Magical Maladies
Visit the Librady 0/2 (go) <Research magical identifiers!>
Visit Greselda's Castle 0/1 (go) <We need her expertice>
The Science of Magic
Fight Dire Boars 0/5 <We need more Tusks!>
Collect Soil Samples from Glimmerbulb Crops (0/20) <Test these for Feral Magic!>
Scientific Progress Goes 'Poof'?
Test Soil Samples at the Greenhouse 0/5 (test) <This evidence is down to earth!>
Test Boar Tusks at the Greenhouse 0/5 (test) <We worked hard to get these!>
New items at Greenhouse
Test Boar Tusks (2hr)
5 Dire Tusk
5 Water
5 Glimmer Fragments
Test Soil Sample (1hr)
5 Soil Samples
5 Water
5 Glimmerdust
Sneaking Suspicions
Test Glimmer Plants 0/5 (test) <How will they react to Feral Magic?>
Examine Dire Glimmer Plants 0/5 (give) <These are weirder than usual!>
Examine Feral Magic 0/5 (give)
New item at Greenhouse
Test Glimmer Plants (4hr)
2 Dark Seed
2 Fertilizer
2 Feral Magic
Of Faeries and Men
Journey to the Plume Hive 0/1 (go) <Time to get answers!>
Confronting the Faeries
Give Feral Magic to the Faeries 0/10 (give) <From the Feral Lands and the Greenhouse!> // You can'T actually craft Feral Magic on the greenhouse
Home at last
Go to Kaz's Abode 0/1 (go) <Help Kaz get settled from his trip!>
Reward mystery, find out yourself