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SC Final Adventure - Arcana

Chapters and bounty decrees

There are a lot of custom advancements. They sit in five chapters and they gate six Bounty Decrees. Each decree goes on a Bounty Board and opens a new contract pool.

Chapter 1 — Arcane Foundations. Source, scribing, inks, essences, the first real spell books. Dual-school study. Ars and Iron’s in the same head.

Chapter 2 — Expedition. Nether, affix gear, elite mage hunts, Gateway to Eternity, the road to the Hunter Decree.

Chapter 3 — Endgame. Warden, Dead King, Hellrazor, the ugly dragon, Cataclysm Spellbooks armor, gems, Master Decree.

Chapter 4 — Chronicle Knights. Crystal Chronicles sets. School runes, soulshards, eight knight kits, Prismatic Sovereign at the top.

Chapter 5 — Ars Ascension. Apparatus, threads, Geomancy Plus, Wilden Chimera, Mark of Mastery, Ars Elemental guard armor.

Decrees, in the order people usually see them:

  • Arcane — you start here. Gems, reagents, early jackpots.
  • Explorer — Nether unlock. Structure contracts.
  • Hunter — Apex Hunter (200 kills). Combat and materials.

Combat drops Treasure Bags. Turn-ins pay Jackpot Bags and gem dust. Bosses drop the loud loot and glowing coupons. It all feeds the same climb.

If a board looks empty, you do not have the decree on it, or you have not finished the chapter that unlocks the next one. Put the paper on the board before you assume the pack broke.