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OSRS Shipwreck Salvaging Guide 2026: Every Wreck, Level, Hook and Loot Table

OSRS shipwreck salvaging for ironmen: all 8 wreck tiers by Sailing level, hook and station requirements, wiki XP rates, and full sorting loot tables.

21 min read·Updated ·Difficulty: **

Shipwreck salvaging is the Sailing skill's gathering activity: park next to a wreck, drop a hook, pull up salvage, sort it for loot. It is slow XP at low levels and genuinely good XP with the right boat at high levels, and for an ironman the sorted loot is the point. Everything below is from the OSRS Wiki as of 17 September 2026, including the December 2025 XP review changes.

For Sailing training in general, port tasks, Barracuda Trials and the skill's unlock order, see the Sailing guide. This article covers salvaging only.

How salvaging works

The loop has two halves, and each gives Sailing XP.

  1. Salvage. Sail adjacent to a shipwreck and use a salvaging hook built on your boat. Salvage range is 7 tiles from the edge of the wreck, measured from the hook, so some wrecks that sit under 14 tiles apart can be worked from one spot. You roll for salvage every 4 ticks; each success gives one unsorted salvage and the wreck's salvaging XP.
  2. Sort. Use the salvage on a salvaging station at most ports, or on one built on your boat, to turn it into items and collect the sorting XP. Sorting XP is roughly half the salvaging XP.

Higher-tier hooks and a higher Sailing level both raise your success chance. Salvage goes in your inventory or your boat's cargo hold, which does not accept noted items.

Crewmates can be told to operate a hook. Their success chance is a fraction of yours that scales with their deckhandiness: 10% at deckhandiness 1, 20% at 2, 30% at 3 and 40% at 4, and they roll every 5 ticks instead of 4. Their XP per salvage is reduced the same way, so over time a crewmate earns only a small fraction of what you would on the same hook:

DeckhandinessCrewmatesXP per salvageSuccess chanceCrew XP as share of yours
1Adventurer Ada, Jittery Jim, Sailor Jakob10%10%0.8%
2Oarswoman Olga, Bosun Zarah, Spotter Virginia20%20%3.2%
3Jobless Jim (40 Sailing), Ex-Captain Siad (50 Sailing)30%30%7.2%
4Cabin Boy Jenkins (60 Sailing), Jolly Jim (85 Sailing)40%40%12.8%

Crew keep salvaging into the cargo hold while you sort, stop when it is full or no wreck is in range, and resume on their own. Dragon salvaging hooks can only be operated by deckhandiness 4 crew, which means Jenkins and Jolly Jim are the only crewmates who can man them.

Spawn mechanics

Every salvaging area shares a spawn pool: typically 6 wreck sites with 4 active at once (since 5 December 2025 every hotspot has exactly 2 inactive wrecks). The despawn timer for a wreck starts the moment anyone begins salvaging it, and when it sinks another wreck in the area rises immediately. That is why salvaging on the official salvaging worlds (596 and 597, both US east) or the unofficial one (486) is faster: other players sinking distant wrecks keeps the ones next to you cycling.

Boosting works, with rules

Wreck level requirements are boostable, but the boost must be visible and must be maintained while you salvage, and your crew stop the moment your boosted level drops below the requirement. The invisible +2 from a keg of whirlpool surprise does not let you salvage above your level (it only improves success rate), and boosts past 99 do nothing. For long sessions the wiki suggests Preserve with prayer-boosting gear and a prayer regeneration potion, or, after clearing the Shark rank of the Tempor Tantrum, a keg of whirlpool surprise on the boat for an unlimited +3 as long as you carry an empty beer glass.

What you need

Salvaging Requirements

  • 15 SailingBronze salvaging hook and small shipwrecks
  • 42 SailingSalvaging station schematic from Chinchompa Island (not boostable)
  • 34 ConstructionBuild the salvaging station on your boat (372 XP)
  • 53 SailingLarge shipwrecks, where salvaging becomes worthwhile
  • Pandemonium completeRequired for every wreck tier

Connect your account in the header to auto-check these requirements.

Salvaging hooks are boat facilities. Each tier needs Sailing and Construction levels to build, and higher tiers need higher deckhandiness for crew to use them.

HookSailingConstructionMaterialsConstruction XP
Bronze1514 planks, 16 bronze nails, 6 bronze bars, rope151
Iron2194 oak planks, 16 iron nails, 6 iron bars, rope312
Steel27184 teak planks, 16 steel nails, 6 steel bars, 3 lead bars, rope499
Mithril44304 mahogany planks, 16 mithril nails, 6 mithril bars, 3 lead bars, rope769
Adamant59524 camphor planks, 16 adamantite nails, 6 adamantite bars, 3 lead bars, rope919
Rune74664 ironwood planks, 16 rune nails, 6 runite bars, 4 lead bars, 4 cupronickel bars, rope1,233
Dragon86784 rosewood planks, 16 dragon nails, 6 dragon metal sheets, 1 broken dragon hook, 4 cupronickel bars, rope1,537

The salvaging station (facility) goes on a skiff or sloop hotspot: 42 Sailing and 34 Construction, 4 teak planks and 16 steel nails, 372 Construction XP. You have to read the salvaging station schematic first. It sits in the lockbox on Chinchompa Island, opened with a small key dug up on The Pandemonium, and getting there needs 42 Sailing that cannot be boosted. Until then you sort at port stations; the Ruins of Unkah station is 2 tiles from a bank chest and Port Khazard's is 5 tiles away.

Sorting on the boat

Rune pouch1
Rune pouch × 1 (Nature, fire, air and law runes for alching and teleports)
Chisel1
Chisel × 1 (Oyster pearls into pearl bolt tips at 41 Fletching)
Seed box1
Seed box × 1 (Hemp, cotton, camphor, ironwood and rosewood seeds plus frags)
Herb sack1
Herb sack × 1 (Merchant wrecks)
Gem bag1
Gem bag × 1 (Uncut gems from caskets)
Plank sack1
Plank sack × 1 (Oak and mahogany planks)
Log basket1
Log basket × 1 (Teak and arctic pine logs)
Soul bearer1
Soul bearer × 1 (Fremennik wrecks, for ensouled troll heads)

The wiki example inventory is just a divine rune pouch, coins and a chisel. Add the storage containers for whichever tier you are working; everything else gets dropped or stored in the cargo hold.

Wreck tiers

Eight wreck types, in level order. Salvaging XP is per salvage pulled up by you; sorting XP is per salvage sorted. Duration is how long a wreck stays up once someone starts on it.

SailingWreckSalvageSalvaging XPSorting XPDurationWhere
15Small shipwreckSmall salvage105.51 min in the wiki overview, 2:30 on the wreck pageShipwreck Cove, Kharidian Sea
26Fisherman's shipwreckFishy salvage1793 minCatherby Bay, Gulf of Kourend, north-east of Gu'tanoth Bay
35Barracuda shipwreckBarracuda salvage3115.53 minNear Barracuda Trials sites: the Storm Tempor, west of Sea Spirit Dock, Backwater, east of the Myths' Guild, Tirannwn Bight, Ynysdail, south of Angler's Retreat
53Large shipwreckLarge salvage48243 minSouth of Shimmering Atoll, north of the Isle of Serpents, south of the Lonely Sea, south-west of Grimstone, south of the Little Pearl
64Pirate shipwreckPlundered salvage7631.53 minSouth of Pest Control, Pirates' Cove, Aureum Coast, south-east of Buccaneers' Haven
73Mercenary shipwreckMartial salvage13863.53:15West of the Isle of Serpents, south-western Southern Expanse, south-west of Sunbleak Island
80Fremennik shipwreckFremennik salvage162753:40North-western Everwinter Sea, north of Ungael, north-east Stoneheart Sea
87Merchant shipwreckOpulent salvage200954 minWest of Dusk's Maw, west of Winter's Edge, south of the Southern Expanse

Some tiers sit in hazardous water and your boat needs the right part to be there at all, or you get the message that it is not safe to salvage in hazardous waters:

  • Barracuda: at least an oak mast (most wrecks also want an iron helm); a camphor mast fully avoids Storm Tempor damage. At least one wreck sits just outside the Storm Tempor and needs neither.
  • Mercenary: all of them are in tangled kelp, so you need an adamant helm.
  • Fremennik: icy seas, so you need an eternal brazier. Ironmen must complete Making Friends with My Arm to make one.
  • Merchant: eternal brazier for Winter's Edge or an adamant helm for the Southern Expanse.

Which wreck at which level

These are the setups the wiki's money-making guides assume for each tier, with the XP figures the wiki gives for them.

LevelSalvageBoat setupNext hook upgradeWiki XP figure
15SmallSkiff, bronze hook, basic cargo holdIron at 21 Sailing / 9 Construction; oak cargo hold at 18 / 11About 1,600 XP/hr with a bronze hook at 15
26Fisherman'sSkiff, iron hookSteel at 27 / 18About 5,000 XP/hr attentively with an iron hook
35BarracudaSkiff, steel hookMithril at 44 / 30Not stated
53LargeSloop, 2 mithril hooks, salvaging stationAdamant at 59 / 5224,000+ XP/hr with Jobless Jim and two mithril hooks
64PirateSloop, 2 adamant hooks, salvaging stationRune at 74 / 6645,000+ XP/hr with Jobless Jim and two adamant hooks
73MercenarySloop, 2 adamant hooks, salvaging station, adamant helmRune at 74 / 66About 40,000 with two adamant hooks and two crew; 60,000+ with Cabin Boy Jenkins and rune hooks; 74,000+ adding the crystal extractor
80FremennikSloop, 2 rune hooks, salvaging station, eternal brazierDragon at 86 / 78About 60,000 AFK with Ex-Captain Siad, Jenkins and rune hooks; up to 95,000 at peak with the crystal extractor
87MerchantSloop, 2 rune hooks, salvaging stationDragon at 86 / 78See the Jagex tests below

The reason the jump to 53 matters: below it you are on a skiff with one hook and no station, banking every trip. From 53 you are on a sloop with two hooks, a crewmate on the second one, and a station on deck, which is the setup that makes salvaging semi-AFK. The wiki's procedure is to man one hook yourself with Jenkins (or Jobless Jim before 60 Sailing) on the other, deposit everything into the cargo hold, and when it is nearly full hand your hook to a second crewmate while you sort.

XP rates

The wiki lists per-setup rates on each wreck page (in the table above) and Jagex published long-form tests after the 5 December 2025 salvaging changes. All crewmates in the tests had deckhandiness 4 and none included crystal extractor XP. Jagex did not say which wrecks were used or whether travel was included.

Tested Sailing levelHooksMethodSailing XP/hr
97Two dragon hooksLow-attention sorting while two crewmates salvaged35,000 to 40,000
87Rune hooksActive salvaging and sorting105,000 to 110,000
97Two dragon hooksActive while multitaskingAbout 85,000

Two multipliers on top of any setup:

  • Tick manipulation on the hook gives roughly 2 to 2.5 times the XP, at much higher intensity.
  • The crystal extractor (73 Sailing, 67 Construction, needs a Heart of Ithell) gives 250 XP per wind mote every 109 ticks, which the wiki works out to 13,761 XP/hr if you harvest every time, or 14,103 with a keg of horizon's lure. After Song of the Elves each harvest also has about a 1 in 6 chance of a crystal shard.

The wiki's money-making guides quote salvage per hour of 140 (small), 160 (fisherman's), 220 (Barracuda), 360 (large), 360 (pirate), 315 (mercenary), 310 (Fremennik) and 280 (merchant), assuming crew do a third to two thirds of the hooking.

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Loot by wreck

Every sorted salvage rolls a pre-roll table for uniques first, then one main table. Rates are exact wiki values. Two things every tier shares:

  • Sailors' amulet (inert): 1/2,000 from small salvage, 1/1,500 fishy, 1/1,000 Barracuda, 1/500 large, 1/450 plundered, 1/400 martial, 1/350 Fremennik, 1/300 opulent. It is never rolled if you already own one, and you can only own one. It teleports to the Pandemonium, Port Roberts, Red Rock and Deepfin Point once you have inspected each Sailors' Marker, uses one charge per teleport, and one law rune plus 10 water runes adds 10 charges (up to 10,000). The Deepfin Point teleport, from 67 Sailing, lands about eight tiles from a bank chest.
  • Salvaging relics at 1/3,000 from every tier, handed to Curator Haig Halen for 1 kudos and an antique lamp: 5,000 XP (any skill at 30+) for the rusty locket, mouldy block and dull knife; 10,000 XP (level 40+) for the broken compass, rusty coin and broken sextant; 15,000 XP (level 50+) for the smashed mirror and mouldy doll. Repeat hand-ins give 5,000 coins instead.

Small shipwreck (small salvage, x/1,721)

Pre-roll: beginner clue 1/300, boat bottle 1/750, rusty locket 1/3,000.

ItemQuantityRate
Bronze bar, bronze nails, logs1; 1-5; 1200 each
Iron nails, plank, oak logs, sawmill coupon (wood plank)1-5; 1; 1; 1100 each
Air rune, water rune1-10100 each
Bronze cannonball2-7100
Coins, bones1-200; 1100 each
Iron bar, oak plank, sawmill coupon (oak plank)150 each
Iron cannonball2-750
Steel arrow1-520
Steel bar11

Nothing here matters to an ironman beyond early shipbuilding materials; move on at 26.

Fisherman's shipwreck (fishy salvage, x/467)

Pre-roll: easy clue 1/300, boat bottle 1/750, mouldy block 1/3,000.

ItemQuantityRate
Oak logs, feather, fishing bait, raw lobster, raw mackerel, raw swordfish, seaweed, bronze cannonball1; 15-200; 20-100; 1; 1; 1; 1; 2-740 each
Oak plank, sawmill coupon (oak plank), logs, iron bar, iron nails, iron cannonball1; 1; 1; 1; 1-5; 1-520 each
Steel nails, plank1-5; 110 each
Fishing rod, harpoon, lobster pot12 each
Steel bar11

Feathers and fishing bait in bulk are the only ironman-relevant drops.

Barracuda shipwreck (Barracuda salvage, x/28,401)

Pre-roll: medium clue 1/300, boat bottle 1/500, Sailors' amulet 1/1,000, dull knife 1/3,000.

ItemQuantityRate
Swamp paste, oak logs1-10; 15,000 each
Teak logs13,750
Steel nails, teak repair kit, rum1-5; 1; 12,500 each
Rope, oak plank, banana, steel cannonball1; 1; 1; 2-71,250 each
Flax seed, copper ore, raw swordfish1-3; 1; 1500 each
Teak plank, raw shark1250 each
Hemp seed1-3125
Lead ore125
Raw marlin11

Flax and hemp seeds are the ironman items: this is the first tier that feeds shipbuilding sails.

Large shipwreck (large salvage, x/2,218)

Pre-roll: Sailors' amulet 1/500, facility bottle about 1/1,000, broken compass 1/3,000.

ItemQuantityRate
Gold ring, sapphire ring, emerald ring1300 each
Diamond ring, oyster pearl, oyster pearls, steel nails, teak logs1; 1; 1; 1-5; 1200 each
Casket1100
Oak plank, giant seaweed, mithril cannonball1; 1; 2-550 each
Mithril nails1-530
Elkhorn frag, hemp seed, adamant cannonball1-5; 1-5; 1-710 each
Cotton seed1-55
Pillar frag1-52
Camphor seed11

This is the first tier worth caring about. Giant seaweed at 50/2,218 feeds Superglass Make without a farming run. Sapphire rings become rings of recoil with Lvl-1 Enchant (7 Magic, cosmic and water runes) and can be stored as charges in a ring of suffering. Oyster pearls cut into pearl bolt tips at 41 Fletching. Caskets carry uncut gems, so bring a gem bag. Camphor, cotton and hemp seeds plus elkhorn and pillar frags are all shipbuilding inputs, and teak logs can be fletched into teak stocks at 46 Fletching or kept for tick manipulation.

Pirate shipwreck (plundered salvage, x/1,036)

Pre-roll: Sailors' amulet 1/450, facility bottle 1/900, rusty coin 1/3,000, dragon cannonball (2-3) 1/3,000.

ItemQuantityRate
Gold ring1200
Rum, mithril scimitar, oyster pearls, sapphire ring, emerald bracelet1100 each
Ruby bracelet175
Mithril cannonball, emerald ring, casket2-5; 1; 150 each
Adamant cannonball, mahogany repair kit, diamond bracelet, diamond ring2-5; 1; 1; 125 each
Rune cannonball2-410
Rune scimitar11

Jewellery to alch, oyster pearls for bolt tips, and cannonballs. Be careful at the Buccaneers' Haven wrecks: other players can lure armoured krakens into the area.

Mercenary shipwreck (martial salvage, x/2,440)

Pre-roll: Sailors' amulet 1/400, hard clue 1/500, facility bottle 1/700, broken sextant 1/3,000, dragon cannonball (2-3) 1/3,000, Salvor's paint 1/24,000.

ItemQuantityRate
Mithril longsword, adamant arrowtips, mithril dart tip1; 1-5; 1-5300 each
Adamant longsword, adamant dart tip, adamant arrow, amulet of power1; 1-3; 1-3; 1200 each
Adamant 2h sword, green d'hide body, adamant bolts(unf), rune arrow, adamant cannonball, mahogany logs1; 1; 1-3; 1-3; 2-5; 1100 each
Rune cannonball, adamantite nails2-4; 1-350 each
Rune longsword, umbral frag, camphor seed110 each
Camphor logs16
Ironwood logs13
Ironwood seed11

The ranged ammo tier: adamant arrows, rune arrows, adamant and mithril dart tips and unfinished adamant bolts, plus an amulet of power at 200/2,440 for early accounts. The longswords, 2h swords and green d'hide bodies are alchs, which is why the wiki lists 55 Magic in this tier's requirements. Hard clues at 1/500 are the best clue source of any wreck.

Fremennik shipwreck (Fremennik salvage, x/2,670)

Pre-roll: Sailors' amulet 1/350, facility bottle 1/500, smashed mirror 1/3,000.

ItemQuantityRate
Raw salmon, raw tuna, raw lobster, raw monkfish1400 each
Mithril ore1300
Arctic pine logs, astral rune1; 1-3200 each
Adamantite nails1-3100
Rune nails, mahogany plank, ensouled troll head, rune cannonball1-3; 1; 1; 2-550 each
Cotton seed1-310
Archer helm, berserker helm, farseer helm, warrior helm, Fremennik helm18 each
Ironwood logs16
Umbral frag, ironwood seed15 each
Rosewood logs13
Rosewood seed11

Astral runes at 200/2,670 and ensouled troll heads at 50/2,670 are the ironman prizes; you cannot reanimate on the boat, so carry a soul bearer and take the heads to the Dark Altar later. The five Fremennik helms are alchs. Mahogany planks go in a plank sack. If you bank rather than drop, salvage near Ungael and use a crewmate's Bank Cargo option at Lunar Isle.

Merchant shipwreck (opulent salvage, x/424)

Pre-roll: Sailors' amulet 1/300, facility bottle 1/300, dragon nails (1-3) 1/2,000, mouldy doll 1/3,000, dragon cannon barrel 1/20,000.

ItemQuantityRate
Fish offcuts, uncut opal, uncut jade, uncut red topaz, silver ore, silver bar, tiara, jug of wine, spice, grey wolf fur, silk1-10; then 1 each30 each
Coins, platinum token1,000-5,000; 1-520 each
Rare seed drop table1 roll10
Useful herb drop table1 roll10
Combat herb drop table1 roll10
Gem drop table (special variant, one coin instead of nothing)1 roll10
Ironwood repair kit110
Rune cannonball2-53
Dragon cannonball2-51

The three herb and seed sub-tables are what make this tier an ironman farm. The wiki's money-making page breaks the rare seed roll down as toadflax 216/1,090, kwuarm 69/1,090, snapdragon 46/1,090, cadantine 32/1,090, snape grass 20/1,090 (three seeds) and torstol 9/1,090; the useful herb roll as avantoe 5/16, ranarr 4/16, snapdragon 4/16 and torstol 3/16; and the combat herb roll as kwuarm 5/16, dwarf weed 4/16, cadantine 4/16 and lantadyme 3/16. The gem roll is sapphire 32/65, emerald 16/65, ruby 8/65, diamond 2/65, and a 1/65 rare roll that is a rune spear 8/15, shield left half 4/15 or dragon spear 3/15. A ring of wealth improves the gem table. Bring a seed box, a herb sack and either a gem sack or a jeweller's chisel for the opals, jades and topaz.

Ironman tips

What salvaging is actually for on an iron

  • Skip straight to what your account needs. Large wrecks (53) for giant seaweed and rings of recoil, mercenary (73) for ranged ammo and an amulet of power, Fremennik (80) for astral runes and prayer XP via troll heads, merchant (87) for seeds, herbs and gems. The tiers below 53 are only for the hook and station unlocks on the way.
  • Sort on the boat, drop the junk. Once you have the station facility, the best XP comes from never leaving the site: store what you want in a seed box, herb sack, gem bag, plank sack or log basket, alch the jewellery and armour, and drop the rest. Banking everything is slower and the wiki's per-hour figures assume minimal banking.
  • Get the right crewmate early. Jobless Jim (40 Sailing, deckhandiness 3) makes your second hook worth building; Cabin Boy Jenkins (60) or Jolly Jim (85) nearly double what a crewmate contributes and are the only two who can use dragon hooks.
  • Take the Sailors' amulet seriously. At 67 Sailing the Deepfin Point teleport is an eight-tile bank teleport that costs a tenth of a law rune per use. Since it never rolls once you own one, every tier gives you a fair shot at it.
  • Hand in every relic. Eight relics, eight antique lamps: 5,000, 10,000 or 15,000 XP each in the skill of your choice, plus a kudos each.
  • Build the eternal brazier yourself. Ironmen need Making Friends with My Arm before Fremennik and Winter's Edge merchant wrecks are reachable at all.

Two things that catch people out

Wreck timers start when anyone starts salvaging, not when you arrive, so a wreck someone else touched can sink under you. And a boosted Sailing level has to stay up for the whole session: the second it drops below the wreck's requirement your crew stop, and the whirlpool surprise keg's invisible +2 does not count for unlocking a tier.

Frequently Asked Questions

What is shipwreck salvaging in OSRS?

Shipwreck salvaging is a low-intensity Sailing gathering activity. You park your boat next to a shipwreck, deploy a salvaging hook, and pull up unsorted salvage for a small amount of Sailing XP. Sorting that salvage at a salvaging station at a port, or at one built on your boat, gives roughly half as much XP again plus the actual loot: seeds, herbs, planks, cannonballs, jewellery, relics and a few uniques.

What Sailing level do you need for each shipwreck?

Small shipwrecks need 15 Sailing, fisherman's shipwrecks 26, Barracuda shipwrecks 35, large shipwrecks 53, pirate shipwrecks 64, mercenary shipwrecks 73, Fremennik shipwrecks 80 and merchant shipwrecks 87. The requirement is boostable with a visible boost, but the boost has to be maintained while you salvage or your crew will stop too.

Which shipwreck should I salvage at my level?

Small at 15 with a bronze hook, fisherman's at 26 with an iron hook, Barracuda at 35 with a steel hook, large at 53 with two mithril hooks on a sloop, pirate at 64 with two adamant hooks, mercenary at 73 once you have an adamant helm for tangled kelp, Fremennik at 80 once you have an eternal brazier for icy seas, and merchant at 87 with rune hooks. The wiki's money-making guides use exactly those setups.

What do you need to start salvaging?

Only a raft with a salvaging hook and Pandemonium completed. To do it efficiently you want a sloop with two of the best hooks you can build, a cargo hold, a salvaging station on the boat (42 Sailing to read the schematic, 34 Construction to build it) and a crewmate with high deckhandiness such as Jobless Jim or Cabin Boy Jenkins to operate the second hook.

How much Sailing XP per hour is salvaging?

It scales hard with the wreck tier and hooks. The wiki lists roughly 1,600 XP per hour on small wrecks with a bronze hook, 5,000 on fisherman's wrecks with iron, 24,000 or more on large wrecks with Jobless Jim and mithril hooks, 45,000 or more on pirate wrecks with adamant hooks, 60,000 or more on mercenary and Fremennik wrecks with rune hooks and Cabin Boy Jenkins, and Jagex measured 105,000 to 110,000 on active rune-hook salvaging at 87 Sailing. Tick manipulation roughly doubles player rates.

Is salvaging worth it for an ironman?

Yes, for the resources rather than the XP. Large salvage drops giant seaweed and sapphire rings, Fremennik salvage drops astral runes and ensouled troll heads, mercenary salvage drops adamant and rune arrows, dart tips and an amulet of power, and opulent salvage rolls the rare seed, herb and gem tables. Every tier can also give a Sailors' amulet, a relic worth an antique lamp, and clue scrolls.

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