Here is a summary of the locations of the deed puzzles in the lands and how to solve them.
Just outside the temple doors there is a ice flow. Search flow to reveal a door. Go door and then close door once inside. Pull chain and a drawer slides into view. Now open drawer and put your offering(s) inside. Then close drawer to complete the ritual. If you don't open door before attempting to go through it you will walk right into it causing a loud thud which people will hear outside. If you want to make multiple offerings, you can open door and then close door to restart the ritual without even leaving. Just remember to open door again before leaving. Once you are out, no need in attempting to close the door, as it is hidden once again.
Seems Gems AND Wands recieve extra value in Icemule, and someone mentioned Lockpicks can be used in Icemule.
Very young adventurers with few deeds can use broadswords which can be found by hunting thyrils outside the south gate of Icemule.
Go to the Western Harbor cemetery on Fishmonger Way and look for a door in a cliff.
Log of Discussion with Priest
Moving quietly to your side, the priest whispers to you, "I know all manner of things about this place. If you wish me to share my knowledge, then simply ask me about NORTH winds, SOUTH winds, EAST winds, WEST winds, or just the WINDS in general. I also know about the FEATHER, the ALTAR, and the POT." Nodding once, he moves away to give you some privacy. >ask priest about north winds Smiling, Fyodar says, "The altar that sits in that portion of the cavern is dedicated to the northern winds, which are the cold, fierce winds that are born of the element water. There's an urn there that you'll want to POUR over the basin that holds your offering. Once that is done, you'll want to share your breath to freeze the pieces and then LIGHT the brazier to evaporate it all." >ask priest about south winds Gazing at the distant ceiling, Fyodar distractedly says, "The altar that sits there is dedicated to the southern winds, which are the winds that bring us heat because they are born of the element fire. If you wish to make an offering there, then you must SPRINKLE the OIL over the basin and LIGHT it on fire. Share your breath, too, for that is the touch that makes your offering pure." >ask priest about east winds Pondering, Fyodar says, "Well, I believe that altar is given to the winds of the east, which is tied to spices and the element of air. When making an offering there, you may want to LIGHT some INCENSE and EXHALE its fumes over the BASIN." >ask priest about west winds Nodding several times, almost as if distracted, Fyodar finally says, "The alter erected over there is given to the west winds, which are the winds of life and tied to the element of earth. You will want to TAKE some soil from the VESSEL and pack it in around your offering. Then you shall need to POUR some water and watch what happens. The key here is to share your internal breath with your offering." >ask priest about winds "Bountiful winds," the priest quietly says in response to your query. "Without the wind there would be nothing to carry the seed, nothing to push ships across the seas, and nothing to cool faces in the heat. There are four winds, you know, and I know all about them. NORTH, EAST, WEST, and SOUTH, just ask me about them." >ask priest about feather "Ah, yes," Fyodar says quietly, "The feather is a guide. When you pray it rises to your destination and you must follow it." >ask priest about altar Glancing at the altar, Fyodar says, "It is the missing piece from above. Once, long ago, it tumbled from the ceiling and left us a clear view of the sky. Through that opening, the winds grace us with their daily breath." >ask priest about pot Smiling, Fyodar says, "One may have to SPRINKLE a pot over a BRAZIER or BASIN, though some you may have to POUR over them."
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Go to Spring Rest just outside the Sanctuary (the room with the pillars, room #10854). Kneel, look in pool (an inviting message should appear), look in pool again (another inviting message should appear), touch pool, put your shells, gems or silvers into the pool, touch pool again.
If you put in items of sufficient value, you should be transported to the Garden of Life. Once there, touch flower, get seed (make sure the seed is in your right hand) and plant seed.
Note: Only local River's Rest gems (including shells) count for triple their value in the deed cost calculation.
Go to Lorminstra's temple on Liabo street. Enter the temple and find a curtain. Go curtain and close curtain. Kneel and place offering in the brazier. Light the brazier.
OPEN the TOME on the pedestal and TURN the TOME to the PATRON of ILLISTIM, VAALOR, NALFEIN, ARDENAI, ASHRIM, LOENTHRA. Remember the image of the patron that appears on the page. Retrieve a taper from behind the silk-screened panel in the eastern room, light it with a candle, then find the meditation room dedicated to the patron. Place any offerings on the censer inside, then use the lit taper to light the censer and meditate.
Deeds can be acquired at the Garden of Ancients. Search vines, then go door to enter the niche. Close door once you are inside. Pull hemp and open drawer, place any offerings in the drawer, then close drawer.
STARTING POINT: Thoroughly explore the temple in town and talk to the priestess you find there.
HELPFUL HINT: The donation box keeps track of what you put in so just keep adding to it until you've put in enough.
HELPFUL HINT: An item of interest doesn't have proper coding and so it doesn't show up with StormFront highlighting/linking. There are 4 periods of time, and you'll know what this means when you encounter it. It's easy to miss, but it doesn't require extensive looking around to find.
HELPFUL HINT: The skiff only works for one, and only the person who initiates it. Attempting to initiate it will cause it to return.
HELPFUL HINT: If you've done everything successfully you'll know within a few seconds that you were correct. If you can't seem to give your offering there may already be one there that you can't see, so try getting it to get rid of it.
PUZZLE HINT: Numbers matter and three of the tiles have dual meaning as a result. Sound subtracts from sight.
There are multiple locations near Wehnimer's Landing where deeds can be acquired.
The first is at the Temple in Erebor Square (Room #4045). Once inside, go black arch, then go tapestry. Hit chime with mallet twice, then kneel, place any offerings of silvers or gems on the ground, then hit chime with mallet one last time.
Down the walkway in the herb garden is a wall covered in honeysuckle vines. Search the vines to find a hidden door. If the door is open, it is available. Enter the door, close it, pull the rope, open the draw, stuff it with broken lockpicks, pawnshop fodder such as drake weapons, magical items such as wands, and/or everything made via Alchemy. Close the drawer when there is enough stuff in it, but the quantity to spell level to character level requirement is unknown. This is not a good method for getting deeds at high level as an incredible amount of magical items are required.
There is a curtain in Small Wonders that functions similar to the Hearthstone Manor mechanism. Close the curtain, fill the brazier with magical items, kneel and light the brazier.
Visit Brother Barnstel, the herbalist (lich room #9505). Ask him about deeds and he will give you a password ("ygrutha sans'ra"). Then go arch, go hall and say the password. The small door in the room will open and you will enter it automatically.
You will be in a room with a series of murals and candles, which you have to light (somehow) and put your offering in the bowl. The candles you light depend on your race and profession. These can be determined by examining the murals in the room, but they're also provided in the table below.
|Empath||purple||Dark Elf||thin medium|
|Sorcerer||blue||Forest Gnome||small slender|
NOTE: There are only nine profession murals and matching candles in this room, so if you are a monk--the tenth and most recently added profession--you cannot get deeds in Zul Logoth.
This formula works to obtain deeds through the tapestry in the black arch room in the Wehnimer's Landing Temple. This formula works for lower level characters. Higher level characters need to offer more than the formula calculates. The point at which it becomes inaccurate is currently unknown. The cost is based on experience and not level itself, which under GS3 worked because all levels (20+) were equal and so you could determine level off experience. This is easily seen where a character with 10 million experience can always get a deed for X amount while a character with 30 million experience can never get with the same amount.
Example: a 99th level character with 7 deeds = 10701 silvers
If using items (usually gems), a general estimate is 3x what they appraise for. Using the example would mean a gem worth 3567 silvers. Err on the side of caution with this. The gem bonus does not seem to apply (at least not as substantially) in Ta'Vaalor, but wands seem to apply to the 3x bonus, so they are a suggested substitute.
Using bank notes is possible but requires an additional cost of approximately 50% of the result of the formula above.
GameMaster Xayle, July 9th 2012:
Xayle says, "The answer that I seem to be getting is this..." Xayle says, "Different deed puzzles use different formulas." You nod. Xayle says, "And this one isn't working on the formula you're using." You softly say, "I see." You softly say, "That would explain it." Xayle says, "I wish I could say more, but that would start straying into puzzle answering." Xayle says, "Which is a nono."