Acts I to III
Act I: Thais (levels 6 to 14). Act I begins when you step through the Breakwater Gate (The Wrackline and Gullrest Camp). Thais guards dismiss rumours of Rot in the sewers while the orc pass grows restless. Warden Osric asks you to cull the brood beneath the city, and the Rotworm Queen waits at the end of that sub-quest. The main quest leads through the troll caves, wolf den and bat dungeon to an old fort where Warlord Ruzad commands a Rot-fed orc horde. He holds the first shard. A Thais seer's note then names Carlin's Amazons.
Act II: Carlin and Ab'Dendriel (14 to 23). The Amazons will help only if their price is met. First: rot-maddened raiders at the camp, then the Fox's scouts, then The Horned Fox at his hideout. The Fox is a gate boss: he carries no shard, only a sealed letter that names the elf woods. In Ab'Dendriel, Wardruid Aelrin shows you a forest rotting from one grove. Beneath it the Elvenbane Guardian, an ancient elf-statue woken by the second shard, waits. Its drop is a druid's map to a swamp trade road.
Act III: Venore and Kazordoon (23 to 32). Venore hides the shard behind commerce. Factor Lucan Vass shows a ledger of ore and lamp-oil sent to a Rot-hit dig under Kazordoon, and the Great Houses will not say why. You hunt the shipment road, then kill The Old Widow, the spider matriarch of the Plains of Havoc, to open the route. Passing her unlocks Ascendancy Trial 1 (Ascendancy trials). In Kazordoon, Foreman Durnik sends you down the Dwacatra galleries, where the Mooh'Tah Master, a minotaur mystic bonded to the third shard, rules. A dwarf geomancer then speaks of ruins on a jungle shore.
Sub-quests in these acts include The Brood Below, Lamps for the Ghostlands, Seeds for the Grove, Tainted Lamp-Oil and The Collapsed Gallery (Sub-quests).
Gear. Tiers 2 to 4 (Bronze, Iron, Steel) fit these acts (Bases and tiers).
Next: Acts IV to VI. Overview: The campaign: acts and hubs.