. . . . . . . . . . . . "2012-01-11"^^ . . . "Master"@en . "It may be handy for you to change your graphical settings so that your lighting detail is set to low. Armour will only hinder you in this quest, so leave it behind to keep your weight down. Instead, wear weight-reducing gear like a Spottier cape and Boots of lightness, or Wicked robes. Wearing at least one teleport-capable item is worthwhile in order to allow teleportation to a bank to re-equip. An emergency teleport (one-click teleport) is not necessary as this is a safe quest. Have four empty slots in your inventory to hold items you get and need during the quest: one for the pitch can, one for the compiled journal (all individual journals found in the cave are merged into one, so only one slot is needed), and two for the fire powders (one puzzle provides three different powders, but only two are actually needed). Use the remaining slots to hold items to help you in the quest. Although the quest is safe, the ability to heal is crucial in getting through the quest. You can take a lot of damage in several rooms; instead of dying, you are always rescued when your health reaches 0, but you still have to redo the room. Items with high healing abilities are best. Players should use the highest-healing food they can. Healing familiars can also help in the final battle. Having a familiar out in the puzzle-solving rooms can make the puzzle harder to solve, as the familiar will often stand in a place where you want to be. This is because left-clicking there causes you to interact with the familiar instead of moving, wasting valuable time. It is recommended that you use the hide familiar setting if you have a familiar during the puzzle portions of the quest. For most players, it is likely that you will have to leave the cave several times to resupply, so one option is to bring the healing familiar only when you gear up for the final battle with Char. For the final battle, players will need a fast weapon. Fast melee weapons work quite effectively against Char as long as a sufficient number of fires are lit. Dual-wielding is recommended. The damage dealt is not determined by the weapon, but accuracy, so use the most accurate weapon available."@en . . "Very Long"@en . "179"^^ . . "The Firemaker's Curse"@en . "Since the skill requirements are needed to start the quest, they can not be boosted."@en . . "Armour will only hinder you in this quest, so leave it behind to keep your weight down. Instead, wear weight-reducing gear like a Spottier cape and Boots of lightness, or Wicked robes. Wearing at least one teleport-capable item is worthwhile in order to allow teleportation to a bank to re-equip. An emergency teleport (one-click teleport) is not necessary as this is a safe quest."@en . . . . . . "The Firemaker's Curse"@en . . . "Armour will only hinder you in this quest, so leave it behind to keep your weight down. Instead, wear weight-reducing gear like a Spottier cape and Boots of lightness, or Wicked robes. Wearing at least one teleport-capable item is worthwhile in order to allow teleportation to a bank to re-equip. An emergency teleport (one-click teleport) is not necessary as this is a safe quest. Have four empty slots in your inventory to hold items you get and need during the quest: one for the pitch can, one for the compiled journal (all individual journals found in the cave are merged into one, so only one slot is needed), and two for the fire powders (one puzzle provides three different powders, but only two are actually needed). Use the remaining slots to hold items to help you in the quest. Although the quest is safe, the ability to heal is crucial in getting through the quest. You can take a lot of damage in several rooms; instead of dying, you are always rescued when your health reaches 0, but you still have to redo the room. Items with high healing abilities are best. Players should use the highest-healing food they can. Healing familiars can also help in the final battle. Having a familiar out in the puzzle-solving rooms can make the puzzle harder to solve, as the familiar will often stand in a place where you want to be. This is because left-clicking there causes you to interact with the familiar instead of moving, wasting valuable time. It is recommended that you use the hide familiar setting if you have a familiar during the puzzle portions of the quest. For most players, it is likely that you will have to leave the cave several times to resupply, so one option is to bring the healing familiar only when you gear up for the final battle with Char. For the final battle, players will need a fast weapon. Fast melee weapons work quite effectively against Char as long as a sufficient number of fires are lit. Dual-wielding is recommended. The damage dealt is not determined by the weapon, but accuracy, so use the most accurate weapon available."@en . . . . "The Firemaker's Curse icon.png"@en . . "No"@en . . . . . . . "-10800.0"^^ . . . . . . . . . "Long"@en . . . . . "* The Firemakers' Theme\n* Charred Remains"@en . . . . . . . "* Char"@en . . . . "It may be handy for you to change your graphical settings so that your lighting detail is set to low. Armour will only hinder you in this quest, so leave it behind to keep your weight down. Instead, wear weight-reducing gear like a Spottier cape and Boots of lightness, or Wicked robes. Wearing at least one teleport-capable item is worthwhile in order to allow teleportation to a bank to re-equip. An emergency teleport (one-click teleport) is not necessary as this is a safe quest."@en . . . . "Yes"@en . . "South of Eagles' Peak and west of the Tree Gnome Stronghold. Talk to Phoenix."@en . "2"^^ . "* Best food based on constitution level\n* Weight-reducing clothing\n* Fast, accurate weapon"@en . . . "* A high accuracy weapon to kill Char\n* 4 free inventory spaces"@en . . . . "* A weapon which can be used from a distance\n* Best food based on constitution level\n* Weight-reducing clothing"@en . . . "* \n* \n* \n* The Book of Char: When activated in the off-hand slot, it causes fiery orbs to spin around the player, spontaneously igniting any log the player walks/runs over.\n* Access to two new events and a new Firemaker's costume in Balthazar Beauregard's Big Top Bonanza.\n* Access to Char's training cave that can be repeated weekly. Also, you can pick up one of the four fire creatures: Warming Flame, Twisted Firestarter, Glowing Ember, and Searing Flame flying in the room as a pet. You can only have one at a time, due to an update although you can store all four at your menagerie room."@en . . . . . "The Firemaker's Curse"@en . . . . . . .