


Long ago, a forgotten Inquisition temple stood on a frozen island north of Timbra.
Sealed beneath an enormous iceberg to contain demonic corruption, it remained hidden for centuries, until now.
With the ice finally cracking, the Sanctums Edge has been revealed - a place where faith was twisted, Inquisitors fell and darkness took root.
Only the bravest adventurers will uncover the truth behind the Inquisition of Shadows and confront its final guardian - Seraphine, the Fallen Inquisitor.
The new Inquisition Quest is designed as a long term, endgame challenge, meant to be completed over many days, not in a single rush.


This is not a sprint - it is a journey.

The entrance to the Inquisition lies on the icy northern lands beyond Timbra.
To break the ancient seal, adventurers must offer an
Ice Mammoth at the altar - a relic forged from pure Ice Cube, carrying the frozen essence of ancient guardians.

Only the frost of an ancient guardian can unseal what the Inquisitors once bound.

Each Seal represents a corrupted trial left behind by the fallen Inquisitors:


Completing the Inquisition Quest unlocks exclusive, permanent endgame content.
At the end of the quest you can directly redeem different rewards:
Boots of Waterwalking - faster movement speed underwater
Boots of Firewalking - reduced fire field damage
Boots of Energywalking - reduced energy field damageBoots are charged for 4 hours and can be refilled via NPC Zulathar for 2 000 gp.
After finishing INQ, players gain access (required 100 level) to three powerful EXP areas:
🔮 One dedicated for Sorcerers and Druids - On Svagrond, requires Ice Island access


These hunting grounds feature exclusive armor drops, unavailable anywhere else in the world:
Master Archers Armor (Arm:17, distance fighting +3, Vocation: Paladins)
Fireborn Giant Armor (Arm:17, sword/axe/club fighting +2, protection fire +5%, energy -5%, Vocation: Knights)
Robe of the Underworld (Arm:13, protection physical +6%, poison -6%, Vocation: Sorcerers & Druids)
Once the quest is completed:
Emerald Sword (1 hand, Atk:49, Def:33 +3) - Entrance near Annihilator
Hellforged Axe (1 hand, Atk:51, Def:28 +2) - Entrance near Behemoth Quest
Obsidian Truncheon (1 hand, Atk:50, Def:30 +2) - Entrance in Drefia
Warsinger Bow (Range:7, Atk+1, Hit%+5) - Entrance in Ape City
Royal Crossbow (Range:6, Atk+3, Hit%+3) - Entrance in Chor (Lizards Port Hope)
Spellbook of Dark Mysteries (Def:34, magic level +3) - Entrance in Venore Elf Fortress
This creates a brand new daily endgame loop for advanced players.
Inquisition items have vocation requirements, boots are for every vocation.