Quests
Spell Vendor Faction Recovery
How a KOS or dubious character earns the faction needed to buy spells in any caster city.
Spell Vendor Faction Recovery is the cross-city playbook for getting a caster who is KOS or dubious to a city's spell vendors back into "indifferent or better" — the threshold most spell merchants require before they speak to you. The Last Camp's any-race-class doctrine means a Troll Wizard, Ogre Necro, or Dark Elf Cleric is normal — but the faction grind to get them to their preferred spell line is non-trivial.
This page collects the canonical turn-in chains by city. Most are the same chains used to buy gear or quest items in those cities; the spell vendor sits behind the same faction wall.
At a glance
| Field | Value |
|---|---|
| Reward | Indifferent (or better) faction with the city's spell merchants |
| Quest type | Faction grind |
| Recommended level | 10-30 (faction items level-scale loot tables) |
| Solo / group / raid | Solo for most chains |
| Zones visited | Outlying zones for faction loot + the target city |
| Time estimate | 1-4 sessions per city |
| Prereqs | Survivable approach to the city (invis or sneak helps) |
Reward
Speaking-faction with the spell vendor and the ability to purchase that city's spell line. Higher faction (Apprehensive → Indifferent → Amiable → Kindly) unlocks better merchant prices and removes accidental aggro from city guards.
Walkthrough — by city
Qeynos
- Turn in bone chips to Sir Lucan D'Velt in North Qeynos guard tower (Qeynos Guards faction).
- Turn in rose, spider silk, or jade quest items to Erollisi Marr priests for Erollisi Marr / Antonican Knight faction.
- Both faction lines spill into the spell vendor faction.
- Recommended for: human / half-elf / barbarian casters who started elsewhere; any non-evil race trying to access Qeynos wizard / cleric / enchanter lines.
Freeport
- Turn in bone chips to Sir Lucan d`Lere (Freeport Militia) in the Freeport militia hall.
- The Freeport Militia line opens the Freeport spell line for clerics, enchanters, and necromancers (Necro line is in the Academy of Arcane Sciences — separate faction).
- Recommended for: any race tolerated by Freeport Militia; KOS races (DE, Troll) need invis routes.
Felwithe
- Turn in Crushbone belts to Faydark Champions NPCs in the Felwithe outer ring.
- Each belt = one faction tick with Faydark Champions / Soldiers of Tunare; vendor faction lifts in tandem.
- Recommended for: any non-good race trying to buy Felwithe wizard, magician, or paladin spells.
Kelethin
- Same Crushbone belt turn-ins as Felwithe (the cities share faction lines).
- Werewolf furs from Lesser Faydark and Greater Faydark werewolves also raise Kelethin guard / merchant faction.
- Recommended for: dark elf, troll, or ogre druids / rangers trying to buy from wood elf vendors.
Neriak
- Canonical evil-race vendors — dark elves, trolls, ogres, half-elves, and gnomes start at amiable or better.
- Other races: turn in Crushbone belts to Indigo Brotherhood representatives in Neriak Foreign Quarter (yes, the same belts work — Indigo Brotherhood opposes Felwithe).
- Recommended for: any "good" race forced into a necromancer or shadow knight build needing the Neriak spell line.
Cabilis
- Turn in Iksar bows to Crusaders of Greenmist in Cabilis East.
- Turn in Sarnak medallions — opposes Sarnak Empire, raises Cabilis-side factions in tandem.
- Recommended for: any non-Iksar caster who picked an Iksar-aligned class (shaman, necro) and needs Cabilis spells.
Erudin
- Canonically Erudite-only on live; on The Last Camp the vendor doors are open but faction with Heretics of Paineel or High Council of Erudin still gates conversation.
- Turn in Erudin missions (city-internal quests near the Erudin Academy of Arcane Sciences) for High Council faction.
- For Paineel-aligned characters, turn in bone chips to Heretic NPCs in Paineel.
- Recommended for: non-Erudite wizards, magicians, or enchanters needing the Erudin or Paineel spell line.
Final turn-in
There is no single final NPC. Each city's chain ends when the spell vendor opens conversation. From there, every spell purchase reinforces the faction; KOS regression rarely happens once you cross indifferent.
Custom race-class adjustments
The Last Camp's any-race-class doctrine is the entire reason this page exists. Canonical EQ assumed your race chose your spell line; The Last Camp does not. A Troll Cleric will always face Felwithe and Erudin faction grinds that a Human Cleric never sees. Plan spell-vendor faction the same way you plan gear — as a chain of small turn-ins layered over your XP grind.
Where a chain is impossibly long for an opposed race (e.g. Ogre into Felwithe), use Plane of Knowledge vendors as a backup — PoK sells a broad mid-tier spell selection at neutral faction.
Tips
- Layer faction with XP. Don't make dedicated faction trips when you can grind faction loot on the way to your XP camp.
- Track your starting faction.
/conthe spell vendor before you start — you may already be amiable. - Watch guard faction separately. Vendor faction can lift before guard faction; you can buy spells but still aggro on entry.
- PoK is the universal fallback. Mid-tier spells without faction; use it as a bridge while you grind city faction.
- Save faction items in stacks. Bone chips, belts, bows — keep a tab; you'll always have another character that needs the same chain.
- Don't accidentally turn in to the wrong NPC. Cross-faction NPCs are present in most cities; reading the right faction is on you.