Galactic Loremaster Achievement
- Loremaster of Alderaan
- Loremaster of Balmorra (Empire)
- Loremaster of Balmorra (Republic)
- Loremaster of Belsavis
- Loremaster of Corellia
- Loremaster of Coruscant
- Loremaster of Dromund Kaas
- Loremaster of Hoth
- Loremaster of Hutta
- Loremaster of Ilum
- Loremaster of Korriban
- Loremaster of Makeb
- Loremaster of Nar Shaddaa
- Loremaster of Ord Mantell
- Loremaster of Quesh
- Loremaster of Taris (Imperial)
- Loremaster of Taris (Republic)
- Loremaster of Tatooine
- Loremaster of Tython
- Loremaster of Voss
SWTOR Loremaster of Quesh Location Guide
To complete the "Loremaster of Quesh" achievement you must find all seven listed lore objects both hidden and obvious on Quesh. This written guide will show you where to locate each lore object.
The Achievement can be found in your Legacy (Y) > Location > Quesh > Exploration.
Listed in alphabetic order:
Atmosphere of Quesh
The Atmosphere of Quesh lore object is obtained by accepting the mandetory Story Arc for Quesh aboard the Orbital Station in order to access the shuttle to land on Quesh.
Imperial Players will talk to the Imperial Vaccination Officer, while Republic Players will talk to the Republic Commando and Selkath Scientist.
The Codex Entry is automatically granted at the end of the conversation and you are free to travel to Quesh. You can choose to abandon the quest now, although it is not recommended if you are going for the rest of the codex entries for Quesh.
The Codex Entry can be found in your Log (L) > Codex > Lore > Atmosphere of Quesh.
Quesh venom is one of the most toxic substances in the galaxy. When the great Quake split the ground millennia ago and released the venom from beneath Quesh's surface, the venom's evaporation destroyed the planet's once-pleasant air and made the atmosphere more hazardous to breathe than some biowarfare chemicals. The native fauna quickly died off, leaving only bones behind.
Although the toxicity has faded over the years, it is unsafe to wander Quesh without powerful adrenal countermeasures, special implants or a breath mask. The only beings who can comfortably endure Quesh's atmosphere are Hutts, who claim not to understand what the fuss is about.
Quesh's miners have also discovered that the harsh atmosphere takes a toll on their equipment, causing droids to rust and tools to degrade more quickly. Fortunately, the vast profits gained from mining Quesh venom make up for the exorbitant running costs.
Discovering Quesh Venom
The Discovering Quesh Venom lore object (a panel) is located on the side of a cylindrical structure in the Malignant Meadow east of the Three Families War Camp (Republic Outpost).
The Codex Entry can be found in your Log (L) > Codex > Lore > Discovering Quesh Venom.
Like many great scientific advances, Quesh venom's immense value was discovered by chance. After its initial discovery, the planet Quesh was dismissed as a toxic wasteland. Orbital chemical scans languished in a file for decades until they were unearthed by a junior Republic chemist named Bardian Aelto. After working briefly on adrenal research projects, Aelto had been assigned to review planets likely to be classified as uninhabitable.
When Aelto studied Quesh's chemical scans, he was surprised to recognize a molecule chain from his work on adrenal stimulants. Quesh's atmosphere had properties almost identical to "Hutt venom", the primary ingredient in the galaxy's most high-grade adrenals. Aelto realized a relatively simple chemical process could convert this "Quesh venom" into a usable--and exceptionally valuable--compound. Thanks to one late-night session in a Coruscant laboratory, Quesh had become one of the Republic's most valued resource worlds.
The Hutt Neutrality lore object (a flag) is located to the right of the entrance into the Three Families Palace in the north-east of Quesh.
The Codex Entry can be found in your Log (L) > Codex > Lore > Hutt Neutrality.
With their vast fortunes, access to mercenary armies and ownership of resource-rich worlds, support from individual Hutts--or the Hutt Cartel itself--can mean the difference between victory and defeat in a galactic conflict. But Hutts are businessmen at heart. Why tie yourself to one side of a quarrel when you can remain aloof and profit from both? Thanks to their long lifespan, Hutts who choose sides also risk embroiling themselves in centuries-old grudges.
The Hutt Cartel is officially neutral in the galactic struggle, and it attempts to redress any egregious offenses committed by its members. Pragmatism and personal inconvenience aside, however, the Hutts have no vested interest in seeing either the Republic or the Empire permanently gain the upper hand. In peace, both sides would seek to regulate the Hutts; while the two factions are at odds, the Hutts can be assured of both autonomy and a steady, comfortable income.
The Military Adrenals lore object is obtained both through the Quesh Story Arc (Republic) and an Imperial side quest.
For Republic Players the codex entry is granted as you are confronting Moff Dracen during the Story Arc mission The Republic Strikes Back. This mission is the continuation from the mission Storm the Gates where you have to enter the Front Gate of Broga's Palace in the south of Quesh.
For Imperial Players the codex entry is granted as you accept the side quest from Sergeant Molvar at the Imperial Outpost.
Note: This side quest is only available after you enable Exploration Missions above "Map Filters" on the left side of your Map.
The Codex Entry can be found in your Log (L) > Codex > Lore > Military Adrenals.
Most commanders prefer to rely on rigorous training and good equipment to succeed, but no advantage can be ignored when soldiers' lives are at stake. Since the Great War, the use of military adrenals--safe, nonaddictive stimulants that improve a soldier's endurance, stamina or reflexes--has become more common. A good stock of adrenals can keep a company fresh and on its feet during a forced march, or save wounded individuals from succumbing to their injuries before help arrives.
Naturally, military adrenal stocks are carefully regulated and, if possible, reserved only for emergencies. It is possible for soldiers to rely on adrenals too much and overstress themselves. Theft and sale of military adrenals, which are of the highest quality, has also become a thriving cornerstone of the galactic black market, especially on worlds like Ord Mantell.
The Quesh Venom lore object is obtained both through the Quesh Story Arc (Empire) and a Republic side quest.
For Imperial Players the codex entry is granted automatically at the same time as Atmosphere of Quesh from accepting the mandetory Story Arc from the Imperial Vaccination Officer aboard the Orbital Station in order to access the shuttle to land on Quesh.
For Republic Players the codex entry is granted as you accept the side quest from Ithorian Jedi Goonawaro at the Three Families War Camp.
Note: This mission is not accessible until you have started the Storm the Gate mission, which is part of the Quesh Story Arc.
The Codex Entry can be found in your Log (L) > Codex > Lore > Quesh Venom.
Quesh's sole natural resource is a substance properly known as venenit queshaaga. Nicknamed "venom," the liquid form of the substance can--when properly refined and processed--create extremely potent military-grade adrenals that safely increase a soldier's combat abilities for a limited time. With galactic tensions rising, Quesh venom has become one of the most valuable substances in the universe and a key to military victory for both the Republic and the Empire.
Unprocessed, Quesh venom is a virulent toxin. In its purest form, it is found seeping out of fissures created millennia ago by an ancient quake; it is these fissures that are mined by Republic and Imperial work crews. Over the centuries, significant amounts of Quesh venom have evaporated and tainted the planet's atmosphere, rendering the entire world poisonous to most forms of life.
The Quake lore object (a rock) is located alongside the path between the Imperial side and the Republic side of Quesh. It's the same path where the two entrances into Yuna Crosscut where you can find the Endurance Datacron.
The Codex Entry can be found in your Log (L) > Codex > Lore > The Quake.
Quesh's rugged landscape is a result of the Quake, a massive geological event that occurred some fifty thousand years ago. Technically a series of groundquakes that lasted for three hundred years, the Quake caused Quesh's continents to move several meters apart, creating massive fissures in the ground. This in turn allowed the poisonous Quesh venom to rise up from the depths of Quesh and seep to the surface, leaving the atmosphere toxic to this day.
Quesh has been geologically stable for thousands of years now, but this has not stopped the Three Families from investing heavily in early warning systems; tremors one one-hundredth the size of the Quake could wipe out their refineries. Republic geologists have considered exploring the deepest caves exposed by the Quake, but until the caves are mined clear of Quesh venom, they are far too toxic to enter.
The Three Families
The Three Families lore object (a banner) is located just inside the entrance to the Three Families Palace in a display case at the center of the room.
Note: The Families forces are friendly to Republic Players, but hostile to Imperial Players.
The Codex Entry can be found in your Log (L) > Codex > Lore > The Three Families.
When the Republic began mining Quesh venom, its scientists soon realized that, while they could refine the venom into a non-toxic compound, converting it into usable adrenals was much more problematic. After many expensive failures, the Republic appealed to the Hutt Cartel for expert help and was refused.
But three Hutt families, salivating at the potential profits--led by the Hutts Broga, Jeelta and Portho--broke from the cartel and offered their services. Although this was technically a breach of the Hutt Cartel's carefully established neutral position in the galaxy, generous kickbacks to the cartel kept its members looking the other way.
Today, the Three Families run Quesh's refineries and processing plants while the Republic controls the mines. This arrangement allows the Three Families to carefully guard the secret of adrenal creation, and it has made them incredibly wealthy. However, the Families' split from the Hutt Cartel also means the Empire can target them without fear of reprisal.