle and die with Kraityn's rats of the bridge, and Alira's thralls of the old road. To spare the lives of many, you need take only two.

    But if peace isn't reward enough for you, bring me the amulets that hang around Kraityn's and Alira's worthless necks. When joined with mine, those trinkets will forge us a new strength, you and I. The strength to bring about peace.
    Oak's Rivals — Definitely Oak
    So an enemy of hope has fallen. Kraityn will not be missed. Did you do it for a higher purpose, perhaps? Something worthy... like peace?

    Every day my brethren must battle and die with Alira's thralls of the old road. To spare the lives of many, you need take only one.

    But if peace isn't enough reward for you, bring me the amulet that hangs around Alira's worthless neck. I trust you have Kraityn's in hand already? I thought so. When joined with mine, those trinkets will forge us a new strength, you and I. The strength to bring about peace.
    Oak's Rivals — Definitely Oak
    So an enemy of hope has fallen. Alira will not be missed. Did you do it for a higher purpose, perhaps? Something worthy... like peace?

    Every day my brethren must battle and die with Kraityn's bridge rats. To save the lives of many, you need take only one.

    But if peace isn't reward enough for you, bring me the amulet that hangs around Kraityn's worthless neck. I trust you have Alira's in hand already? I thought so. When joined with mine, those trinkets will forge us a new strength, you and I. The strength to bring about peace.
    Oak's Rivals — Definitely Oak
    The halfwit and the whore are dead? I never thought I'd see the day.

    Now I am king, unquestioned, unrivaled. A fine feeling indeed. Not much of a kingdom to speak of, but at least it's a peaceful one.

    But if peace isn't reward enough for you, give me the amulets that Kraityn and Alira wore around their worthless necks. When joined with mine, those trinkets will forge us a new strength, you and I. The strength to continue to do what we must.
    Oak's Rivals — Definitely Oak
    Kraityn sent you? But you strike me as someone who craves a higher purpose than that. Something worthy. Something like peace.

    Every day my brethren and I battle and die with Kraityn's rats of the bridge, and Alira's thralls of the old road. To spare the lives of many, you need take only two.

    But if peace isn't reward enough for you, bring me the amulets that hang around Kraityn's and Alira's worthless necks. When joined with mine, those trinkets will forge us a new strength, you and I. The strength to bring about peace.
    Oak's Rivals — Definitely Oak
    So Alira has fallen. A worthy achievement on your part. And yet you serve Kraityn? Not so worthy. You strike me as someone who craves a higher purpose than that. Something like... peace.

    Every day my brethren must battle and die with Kraityn's bridge rats. To spare the lives of many, you need take only one.

    But if peace isn't reward enough for you, bring me the amulet that hangs around Kraityn's worthless neck. I trust you have Alira's in hand already? I thought so. When joined with mine, those trinkets will forge us a new strength, you and I. The strength to bring about peace.
    Oak's Rivals — Definitely Oak
    Alira sent you? But you strike me as someone who craves a higher purpose than that. Something worthy. Something like peace.

    Every day my brethren battle and die with Kraityn's rats of the bridge, and Alira's thralls of the old road. To spare the lives of many, you need take only two.

    But if peace isn't reward enough for you, bring me the amulets that hang around Kraityn's and Alira's worthless necks. When joined with mine, those trinkets will forge us a new strength, you and I. The strength to bring about peace.
    Oak's Rivals — Definitely Oak
    So Kraityn has fallen. A worthy achievement on your part. And yet you serve Alira? Not so worthy. You strike me as someone who craves a higher purpose than that. Something like... peace.

    Every day my brethren must battle and die with Alira's enthralled wretches. To spare the lives of many, you need take only one.

    But if peace isn't reward enough for you, bring me the amulet that hangs around Alira's worthless neck. I trust you have Kraityn's in hand already? I thought so. When joined with mine, those trinkets will forge us a new strength, you and I. The strength to bring about peace.
    Oak's Rivals — Definitely Oak
    And so an enemy of hope falls... I doubt Kraityn knew what hit him.

    Alira won't be so straightforward. There's some twisted mana in her veins. Still, a dagger in the belly? Best cure I know for unwanted enchantments.
    Oak's Rivals — Definitely Oak
    And so an enemy of hope falls... I doubt that Alira knew what hit her.

    Kraityn won't be so straightforward. Those twin blades of his? He calls them his "daughters", and two sharper-tongued maidens you will never meet.
    Oak's Rivals — Definitely Oak
    Today I am king. Unquestioned, unrivaled. A fine feeling indeed. Not much of a kingdom to speak of, but it's a start.

    Now, hand me those amulets so that I may reward my most resourceful of subjects.
    Oak's Rivals — Definitely Oak
    This forest bleeds from the wounds of a pointless war, and yet here you stand, idle. Perhaps you are not the ally of action I took you for.
    Oak's Rivals — Definitely Oak
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